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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Author Topic: [0.97a] Unthemed Weapons Collection 0.6.5 (4/9/24)  (Read 68189 times)

float

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Re: [0.96a] Unthemed Weapons Collection 0.6 (6/8/23)
« Reply #15 on: June 08, 2023, 08:02:44 PM »

0.6 :

No new content, but adds a highly experimental UI-modifying utility feature:

Image

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A version with just this utility feature has been included.

Changelog
Additions:

Added a utility module. Currently, affects the refit screen:
- Displays modified weapon stats inside the refit screen, based on the ship being refitted
- Displays modified weapon ranges in the weapon selection picker
- Displays modified total flux cost
- Limitation: does not affect fighter wings or fighter weapons
- Limitation: does not affect weapon group flux cost displays in the weapon group selector

Fixes:

Fixed an issue with custom collision projectiles that caused them to impact the source ship's modules.

Changes:

Ultra Blaster: lowered volume
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« Last Edit: June 08, 2023, 09:22:27 PM by float »
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Great Wound

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Re: [0.96a] Unthemed Weapons Collection 0.6 (6/8/23)
« Reply #16 on: June 09, 2023, 09:34:21 AM »

The dynamic weapons stats module is pretty awesome, this should be in vanilla.  We've got a similar issue to before though where it only works in campaign, not on the mission/edit variants screen. I tried entering campaign then backing out but it doesn't fix it this time round.

Request: Could you add an entry under tech/manufacturer for all the weapons that aren't unknown. It would make it easier to identify which weapons are from your mod at a glance. If you're not sure what to put either "UWC" or "Bhilai Astra" will do - they are the premium heavy weapons manufacturer of the sector - and it has absolutely nothing to do with what faction I'm adding next...

Shinr

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Re: [0.96a] Unthemed Weapons Collection 0.6 (6/8/23)
« Reply #17 on: June 09, 2023, 01:22:28 PM »

Request: Could you add an entry under tech/manufacturer for all the weapons that aren't unknown. It would make it easier to identify which weapons are from your mod at a glance. If you're not sure what to put either "UWC" or "Bhilai Astra" will do - they are the premium heavy weapons manufacturer of the sector - and it has absolutely nothing to do with what faction I'm adding next...

I think we have WhichMod for that.
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float

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Re: [0.96a] Unthemed Weapons Collection 0.6 (6/8/23)
« Reply #18 on: June 09, 2023, 05:18:48 PM »

(Deleted: double post)
« Last Edit: June 09, 2023, 05:38:16 PM by float »
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float

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Re: [0.96a] Unthemed Weapons Collection 0.6 (6/8/23)
« Reply #19 on: June 09, 2023, 05:19:33 PM »

The dynamic weapons stats module is pretty awesome, this should be in vanilla.  We've got a similar issue to before though where it only works in campaign, not on the mission/edit variants screen. I tried entering campaign then backing out but it doesn't fix it this time round.

It'll only work in the campaign because it's implemented as a transient campaign listener (CoreUITabListener). I'd rather not deal with the ramifications of adding campaign listeners outside of the campaign (e.g. even the base game only adds listeners in onGameLoad and not on onApplicationLoad), so this feature will stay campaign-only for the time being.
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Great Wound

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Re: [0.96a] Unthemed Weapons Collection 0.6 (6/8/23)
« Reply #20 on: June 10, 2023, 03:23:27 PM »

It'll only work in the campaign because it's implemented as a transient campaign listener (CoreUITabListener). I'd rather not deal with the ramifications of adding campaign listeners outside of the campaign (e.g. even the base game only adds listeners in onGameLoad and not on onApplicationLoad), so this feature will stay campaign-only for the time being.

Good to know and keep up the good work.

I think we have WhichMod for that.

