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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.96a] Experimental Hull Modifications 0.8.6a  (Read 98722 times)

lyravega

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Re: [0.96a] Experimental Hull Modifications 0.7.3
« Reply #75 on: June 01, 2023, 07:13:55 AM »

0.73 Fixed the issues with "false positives" on UAF, you were so fast!
Though now i have a different issue regarding a modular ship and EHM, aka this:
102185 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull [uw_palace_front_default_D] variant [uw_palace_front_for_0]: slot id [AS_WS0007R] not found for weapon [ehm_dissipator_small]
java.lang.RuntimeException: Ship hull [uw_palace_front_default_D] variant [uw_palace_front_for_0]: slot id [AS_WS0007R] not found for weapon [ehm_dissipator_small]

Do you know a way to only delete the incriminated ship or any other solution?

Hey, I just saw this here, after Discord ones. Left you a few messages there. If you could answer my questions on Discord, it might be helpful in locating where the issue stems from, because I cannot reproduce this issue. After spawning a few, I modded them, went into combat and whatnot but no crashes. This crash usually happens on load, I think you mentioned it happens somewhere else? That's quite odd, but anyway, I'd like to get to the bottom of it.
« Last Edit: June 01, 2023, 07:50:25 AM by lyravega »
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Cyan Leader

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Re: [0.96a] Experimental Hull Modifications 0.7.3
« Reply #76 on: June 01, 2023, 06:59:48 PM »

I was thinking of creating a personal mod to do something like use 10/15/15/20 OP to get a slot point. Looking at the mod files though it seems most of it the logic is done from inside the jar? Do you think this is something that could be easily done by just some csv editing?
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Guardsmen83

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Re: [0.96a] Experimental Hull Modifications 0.7.3
« Reply #77 on: June 02, 2023, 05:10:47 AM »

I was thinking of creating a personal mod to do something like use 10/15/15/20 OP to get a slot point. Looking at the mod files though it seems most of it the logic is done from inside the jar? Do you think this is something that could be easily done by just some csv editing?

i would like to be able to custom edit as well but i understand that may be impossible
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lyravega

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Re: [0.96a] Experimental Hull Modifications 0.7.3
« Reply #78 on: June 02, 2023, 07:27:25 AM »

I was thinking of creating a personal mod to do something like use 10/15/15/20 OP to get a slot point. Looking at the mod files though it seems most of it the logic is done from inside the jar? Do you think this is something that could be easily done by just some csv editing?

Yep, all logic is inside the jar. If you can use java to make mods, I can direct you though. Worst case scenario, I can add that mod as a hidden one, which you can unhide through the .csv
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CrashDown

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Re: [0.96a] Experimental Hull Modifications 0.7.3
« Reply #79 on: June 03, 2023, 02:01:03 AM »

0.73 Fixed the issues with "false positives" on UAF, you were so fast!
Though now i have a different issue regarding a modular ship and EHM, aka this:
102185 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull [uw_palace_front_default_D] variant [uw_palace_front_for_0]: slot id [AS_WS0007R] not found for weapon [ehm_dissipator_small]
java.lang.RuntimeException: Ship hull [uw_palace_front_default_D] variant [uw_palace_front_for_0]: slot id [AS_WS0007R] not found for weapon [ehm_dissipator_small]

Do you know a way to only delete the incriminated ship or any other solution?

Hey, I just saw this here, after Discord ones. Left you a few messages there. If you could answer my questions on Discord, it might be helpful in locating where the issue stems from, because I cannot reproduce this issue. After spawning a few, I modded them, went into combat and whatnot but no crashes. This crash usually happens on load, I think you mentioned it happens somewhere else? That's quite odd, but anyway, I'd like to get to the bottom of it.

Hey there! Unfortunately I did not find your questions... If you want to repeat them here, though!
I'll answer asap
The Issue happened only once i got some dissipators and activators on various modules of the ship, but not on loading, simply when opening the fleet screen, or any battle.
I deleted it from my save and re spawned it, and havent used dissipators so far, for fear of breaking it again.
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lyravega

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Re: [0.96a] Experimental Hull Modifications 0.7.3
« Reply #80 on: June 03, 2023, 07:44:33 AM »

Hey there! Unfortunately I did not find your questions... If you want to repeat them here, though!
I'll answer asap
The Issue happened only once i got some dissipators and activators on various modules of the ship, but not on loading, simply when opening the fleet screen, or any battle.
I deleted it from my save and re spawned it, and havent used dissipators so far, for fear of breaking it again.

Hmm, still cannot reproduce it. I'll DM from discord again, easier to contact from there!
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Cyan Leader

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Re: [0.96a] Experimental Hull Modifications 0.7.3
« Reply #81 on: June 04, 2023, 05:36:27 AM »

Worst case scenario, I can add that mod as a hidden one, which you can unhide through the .csv

That would be amazing actually. If you'd be so kind, please do it.
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lyravega

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Re: [0.96a] Experimental Hull Modifications 0.7.3
« Reply #82 on: June 04, 2023, 10:36:15 AM »

Worst case scenario, I can add that mod as a hidden one, which you can unhide through the .csv

That would be amazing actually. If you'd be so kind, please do it.

Actually, I've integrated LunaLib in my build. I think I'll make some of these numbers an option that can be adjusted within the game. That'd also solve your issue I guess. By the way, out of curiosity, which value isn't enough?
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Princess of Evil

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Re: [0.96a] Experimental Hull Modifications 0.7.3
« Reply #83 on: June 04, 2023, 10:48:56 AM »

I think the point is straight up trading OP for a slot point, which would be very nice on some highly underslotted ships.

