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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a] Random Assortment of Things  (Read 448340 times)

ShadowRhino

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Re: [0.97a] Random Assortment of Things
« Reply #780 on: January 11, 2025, 01:29:15 AM »

Hi, I completed the Exo-Tech quests but

Spoiler
after I met the second exo-ship and Amelie took command of it, it disappeared and I haven't seen it since. (it has been several years in game) None of the exo-tech characters are on my contact list. I thought I was supposed to be able to call in the new exo ship to hitch a ride on it and such? It's just completely gone.
[close]

You get a skill you have to put on your hotkey bar that lets you order the ship to go to a system.

Yer i have the same issue, can order the ship around, however can't buy anything from it any longer, because contacts have left the ship. I don't even recall an update where they said they were going to leave it.
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Strato

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Re: [0.97a] Random Assortment of Things
« Reply #781 on: January 11, 2025, 11:53:05 PM »

So...is there any way to completely remove the exo-tech faction from this mod?

Only part of RAT I really use is the procgen settings, and I disable everything else in LunaLib config. Unfortunately, despite having exo-tech disabled in settings, that faction still appears on the intel factions list when I start a new game, and ships from exo-tech will occasionally be displayed on the game's main menu background.

Haven't committed to play long enough to explore and see if the faction is present somewhere in the sector, but I'm assuming it isn't, and that the mod config option just doesn't remove all references to the faction.
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EnigmaniteZ

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Re: [0.97a] Random Assortment of Things
« Reply #782 on: January 12, 2025, 02:37:21 AM »

if you're hellbent on it, you can try removing /data/world/factions from the mod's folder, as well as /data/config/title_screen_variants.csv
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Also known as: Khe, Kherae. Pros: tend to be an optimizer and a fixer. Cons: ADD (Is that a squirrel over there?) and severe memory issues (as in: I'm the last 10+ years)

Dear fellow coders: please use more null checks...

TheHalfwayXBray

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Re: [0.97a] Random Assortment of Things
« Reply #783 on: January 17, 2025, 09:20:56 PM »

hey I wanted to change the amount the orbital assembly station has to make blueprints, instead of the 300,000 credits its set to. Does anyone know what file it is in as I can't find the value.
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Point_Offence

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Re: [0.97a] Random Assortment of Things
« Reply #784 on: January 21, 2025, 08:26:06 PM »

No more replenishing stock of hull alterations in newest patch  :'( :'( :'( :'( :'( :'( :'(
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Pizzarugi

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Re: [0.97a] Random Assortment of Things
« Reply #785 on: February 05, 2025, 12:56:44 PM »

Hey there. I really like this mod. Just finished the Exotech questline and getting a lot of mileage out of the reward. The mod has a lot of other features that are really great to have, plus I like how unique the Abyss and Exotech ship system abilities function. Another great addition to my collection of mods alongside VIC and ED Shipyards.

I have a question or two in regards to a unique skill you can get from the 'comradery' background: Maintaining Momentum. Do the stacks refresh with every kill made? Should the officer be aggressive or reckless to get more out of it? What's a good ship and build to have your super officer pilot in order to get the most out of this skill? And finally, assuming this skill isn't very good, what's a good alternative?
« Last Edit: February 05, 2025, 12:59:12 PM by Pizzarugi »
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Lukas04

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Re: [0.97a] Random Assortment of Things
« Reply #786 on: February 05, 2025, 01:22:14 PM »

Hey there. I really like this mod. Just finished the Exotech questline and getting a lot of mileage out of the reward. The mod has a lot of other features that are really great to have, plus I like how unique the Abyss and Exotech ship system abilities function. Another great addition to my collection of mods alongside VIC and ED Shipyards.

I have a question or two in regards to a unique skill you can get from the 'comradery' background: Maintaining Momentum. Do the stacks refresh with every kill made? Should the officer be aggressive or reckless to get more out of it? What's a good ship and build to have your super officer pilot in order to get the most out of this skill? And finally, assuming this skill isn't very good, what's a good alternative?

