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

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Author Topic: [0.96a] Experimental Hull Modifications 0.8.6a  (Read 106101 times)

Elayne

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Re: [0.96a] Experimental Hull Modifications 0.8.6a
« Reply #150 on: March 31, 2024, 12:41:23 PM »

There is an unofficial 0.97 update on the Discord. Still risky though. Best to use save a copy every time you use it on a ship, then load to see if it crashes.

For example, when I use Mutable shunts (capacitors/dissipater) or converter/diverters on a UAF Neuxoria II, it works, but crashes when loading after. Launch tubes, Over Engineered, and switching the system to a recall device works fine.

However, Using converters/diverters worked fine on a Rillaru II.
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ProdigyToby

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Re: [0.96a] Experimental Hull Modifications 0.8.6a
« Reply #151 on: March 31, 2024, 10:06:53 PM »

  My experience is that everything EXCEPT converting the size of the weapon slots works fine and loads.  As soon as I change a slot from small to medium or large or whatever, and save the game, that save becomes corrupted and will CTD.
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HQ

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Re: [0.96a] Experimental Hull Modifications 0.8.6a
« Reply #152 on: August 17, 2024, 09:51:11 AM »

I only need this mod to make AI ships controllable by me (the Neural skills sucks and there's no mod to change them yet). Is that feature fine? Also can anyone give me the discord link?
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moeren

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Re: [0.96a] Experimental Hull Modifications 0.8.6a
« Reply #153 on: November 03, 2024, 02:17:23 PM »

  My experience is that everything EXCEPT converting the size of the weapon slots works fine and loads.  As soon as I change a slot from small to medium or large or whatever, and save the game, that save becomes corrupted and will CTD.

same here. I would really love to try increasing slot size
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xXspeedfistXxD

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Re: [0.96a] Experimental Hull Modifications 0.8.6a
« Reply #154 on: January 26, 2025, 05:35:42 PM »

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vaarelsauce

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Re: [0.96a] Experimental Hull Modifications 0.8.6a
« Reply #155 on: February 01, 2025, 12:00:23 AM »

Is it normal for the Converter/upgrader to not double-dip? Like turning a small slot -> medium -> large...
Because currently, I can only convert a small into a medium. Any attempt to keep converting that same slot doesn't do anything. Which really sucks, because I have a few spare slot points that could've been used.
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Vaelophisnyx

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Re: [0.96a] Experimental Hull Modifications 0.8.6a
« Reply #156 on: February 01, 2025, 01:58:27 PM »

yeah it's like that for a reason
for what its worth though, the weapon_data.CSV has usable small->large converters, and larger diverters/dissipators/capacitors, if you want to use them. Mind you, they're not pretty at all, but they mostly work in my experience
just gotta remove the # before their name in the CSV
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grimmsdottir93

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Re: [0.96a] Experimental Hull Modifications 0.8.6a
« Reply #157 on: March 29, 2025, 08:06:16 PM »

Hi all, it appears that the mod no longer works for 0.98
After just changing the mod.json to 0.98, the game seems to load up fine, but when attempting to look at the hullmods when refitting a ship at a dockyard, the game crashes
crashlog attached
Would be neat if the mod got patched up, it was really fun to mess about with ship loadouts and stuff
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SpacePirates

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Re: [0.96a] Experimental Hull Modifications 0.8.6a
« Reply #158 on: April 01, 2025, 07:04:30 AM »

Hi all, it appears that the mod no longer works for 0.98
After just changing the mod.json to 0.98, the game seems to load up fine, but when attempting to look at the hullmods when refitting a ship at a dockyard, the game crashes
crashlog attached
Would be neat if the mod got patched up, it was really fun to mess about with ship loadouts and stuff

Hey I agree this would be cool to be patched up, here's a link to a fork that works, I pushed a change to the original mod, kind of odd that there is no failsafe condition, as it's just looking for a value that doesn't exist.

https://github.com/SpacePirates6/lyr_ehm
I'll post a built jar file when I get home later today
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7332

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Re: [0.96a] Experimental Hull Modifications 0.8.6a
« Reply #159 on: April 03, 2025, 01:25:29 AM »

Popup:

Fatal: Error loading [experimentalHullModifications.plugin.lyr_ehm]
Cause: experimentalHullModifications.plugin.lyr_ehm
Check starsector.log for more info.

starsector log:

85668 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [experimentalHullModifications.plugin.lyr_ehm]
java.lang.RuntimeException: Error loading [experimentalHullModifications.plugin.lyr_ehm]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.base/java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: experimentalHullModifications.plugin.lyr_ehm
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.base/java.lang.ClassLoader.loadClass(Unknown Source)
   at java.base/java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more

« Last Edit: April 03, 2025, 01:31:39 AM by 7332 »
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o0Niko0o

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Re: [0.96a] Experimental Hull Modifications 0.8.6a
« Reply #160 on: April 09, 2025, 06:59:30 PM »

Hi all, it appears that the mod no longer works for 0.98
After just changing the mod.json to 0.98, the game seems to load up fine, but when attempting to look at the hullmods when refitting a ship at a dockyard, the game crashes
crashlog attached
Would be neat if the mod got patched up, it was really fun to mess about with ship loadouts and stuff

Hey I agree this would be cool to be patched up, here's a link to a fork that works, I pushed a change to the original mod, kind of odd that there is no failsafe condition, as it's just looking for a value that doesn't exist.

https://github.com/SpacePirates6/lyr_ehm
I'll post a built jar file when I get home later today

Only issue i've found is that removing D-Mods causes a crash with any ship with Experimental Hull Modifications - admittedly, a rather irritating issue.
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terminal

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Re: [0.96a] Experimental Hull Modifications 0.8.6a
« Reply #161 on: April 09, 2025, 08:20:21 PM »

I am trying out the mod for the first time and i am floored by all the choices. very exciting. it seems like it mostly works with 0.98 but after adding experimental mods trying to open the refit menu crashes the game
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Hyperkayak

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Re: [0.96a] Experimental Hull Modifications 0.8.6a
« Reply #162 on: April 27, 2025, 11:29:29 PM »

I miss having 10 large slots on a roided-out Paradusa...
and converting ships with "useless" systems to missile spammers :(
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