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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] Special Hullmod Upgrades v1.5 — Install colony item on ships!  (Read 166752 times)

The_haminator

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Re: [0.97a] Special Hullmod Upgrades v1.5 — Install colony item on ships!
« Reply #135 on: March 17, 2024, 02:34:02 PM »

Hi all, traced a game crashing bug back to this mod alone.

Not sure if copy paste dumping end of starsector.log is ok or helpful, but here it is. Crash discontinues occurring when special hullmod upgrades is unselected as an active mod in the game.

13803 [Thread-3] INFO  com.fs.starfarer.campaign.rules.Rules  - Loading rule: rat_visitSettlementScript
13803 [Thread-3] INFO  com.fs.starfarer.campaign.rules.Rules  - Loading rule: meetPortTseGamblerBar
13872 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - com.fs.starfarer.api.util.RuleException: java.lang.RuntimeException: Command [SPHMUHaveNexRand] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
com.fs.starfarer.api.impl.campaign.rulecmd.missions
com.fs.starfarer.api.impl.campaign.rulecmd.academy
org.lazywizard.console.rulecmd
exoticatechnologies.campaign.rulecmd
lunalib.backend.cmds
org.magiclib.bounty.rulecmd
progsmod.data.campaign.rulecmd
assortment_of_things.campaign.rulecmd

com.fs.starfarer.api.util.RuleException: java.lang.RuntimeException: Command [SPHMUHaveNexRand] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
com.fs.starfarer.api.impl.campaign.rulecmd.missions
com.fs.starfarer.api.impl.campaign.rulecmd.academy
org.lazywizard.console.rulecmd
exoticatechnologies.campaign.rulecmd
lunalib.backend.cmds
org.magiclib.bounty.rulecmd
progsmod.data.campaign.rulecmd
assortment_of_things.campaign.rulecmd

   at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
   at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÓO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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(Unknown Source)
Caused by: java.lang.RuntimeException: Command [SPHMUHaveNexRand] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
com.fs.starfarer.api.impl.campaign.rulecmd.missions
com.fs.starfarer.api.impl.campaign.rulecmd.academy
org.lazywizard.console.rulecmd
exoticatechnologies.campaign.rulecmd
lunalib.backend.cmds
org.magiclib.bounty.rulecmd
progsmod.data.campaign.rulecmd
assortment_of_things.campaign.rulecmd

   at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.getCommandClass(Unknown Source)

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Goumindong

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Re: [0.97a] Special Hullmod Upgrades v1.5 — Install colony item on ships!
« Reply #136 on: March 18, 2024, 08:21:05 PM »

Not sure this is this mod alone.

RAT is Random Assortment of Things

I don't know what SPHMU is because this mod tends to use SU as its command coder. But "have nex rand" implies that its attempting to call a specific effect that will occur when you have nexelerin installed.

edit: RAT requires nexelerin and nexelerin doesn't seem to be installed.
« Last Edit: March 18, 2024, 08:24:12 PM by Goumindong »
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MongolNinjaMech

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Re: [0.97a] Special Hullmod Upgrades v1.5 — Install colony item on ships!
« Reply #137 on: March 19, 2024, 10:28:46 PM »

I think I found a bug, you lose colony items and AI cores if you remove them from the ship using the undo bottom in the refit screen. Tested on 0.97a-RC11 with item loss and hullmod incompatibilities on and off and I have lazy, magic, luna and graphics library installed along with a number of minor mods.
Let me know if you need the full mod list or any other information. BTW Thank you for your mod and work :thumbsup:
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MercerWing

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Hello, I am using the nanite swarm cluster hullmod from special hullmods but it doesn't actually regenerate hull when I drop below 50%. Anyone know what's up with that? (disabling some incompabilities in mod settings didn't help but I wasn't using repair unit anyway)

Edit: adding a bit more context.: The hullmod adds armor to the ship correctly, but when the ship drops below 50% hull nothing happens, no green particles that I found in the code appear and no regen of hullpoints just nothing.
« Last Edit: May 12, 2024, 02:40:49 PM by MercerWing »
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sawert42

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Re: [0.97a] Special Hullmod Upgrades v1.5 — Install colony item on ships!
« Reply #139 on: July 05, 2024, 04:06:55 AM »

I have that same bug as above, Nanite Swarm Cluster doesn't repair Hull, and also the damage reduction during venting doesn't work too, it seems like the whole extra bonus doesn't work, Also i went ahead to test other extra bonuses, and it seems like Variable Fusion Capacitors (Fusion Lamp) doesn't give the extra bonus as well, unless i was just that unlucky to trigger than 10% but i did shoot quite a bit of the projectiles.
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Seldion

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Re: [0.97a] Special Hullmod Upgrades v1.5 — Install colony item on ships!
« Reply #140 on: July 15, 2024, 02:26:39 PM »

Is there by chance a possibility you could add a option to select how many of these special hullmods we can install?
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NaokiP

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Re: [0.97a] Special Hullmod Upgrades v1.5 — Install colony item on ships!
« Reply #141 on: July 19, 2024, 10:20:45 AM »

