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News:

Starsector 0.96a is out! (05/05/23)

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Author Topic: [0.95.1a] QoL Pack 1.1.0  (Read 89548 times)

aerosolninja

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Re: [0.95.1a] QoL Pack 1.1.0
« Reply #45 on: May 16, 2023, 12:20:26 AM »

If you want to use this and avoid crashing the game, go into data>config>settings.json and add # before RMCAfterOverload and qolp_shieldSnapping. It should look like this:
Quote
"plugins":{
      #"qolp_RMCAfterOverload":"data.plugins.qolp_RMCAfterOverload",
      "qolp_AutoShieldAfterSystem":"data.plugins.qolp_AutoShieldAfterSystem",
      #"qolp_shieldSnapping":"data.plugins.qolp_shieldSnapping",
      "qolp_systemNotify":"data.plugins.qolp_systemNotify",
   },
It will disable shield features, but will allow to load the game.
Thank you!
Likewise, thank you!  This is a great mod.
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Famelhaut

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Re: [0.95.1a] QoL Pack 1.1.0
« Reply #46 on: May 18, 2023, 08:01:30 PM »

Hi! Do you plan on updating this mod?
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Elkar

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Re: [0.95.1a] QoL Pack 1.1.0
« Reply #47 on: May 24, 2023, 12:33:57 AM »

I couldn't live without this mod so i patched the Jar file: here

Technical Details
If PureTilt returns: The fix is very simple, the function 'processInputPreCoreControls' in classes 'qolp_RMCAfterOverload' and 'qolp_shieldSnapping' has a nulllcheck that reads:
Code
if (engine.getPlayerShip() == null) return;
change to:
Code
if (engine == null || engine.getPlayerShip() == null) return;
[close]
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Zr0Potential

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Re: [0.95.1a] QoL Pack 1.1.0
« Reply #48 on: May 24, 2023, 03:54:14 AM »

I couldn't live without this mod so i patched the Jar file: here

Technical Details
If PureTilt returns: The fix is very simple, the function 'processInputPreCoreControls' in classes 'qolp_RMCAfterOverload' and 'qolp_shieldSnapping' has a nulllcheck that reads:
Code
if (engine.getPlayerShip() == null) return;
change to:
Code
if (engine == null || engine.getPlayerShip() == null) return;
[close]

Much appreciated
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Soviet Tom Bombadil

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Re: [0.95.1a] QoL Pack 1.1.0
« Reply #49 on: May 24, 2023, 09:21:17 AM »

based bootleg patcher


I couldn't live without this mod so i patched the Jar file: here

Technical Details
If PureTilt returns: The fix is very simple, the function 'processInputPreCoreControls' in classes 'qolp_RMCAfterOverload' and 'qolp_shieldSnapping' has a nulllcheck that reads:
Code
if (engine.getPlayerShip() == null) return;
change to:
Code
if (engine == null || engine.getPlayerShip() == null) return;
[close]
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123nick

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Re: [0.95.1a] QoL Pack 1.1.0
« Reply #50 on: May 28, 2023, 12:47:14 AM »

Have you considered adding a feature that holds the ship, instead of facing directly where the cursor is at, it can face offset to the cursor, like 90 degrees to the left or right of the bearing of the cursor to the ship? This would help a lot when piloting broadsiders, you keep the mouse at the enemy and ur ship faces left of the enemy so all guns can point at the enemy.
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Kothyxaan

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Re: [0.95.1a] QoL Pack 1.1.0
« Reply #51 on: May 31, 2023, 03:50:14 AM »

Not sure if this is still getting updated,  but I have one request. Would be possible if the autosalvage ability did not function if there was an enemy fleet close by, as in I would temporarily turn off until the enemy fleet was out of range then go back on?
Basically what happens when the autosalavage is on and an enemy fleet is  close, it will go to the salvage screen, but it won't let you salvage due to the enemy. You leave the screen and the autosalavage takes you right back into the screen, and it will keep doing this until the enemy is far enough away which could take a long time.
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Bastion.Systems

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Re: [0.95.1a] QoL Pack 1.1.0
« Reply #52 on: May 31, 2023, 04:28:28 AM »

The auto shield function is a must have for any ship with a phase skimmer. Hope this gets updated!
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