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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] Officer Extension (0.6.10)  (Read 173227 times)

float

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Re: [0.96a] Officer Extension (0.5)
« Reply #90 on: September 11, 2023, 10:23:09 AM »

Can you disable Officer Extension and post a picture of the officer selection screen or fleet screen?

(Again, this mod is not compatible with the Chinese language pack, if you're using that.)
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Ash and dust

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Re: [0.96a] Officer Extension (0.5)
« Reply #91 on: September 12, 2023, 04:55:09 AM »

Can you disable Officer Extension and post a picture of the officer selection screen or fleet screen?

(Again, this mod is not compatible with the Chinese language pack, if you're using that.)
Ok, I will disable this Mod until the Chinese forum translator can update it to support 0.96;
 Here's how I repeat the error situation.
I just finished creating a new game and then I click on the bottom left corner from left to right for the second (Fleet Management)
https://backup1.fossic.oss.jnxyp.cn/forum/202309/12/193832rhhah852cmgbhoh8.jpg
The game immediately freezes and crashes, and this error message pops up.
https://backup1.fossic.oss.jnxyp.cn/forum/202309/12/193823mgd401gbdewc7cyc.png

[Game log]

88780 [Thread-7] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [campaign_noncore_part1.ogg]
88905 [Thread-10] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [campaign_noncore_part1.ogg]
88905 [Thread-10] INFO  sound.H  - Playing music with id [campaign_noncore_part1.ogg]
90644 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Renderer's graphics object not found
java.lang.RuntimeException: Renderer's graphics object not found
   at officerextension.ui.Button.getText(Button.java:82)
   at officerextension.FleetPanelInjector.getAutoAssignButton(FleetPanelInjector.java:212)
   at officerextension.FleetPanelInjector.advance(FleetPanelInjector.java:44)
   at officerextension.CoreScript.advance(CoreScript.java:101)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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)



« Last Edit: September 12, 2023, 04:59:22 AM by Ash and dust »
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AtlanticAccent

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Re: [0.96a] Officer Extension (0.5)
« Reply #92 on: September 15, 2023, 07:58:38 AM »

Hi,

Your reflection work was one of the original inspirations for me to get into messing with officers and UI.

One thing I'd like to request in the name of cross-mod compatibility is the ability to prevent certain skills from being "demotable". In my case, I'm (mis)using the skill system to represent non-skill/skill-adjacent concepts[1]. In vanilla, there is already a way to indicate that a skill is unremovable by adding
Code
"unremovable" : true
to the .skill file. This can be retrieved in code through SkillSpecAPI.isPermanent(). I should note that no vanilla skill makes use of this but it is still handled correctly by the game.

Additionally, you can add arbitrary tags to skills in their entry in the skill_data.csv file. If it's not too much trouble, I'd like to propose adding a tag that Officer Extension recognises as opting a skill out from being demotable, for cases where the skill author does not want to use the permanent field in the skill file.

These changes would effectively require adding some filtering on the list returned by getSkillButtons in injectSkillButtons.

Happy to discuss this in a proper issue on GitHub or a PR if you'd like.

[1]
Spoiler
In my mod I call them Conditions, the most prominent being Injuries that temporarily remove a skill from an officer when they are, naturally, injured. Source: https://github.com/atlanticaccent/price-of-command/
[close]
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float

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Re: [0.96a] Officer Extension (0.5)
« Reply #93 on: September 16, 2023, 10:09:46 AM »

Thanks for the info.

I'll see if I can make Officer Extension ignore permanent skills. Is there a reason why you want Officer Extension to have a not-demotable tag separate from "isPermanent"? Seems to me like they'd be functionally equivalent. Can you elaborate on how exactly the base game handles unremovable skills, considering that there isn't a way to remove skills in vanilla in the first place?

Edit: I've tried adding
Code
"unremovable": true
to a couple of .skill files, and it doesn't seem to work at all. I can still remove "unremovable" skills, both on players and on officers. Either I'm not adding this snippet in the right place, or the feature has been fully deprecated. I can still make a custom tag for officer-permanent conditions, though. In fact, it's only a couple of lines of code.

Edit 2: Ok, added handling of an "officerextension_unremovable" tag to dev, if you'd like to test compatibility before release feel free to download the jar from the github repo.
« Last Edit: September 16, 2023, 10:53:16 AM by float »
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Wyvern

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Re: [0.96a] Officer Extension (0.5)
« Reply #94 on: November 27, 2023, 05:51:25 PM »

Hey, just got an exception seemingly from this mod:
Code
292725 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at officerextension.FleetListener.reportShownInteractionDialog(FleetListener.java:37)
at com.fs.starfarer.campaign.CampaignEngine.reportShowInteractionDialog(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.showInteractionDialog(Unknown Source)
at tecrys.svc.world.notifications.NotificationBase.showNotification(NotificationBase.kt:20)
at tecrys.svc.world.notifications.NotificationBase.showIfRequested(NotificationBase.kt:28)
at tecrys.svc.world.notifications.NotificationShower.advance(NotificationShower.kt:61)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
Was not triggered by anything obvious; I was just flying through hyperspace back towards the core when, boom, game dead.

Reloading and taking a similar course a second time did not replicate the crash.
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Wyvern is 100% correct about the math.

float

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Re: [0.96a] Officer Extension (0.5)
« Reply #95 on: November 27, 2023, 07:30:53 PM »

Thanks for the report, looking at it I see the only way this could happen is if a fleet's getBattle is not null but getBattle().getOtherSideCombined is null. Seems like an odd crash... could it be that the fleet you were fighting against didn't exist or didn't have any ships?

I'll add some additional null checks, though I suspect this is some funky mod fleet. What exactly is tecrys?

