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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a] AI-Retrofits  (Read 184717 times)

Iwe Eri

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Re: [0.97a] AI-Retrofits
« Reply #90 on: May 17, 2024, 03:09:58 AM »

Hi might i ask how this mod interacts with other colony mods(TASC/indevo/AOTD.etc), particularly the Robot colony feature.
an interesting question. there are a few conflicts, and i will get around to fixing them eventual, it will be a while.

TASC should have no conflicts. you cant found a AI-market from a station, but you can use the 'Population Replacement Center' to make the market a AI one.

indevo does have single conflict. it has something called 'Colony Governments' and if you ever change your government, the 'population and infrastructure' on the world will no longer be able to comprehend that it requires any of the strange stuff the AI-markets need to maintain stability. this is the only conflict however, and the rest of the mod works wonderfuly. i love it so mush.

AOTD does have a single issue, were if you use a 'cryo-sleeper' to try and get a market past the largest size, the population growth will only take the 'local' growth. so the more advanced robot factory's will not feed the market.
its still possible to increase the size of the market. its just not 100% what it should be.

I know of no other conflicts, in relation to industry's or markets with any other mod.

overall, the 2 bugs are avoidable. just avoid switching the government type of AI markets, and avoid moving a 'cryo-sleeper' into orbit of AI markets
and yes. i will fix this at some point. i play with both mods, and it bugs me that i cant use everything they have to offer.

Thank you for the quick response, very excited to use this mod in my next playthrough as a remnant deserter
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Naimod

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Re: [0.97a] AI-Retrofits
« Reply #91 on: December 05, 2024, 01:14:37 AM »

Hello again. I've come across with some error that might be caused by this mod.


55199 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getName()" because the return value of "com.fs.starfarer.api.campaign.SectorEntityToken.getMarket()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getName()" because the return value of "com.fs.starfarer.api.campaign.SectorEntityToken.getMarket()" is null
        at starlords.ai.LordAI.progressAssignment(LordAI.java:506) ~[?:?]
        at starlords.ai.LordAI.advance(LordAI.java:96) ~[?:?]
        at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
        at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
        at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
        at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
[106.489s][info   ][gc        ] Cancelling GC: Stopping VM
CodeHeap 'non-profiled nmethods': size=127360Kb used=15063Kb max_used=15063Kb free=112296Kb
 bounds [0x0000019691c90000, 0x0000019692b50000, 0x00000196998f0000]
CodeHeap 'profiled nmethods': size=127296Kb used=53515Kb max_used=53515Kb free=73780Kb
 bounds [0x00000196898f0000, 0x000001968cd40000, 0x0000019691540000]
CodeHeap 'non-nmethods': size=7488Kb used=3891Kb max_used=3941Kb free=3596Kb
 bounds [0x0000019691540000, 0x0000019691930000, 0x0000019691c90000]
 total_blobs=16375 nmethods=15077 adapters=1194
 compilation: enabled
              stopped_count=0, restarted_count=0
 full_count=0

Though I'm not entirely sure.
Right now the game gives me a Fatal:Null error crash as soon as I unpause the game after loading.

Checking it again, this might be an issue with the new Starlords mod.
« Last Edit: December 05, 2024, 01:55:53 AM by Naimod »
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EnigmaniteZ

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Re: [0.97a] AI-Retrofits
« Reply #92 on: December 05, 2024, 02:16:48 AM »

doesn't look like it's from this mod, no sign of LordAI in the mod
however, there is that starlords mod, soooo yeah. try there.
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Also known as: Khe, Kherae. Pros: tend to be an optimizer and a fixer. Cons: ADD (Is that a squirrel over there?) and severe memory issues (as in: I'm the last 10+ years)

Dear fellow coders: please use more null checks...

Naimod

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Re: [0.97a] AI-Retrofits
« Reply #93 on: December 05, 2024, 02:35:04 AM »

doesn't look like it's from this mod, no sign of LordAI in the mod
however, there is that starlords mod, soooo yeah. try there.

yep just noticed it.
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mrpras

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Re: [0.97a] AI-Retrofits
« Reply #94 on: December 15, 2024, 03:19:54 AM »

Love this mod, would make a great crossover with the Star Trek mod where the automated stuff could be Borg-themed.

Anyway I have noticed a couple of problems and wanted to report.

The robots don't seem to register properly on markets/sales earning zero income - seems the pricing on various types of robot isn't defined.

Descriptions are widely missing for Omega robots, it doesn't seem complete with regard to omega Cores and their influences.

Normal robots affect the colony with a beta core on their manufactory, but it seems that if you choose to upgrade to Alpha or Omega then they don't contribute to colony defence etc

I'm not sure but also it seems that robot manufuacturing capacity is supposed to build over time with many automated colonies but I'm not sure this is happening.

Any of these issues might be caused by a conflict with another mod I use, but wanted to report in case others are having the same issues.