Its a very good skill. It can have multiple stacks active at once, so it wont refresh, but if lets say, it gets 3 kills in a very short time, it will have that buff 3 whole times.
Its generaly very good on reckless officers that are on a ship that is already above the line. It makes something that steamrolls do so even more.
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Pizzarugi

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Re: [0.97a] Random Assortment of Things
« Reply #787 on: February 05, 2025, 01:53:59 PM »

Hey there. I really like this mod. Just finished the Exotech questline and getting a lot of mileage out of the reward. The mod has a lot of other features that are really great to have, plus I like how unique the Abyss and Exotech ship system abilities function. Another great addition to my collection of mods alongside VIC and ED Shipyards.

I have a question or two in regards to a unique skill you can get from the 'comradery' background: Maintaining Momentum. Do the stacks refresh with every kill made? Should the officer be aggressive or reckless to get more out of it? What's a good ship and build to have your super officer pilot in order to get the most out of this skill? And finally, assuming this skill isn't very good, what's a good alternative?

Its a very good skill. It can have multiple stacks active at once, so it wont refresh, but if lets say, it gets 3 kills in a very short time, it will have that buff 3 whole times.
Its generaly very good on reckless officers that are on a ship that is already above the line. It makes something that steamrolls do so even more.

Thanks for the answer. I'll have to spend some SP to take my officer from steady to reckless and see how they perform on my Apollyon capitol with 4 cryoblasters equipped. Hopefully the added aggression won't get them killed.
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Wyvern

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Re: [0.97a] Random Assortment of Things
« Reply #788 on: February 05, 2025, 02:42:57 PM »

From my perspective, the "obvious" use of Maintaining Momentum is to put it on an aggressive or reckless officer, then put the extra skill (also from this mod) to allow one officer to pilot an AI ship on that same officer, and toss them into a Radiant, or perhaps the unique automated Onslaught or the like. (And if it does get itself killed... well, it's an automated ship. You won't lose any crew from the problem; recover it and keep going.)

That said, you can get an officer with MM during gameplay, and can only tag one officer with the 'can run an AI ship' skill, so if the plan is to use heavy automated ships then it's probably better to invest in Auto-Engineer for your Comradery choice.
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Wyvern is 100% correct about the math.

forrevenge

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Re: [0.97a] Random Assortment of Things
« Reply #789 on: February 07, 2025, 02:19:46 AM »

when AOTD's sub-mod QOL is enabled you can't construct a command center(that +1 industry on your own market thing) if you joined other factions, Kaysaar said "check should be for isPlayerOwned not isPlayerFaction" or it's intended.
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TickTockMan

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Re: [0.97a] Random Assortment of Things
« Reply #790 on: February 08, 2025, 05:16:37 AM »

Hitting Gilgamesh with an Approlight mod weapon (namely PF-Harmonic Overload Charger) cause a nullpointer crash like below, reported on Fossic.org:

Code
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShieldAPI.getLocation()" because the return value of "com.fs.starfarer.api.combat.CombatEntityAPI.getShield()" is null
    at originem.al.scripts.weapons.proj.AL_HOVPulseCannonProjEffect.onHit(AL_HOVPulseCannonProjEffect.java:56) ~[?:?]
    at com.fs.starfarer.combat.entities.MovingRay.notifyDealtDamage(Unknown Source) ~[port_obf.jar:?]
    at com.fs.starfarer.combat.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super.A.super(Unknown Source) ~[port_obf.jar:?]
    at com.fs.starfarer.combat.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super.o00000(Unknown Source) ~[port_obf.jar:?]
    at com.fs.starfarer.combat.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super.o00000(Unknown Source) ~[port_obf.jar:?]
    at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[port_obf.jar:?]
    at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[port_obf.jar:?]
    at com.fs.starfarer.combat.CombatState.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:?]

