Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: 1 [2] 3

Author Topic: [0.95.1a] Traversers' Design Bureau  (Read 29882 times)

Iriscoral

  • Lieutenant
  • **
  • Posts: 51
  • Defiance against the violent enigma
    • View Profile
Re: [0.95.1a] Traversers' Design Bureau
« Reply #15 on: April 21, 2023, 03:00:40 AM »

Update 1.3.1 is here! (Click to Download)

New Content:
- New Ships
-- Fractocumulus-Class EW Destroyer
- New Hullmod
-- Anemometer Emergency Reconfiguration System

Reworks:
- Coldwave Mine Launcher is now the Coldwave Drone Launcher Module
-- Launches the Photophobia-class Drone
- Sunshower/Torrent
-- Hangar Bays now freed up; capable of using other strikecraft
- Greywind's skill has been reworked

plus various other graphical changes and balances.
« Last Edit: April 21, 2023, 04:22:21 AM by Iriscoral »
Logged
Translator and (wannabe) game dev.
Currently curates the CN mod repo.

Mods maintained:
Polaris
ICE
FSF
Traverser

LatvianFryingChicken

  • Ensign
  • *
  • Posts: 8
    • View Profile
Re: [0.95.1a] Traversers' Design Bureau
« Reply #16 on: April 22, 2023, 11:37:18 AM »

The download isn't working, it downloads way too fast and then WinRar throws an "Unexpected end of Archive"
Logged

kokuto

  • Ensign
  • *
  • Posts: 35
    • View Profile
Re: [0.95.1a] Traversers' Design Bureau
« Reply #17 on: May 10, 2023, 02:21:12 AM »

Will this get a 0.96 update soon?
Logged

Iriscoral

  • Lieutenant
  • **
  • Posts: 51
  • Defiance against the violent enigma
    • View Profile
Re: [0.95.1a] Traversers' Design Bureau
« Reply #18 on: May 18, 2023, 12:39:01 AM »

Will this get a 0.96 update soon?
As of writing, it has yet to be updated to 0.96.
Logged
Translator and (wannabe) game dev.
Currently curates the CN mod repo.

Mods maintained:
Polaris
ICE
FSF
Traverser

dejapes

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.95.1a] Traversers' Design Bureau
« Reply #19 on: July 02, 2023, 11:13:47 AM »

I remember enjoying these ships during past playthroughs.  The point-defense missiles and the short-range missile barrages were fun to see.

Looking forward to the mod being updated for 0.96.

Logged

shinden1974

  • Ensign
  • *
  • Posts: 6
    • View Profile
Re: [0.95.1a] Traversers' Design Bureau
« Reply #20 on: August 20, 2023, 12:26:17 AM »

Hello,

I'm new to the forums, but not to the game, I've lurked here for a long time.

Anyway, I solved the hullmod crash issue for 0.96 on the .jar by recompiling it with the new library (the author was kind enough to include the source, making it easy). From what I understand however, I will need the author's permission to upload anything like this. If I can get permission, I'd be happy to post a link here.

I havent tested it thoroughly, hullmods don't crash and the weapons/ship seem to be working fine, that doesn't mean things wont go wrong at colony build or what not, but there was no conflict while recompiling the Jar. I did fix a compatability issue with UNGP's latest release, but I don't know if it's effective.

Thank you
Logged

Soviet Tom Bombadil

  • Lieutenant
  • **
  • Posts: 78
    • View Profile
Re: [0.95.1a] Traversers' Design Bureau
« Reply #21 on: September 11, 2023, 01:23:15 AM »

Did you ever get permission on this? I've been wondering where this mod went.


Hello,

I'm new to the forums, but not to the game, I've lurked here for a long time.

Anyway, I solved the hullmod crash issue for 0.96 on the .jar by recompiling it with the new library (the author was kind enough to include the source, making it easy). From what I understand however, I will need the author's permission to upload anything like this. If I can get permission, I'd be happy to post a link here.

I havent tested it thoroughly, hullmods don't crash and the weapons/ship seem to be working fine, that doesn't mean things wont go wrong at colony build or what not, but there was no conflict while recompiling the Jar. I did fix a compatability issue with UNGP's latest release, but I don't know if it's effective.