EDIT: Admittedly on cruisers and capitals i would do it so that that hullmod takes more OP but gives two SPs because one is so not enough on most.
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lyravega

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Re: [0.96a] Experimental Hull Modifications 0.7.3
« Reply #84 on: June 04, 2023, 10:54:09 AM »

I think the point is straight up trading OP for a slot point, which would be very nice on some highly underslotted ships.

EDIT: Admittedly on cruisers and capitals i would do it so that that hullmod takes more OP but gives two SPs because one is so not enough on most.

I'll add the hullmod as well, why not =)
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lyravega

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Re: [0.96a] Experimental Hull Modifications 0.8.0
« Reply #85 on: June 05, 2023, 05:16:24 AM »



0.8.0
Big version bump due to accomplishing another milestone; implementing fully customizable engines, and as a bonus, implementing LunaLib and taking advantage of its options menu for mods.

Make sure to delete the old mod folder as a different folder will be used from now on. Also, EHM now requires LunaLib (and LazyLib) to function. Old IDs are still in use for savegame compatibility.

Changes/Fixes:
- LunaLib integration; removed old .json files and moved necessary stuff to the new options menu
- Renamed some shield cosmetic hullmods to "Low-Tech", "High-Tech", "Midline" and "Crimson" shields
- Converted remaining shield hullmods to fully customizable* "Red", "Green" and "Blue" shields
- Added 3 fully customizable* engine cosmetic hullmods; "Red", "Green" and "Blue" engines
- Added full shield and engine customization options through the new options menu
- Added "Auxilary Generators" hullmod; provides 1/1/2/2 slot points at the cost of 10/10/20/20 OP
- (D) is removed, or if 'showExperimentalFlavour' is enabled, replaced with (E) from hull class names
- Fixed shunt market ability toggle not properly persisting through reloads
- Fixed value reduction on ships that persisted till a reload
- Hid the removal tool from .csv for now

* Shield customization is rather simple, however engine customization offers a lot with flexibility. All three customizable engines are tweaked like "Low-Tech" engines by default, however you can customize them like [REDACTED] ones as well if you so desire. Experiment as you wish!

Customizable cosmetic hullmods have a yellow triangle in the upper right corner of their icons, and their names can be changed within game as well. Most settings are self-explanatory, but some might require some experimentation to have an idea what they do.

To start customizing your shields/engines, simply open LunaLib's settings menu by pressing "F2" on the campaign layer. After that all you need to do is install the hullmod on a ship. When you save the new values, (most) changes will be reflected in the game immediately.
« Last Edit: June 05, 2023, 11:59:35 AM by lyravega »
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Cyan Leader

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Re: [0.96a] Experimental Hull Modifications 0.8.0
« Reply #86 on: June 05, 2023, 05:57:27 AM »

Thanks a bunch!
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lyravega

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Re: [0.96a] Experimental Hull Modifications 0.8.0
« Reply #87 on: June 05, 2023, 06:46:21 AM »

Thanks a bunch!

Enjoy! Thanks to Princess_of_Evil for additional input =)
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lyravega

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Re: [0.96a] Experimental Hull Modifications 0.8.1
« Reply #88 on: June 10, 2023, 05:15:39 AM »

0.8.1

A new hull modification which turns automated ships to normal, or normal ships to automated. Its tooltip is dynamic and will tell you about bonuses / penalties. Having the skill "Automated Ships" is required.

Other than that, there are a few "balance" changes, and fixes. First thing that's thrown out of the window with this mod is balance but I'll still try to achieve some semblance of "balance" whenever I can. Even though it's probably impossible!

- Added a new hullmod "AI Switch"; turns automated ships into normal, and normal into automated
- Added energy version of HBI; built-in HBI is replaced with HEI when Mass Energy Retrofit is installed
- Over-Engineered slot point bonus changed to 1/2/3/5* (from 1/2/4/6), OP bonus lowered to 15% (from 20%)
- Slot points gained through Over-Engineered and Auxillary Generators increase DP by 1 per slot point
- Mass Missile Retrofit OP cost reduced to 6/12/18/30 (from 8/16/24/40). It now raises missile weapon OP cost by 2/4/8
- Fixed weapon checks ignoring activated shunts on the adapted slots which allowed adapter activator removal
- Fixed some incorrect text in the settings
- Updated some tooltips
- Restored the unmodification

* The game will load fine, but you may be in a slot point deficit. No penalties for this state, just a heads-up!
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MikroPik

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Re: [0.96a] Experimental Hull Modifications 0.8.1
« Reply #89 on: June 18, 2023, 08:37:55 AM »

Hello
I've come to "ruin" Your day.
When I try to put Experimental hull modifications on Silverlight the game crashes but it happens only after I autofit it with with default variant.
Order of actions doesn't matter both ways end in the same way. If I need to clarify something please let me know.

Spoiler
182965 [Thread-3] INFO  EHM  - (Experimental Hull Modifications) - FT: Fleet Tracker initialized
182989 [Thread-3] INFO  EHM  - (Experimental Hull Modifications) - Found the UI classes
186874 [Thread-3] INFO  EHM  - (Experimental Hull Modifications) - FT: Fleet Tracker terminated
190392 [Thread-3] INFO  EHM  - (Experimental Hull Modifications) - FT: Fleet Tracker initialized
204969 [Thread-3] ERROR EHM  - (Experimental Hull Modifications) - Failure in 'commitChanges()', possible hull restoration
205476 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.applyToShip(Unknown Source)
   at com.fs.starfarer.title.Object.M.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.coreui.h.o00000(Unknown Source)
   at com.fs.starfarer.ui.n.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.g.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.return.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.public.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.public.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.do.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.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)
[close]
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