The bug reporter was fighting an Approlight fleet, he attempted to remove Gilgamesh from deployment and managed to conclude the battle, he is using simplified chinese RAT 2.5.10. The weapon has a shield onhit effect to generate particles solely for graphical enhancement.
Any help would be appreciated, thanks in advance!
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Lukas04

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Re: [0.97a] Random Assortment of Things
« Reply #791 on: February 08, 2025, 08:33:09 AM »

Hitting Gilgamesh with an Approlight mod weapon (namely PF-Harmonic Overload Charger) cause a nullpointer crash like below, reported on Fossic.org:

Code
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShieldAPI.getLocation()" because the return value of "com.fs.starfarer.api.combat.CombatEntityAPI.getShield()" is null
    at originem.al.scripts.weapons.proj.AL_HOVPulseCannonProjEffect.onHit(AL_HOVPulseCannonProjEffect.java:56) ~[?:?]
    at com.fs.starfarer.combat.entities.MovingRay.notifyDealtDamage(Unknown Source) ~[port_obf.jar:?]
    at com.fs.starfarer.combat.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super.A.super(Unknown Source) ~[port_obf.jar:?]
    at com.fs.starfarer.combat.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super.o00000(Unknown Source) ~[port_obf.jar:?]
    at com.fs.starfarer.combat.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super.o00000(Unknown Source) ~[port_obf.jar:?]
    at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[port_obf.jar:?]
    at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[port_obf.jar:?]
    at com.fs.starfarer.combat.CombatState.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:?]

The bug reporter was fighting an Approlight fleet, he attempted to remove Gilgamesh from deployment and managed to conclude the battle, he is using simplified chinese RAT 2.5.10. The weapon has a shield onhit effect to generate particles solely for graphical enhancement.
Any help would be appreciated, thanks in advance!

Just released an update, should be fixed in that, hopefully.

when AOTD's sub-mod QOL is enabled you can't construct a command center(that +1 industry on your own market thing) if you joined other factions, Kaysaar said "check should be for isPlayerOwned not isPlayerFaction" or it's intended.

Should also be fixed in the latest versions now.
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Strato

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Re: [0.97a] Random Assortment of Things
« Reply #792 on: February 14, 2025, 07:14:04 PM »

During a playthrough with Exotech enabled, I received a mission to destroy an "Autonomous Response Unit" fleet, in which all ships are piloted by AI cores. However, upon opening a comm-link with the fleet (out of curiosity, before fighting it), I was met with "Operation Manager Yoan Dickerson" rather than the unintelligible AI nonsense I was expecting. Is this a bug?
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YoureATowel

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Re: [0.97a] Random Assortment of Things
« Reply #793 on: February 15, 2025, 10:06:13 AM »

Is it possible to use Limbo's location as a reference for the location of Abyss Fracture, or allow user to manually set var hyperspaceLocation in settings?

When changing procgen (Adjusted Sector) the Orion-Perseus abyss may not be created, in which case the -30000, -25000 location is used which is close to core worlds.

AbyssGenerator.kt
Quote
fun beginGeneration() {

        //Setting up base data
        var abyssData = AbyssData()
        Global.getSector().memoryWithoutUpdate.set(AbyssUtils.ABYSS_DATA_KEY, abyssData)

        var hyperspaceLocation = Vector2f(-30000f, -25000f)
        var orion = Global.getSector().hyperspace.customEntities.find { it.fullName.contains("Orion-Perseus") }
        if (orion != null) {
            hyperspaceLocation = orion.location.plus(Vector2f(0f, -1000f))
        }

I can edit location in save file, but might be more robust to use something else to choose location.

Thanks for making this mod, it's awesome :)
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Ad-North

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Re: [0.97a] Random Assortment of Things
« Reply #794 on: February 17, 2025, 05:43:10 AM »

Hey y'all, I really enjoy the mod ever since I installed it on my first playthrough of the game in a long, LONG time...

But I'm facing a weird bug / issue.

With the "Exo-Defectors" quest.

It tells me to go to the "Zhu Que" System, which I've already been in so that's no problem, but...
The defectors are not inside it, even after a save / reload.

Can I force them to appear or... what do I do ?

Edit#1: There was an abandonned station around one of the planets in the system, and the fleet was hiding in it, my bad for thinking it was a bug.
« Last Edit: February 17, 2025, 05:55:06 AM by Ad-North »
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