Time dilation ship systems plus the mantle bore mod seem to result in some really wacky damage calculation results, with damage in the tens to hundreds of millions per shot. Specifically this is on an Izanami cruiser from Tahlan, not sure if purely vanilla stuff like temporal shell would also do it as I haven't had the chance to test it.
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PasDeBras

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Re: [0.97a] Special Hullmod Upgrades v1.5 — Install colony item on ships!
« Reply #142 on: August 17, 2024, 10:26:47 AM »

Hello, i made a very fast fleet of frigates in my current playthrough, so the whole fleet goes up to 20 speed no matter what.
I realized after installing the fullerene spool mod that it tanked my fps, maybe because it tried to bump the fleet speed to 21 and the game's engine isn't letting it?
Anyways, i use the mod to get more salvage so deactivating the special effect for that specific mod and reinstalling it in my ship fixed the issue.
I just wanted to let you know in case you wanted to fix it or if someone else had the same problem.
Mod is great btw, thank you.
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forrevenge

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Re: [0.97a] Special Hullmod Upgrades v1.5 — Install colony item on ships!
« Reply #143 on: September 28, 2024, 01:19:38 AM »

So there are some blank hull mods named like "Agegis Domanorum" "Mark of slayer" when I open the Mission's Refit page. Are those hidden content or some WIP stuff.
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Blaze

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Re: [0.97a] Special Hullmod Upgrades v1.5 — Install colony item on ships!
« Reply #144 on: September 28, 2024, 01:54:38 AM »

So there are some blank hull mods named like "Agegis Domanorum" "Mark of slayer" when I open the Mission's Refit page. Are those hidden content or some WIP stuff.
My understanding is that they're cross-mod content with Gacha S-mods.
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forrevenge

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Re: [0.97a] Special Hullmod Upgrades v1.5 — Install colony item on ships!
« Reply #145 on: September 28, 2024, 05:40:57 AM »

So there are some blank hull mods named like "Agegis Domanorum" "Mark of slayer" when I open the Mission's Refit page. Are those hidden content or some WIP stuff.
My understanding is that they're cross-mod content with Gacha S-mods.
Make sense, IDK how they have shown up on the Mission refit page but they disappeared after I recorded my UNPG save.
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Svenn_

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Re: [0.97a] Special Hullmod Upgrades v1.5 — Install colony item on ships!
« Reply #146 on: October 08, 2024, 01:28:20 PM »

So there are some blank hull mods named like "Agegis Domanorum" "Mark of slayer" when I open the Mission's Refit page. Are those hidden content or some WIP stuff.
My understanding is that they're cross-mod content with Gacha S-mods.
Ah so things like Mark of the Hunter and Topological logistics overhaul were Gacha S-Mod collabs? I just played a campaign where I guess something broke and I could access them to mess around with them however I wanted.
It was super fun, so I wonder if there could be a config option in the future to skip the check for Gacha S-mod and bump all those hullmods to the main game? Even as a cheat option or console command.
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Jimminy Crimbles

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Re: [0.97a] Special Hullmod Upgrades v1.5 — Install colony item on ships!
« Reply #147 on: October 08, 2024, 03:51:02 PM »

So there are some blank hull mods named like "Agegis Domanorum" "Mark of slayer" when I open the Mission's Refit page. Are those hidden content or some WIP stuff.
My understanding is that they're cross-mod content with Gacha S-mods.
Ah so things like Mark of the Hunter and Topological logistics overhaul were Gacha S-Mod collabs? I just played a campaign where I guess something broke and I could access them to mess around with them however I wanted.
It was super fun, so I wonder if there could be a config option in the future to skip the check for Gacha S-mod and bump all those hullmods to the main game? Even as a cheat option or console command.

did you get the balansed edition on the corvus discord? because it unlocks the gacha hullmods
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xavieraiden

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Re: [0.97a] Special Hullmod Upgrades v1.5 — Install colony item on ships!
« Reply #148 on: October 24, 2024, 06:36:39 PM »

Am also having issues with the Farm Nanite hullmod, works as intended except for not repairing hull.

Also, if you plan on adding anything new, I would love a cheat toggle to remove the limit for how many Colony Item hullmods you can have on a single ship :) . I would love to be able to just pilot a Hyperion around with every single Special hullmod just to see what happens lel.
Though I'm unsure if you've built the mod in a way that would make that a simple thing to do though. Looking through and messing around with SHU>data>hullmods>hull_mods.csv didn't lead me to be able to add multiple, so I'm assuming it's in the compiled JAR, which I can't screw around with :(.

Love the mod though, keep up the good work, and I'm hoping you come back to this!
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forrevenge

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Re: [0.97a] Special Hullmod Upgrades v1.5 — Install colony item on ships!
« Reply #149 on: December 07, 2024, 07:41:03 PM »

Hi, Mayu thanks for making this mod. Could I get your permission to translate and share it on the Chinese forum? The previous translator/uploader hasn't been active since 10-28-2023, and the translated version is still in 0.95.1 so my friend and I want to make a new translate for it, we will credit you and give you the original link. Thank you.
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