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News:

Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.96a] Adjusted Sector  (Read 526260 times)

Vertanius

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Re: [0.96a] Adjusted Sector
« Reply #675 on: April 07, 2025, 11:02:52 PM »

Anyone know if bumping up the number of gate in sector interferes with the balance of themes? I want more gates but I was wondering if I will need to adjust other numbers for remnants, motherships, and the likes.

Btw, the mod works in 97a, you just have to manually adjust the file "mod_info.json". Look for the line "gameVersion" and adjust the indicated game version to the one you have. This won't always work for any mod not updated by the mod dev, but unless the mod actually needs to be updated to functionally work with a new game version, that should allow you to bypass the game launcher giving you lip for outdated mods.
It does not. Gates are just unthemed objects, same with those poor sods in cryosleep. Only Mama-ships are tied to "Derelict" theme.

Also, i assume that with 0.97a the vanilla system generation added new things, so those "new things" won't generate in the new game without update.

Amazingly, i'm not dead yet. Last time i was here, there was a need to update the mod to proper version, and integrate it with new settings, to remove the whole "play with settings" bit.
Maybe it means more things to come.

Hi there! Would it be alright if I released my updated version based on your work until you have time to return? The good news is 0.98 has added very little new work compared to 0.97's update that needed several fixes.

I'm very interested in an updated version for .98!  I use this mod on every playthrough.


Same, I can't play without this mod.
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Terethall

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Re: [0.96a] Adjusted Sector
« Reply #676 on: April 08, 2025, 03:03:52 PM »

I'd like to add to the choir requesting an update. If the author isn't actively working on it, is anyone working to update it? Playing around, it looks like there may be issues impacting the new threat and abyssal factions, and it can cause issues with abyssal hyperspace getting crowded with regular hyperspace storms and constellations.
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Kirschbra

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Re: [0.96a] Adjusted Sector
« Reply #677 on: April 11, 2025, 05:38:41 PM »

Also would love an update.  I just changed the version number in the file needed to run it with 0.98. 

This is the first time I've used this mod, currently it seems to keep the sector the same size but it adds a lot of stars.

In it's current state, it seems to add a lot of stars, even stars with remnant, inside the core worlds area. 
It also seems like because it's cramming some stars in the core worlds, it seems like the location of the core world stars are just kind of out of place of where they normally are slightly.

But overall, I love the vastly increased stars
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Valinra

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Re: [0.96a] Adjusted Sector
« Reply #678 on: April 11, 2025, 06:57:58 PM »

Also would love an update.  I just changed the version number in the file needed to run it with 0.98. 

This is the first time I've used this mod, currently it seems to keep the sector the same size but it adds a lot of stars.

In it's current state, it seems to add a lot of stars, even stars with remnant, inside the core worlds area. 
It also seems like because it's cramming some stars in the core worlds, it seems like the location of the core world stars are just kind of out of place of where they normally are slightly.

But overall, I love the vastly increased stars
I Highly suggest you play with Nex. and go to the .97 or .96 to enjoy this mod correctly and use maybe the 300 constelations if your pc can handle it.
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Vertanius

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Re: [0.96a] Adjusted Sector
« Reply #679 on: April 12, 2025, 08:39:02 AM »

I just updated the version in the file, picked biggest sector and constellations, so far it's great, runs like pre-update, I got the MK1 without any issues, hopefully the other new content works as well.
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Manage Passwords

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Re: [0.96a] Adjusted Sector
« Reply #680 on: April 12, 2025, 12:50:36 PM »

I just updated the version in the file, picked biggest sector and constellations, so far it's great, runs like pre-update, I got the MK1 without any issues, hopefully the other new content works as well.

