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

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Author Topic: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7.6.1/0.8.6.1  (Read 42873 times)

ctuncks

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@ Greishbirb: You may have not been using modular ships yourself, but the code also affects stations. Some of them have empty module slots which have led to null crashes, I may have missed adding a null clause. As for lag, my method of applying a hidden hull mod may be causing a looping request. I'll see about applying it once via save file load instead.

@ Takion Kasukedo: That one is actually extremely easy to edit and doesn't require recompiling. just go to /data/hullmods/hullmods.csv and just edit the numbers in cost_frigate, cost_destroyer, cost_cruiser and cost_capital on the appropriate row, you'll need something like Ron's editor if you don't already have it or something similar, doesn't work properly if you try to edit it in a standard spreadsheet.
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ctuncks

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Also - the issue with additional lag while using this mod - is still relevant, markets and planets open a solid 3-5 seconds longer with this mod for some reason at the start of the game.

I don't suppose I could get a zip of your mod folder by chance? I haven't seen the slowdown using my current mod configuration and would like to try with yours.
« Last Edit: July 23, 2024, 06:59:53 PM by ctuncks »
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Takion Kasukedo

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@ Takion Kasukedo: That one is actually extremely easy to edit and doesn't require recompiling. just go to /data/hullmods/hullmods.csv and just edit the numbers in cost_frigate, cost_destroyer, cost_cruiser and cost_capital on the appropriate row, you'll need something like Ron's editor if you don't already have it or something similar, doesn't work properly if you try to edit it in a standard spreadsheet.

Ah, much appreciated. I'll try to find Ron's editor on the forum and edit the hullmods.csv if Notepad++ isn't sufficient enough for this!
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If it ever seems like I'm not doing something you've asked/I said I'll get around to doing, it's because my time is occupied by other things that interest me in that current moment in time. Kindly be patient, or don't ask at all. Thank you.

Greishbirb

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Also - the issue with additional lag while using this mod - is still relevant, markets and planets open a solid 3-5 seconds longer with this mod for some reason at the start of the game.

I don't suppose I could get a zip of your mod folder by chance? I haven't seen the slowdown using my current mod configuration and would like to try with yours.

I'll see if I can do that, will provide a link with an archive. Do you have a discord? Gonna make communication much easier
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Baren

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I'm currently experiencing the same type of crash as @Greishbirb with the latest update. Ironically with the same mod it seems. The crash happened shortly after I completed the "three sisters" bounty. Which game me the Hyden and Hyden Banner class from the galactic constellate mod. When I'd gone to the refit screen to check on them. The game shorty crashed.

15192892 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException: null
   at java.base/java.util.LinkedHashMap$LinkedHashIterator.nextNode(LinkedHashMap.java:1023) ~[?:?]
   at java.base/java.util.LinkedHashMap$LinkedKeyIterator.next(LinkedHashMap.java:1046) ~[?:?]
   at data.hullmods.Systems.ZDA_Scion_Con_Sys.applyEffectsAfterShipCreation(ZDA_Scion_Con_Sys.java:205) ~[?:?]
   at com.fs.starfarer.loading.specs.oooo.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.title.Object.oO0O.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.title.Object.oO0O.render(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.coreui.o00o.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.renderImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.render(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.g$Oo.renderImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.render(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.renderImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.g.renderImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.render(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.renderImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.render(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.renderImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.coreui.refit.return.renderImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.render(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.renderImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.o0OO.renderImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.render(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.renderImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.renderImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.L.renderImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.render(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.renderImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.render(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.render(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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Baren

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Yeah. Can confirm. The hyden or hyden banner class is not playing nice with this mod again. It seems if i try to look at the hyden banner in the refit screen. The game crashes. Pleasr fix.
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ctuncks

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Yeah. Can confirm. The hyden or hyden banner class is not playing nice with this mod again. It seems if i try to look at the hyden banner in the refit screen. The game crashes. Pleasr fix.

I've got a version that @Greishbirb has been testing with a fix for that crash and addressing some lag issues he found, so far so good. In about 18 hours or so if he hasn't reported any other issues I'll release the update. Might be ok for a straight replace as it just edits hullmods and not other types of scripts.

EDIT: Think I'm going to have to do a significant rewrite of some sections to try and prevent crashing issues.
« Last Edit: August 01, 2024, 03:18:07 AM by ctuncks »
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Baren

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I think I have a somewhat of a theory on what causes the crash.

I remember when I take a look at the hyden in the combat encounter screen. I see that the ship already has the augemntation suite installed. And the ship has a hullmod that says "HULLMOD CONFLICT".

The thing about the hyden is that. It is hullmod incompatible with some vanilla hullmods. Like hardened subsystems and unstable injector. But it seems that the game tried to have the ship install the hullmod anyway.

I think the crash has something to do with ships incompatible with vanilla hullmods and your mod trying to make these ships install them anyway. I don't know, just a theory
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ctuncks

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I think I have a somewhat of a theory on what causes the crash.

I remember when I take a look at the hyden in the combat encounter screen. I see that the ship already has the augemntation suite installed. And the ship has a hullmod that says "HULLMOD CONFLICT".

The thing about the hyden is that. It is hullmod incompatible with some vanilla hullmods. Like hardened subsystems and unstable injector. But it seems that the game tried to have the ship install the hullmod anyway.

I think the crash has something to do with ships incompatible with vanilla hullmods and your mod trying to make these ships install them anyway. I don't know, just a theory

No the crash is due to a flawed method I tried to implement to remove dynamic ship tags. I managed to simulate the issue on a smaller scale and write up a proof of concept fix. Good news is less extreme changes, bad news is I won't be able to get stuck into it until about 13-14 hours from now, other obligations call.

