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Starsector 0.97a is out! (02/02/24)

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Author Topic: [0.97a] Random Assortment of Things  (Read 166779 times)

Lukas04

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Re: [0.95.1a] Random Assortment of Things
« Reply #15 on: April 19, 2023, 12:41:03 AM »

I tried starting up a new game, and selected Chiral Sector theme to be on. But the game crashed before I could load up into the campaign layer. Checking the starsector.log pointed to something in the Chiral theme, so I loaded the game up and tried turning Chiral theme off. And the game loaded up fine.

Unfortunately, loading up successfully has overwritten the log showing the error.
And when I tried a new game for the 3rd time, with the Chiral Theme active, I didn't get the crash. Also, of note, I was doing the same Nex start each time, which was a start with a player-owned colony. Not sure if that might be an issue.

Dang, I wish I copied that crash log.

That crash should likely be fixed on next update i am working on.
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Lukas04

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Re: [0.95.1a] Random Assortment of Things
« Reply #16 on: April 19, 2023, 03:05:36 AM »

On that note, released another patch, this one has a focus on improving the outpost system overall, changelog can be found as always on the github page:
https://github.com/Lukas22041/Random-Assortment-of-Things/releases/tag/1.2.0
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Ovid

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Re: [0.95.1a] Random Assortment of Things
« Reply #17 on: April 19, 2023, 03:22:17 AM »

On that note, released another patch, this one has a focus on improving the outpost system overall, changelog can be found as always on the github page:
https://github.com/Lukas22041/Random-Assortment-of-Things/releases/tag/1.2.0

Awesome. Though, now I have to start another new game cause I hadn't turned on Outposts previously cause I didn't want to severely impact my reputations. Now I can try it out :D
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FreonRu

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Re: [0.95.1a] Random Assortment of Things
« Reply #18 on: April 19, 2023, 10:58:43 AM »

Good day. There are a couple of suggestions:
1 Ability to choose the size of the card - 125% (now there is a possibility of 150%, 200%). Just convenience.
2 The chiral system is interesting, but so far there is little content. Maybe there is an idea to play with portals and make something like a portal into a one-time system in which it will wait for ... whatever, just endless content to explore.

Excellent and comfortable modification
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Lukas04

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Re: [0.95.1a] Random Assortment of Things
« Reply #19 on: April 19, 2023, 12:28:36 PM »

Good day. There are a couple of suggestions:
1 Ability to choose the size of the card - 125% (now there is a possibility of 150%, 200%). Just convenience.
2 The chiral system is interesting, but so far there is little content. Maybe there is an idea to play with portals and make something like a portal into a one-time system in which it will wait for ... whatever, just endless content to explore.

Excellent and comfortable modification

1. Not really possible with how vanilla generates the sector, a change in a number from 7 to 6 can cause an increase of 3x the systems, there is a reason why people have Performance problems with Adjusted Sector. If you want that kind of fine control, use adjusted sector instead. The configuration in this mod is limited by design to prevent people from running in to issues.
2. Il add things over time to different parts, but since nothing is really a main focus for this mod, dont expect anything to have months worth of effort build in to them.
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Lukas04

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Re: [0.95.1a] Random Assortment of Things
« Reply #20 on: April 29, 2023, 12:12:59 PM »

New RAT patch, changelog is once again on the github:
https://github.com/Lukas22041/Random-Assortment-of-Things/releases

This version now has the "Modular Weapons" feature which lets you modify a set of weapons to your liking ingame, very experimental, very much in beta, and not balanced at all, its mostly there to try out for now. The video below showcases parts of it.
https://streamable.com/6jtz6g
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TimeDiver

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Re: [0.95.1a] Random Assortment of Things
« Reply #21 on: April 29, 2023, 10:00:28 PM »

While poking around the files in the latest release, I noted the (as-yet-unimplemented?) RAT skill tree, with no descriptions to speak of...

...and as I am terrible at programming, looking up the .kt source files didn't reveal much, either; so what IS being planned for that skill tree?

EDIT: After a closer look, I've determined the following:

1. Temporal Assault: gives all(?) fighter wings in the player's fleet a temporal shell-like ability, with up to a +50% time dilation factor, rather than the ship version's +100%/+200%(?)

2. Quality Over Quantity: increases all(?) player ships' armor, max speed, flux dissipation (adjusted by hull type) and lastly weapon-generated flux (a flat 10% reduction), but at a trade-off of a higher deployment point cost(?)

3. Pocket Dimension: an active ability (i.e. needs to be added to a quickbar slot) that more-or-less functions like the Console Command 'Storage' (IOW, an in-game location to store away excess cargo/fuel/crew/equipment/etc.)?
« Last Edit: April 29, 2023, 10:10:08 PM by TimeDiver »
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Lukas04

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Re: [0.95.1a] Random Assortment of Things
« Reply #22 on: April 30, 2023, 12:19:48 AM »

While poking around the files in the latest release, I noted the (as-yet-unimplemented?) RAT skill tree, with no descriptions to speak of...