I'm aware, but it's not flavorful.

sanya02

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Re: [0.96a] Unthemed Weapons Collection 0.6 (6/8/23)
« Reply #21 on: July 05, 2023, 09:04:50 AM »

Hello! I wanted to ask you to make this mod for 0.95.1.
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sanya02

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Re: [0.96a] Unthemed Weapons Collection 0.6 (6/8/23)
« Reply #22 on: July 07, 2023, 01:02:13 AM »

Hello! I wanted to ask you to make this mod for 0.95.1.
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float

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Re: [0.96a] Unthemed Weapons Collection 0.6 (6/8/23)
« Reply #23 on: July 07, 2023, 01:51:13 PM »

Hello! I wanted to ask you to make this mod for 0.95.1.

Sorry, this mod (along with its soft dependency library) only supports 0.96. It uses some 0.96-only modding features, such as ProjectileWeaponSpecAPI.
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Keybindet

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Re: [0.96a] Unthemed Weapons Collection 0.6 (6/8/23)
« Reply #24 on: July 08, 2023, 08:34:17 AM »

Great mod but how can i remove vfx from Whuhauser class it painful to watch and play.
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float

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Re: [0.96a] Unthemed Weapons Collection 0.6 (6/8/23)
« Reply #25 on: July 08, 2023, 10:21:39 AM »

Great mod but how can i remove vfx from Whuhauser class it painful to watch and play.

I don’t know what a Whuhauser class is. It’s certainly not from this mod.
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Keybindet

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Re: [0.96a] Unthemed Weapons Collection 0.6 (6/8/23)
« Reply #26 on: July 08, 2023, 11:01:47 AM »

Great mod but how can i remove vfx from Whuhauser class it painful to watch and play.

I don%u2019t know what a Whuhauser class is. It%u2019s certainly not from this mod.
sorry got wrong tab
edit
this mod also great
« Last Edit: July 08, 2023, 11:27:13 AM by Keybindet »
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F3nn3L

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Re: [0.96a] Unthemed Weapons Collection 0.6 (6/8/23)
« Reply #27 on: August 25, 2023, 11:49:41 PM »

Game crashed when I try to load up a save:

Spoiler
1001449 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at unthemedweapons.combat.scripts.SplinterBatteryEffect.init(SplinterBatteryEffect.java:40)
   at com.fs.starfarer.combat.entities.ship.A.if.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.oooo.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.oooo.o00000(Unknown Source)
   at com.fs.starfarer.coreui.refit.oOOO.updateFromCurrentVariant(Unknown Source)
   at com.fs.starfarer.coreui.refit.oOOO.setFleetMember(Unknown Source)
   at com.fs.starfarer.coreui.refit.Stringsuper.setFleetMember(Unknown Source)
   at com.fs.starfarer.coreui.refit.return.dialogDismissed(Unknown Source)
   at com.fs.starfarer.coreui.refit.return.showMember(Unknown Source)
   at com.fs.starfarer.coreui.refit.return.Object(Unknown Source)
   at com.fs.starfarer.coreui.refit.return.setPlugin(Unknown Source)
   at com.fs.starfarer.ui.newui.L$4.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newui.L.setCurrentTab(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.showCoreUITab(Unknown Source)
   at com.fs.starfarer.campaign.comms.A.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.super(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(Unknown Source)
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float

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Re: [0.96a] Unthemed Weapons Collection 0.6 (6/8/23)
« Reply #28 on: August 27, 2023, 08:06:30 AM »

The only way that NPE is possible is if the game’s entire combat engine is null, which I didn’t think would be possible expect for the very first frame. Can you give me more info about the crash?

Is it happening as soon as you load in, or before the save can finish loading?
Are you opening the refit screen manually or no?
Did you press a button right before the crash happened, and if so, which button?

Edit:

I think I've been able to reproduce your bug. To fix, instead of going directly to refit screen from market ('R'), just enter the fleet screen first ('F') and then go to the refit screen. I'll push a hotfix as well.
« Last Edit: August 27, 2023, 08:34:55 AM by float »
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johnaaron

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Re: [0.96a] Unthemed Weapons Collection 0.61 (8/27/23)
« Reply #29 on: August 28, 2023, 05:19:59 AM »

Is there a 0.6.1 update for the Utils-only version of this mod? I don't see a release tag for it on the Github page yet
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