The "HULLMOD CONFLICT" is from Lazy Lib or Magic Lib I think, it's just a system from one of them that allows mod makers to set incompatible hullmods and that'll show up when you try to install a conflicting hullmod. Another mod maker could have added one of mine to their internal list, but it could also just be for an unrelated conflict.
« Last Edit: August 01, 2024, 06:11:13 AM by ctuncks »
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ctuncks

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Update to fix module ships crashing on acquisition (hopefully). Only the offending hullmod was changed so should be safe to replace. Please inform me if any new or reoccurring crashes continue to happen, with crash log if possible.

ARRUS Hullmods 0.7.6.1.3 for 0.96a-RC10

ARRUS Hullmods 0.8.6.1.3 for 0.97a-RC11

EDIT: Missed some for loops causing crashes in other sections, should be fixed now.
« Last Edit: August 06, 2024, 04:47:30 PM by ctuncks »
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Uttrik

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After playing a while with the new version (haven't played with it since each upgrade tier were individual hull mods), there are a few things that I think might need some tweaks.  The biggest one is that almost every NPC ship will have Augmentation Suite installed.  The balance for players is the large monthly supply cost increase per tier, but this has no major affect on NPCs.  I'm not sure what methods can be used to limit the usage of Augmentation Suite, but in my current game, I'm fighting full fleets of ships with Penultimate Upgrade Packages installed followed by every other mod under the sun.  This has the added issue of almost all salvaged ships coming with Augmentation Suite already installed, bypassing the credit cost that would normally come with installing the mod.  The second thing is the visual effect of Augmentation Suite.  While it's nice to be able to see which ship has it installed at a glance, the effect is too busy.  It might be okay if it didn't also affect the shield, but an option to toggle the effect on and off in the Lunalib settings would probably be best, if it's possible. 
 
Otherwise, the mod is working great.  Haven't crashed with it so far and the new system of the mod upgrades being a nested option works perfectly.  Having a credit cost when installed and upgraded per ship with a supply cost increase is an excellent way of limiting power in the early and mid-game while still providing the fantasy of having a few super ships rather than more and more fleets.
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ctuncks

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After playing a while with the new version (haven't played with it since each upgrade tier were individual hull mods), there are a few things that I think might need some tweaks.  The biggest one is that almost every NPC ship will have Augmentation Suite installed.  The balance for players is the large monthly supply cost increase per tier, but this has no major affect on NPCs.  I'm not sure what methods can be used to limit the usage of Augmentation Suite, but in my current game, I'm fighting full fleets of ships with Penultimate Upgrade Packages installed followed by every other mod under the sun.  This has the added issue of almost all salvaged ships coming with Augmentation Suite already installed, bypassing the credit cost that would normally come with installing the mod.  The second thing is the visual effect of Augmentation Suite.  While it's nice to be able to see which ship has it installed at a glance, the effect is too busy.  It might be okay if it didn't also affect the shield, but an option to toggle the effect on and off in the Lunalib settings would probably be best, if it's possible. 
 
Otherwise, the mod is working great.  Haven't crashed with it so far and the new system of the mod upgrades being a nested option works perfectly.  Having a credit cost when installed and upgraded per ship with a supply cost increase is an excellent way of limiting power in the early and mid-game while still providing the fantasy of having a few super ships rather than more and more fleets.

It's not set up for Luna Lib, but there are customisable settings in data/config.settings.json.

# Distribution Table at the bottom of the file has general % rates of augmentations showing up on ships with no officers, juniors officers (1-2), standard officers (3-4) and Senior officers 5+ with a little wiggle room.
The Auto Lockout Hullmod that quite a few of them should be spawning with is supposed to make more of them unrecoverable, but because of the way salvage works sometimes you can recover ships you normally shouldn't be able to by spending a Story Point.

The visual effect of Augmentation Suite is something I wish didn't affect shields, but it was the only thing I could get working at the time dynamically. # Augment Auras (Jitter): in the settings file can be set to false to disable it.

There are admittedly some issues with some of the hullmods being deleted and reinstalled post battle, but currently working on a fix for that.
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Uttrik

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Ah, perfect, being able to toggle off the aura helps a lot.  Changing all of the no officer none_per to 100 and the other options to 0 should stop upgrade packages from appearing on NPC ships without officers, correct?
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ctuncks

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Ah, perfect, being able to toggle off the aura helps a lot.  Changing all of the no officer none_per to 100 and the other options to 0 should stop upgrade packages from appearing on NPC ships without officers, correct?

That's correct, the total of each section needs to equal 100 for behind the scenes calculations. If you don't want any CPU to spawn with them "zda_augment_pack_enable_boolean": can be set to false rather then changing all the numbers.
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Uttrik

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Ah, perfect, being able to toggle off the aura helps a lot.  Changing all of the no officer none_per to 100 and the other options to 0 should stop upgrade packages from appearing on NPC ships without officers, correct?

That's correct, the total of each section needs to equal 100 for behind the scenes calculations. If you don't want any CPU to spawn with them "zda_augment_pack_enable_boolean": can be set to false rather then changing all the numbers.

Great, thanks.  Yeah, it makes sense that some NPCs should make use of the upgrade packages, it's just the amount is overwhelming and breaks immersion.  Hrm, I'm not sure how you could do this, but maybe NPC ships have to install Manual Maintenance Operations Suite if more than X ships in a fleet have upgrade packages installed?  To simulate them combating the increased supply usage.
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