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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 108182 times)

Anonpepper

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Re: [0.96a] Experimental Hull Modifications 0.7.1
« Reply #45 on: May 17, 2023, 08:25:13 AM »

Did so. I am completely certain I'm using the correct zip.
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lyravega

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Re: [0.96a] Experimental Hull Modifications 0.7.1
« Reply #46 on: May 17, 2023, 08:39:37 AM »

Did so. I am completely certain I'm using the correct zip.
I'm on a roll today  >:(

Uploaded the mod WITH the mod itself this time
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Anonpepper

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Re: [0.96a] Experimental Hull Modifications 0.7.1
« Reply #47 on: May 17, 2023, 09:19:46 AM »

Danke, it's gucci now.
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Arthur_The_Ok

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Re: [0.96a] Experimental Hull Modifications 0.7.1
« Reply #48 on: May 21, 2023, 03:19:32 PM »

For some reason the small-to-medium/medium-to-large slot conversions don't seem to work. Yes, I'm selecting the right hullmod (Converter/Diverter Activator)
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lyravega

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Re: [0.96a] Experimental Hull Modifications 0.7.1
« Reply #49 on: May 21, 2023, 07:07:20 PM »

For some reason the small-to-medium/medium-to-large slot conversions don't seem to work. Yes, I'm selecting the right hullmod (Converter/Diverter Activator)

Without slot points, they won't work. You need to use diverters or invest a story point in the over-engineered hull mod to get slot points, then use them with converters. Read their descriptions.
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Arthur_The_Ok

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Re: [0.96a] Experimental Hull Modifications 0.7.1
« Reply #50 on: May 21, 2023, 07:24:38 PM »

[quote author=lyravega Without slot points, they won't work. You need to use diverters or invest a story point in the over-engineered hull mod to get slot points, then use them with converters. Read their descriptions.
[/quote]

Oh, I thought it was the same as ordinance points. Though, now that you've enlightened me, it seems that the thing I was trying to do is impossible without breaking my own rule
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travhill20

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Re: [0.96a] Experimental Hull Modifications 0.7.1
« Reply #51 on: May 22, 2023, 04:23:54 AM »

This mod can quickly throw out an boundaries of balance. It's a lot of fun. Even just using it to customize your shield and engine color makes it worth using.
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lyravega

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Re: [0.96a] Experimental Hull Modifications 0.7.1
« Reply #52 on: May 22, 2023, 04:47:00 AM »

Oh, I thought it was the same as ordinance points. Though, now that you've enlightened me, it seems that the thing I was trying to do is impossible without breaking my own rule

Out of curiosity, what were you trying to do? =)

This mod can quickly throw out an boundaries of balance. It's a lot of fun. Even just using it to customize your shield and engine color makes it worth using.

To be honest, Alex designs every ship with some measure of balance in mind; its system, its slots, everything designed with something specific in mind that make the whole somewhat balanced. Which this mod throws away right off the bat as the idea is less restrictions and more options in customization, and the balance is sacrificed to achieve that.

I'm trying to find a way to add more engine colours in with the method I'm using and make custom shield colours more accessible. Maybe using LunaLib with its fancy sliders to let you do it from in-game. We'll see =)
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travhill20

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Re: [0.96a] Experimental Hull Modifications 0.7.1
« Reply #53 on: May 22, 2023, 05:09:24 AM »

Oh it's definitely not a bad thing. It adds a lot of potential and creativity. The number of possible loadout combinations has gone up several orders of magnitude.
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Arthur_The_Ok

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Re: [0.96a] Experimental Hull Modifications 0.7.1
« Reply #54 on: May 22, 2023, 06:34:23 AM »


Out of curiosity, what were you trying to do? =)


I was trying to up the size of the side medium synergy mount on a Carnelian (Nes' SAW) to large and the back small hybrid mount to medium for point defense, essentially turning it into a destroyer that eats capital ships for breakfest. But I would need to either put a diverter in one of the slots (which would ruin the entire thing) or build-in the Overegineered hullmod (which would break one of the various conditions I subject myself to when playing modded Starsector)
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lyravega

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Re: [0.96a] Experimental Hull Modifications 0.7.1
« Reply #55 on: May 22, 2023, 07:06:27 AM »

I was trying to up the size of the side medium synergy mount on a Carnelian (Nes' SAW) to large and the back small hybrid mount to medium for point defense, essentially turning it into a destroyer that eats capital ships for breakfest. But I would need to either put a diverter in one of the slots (which would ruin the entire thing) or build-in the Overegineered hullmod (which would break one of the various conditions I subject myself to when playing modded Starsector)

Oh I see. I am considering making over-engineered grant 1 slot points for some OP cost if it's not built-in, but that'd be a freebie for any ship so finding the right OP cost might be problematic. That still won't be enough for your medium slot though!