...and as I am terrible at programming, looking up the .kt source files didn't reveal much, either; so what IS being planned for that skill tree?

EDIT: After a closer look, I've determined the following:

1. Temporal Assault: gives all(?) fighter wings in the player's fleet a temporal shell-like ability, with up to a +50% time dilation factor, rather than the ship version's +100%/+200%(?)

2. Quality Over Quantity: increases all(?) player ships' armor, max speed, flux dissipation (adjusted by hull type) and lastly weapon-generated flux (a flat 10% reduction), but at a trade-off of a higher deployment point cost(?)

3. Pocket Dimension: an active ability (i.e. needs to be added to a quickbar slot) that more-or-less functions like the Console Command 'Storage' (IOW, an in-game location to store away excess cargo/fuel/crew/equipment/etc.)?

This is implemented, you can aquirre those skills by finding an item for them in the outpost systems. They dont show up in the players skill menu until one of them has been aquirred.
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TimeDiver

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Re: [0.95.1a] Random Assortment of Things
« Reply #23 on: April 30, 2023, 04:37:20 AM »

This is implemented, you can aquirre those skills by finding an item for them in the outpost systems. They dont show up in the players skill menu until one of them has been aquirred.
After adding the Quality over Quantity skill, there's a serious bug; the effects don't apply to Frigates, going by my testing and a line of code that reads as (in \src\assortment_of_things\campaign\skills\QualityOverQuantitySkill.kt):
Code
    override fun apply(stats: MutableShipStatsAPI?, hullSize: ShipAPI.HullSize?, id: String?, level: Float) {
        if (stats == null) return
        if (hullSize == HullSize.FRIGATE || hullSize == HullSize.DEFAULT) return
The 'hullSize == HullSize.FRIGATE' part seemingly excluding said effects from the ship class, contrary to the skill's description.

EDIT: Testing was done on v1.3.1, directly from your GitHub page.
« Last Edit: April 30, 2023, 04:39:20 AM by TimeDiver »
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Lukas04

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Re: [0.95.1a] Random Assortment of Things
« Reply #24 on: April 30, 2023, 07:04:56 AM »

Right, i probably meant to type in Fighter but intellij corrected it to Frigate, atleast thats what i guess is what was happening. Will be fixed in the next version.
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FreonRu

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Re: [0.95.1a] Random Assortment of Things
« Reply #25 on: May 04, 2023, 06:56:21 AM »

Good day. An excellent modification, the choice of the scale of the map and other functions through Lunalib is simply excellent and convenient. A few questions:
1 Modification about everything (about weapons, about the map, about additional content, even about the chiral system). There is a plan to include something like a randomized system that can be entered through the gate (replacing the long-abandoned Beyond The Sector mod - Endless Randomized Systems? It will look very organic here
2 Any plans for special artifacts? Or unique ships/weapons?
Thanks in advance for your replies
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Lukas04

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Re: [0.95.1a] Random Assortment of Things
« Reply #26 on: May 04, 2023, 07:17:58 AM »

Good day. An excellent modification, the choice of the scale of the map and other functions through Lunalib is simply excellent and convenient. A few questions:
1 Modification about everything (about weapons, about the map, about additional content, even about the chiral system). There is a plan to include something like a randomized system that can be entered through the gate (replacing the long-abandoned Beyond The Sector mod - Endless Randomized Systems? It will look very organic here
2 Any plans for special artifacts? Or unique ships/weapons?
Thanks in advance for your replies

1. There is a currently a mod that can only be downloaded on the discord called "Exiled Space" which seeks to replace what Beyond the Sector did.
2. The chiral system has some ships, the outposts have one piece of unique loot you can currently find, il expand on them at some point but currently all my work is on the modular weapon system.
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Question2

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Re: [0.95.1a] Random Assortment of Things
« Reply #27 on: May 06, 2023, 01:22:06 AM »

I activated "Improved Misc Themes" before starting a new game, but i still see empty systems being generated. They have nothing in them according to Object Analysis, although some have a few VERY small Remnant fleets. Is this normal? I was under the impression empty systems would no longer be generated.
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Lukas04

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Re: [0.95.1a] Random Assortment of Things
« Reply #28 on: May 06, 2023, 04:16:11 AM »

Remnant themes arent Misc themes, so the option wont do anything to them. Did consider making a more comprehensive option at some point.
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Lukas04

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Re: [0.96a] Random Assortment of Things
« Reply #29 on: May 06, 2023, 09:12:31 AM »

Updated to 0.96a
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