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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.96a] Truly Automated Ships v1.2.5  (Read 45427 times)

TobiaF

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Re: [0.95a] Truly Automated Ships v1.1.2
« Reply #46 on: January 16, 2022, 11:12:07 AM »

<3
(Is it still labelled 1.2?)
The previous versions were 1.1.1 and 1.1.2, because they were mostly fixes to version 1.1. This is version 1.2, because there are new features.
If there are issues to solve, the next version will be 1.2.1. If there aren't issues and I can focus on adding a few new features, the next version will be 1.3 :D


EDIT: v1.2.1 IS UP!

Changelog:
- Fixed compatibility issue with Seeker (TAS now only affects ships in the player's fleet)
« Last Edit: January 16, 2022, 12:29:50 PM by TobiaF »
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Grizzlyadamz

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Re: [0.95a] Truly Automated Ships v1.1.2
« Reply #47 on: January 19, 2022, 04:58:39 AM »

nstead, if automated ships really need to be balanced, I'd double their CR usage & halve their recovery speed, with full integration relieving that.
Do you mean "double their CP usage"? Because if that's the gase, I think that goes against the narrative of my mod (cores on ships making said ships more self-sufficient in terms of logistics). If  it wasn't a typo, then I'm not sure I get what you mean.
And about halving recovery speed, I think that would be a bit too boring. It's something that I might consider adding, but I think "time spent waiting" isn't something I want to mess with too much.
Naah I meant CR- so you could keep them at full readiness and they wouldn't cost any extra supplies just to have in the fleet, but to actually use them & deploy them they *do* cost extra...and have lower back-to-back-fights stamina...and take longer to recover. At least so long as the cores aren't integrated.
But uh, I like full integration so, feel free to ignore me lol ;)
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TobiaF

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Re: [0.95a] Truly Automated Ships v1.1.2
« Reply #48 on: January 19, 2022, 05:13:38 AM »

Naah I meant CR- so you could keep them at full readiness and they wouldn't cost any extra supplies just to have in the fleet, but to actually use them & deploy them they *do* cost extra...and have lower back-to-back-fights stamina...and take longer to recover. At least so long as the cores aren't integrated.
But uh, I like full integration so, feel free to ignore me lol ;)
Ah, I see what you mean now. Then no, it's not something I'm planning on implementing. I don't want to directly change the time it takes for ships to be repaired. Time is the one thing that I'm trying to impact the least, because "waiting" by itself is one of the things I enjoy the least.
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Redgamma

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Re: [0.95a] Truly Automated Ships v1.2.1
« Reply #49 on: February 01, 2022, 10:54:03 AM »

im getting a crash when loading a save but wierdly if i load another save beforhand, it loads whitout  anny issue
Here is the crash report:
28510 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.TAS_Automated.applyEffectsBeforeShipCreation(TAS_Automated.java:31)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getCargo(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.getCargo(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.getCargo(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.GateEntityPlugin.canUseGates(GateEntityPlugin.java:89)
   at com.fs.starfarer.api.impl.campaign.CoreCampaignPluginImpl.updateGlobalFacts(CoreCampaignPluginImpl.java:517)
   at com.fs.starfarer.campaign.CampaignEngine.getMemory(Unknown Source)
   at progsmod.plugin.ProgSMod.onGameLoad(ProgSMod.java:19)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
   at com.fs.starfarer.title.ooOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.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.lang.Thread.run(Unknown Source)
28672 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
28673 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_main_menu.ogg]
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TobiaF

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Re: [0.95a] Truly Automated Ships v1.2.1
« Reply #50 on: February 03, 2022, 07:35:37 AM »

im getting a crash when loading a save but wierdly if i load another save beforhand, it loads whitout  anny issue
Here is the crash report:
28510 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.TAS_Automated.applyEffectsBeforeShipCreation(TAS_Automated.java:31)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getCargo(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.getCargo(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.getCargo(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.GateEntityPlugin.canUseGates(GateEntityPlugin.java:89)
   at com.fs.starfarer.api.impl.campaign.CoreCampaignPluginImpl.updateGlobalFacts(CoreCampaignPluginImpl.java:517)
   at com.fs.starfarer.campaign.CampaignEngine.getMemory(Unknown Source)
   at progsmod.plugin.ProgSMod.onGameLoad(ProgSMod.java:19)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
   at com.fs.starfarer.title.ooOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.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.lang.Thread.run(Unknown Source)
28672 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
28673 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_main_menu.ogg]
A couple of questions:
1. By "load another save beforehand," do you mean ANY other save?
2. Do you only get the crash when loading a specific save?
3. Do you have any other mods active?
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Jaghaimo

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Re: [0.95a] Truly Automated Ships v1.2.1
« Reply #51 on: February 03, 2022, 01:01:39 PM »

Might it be related to Campaign Engine (and possibly others) not being fully initialized in `onGameLoad` when you load the save after starting the game? If you load it again, it will be present (as it's reused).

See: https://fractalsoftworks.com/forum/index.php?topic=23667.0
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QuietOkami

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Re: [0.95a] Truly Automated Ships v1.2.1
« Reply #52 on: February 05, 2022, 10:12:38 AM »

Getting the same error as Red Gamma, removed the mod from load order and the save loaded sucessfully. Attached my stelnet.log which I belive shows my active mods if anyone can understand what is causing this.

[attachment deleted by admin]
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Darkwhip

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Re: [0.95a] Truly Automated Ships v1.2.1
« Reply #53 on: March 18, 2022, 05:45:47 PM »

Just added this mod to my list and now whenever I load my game it crashes starsector.

[attachment deleted by admin]
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TobiaF

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Re: [0.95a] Truly Automated Ships v1.2.1
« Reply #54 on: March 19, 2022, 12:03:29 AM »

Just added this mod to my list and now whenever I load my game it crashes starsector.
Hi, I'm aware of the issues and I'll try to fix it as soon as I can. Unfortunately it's been a really bad period in my life, due to me getting Covid, my grandfather's health, and other personal stuff, so I haven't been able to work on it yet.
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Juan-Dela_Cruz

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Re: [0.95a] Truly Automated Ships v1.2.1
« Reply #55 on: March 22, 2022, 05:18:55 AM »

Take care of yourself, man. Good luck.
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MrCordedrex

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Re: [0.95a] Truly Automated Ships v1.2.1
« Reply #56 on: March 23, 2022, 10:27:33 AM »

Take care of yourself man, amazing mod !
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Myratir

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Re: [0.95a] Truly Automated Ships v1.2.1
« Reply #57 on: March 28, 2022, 03:59:35 PM »

Maybe i am not understand things completely but when downloading this mod my Radiant still have a MAX CR at 35% with an alpha core installed and integrated.
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Inheritance

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Re: [0.95a] Truly Automated Ships v1.2.1
« Reply #58 on: April 19, 2022, 07:21:36 PM »

I seem to be having the same problem as Myratir. Is it counting the total of Remnant ships in just your fleet or even those in storage? Also when I installed the mod it showed my total ship score to be at -60 out of 120. With just one Radiant with Alpha Core integrated in my fleet.
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TobiaF

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Re: [0.95a] Truly Automated Ships v1.2.1
« Reply #59 on: April 22, 2022, 04:57:18 AM »

I seem to be having the same problem as Myratir. Is it counting the total of Remnant ships in just your fleet or even those in storage? Also when I installed the mod it showed my total ship score to be at -60 out of 120. With just one Radiant with Alpha Core integrated in my fleet.

Thanks for telling me, I'll get on it as soon as I'm done with university. I should be done with my thesis in a few weeks, I'm planning on getting back to modding then.
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