Oh it's definitely not a bad thing. It adds a lot of potential and creativity. The number of possible loadout combinations has gone up several orders of magnitude.

There's one more thing I'd like to do - hull mods to replace shields with phase / damper. Oh and re-adding the phase as a system! That won't happen till I go over all of the systems though, some of them require system slots (like flak canisters) and most ships lack them so they fire like 1-2 of those, which is quite funny in my opinion :D
« Last Edit: May 22, 2023, 07:08:59 AM by lyravega »
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KDR_11k

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Re: [0.96a] Experimental Hull Modifications 0.7.1
« Reply #56 on: May 22, 2023, 07:39:39 AM »

Hm, how about buff "diverters" that boost all weapons of their size based on how many boosts vs how many actual weapons of that size are installed? So you could convert a ship with many guns into a ship with one powerful gun beyond what's possible by just upgrading a slot to large.
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Truly

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Re: [0.96a] Experimental Hull Modifications 0.7.1
« Reply #57 on: May 22, 2023, 10:51:35 AM »

I've been getting random crashes with one of the experiment hull modded ship, it happens in the campaign map and usually I can fly around for a few minutes before it trigger:

Code
585625 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Slot id [CS_WS 020SM] not found on hull [legion_xiv]
java.lang.RuntimeException: Slot id [CS_WS 020SM] not found on hull [legion_xiv]
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
at com.fs.graphics.LayeredRenderer.render(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(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)


starsector.log file:
https://www.dropbox.com/s/b7ddtjsegjo6h2w/starsector.log?dl=0

Log says RC10 but I got it in RC9 too before updating the game.

Is there anything else I can provide to troubleshoot this?
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cpmartins

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Re: [0.96a] Experimental Hull Modifications 0.7.1
« Reply #58 on: May 22, 2023, 12:49:49 PM »

I'm getting the same type of error on my save:
Code
571361 [Thread-3] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [Spacer20Seconds.ogg]
571363 [Thread-7] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [Atmospheric_Rise.ogg]
571509 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Slot id [CS_WS0006SM] not found on hull [sfcpolus]
java.lang.RuntimeException: Slot id [CS_WS0006SM] not found on hull [sfcpolus]
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
at com.fs.graphics.LayeredRenderer.render(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(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(Thread.java:750)
571708 [Thread-10] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
571709 [Thread-10] INFO  sound.H  - Playing music with id [miscallenous_corvus_campaign_music.ogg]

Here's a link for the full log file if you want:
https://file.io/MK5GdVQ9ata9
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lyravega

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Re: [0.96a] Experimental Hull Modifications 0.7.1
« Reply #59 on: May 22, 2023, 09:35:49 PM »

I've been getting random crashes with one of the experiment hull modded ship, it happens in the campaign map and usually I can fly around for a few minutes before it trigger

Thanks for the report, I believe I identified the problem with the help of another player by playing through his/her/their save file and fixed it.

Some info on the problem: The problem seems to be caused by the d-mods; not specifically d-mods, but what happens to the ship when all of them are repaired. I suspect that you are experiencing a similar thing. I have implemented a fix for this, and hopefully it will also solve your (and others') issue.

I'm getting the same type of error on my save

Thanks for the report! I have fixed this, and the hotfix/patch will be available sometime today, testing it a little bit more.

Some info on the problem: The mod assumes that every weapon slot out there uses the same slot numbering, like "WS XXX" where XXX is the number of the slot. However, the mod-ship that you have uses a slightly different slot numbering "WSXXXX" and my mod fails to find its target.

-----

Again, thank you both (and a few others) for the reports, as I've said I've implemented fixes for these problems but I'd like to release them after some more testing to be sure.
« Last Edit: May 23, 2023, 05:14:01 AM by lyravega »
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