NICE!
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GiantPotato

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Re: [0.96a] Adjusted Sector
« Reply #681 on: April 12, 2025, 04:12:23 PM »

Until it's officially updated, I've uploaded my own version of the mod here. It's updated for 0.98 with some new options.
« Last Edit: April 21, 2025, 01:06:27 PM by GiantPotato »
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Vertanius

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Re: [0.96a] Adjusted Sector
« Reply #682 on: April 13, 2025, 12:45:06 AM »

I tried your version of it, 80% of the sector is basically storms, have to be smashing that S key real hard.
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Terethall

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Re: [0.96a] Adjusted Sector
« Reply #683 on: April 13, 2025, 08:00:21 AM »

I found abyssal lights weren't generating with it on larger sizes - anyone else?
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Dreven

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Re: [0.96a] Adjusted Sector
« Reply #684 on: April 13, 2025, 10:15:22 AM »

Until it's officially updated, I've uploaded my own version of the mod here. It's updated for 0.98 with some new options.

Thanks for this! It works on its own, but causes a crash on campaign start when used together with the Random Assortment of Things mod which has built in compatibility with the official version of Adjusted Sector. The author of that mod says it's caused by this version changing the package path and class names unnecessarily.

Crash log:

Spoiler
72286 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: data/campaign/procgen/SectorProcGenMod
java.lang.NoClassDefFoundError: data/campaign/procgen/SectorProcGenMod
   at assortment_of_things.campaign.procgen.RATSectorProcGen.prepare(RATSectorProcGen.java:46)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.o0OO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.super.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.H.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.H.processInput(Unknown Source)
   at com.fs.starfarer.ui.classsuper.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.base/java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.campaign.procgen.SectorProcGenMod
   at java.base/java.net.URLClassLoader.findClass(Unknown Source)
   at java.base/java.lang.ClassLoader.loadClass(Unknown Source)
   at java.base/java.lang.ClassLoader.loadClass(Unknown Source)
   ... 16 more
[close]

Any chance of an update?
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GiantPotato

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Re: [0.96a] Adjusted Sector
« Reply #685 on: April 13, 2025, 11:19:36 AM »

Oops, didn't know other mods were looking at this one  ::)

I've renamed classes back, hopefully this helps some people. Also fixed an issue in 0.98 where hyperspace storms would be ok on sector generation but then not reload correctly.

I haven't discussed with the mod author about providing this as an official update though, so if there are any other issues/requests then I'll probably just release a separate mod so as to not hijack this thread.
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Dreven

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Re: [0.96a] Adjusted Sector
« Reply #686 on: April 13, 2025, 11:43:54 AM »

Nice, looks to be working perfectly now. Thanks for the quick fix!
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Valinra

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Re: [0.96a] Adjusted Sector
« Reply #687 on: April 14, 2025, 10:05:14 AM »

Oops, didn't know other mods were looking at this one  ::)

I've renamed classes back, hopefully this helps some people. Also fixed an issue in 0.98 where hyperspace storms would be ok on sector generation but then not reload correctly.

I haven't discussed with the mod author about providing this as an official update though, so if there are any other issues/requests then I'll probably just release a separate mod so as to not hijack this thread.
Hit us up with the link in here so we know when you do it and thank you for doing this for us.
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GiantPotato

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Re: [0.96a] Adjusted Sector
« Reply #688 on: April 14, 2025, 08:27:19 PM »

Oops, didn't know other mods were looking at this one  ::)

I've renamed classes back, hopefully this helps some people. Also fixed an issue in 0.98 where hyperspace storms would be ok on sector generation but then not reload correctly.

I haven't discussed with the mod author about providing this as an official update though, so if there are any other issues/requests then I'll probably just release a separate mod so as to not hijack this thread.
Hit us up with the link in here so we know when you do it and thank you for doing this for us.

Unofficial update available here.
« Last Edit: April 21, 2025, 01:06:54 PM by GiantPotato »
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kluey

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Re: [0.96a] Adjusted Sector
« Reply #689 on: April 15, 2025, 11:47:45 PM »

Can't run with 0.98 ?  :'( :'( :'(
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