Edit: if you're still getting the crash try downloading the latest jar from the github repo and let me know if that fixes it, here: https://github.com/qcwxezda/Starsector-Officer-Extension/tree/main/jars
« Last Edit: November 27, 2023, 07:34:31 PM by float »
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Wyvern

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Re: [0.96a] Officer Extension (0.5)
« Reply #96 on: November 27, 2023, 07:52:03 PM »

Ahh, so weird mod interaction, that'd do it. Tecrys would presumably be the Symbiotic Void Creatures mod; I've reported this issue in that mod's thread as well, here. Thanks for the information on what's likely causing it; that should help Tecrys fix up their mod, too.

(Edit: To clarify: I wasn't even fighting anything when this crash went down, just cruising along through hyperspace with nothing in sight.)

Will go ahead and download the jar, though given the apparent rarity of this bug- well, if it happens again, I'll let you know; all I can do there. Thanks for the fast fix!
« Last Edit: November 27, 2023, 07:54:33 PM by Wyvern »
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Wyvern is 100% correct about the math.

Groobus

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Re: [0.96a] Officer Extension (0.5)
« Reply #97 on: December 17, 2023, 01:10:44 PM »

Hi!  So, a small thing I noticed in this mod is that you cannot add an officer from an officer promotion event (Where you can spend a story point to get an officer form your crew after a battle) if you are above the vanilla officer limit. Is there any way this could be added? Awesome mod btw!

Edit: Also noticed the same thing with the Luddic Pather bar event where you can spend a story point to have them join you.
« Last Edit: December 17, 2023, 02:01:30 PM by Groobus »
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Rafs

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Re: [0.96a] Officer Extension (0.5)
« Reply #98 on: December 23, 2023, 06:09:00 AM »

Hi!  So, a small thing I noticed in this mod is that you cannot add an officer from an officer promotion event (Where you can spend a story point to get an officer form your crew after a battle) if you are above the vanilla officer limit. Is there any way this could be added? Awesome mod btw!

Edit: Also noticed the same thing with the Luddic Pather bar event where you can spend a story point to have them join you.

This is also the case with alternate sources of officers from other mods like Wingcom and Ashes of The Domain.
Would be nice some added support for those if the modders allow it since it's way less of a time waster than going around every single market.
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adskayaskovoroda

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Re: [0.96a] Officer Extension (0.5)
« Reply #99 on: January 18, 2024, 11:45:38 PM »

Hey! Love the mod. There is a small problem tho - an event where you can promote some crew to officer. It's still shows vanilla interpretation of the limit
In example I have 7 officers in total but only 1 is piloting a ship
Dunno, seems kinda unimportant, but still
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Cryovolcanic

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Re: [0.96a] Officer Extension (0.5)
« Reply #100 on: February 11, 2024, 07:17:39 AM »

An issue with Officer Extension as of 0.97a - if you suspend officers, they still count towards the overall XP value of your fleet. If you permanently dismiss them, they no longer count.

If you are carrying around a lot of suspended officers, you are crippling your XP gain.
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TheLaughingDead

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Re: [0.96a] Officer Extension (0.5)
« Reply #101 on: February 19, 2024, 06:16:21 PM »

An issue with Officer Extension as of 0.97a - if you suspend officers, they still count towards the overall XP value of your fleet. If you permanently dismiss them, they no longer count.

If you are carrying around a lot of suspended officers, you are crippling your XP gain.
How did you update the version to work with 0.97a?

EDIT: Figured it out, just changing the game version in mod_info.json did it
« Last Edit: February 19, 2024, 06:29:50 PM by TheLaughingDead »
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float

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Re: [0.96a] Officer Extension (0.5)
« Reply #102 on: March 05, 2024, 07:56:14 PM »

Hey! Love the mod. There is a small problem tho - an event where you can promote some crew to officer. It's still shows vanilla interpretation of the limit
In example I have 7 officers in total but only 1 is piloting a ship
Dunno, seems kinda unimportant, but still

An issue with Officer Extension as of 0.97a - if you suspend officers, they still count towards the overall XP value of your fleet. If you permanently dismiss them, they no longer count.

If you are carrying around a lot of suspended officers, you are crippling your XP gain.

Thanks for the reports, these are fixed now.
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Polite Pufferfish

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Re: [0.97a] Officer Extension (0.6)
« Reply #103 on: March 05, 2024, 11:13:26 PM »

Hello. I wanted to let you know that the zip file currently (03/06/2024) in your github is completely empty. Spooked me real good when my save file crashed after trying to update.

When using what is available in the source zip, I get the following error whenever I attempt to initiate combat with anything:

[Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "java.lang.Boolean.booleanValue()" because the return value of "officerextension.UtilReflection.getField(Object, String)" is null
java.lang.NullPointerException: Cannot invoke "java.lang.Boolean.booleanValue()" because the return value of "officerextension.UtilReflection.getField(Object, String)" is null
   at officerextension.FleetListener.modifyDifficultyCalculator(FleetListener.java:46) ~[?:?]
   at officerextension.FleetListener.reportShownInteractionDialog(FleetListener.java:69) ~[?:?]
   at com.fs.starfarer.campaign.CampaignEngine.reportShowInteractionDialog(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source) ~[port_obf.jar:?]
   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) [?:?]

I hope this helps you. This is a delightful mod that I would love to continue using. Thank you for producing and maintaining it.
« Last Edit: March 06, 2024, 06:47:20 PM by Polite Pufferfish »
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Blacknsilver

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Re: [0.97a] Officer Extension (0.6)
« Reply #104 on: March 06, 2024, 07:03:06 AM »

I'm also getting an error while using the 0.6.0 version of the mod. 0.5.0 works fine.
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