Thank you
Logged

shinden1974

  • Ensign
  • *
  • Posts: 6
    • View Profile
Re: [0.95.1a] Traversers' Design Bureau
« Reply #22 on: September 12, 2023, 06:14:43 PM »

nope. No one answered me at all.

I think it will be all right. You only need the recompiled .jar and edit mod_info.json

https://www.dropbox.com/scl/fi/is4f3g674gn285t1qo5tr/TraverserDesignBureau3.jar?rlkey=l2kja0txc97uhp0nfnwwsgijh&dl=0

obviously you need the 0.95.1a mod.

The jar goes in the jar folder replacing TraverserDesignBureau3.jar

in the mod_info.json, open with notepad and replace "0.95.1a" with "0.96"

If someone wants me to take it down I will. I altered no files, it's just recompiled for the 0.96 library. That's all that went wrong, the jar is just out of sync with the new build. If there are other unforseen bugs with that, I haven't seen them, yet, but I haven't been playing with traverser lately. I did finish a game (completed story with nexerelin active and many, many mods) with them present (but not using them) and completed the game without a crash in 0.96. including several engagements.

Logged

shinden1974

  • Ensign
  • *
  • Posts: 6
    • View Profile
Re: [0.95.1a] Traversers' Design Bureau
« Reply #23 on: September 12, 2023, 06:15:43 PM »

deleted, sorry
Logged

Maelstrom

  • Captain
  • ****
  • Posts: 308
    • View Profile
Re: [0.95.1a] Traversers' Design Bureau
« Reply #24 on: November 26, 2023, 07:47:36 AM »

getting crash on version 1.3.1 when hovering the mouse over the weak plating hullmod
Logged

A_Random_Dude

  • Commander
  • ***
  • Posts: 245
    • View Profile
Re: [0.95.1a] Traversers' Design Bureau
« Reply #25 on: November 26, 2023, 02:38:30 PM »

Mod's not up to date, so the hullmods added by it will crash the game if they use the new UI.
Logged

shinden1974

  • Ensign
  • *
  • Posts: 6
    • View Profile
Re: [0.95.1a] Traversers' Design Bureau
« Reply #26 on: November 26, 2023, 05:44:47 PM »

I recompiled the .jar file some time ago.  That's all that's wrong, is that the Java call for the hullmod got out of sequence with the new update. I link a Dropbox with the recompiled .jar above. I've had several playthrough now with Traversers in 0.96 without crashing. If anyone is interested. I didn't alter anything, only recompiled it with 0.96
Logged

Wu-Ren

  • Ensign
  • *
  • Posts: 3
  • uwu ::blush::
    • View Profile
Re: [0.95.1a] Traversers' Design Bureau
« Reply #27 on: November 26, 2023, 07:32:14 PM »

I recompiled the .jar file some time ago.  That's all that's wrong, is that the Java call for the hullmod got out of sequence with the new update. I link a Dropbox with the recompiled .jar above. I've had several playthrough now with Traversers in 0.96 without crashing. If anyone is interested. I didn't alter anything, only recompiled it with 0.96
Yes please do!
Logged

shinden1974

  • Ensign
  • *
  • Posts: 6
    • View Profile
Re: [0.95.1a] Traversers' Design Bureau
« Reply #28 on: November 27, 2023, 11:57:26 AM »

I recompiled the .jar file some time ago.  That's all that's wrong, is that the Java call for the hullmod got out of sequence with the new update. I link a Dropbox with the recompiled .jar above. I've had several playthrough now with Traversers in 0.96 without crashing. If anyone is interested. I didn't alter anything, only recompiled it with 0.96
Yes please do!

It's up there, reply #22, the dropbox link. It's just the jar, so replace the jar in the mod with that one
Logged

Bast

  • Ensign
  • *
  • Posts: 15
    • View Profile
Re: [0.95.1a] Traversers' Design Bureau
« Reply #29 on: January 17, 2024, 03:08:08 AM »

Is this mod still being maintained/ or updated? the ships look great and the CN version is 0.96a now
Logged
Pages: 1 [2] 3