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

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Author Topic: [0.98a] Aptly Simple Hullmods 2.1.2c  (Read 145818 times)

Audax

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Re: [0.97a] Aptly Simple Hullmods 1.9.0
« Reply #120 on: May 13, 2024, 07:11:41 AM »

Maybe give an all round buff around missile usage, there is autoforge inside a fighter bay after all but instead of fighter you use it to make missile.
Make it fire faster, load faster, load more, that side of thing.

Maybe once per battle "Missile Autoforge" use. What could go wrong.
Already have that type of hullmod in the mod so I can't really think of any other stat to buff/nerf. I have to test and see until the next mod update.

yajusenpai

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Re: [0.97a] Aptly Simple Hullmods 1.9.0
« Reply #121 on: May 24, 2024, 05:55:27 AM »

Yo man
There is a crash to desktop when mouse cursor hover over "invasion package" in the refit screen in main menu mission.
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Please do not mention High Scatter Amplifier.

Audax

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Re: [0.97a] Aptly Simple Hullmods 1.9.0
« Reply #122 on: May 25, 2024, 05:53:17 AM »

Yo man
There is a crash to desktop when mouse cursor hover over "invasion package" in the refit screen in main menu mission.
Sorry about that looks like I need to check if the game is in a campaign to avoid a crash. This might happen with some other hullmods too, I'd have to test. Thanks for the report.

Audax

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Re: [0.97a] Aptly Simple Hullmods 1.9.3
« Reply #123 on: May 25, 2024, 09:46:16 PM »

Small update for the game!

- Fix crash when viewing invasion package outside of campaign
- Buff missile bay missile ammo bonus to 60% from 25%
- Fix issue where marine training facility ui message triggers when training 0 marines

Buff to missile to make it more suitable when installing. That is about it, thank you.

Mod should be save compatible

horkie

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Re: [0.97a] Aptly Simple Hullmods 1.9.3
« Reply #124 on: May 28, 2024, 03:41:35 PM »

Hey, love what I've seen of the mod so far! I've been having an issue. I noticed the latest update was supposed to introduce a fix to the crash that happens when viewing the hullmod "Invasion Package" outside of the campaign, but I seem to be crashing every time I hover over it in Missions. Any idea what might be going on? This was a fresh install of the game as well as the mod, and I'm running Mikohime's mod for Java 23 Starsector. I'll post the logs of the relevant error below. Thanks for the mod and any help you might be able to provide!

272308 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.CampaignFleetAPI.getFleetData()" because the return value of "com.fs.starfarer.api.campaign.SectorAPI.getPlayerFleet()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.CampaignFleetAPI.getFleetData()" because the return value of "com.fs.starfarer.api.campaign.SectorAPI.getPlayerFleet()" is null
   at aptlysimplehullmods.hullmods.InvasionPackage.getStatMultiplier(InvasionPackage.java:76) ~[?:?]
   at aptlysimplehullmods.hullmods.InvasionPackage.addPostDescriptionSection(InvasionPackage.java:63) ~[?:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O0Oo.super.new(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.coreui.refit.ModPickerDialogV3.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.title.TitleScreenState.processInput(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) [?:?]
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Audax

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Re: [0.97a] Aptly Simple Hullmods 1.9.3
« Reply #125 on: May 28, 2024, 07:57:05 PM »

Hey, love what I've seen of the mod so far! I've been having an issue. I noticed the latest update was supposed to introduce a fix to the crash that happens when viewing the hullmod "Invasion Package" outside of the campaign, but I seem to be crashing every time I hover over it in Missions. Any idea what might be going on? This was a fresh install of the game as well as the mod, and I'm running Mikohime's mod for Java 23 Starsector. I'll post the logs of the relevant error below. Thanks for the mod and any help you might be able to provide!

272308 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.CampaignFleetAPI.getFleetData()" because the return value of "com.fs.starfarer.api.campaign.SectorAPI.getPlayerFleet()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.CampaignFleetAPI.getFleetData()" because the return value of "com.fs.starfarer.api.campaign.SectorAPI.getPlayerFleet()" is null
   at aptlysimplehullmods.hullmods.InvasionPackage.getStatMultiplier(InvasionPackage.java:76) ~[?:?]
   at aptlysimplehullmods.hullmods.InvasionPackage.addPostDescriptionSection(InvasionPackage.java:63) ~[?:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O0Oo.super.new(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.coreui.refit.ModPickerDialogV3.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.title.TitleScreenState.processInput(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) [?:?]

Looks like I need to do more checks also might need to update as the stats are not displaying properly. Thanks for the report will fix it as soon as I can.

Audax

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Re: [0.97a] Aptly Simple Hullmods 1.9.3a
« Reply #126 on: May 28, 2024, 09:50:53 PM »

Quick hotfix!

- Fix crash when viewing invasion package outside of campaign

My code checks were wrong so I just corrected it.

Mod should be save compatible

fjc130

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Re: [0.97a] Aptly Simple Hullmods 1.9.3a
« Reply #127 on: June 02, 2024, 10:42:35 AM »

Hey there, great mod, i love having more ways to customize my ships (and to finally roleplay using Eras as actual factory ships)
Would it be possible to add a way to configure the mod? maybe change the values of the effects to allow some fine tuning?
Absolutely love your work  ;D
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Audax

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Re: [0.97a] Aptly Simple Hullmods 1.9.3a
« Reply #128 on: June 03, 2024, 04:07:50 AM »

Hey there, great mod, i love having more ways to customize my ships (and to finally roleplay using Eras as actual factory ships)
Would it be possible to add a way to configure the mod? maybe change the values of the effects to allow some fine tuning?
Absolutely love your work  ;D
Thanks for the feedback! In its current state there is no way to change hullmod values.

