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Author Topic: [0.97a] Special Hullmod Upgrades v1.5 — Install colony item on ships!  (Read 120462 times)

PilotBland

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Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
« Reply #45 on: November 28, 2022, 01:05:38 AM »

Do you lose the cores if the ship is disabled? Or only destroyed?
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Szasz

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Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
« Reply #46 on: November 28, 2022, 06:17:37 AM »

Do you lose the cores if the ship is disabled? Or only destroyed?
U lose the items if the ships are scuttled/aren't recovered.
Pretty much like AI captains on automated ships in vanilla. (Still a problem tho, but the Field Repair bug should be top priority rn.)


I stand corrected. You get items back if you strip a ship or specifically remove the associated hullmod, that's it. Even recovery results in loss.

And sometimes I get them back. I give up.
« Last Edit: November 30, 2022, 03:53:10 PM by Szasz »
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e

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Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
« Reply #47 on: December 01, 2022, 03:07:51 AM »

Is it possible that an ability toggle for the BCR's organics->organs conversion can be added?
An ability toggle huh, I would like to limit the features within hullmods only, though I'll give it a thought.

I'd like to elaborate further on why something like this is being requested:

For situations like when you get a mission to move X amount of organics to another place, because you have the hullmod installed it's eating away at these organics making it somewhat awkward to complete the delivery mission.

Now the more obvious solution to this is to remove the hullmod before the mission, but say you are dumb and realize this midway to the destination and there is no planet nearby where you can dock while you have a hullmod eating away the organics that you are supposed to deliver.

I'm not saying that a toggle would be the solution to this, what i'm saying is that this is probably the issue that some people are encountering.
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Xhaldor

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Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
« Reply #48 on: December 09, 2022, 10:04:33 AM »

Maintainance optimizer causes a crash if highlighted, gonna have to go back to 1.1 because of that.

Xhaldor

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Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
« Reply #49 on: December 09, 2022, 10:06:00 AM »

Can't find the old downlod so I'll play but I have to watch out as if I even touch that thing, it both deletes my LAST save and crashes. So I have to be careful.

Death_Silence_66

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Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
« Reply #50 on: December 24, 2022, 10:05:02 AM »

Items don't seem to be consumed on hullmod install
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miles341

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Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
« Reply #51 on: December 24, 2022, 10:18:36 PM »

I'm also confirming that crash when hovering over Maintenance Optimizer or Synchrotron-Core Upgrades. However, it only seems to happen in main menu missions refit screen, but if you go into a normal campaign game, then quit out into the main menu, then go into a mission it works perfectly fine.
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Zr0Potential

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Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
« Reply #52 on: December 25, 2022, 07:07:04 PM »

Can you please remove the blocker for using more than 1 Hullmod on a ship (or at least put it on the settings)?
Also if I might suggest maybe add an OP discount for Missile Weapons for Arsenal Autoforge

Thanks  ;D
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Blutark

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Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
« Reply #53 on: December 26, 2022, 07:31:09 PM »

Hi there.

I'm getting a 'memory leak detected' warning every time I enable this mod. I'm 90% certain that I have isolated it to this mod. I trimmed my mod list to test, re-enabled in batches...and it occurs about 45 seconds into a new game everytime I add this mod. 100% repeatable for me.

I can add 15+ large ship packs and faction mods to my core mod list with no problem, but if I add this one - boom.

I'm not sure if you want logs or anything, but let me know - I'll check back later. To my limited inspection, there is nothing obvious logged...but I'm a rank novice at Starsector mods.
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sanya02

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Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
« Reply #54 on: January 13, 2023, 06:11:02 PM »

Hi there.

I'm getting a 'memory leak detected' warning every time I enable this mod. I'm 90% certain that I have isolated it to this mod. I trimmed my mod list to test, re-enabled in batches...and it occurs about 45 seconds into a new game everytime I add this mod. 100% repeatable for me.

I can add 15+ large ship packs and faction mods to my core mod list with no problem, but if I add this one - boom.

I'm not sure if you want logs or anything, but let me know - I'll check back later. To my limited inspection, there is nothing obvious logged...but I'm a rank novice at Starsector mods.

I also have a memory leak because of this mod. I deleted it, as well as my moderator veshe comment about the memory leak)
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mkire

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Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
« Reply #55 on: January 19, 2023, 07:22:51 PM »

came to report a crash, see other people have reported it.
Spoiler
3251048 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.SUCatalyticCoreUpgrades.addPostDescriptionSection(SUCatalyticCoreUpgrades.java:195)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
   at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.ModPickerDialogV3.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.processInput(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:748)
[close]
here's a log for the issue if it is helpful
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bruhmungus

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Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
« Reply #56 on: February 01, 2023, 02:33:12 PM »

weird thing with the nanite clusters where after a couple seconds into battle, all of your ship's systems and weapons disable.
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Zecevic081

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Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
« Reply #57 on: February 08, 2023, 10:35:41 PM »

Are there exceptions to how these are unlocked? I've gone through Nexerelin custom starts and it works fine except for the tutorial which seems to prevent me from seeing the mods in the refit screen even after doing the quest to unlock them and using the SHUAllHullmods command to brute-force it.
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Zr0Potential

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Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
« Reply #58 on: February 09, 2023, 12:09:32 AM »

Are there exceptions to how these are unlocked? I've gone through Nexerelin custom starts and it works fine except for the tutorial which seems to prevent me from seeing the mods in the refit screen even after doing the quest to unlock them and using the SHUAllHullmods command to brute-force it.

Try the Hullmods Filter at the bottom
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jeffg10

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Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
« Reply #59 on: February 13, 2023, 02:06:34 AM »

I'd be really nice to have either a config option to have them always available or an alternate unlock method that doesn't require a pregen sector so this mod can be used with nex random generation!
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"Someone else might have wept or screamed in frustration or even given up right there and perished. But I didn't have the right to do any of those things, not while my people were in danger. Like it or not, I would have to explore this harsh world on my own."
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