Thanks for this mod, one of the most essential for my playthroughs.
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EnigmaniteZ

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Re: [0.97a] AI-Retrofits
« Reply #95 on: December 15, 2024, 04:42:01 AM »

robots dont have global market pricing because there's no demand. no other colonies besides your own that demand them, because...you're the only one who gets those kinds of colonies.
omegas did seem largely incomplete, but it's mostly a nonissue unless playing with specific mods since...how are you going to get omega cores?
the alpha/beta/omega thing for the various construction facilities looked quite intentional, but yeah that did seem odd.
the 'capacity over time with multiple colonies' is currently more of a flavor text thing. I think it's more a nod to how you need multiple colonies handling demand of various parts, much...like normal colonies.
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Also known as: Khe, Kherae. Pros: tend to be an optimizer and a fixer. Cons: ADD (Is that a squirrel over there?) and severe memory issues (as in: I'm the last 10+ years)

Dear fellow coders: please use more null checks...

mrpras

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Re: [0.97a] AI-Retrofits
« Reply #96 on: December 19, 2024, 12:20:49 PM »

Thanks for the responses.

1 You can sell the robots manually at other factions meaning they will pay for them. I think it's just broken because it doesn't make sense that they have no global market valiue, or that you are the only faction to be able to produce them *any faction that is positive with AI would probably have their own robots.

2 There are also the alpha cores so that's not a nonissue. Regarding Omegas, they are in the mod as Omega robots and the responses to having an omega core in the cargo for example, so it's already part of the mod just not working right in this regard - they're great for invasions though ;)

3 Yeah it just seems unfinished in this regard because this way you have to choose between omega or alpha robots or the bonuses the default robots give. Currently I use the bonuses on robot colonies and produce omegas on high level colonies only - maybe that's a gameplay strategy from the author.

4 I get what you mean, is that a guess? Could just be a broken system.
« Last Edit: December 20, 2024, 03:56:57 AM by mrpras »
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alaricdragon

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Re: [0.97a] AI-Retrofits
« Reply #97 on: December 24, 2024, 10:55:47 AM »

The robots don't seem to register properly on markets/sales earning zero income - seems the pricing on various types of robot isn't defined.
as EnigmaniteZ said, thats because no market thats not a player market demands them. i was also quite confused about why my robots didn't make any credits when i first built this feature.

Descriptions are widely missing for [VERY REDACTED] robots, it doesn't seem complete with regard to [VERY REDACTED] and their [VERY REDACTED].
everything related to the [VERY REDACTED] is incomplete. its mostly a little hidden thing that most people will never see. although i will be updating this soon, especially the displays and descriptions, as i find them lacking.

Normal robots affect the colony with a beta core on their manufactory, but it seems that if you choose to upgrade to Alpha or [VERY REDACTED] then they don't contribute to colony defence etc
again EnigmaniteZ hit the nail on the head. this is deliberate.
the idea was to have AI core modifiers mush like the ones from industrial evolution (were most AI cores do different things.), were choosing your AI core is something to actually consider, even if you have an unlimited amount of alpha cores.
granted, there was once a system that did let more advanced robots provide bonus to battles. it was disabled, do to lag. I will remake it at some point in a way that does not suck.

I'm not sure but also it seems that robot manufuacturing capacity is supposed to build over time with many automated colonies but I'm not sure this is happening.
I really need to review some of the text in this mod. i never read it when im playing, so i don't even know what you are talking about. but i will look into it when i edit the text.

Any of these issues might be caused by a conflict with another mod I use, but wanted to report in case others are having the same issues.
AIRetrofits has very few conflicts, the mod is simply unfinished and very unrefined. i play to address this soon tm

Thanks for this mod, one of the most essential for my playthroughs.
= )


1 You can sell the robots manually at other factions meaning they will pay for them. I think it's just broken because it doesn't make sense that they have no global market valiue, or that you are the only faction to be able to produce them *any faction that is positive with AI would probably have their own robots.
fun fact: i agree with this statment.
all features related to the AI-Retrofits markets are do for a bit of a upgrade. exspacily the way other factions handle such things.
as for other factions making things like robots... somehow i didn't consider this. I need to think about my life now.

2 There are also the alpha cores so that's not a nonissue. Regarding [VERY REDACTED], they are in the mod as [VERY REDACTED] robots and the responses to having an [VERY REDACTED] in the cargo for example, so it's already part of the mod just not working right in this regard - they're great for invasions though ;)
I am working on all the descriptions in this mod right now. i don't even remember what the [VERY REDACTED] descriptions look like, but i dont play with mods that let the user get a [VERY REDACTED] so i have um... never tested them. opps. something for later i suppose.

3 Yeah it just seems unfinished in this regard because this way you have to choose between [VERY REDACTED] or alpha robots or the bonuses the default robots give. Currently I use the bonuses on robot colonies and produce [VERY REDACTED] on high level colonies only - maybe that's a gameplay strategy from the author.
I like this feature. although there are some bonuses planed for [VERY REDACTED] and alpha cores in relation to this. not for a while though, i need to build some systems first.

4 I get what you mean, is that a guess? Could just be a broken system.
I really really need to review all my text. i dont know what i put there but it sounds quite confusing.

even though EnigmaniteZ has already helped you out with most of the questions here, i still feel the need to put my own 2 cents in
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