I had plans before for moving most of the code outside the jar so you can easily modify values and effects but that one had issues, I can probably do a lunalib or a settings file for modifying mod values in the future.

Panlew

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Re: [0.97a] Aptly Simple Hullmods 1.9.3a
« Reply #129 on: June 03, 2024, 02:46:42 PM »

Opinion:
Temporal Flux Reactor is absolutely busted.
At the very least it should only scale with hard flux... It is way too trivial to trigger.

Before, it did not feel like you could slap it onto anything and everything.
Sure, your ship was nearly unstoppable, but it meant you had to withdraw early. Safety Overrides.
It was somewhat kept in check, back then.
Now, you simply have to empty your mags into some other ship, in order to (effectively) get 30% to top speed and flux dissipation.

A Paragon benefits disproportionately. Soft flux doesn't mean it has to stop advancing, just that it has to sit under Fortress Shields for a while.
Something like the Odyssey from Emergent Threats will never ever die, because it can always duck out of range.

Basically, ships that can hold the effect at max for the entire engagement, do exist. That is a tremendous issue.
« Last Edit: June 03, 2024, 02:54:54 PM by Panlew »
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Audax

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Re: [0.97a] Aptly Simple Hullmods 1.9.3a
« Reply #130 on: June 03, 2024, 08:52:48 PM »

Opinion:
Temporal Flux Reactor is absolutely busted.
At the very least it should only scale with hard flux... It is way too trivial to trigger.

Before, it did not feel like you could slap it onto anything and everything.
Sure, your ship was nearly unstoppable, but it meant you had to withdraw early. Safety Overrides.
It was somewhat kept in check, back then.
Now, you simply have to empty your mags into some other ship, in order to (effectively) get 30% to top speed and flux dissipation.

A Paragon benefits disproportionately. Soft flux doesn't mean it has to stop advancing, just that it has to sit under Fortress Shields for a while.
Something like the Odyssey from Emergent Threats will never ever die, because it can always duck out of range.

Basically, ships that can hold the effect at max for the entire engagement, do exist. That is a tremendous issue.
It's supposed to be strong for a reason as it is a remnant hullmod and can only be looted outside the core worlds.

I don't like changing the scaling to hard flux, as I want it strong. I could always stop you from smodding it and increasing the op cost to 40 and force you to play around with it like safety overrides or just reduce max ppt by %. As the previous debuff of increase ppt lost per second had issues.

Panlew

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Re: [0.97a] Aptly Simple Hullmods 1.9.3a
« Reply #131 on: June 03, 2024, 11:59:17 PM »


I don't like changing the scaling to hard flux, as I want it strong. I could always stop you from smodding it and increasing the op cost to 40 and force you to play around with it like safety overrides or just reduce max ppt by %. As the previous debuff of increase ppt lost per second had issues.

More opinions:
Heavy armor costs 40 OP and when s-modded reduces maneuverability massively. S-mods that high up on the list usually have a malus.
So, I am in favor of you removing the ability to s-mod it entirely. At 30 OP it is now a no-brainer to build in.

I'm quite fond of the "max ppt by %" debuff idea. Even a mild 40% hit to capitals would go an incredibly long way.
Perhaps you could base the reduction on the size class of the ship.
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Audax

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Re: [0.97a] Aptly Simple Hullmods 1.9.3a
« Reply #132 on: June 04, 2024, 01:59:13 AM »

More opinions:
Heavy armor costs 40 OP and when s-modded reduces maneuverability massively. S-mods that high up on the list usually have a malus.
So, I am in favor of you removing the ability to s-mod it entirely. At 30 OP it is now a no-brainer to build in.

I'm quite fond of the "max ppt by %" debuff idea. Even a mild 40% hit to capitals would go an incredibly long way.
Perhaps you could base the reduction on the size class of the ship.
Thinking of allowing you to smod the hullmod but giving a big max ppt debuff if you smod it. Similar to heavy armor implementation of no debuff for normal but big debuff if smodded. I'll take note of this till the next big update.

fjc130

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Re: [0.97a] Aptly Simple Hullmods 1.9.3a
« Reply #133 on: June 06, 2024, 06:25:04 AM »

Hey there, great mod, i love having more ways to customize my ships (and to finally roleplay using Eras as actual factory ships)
Would it be possible to add a way to configure the mod? maybe change the values of the effects to allow some fine tuning?
Absolutely love your work  ;D
Thanks for the feedback! In its current state there is no way to change hullmod values.

I had plans before for moving most of the code outside the jar so you can easily modify values and effects but that one had issues, I can probably do a lunalib or a settings file for modifying mod values in the future.

I see, that would be fantastic.
Other thing i noticed, it seems that there's no way to stop the forges and factories correct? Would it be possible to add an ability to pause the hullmods for a time? reason is that while i do love the ability to have factory ships (i got around 6 on my fleet lol) sometimes i need the resources for other things so having to remove the hullmod from all of the ships can become quite tedious, other than that I absolutely love this, for me its an essential mod since i roleplay alot.  :)
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Audax

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Re: [0.97a] Aptly Simple Hullmods 1.9.3a
« Reply #134 on: June 06, 2024, 07:47:21 AM »

Would it be possible to add an ability to pause the hullmods for a time?
Best to use another mod for that as I don't have plans for adding an ability for it. iirc there is another mod that has material forging called "Forge Production" it functions the same as my forging hullmod but has an ability to toggle it on or off.
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