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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a] Pirate Mini Mod (1.7.6)  (Read 388319 times)

Deageon

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #120 on: December 31, 2023, 02:46:22 PM »

hey, the honeycomb frigate appears to have literally negative cargo storage. meaning that it takes 40 units of storage away if added to your fleet. you might want to tune down the cargo malus on the drone hullmod to a percentage instead of a flat number?
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Killsode

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #121 on: December 31, 2023, 02:55:44 PM »

hey, the honeycomb frigate appears to have literally negative cargo storage. meaning that it takes 40 units of storage away if added to your fleet. you might want to tune down the cargo malus on the drone hullmod to a percentage instead of a flat number?

I dont believe PMM adds any honeycomb frigate, or anything that reduces cargo like that... Are you sure you've got the right mod&thread?
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MiniDeth3

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #122 on: December 31, 2023, 07:58:08 PM »

So far no issues whatsoever. I am playing with other mods that give Pirates some ships and it feels like your additions nicely complement them too.

Im super glad!

hey, the honeycomb frigate appears to have literally negative cargo storage. meaning that it takes 40 units of storage away if added to your fleet. you might want to tune down the cargo malus on the drone hullmod to a percentage instead of a flat number?
I dont believe PMM adds any honeycomb frigate, or anything that reduces cargo like that... Are you sure you've got the right mod&thread?

Yea Im not sure if you have the right mod but if its a crossmod issue with another modded pirate ship I could look into it!
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unlitoutsource

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #123 on: January 27, 2024, 10:02:16 AM »

The mod does not run on linux, but this is easily fixable.

When loading the game and going into the main menu after the start screen, starsector will try to load all data, images, etc. into memory.

It tries to load a file from your mod: Scarab_Pirates.png

Within the mod, the file is stored with the name scarab_pirates.png

With windows, this is not an issue, as filenames are case insensitive.

However, with Linux, filenames are case sensitive. That's why the game fails to load the graphics file, and the game crashes.

In your mod, you do consistently use lowercase filenames, with scarab_pirates being the only exception.

Perhaps you could change the filename reference in the mod's code to lowercase filename, that would probably fix the Issue.

Thanks & Regards,
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Kelaris

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #124 on: January 28, 2024, 12:04:05 AM »

I'm about 10 years in to a pirate themed/commissioned playthrough, and enjoying a lot of ships from this mod. Really fills out the pirate lineup. Thanks for making it. :)

I saw it was mentioned earlier in this thread, but the Master class drone is probably way more powerful than it should be for its DP/size. After losing half of a heavily armed exploration fleet to one during a domain probe automated defenses battle, I always check if there's one in the enemy lineup and just avoid the fight if I spot it.
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TheLord999

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #125 on: January 28, 2024, 06:20:58 AM »

hello hello ! So hum I got a bug that make the game crash each time I try to start it with this mod on, and the error is "Fatal: ship hull spec [colossus32] not found!" and I'm pretty sure the mods is up to date (updated it yesterday just to be sure), odes anyone knows what's could be the cause?
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MiniDeth3

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #126 on: January 28, 2024, 11:59:53 AM »

Sorry for the late replies! Ive been busy with work recently and havent made much time for modding.

The mod does not run on linux, but this is easily fixable.

When loading the game and going into the main menu after the start screen, starsector will try to load all data, images, etc. into memory.

It tries to load a file from your mod: Scarab_Pirates.png

Within the mod, the file is stored with the name scarab_pirates.png

With windows, this is not an issue, as filenames are case insensitive.

However, with Linux, filenames are case sensitive. That's why the game fails to load the graphics file, and the game crashes.

In your mod, you do consistently use lowercase filenames, with scarab_pirates being the only exception.

Perhaps you could change the filename reference in the mod's code to lowercase filename, that would probably fix the Issue.

Thanks & Regards,

Hello! This is a reported issue that ive fixed but havent released. Currently other things keep me from releasing the next version but if you want some specialized help to get the mod working im more than willing to help. If you dont have the tools and know how ofc.


I'm about 10 years in to a pirate themed/commissioned playthrough, and enjoying a lot of ships from this mod. Really fills out the pirate lineup. Thanks for making it. :)

I saw it was mentioned earlier in this thread, but the Master class drone is probably way more powerful than it should be for its DP/size. After losing half of a heavily armed exploration fleet to one during a domain probe automated defenses battle, I always check if there's one in the enemy lineup and just avoid the fight if I spot it.

Im glad youre having fun! Yea ive been told a handful of times that its too strong lol. It needs some work on its mechanics and some visual effects for clarity to the player. As mentioned its hard to make much time for modding recently but fixing the master is a high priority for the next version!


hello hello ! So hum I got a bug that make the game crash each time I try to start it with this mod on, and the error is "Fatal: ship hull spec [colossus32] not found!" and I'm pretty sure the mods is up to date (updated it yesterday just to be sure), odes anyone knows what's could be the cause?

Yo! So this bug happens due to an ID cleanup done a small while back that made it incompatible with old saves using the mod. To fix this youd need to either start a new save or go back to the original version of PMM you were using. If you need help getting the version you were using im more than willing as I have a backlog of all updates!
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Killsode

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #127 on: January 29, 2024, 12:51:17 AM »

Glad to see you're back Deth!
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TheLord999

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #128 on: January 29, 2024, 05:44:56 AM »

ah that's the thing, it's not when I try to an old save I have, it's when I try launch the game that I have that error
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MiniDeth3

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #129 on: January 29, 2024, 06:34:10 AM »

Glad to see you're back Deth!

Lol I try to at least keep an eye on things no matter


ah that's the thing, it's not when I try to an old save I have, it's when I try launch the game that I have that error

Oh really weird... You have a discord to make bug fixing and msging easier? If not I'm still willing to help here ofc


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unlitoutsource

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #130 on: January 29, 2024, 07:14:41 AM »

Sorry for the late replies! Ive been busy with work recently and havent made much time for modding.
...
Hello! This is a reported issue that ive fixed but havent released. Currently other things keep me from releasing the next version but if you want some specialized help to get the mod working im more than willing to help. If you dont have the tools and know how ofc.
Hello MiniDeth3,

Thank You for the quick reply. Don't worry and don't hurry. There are two png files in the mod that have problems with the upper-/lowercase letters. The easy workaround is renaming the files to have the correct casing, as the mod's code wants it.

Thx & Regards,
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TheLord999

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #131 on: February 02, 2024, 03:11:21 AM »

Spoiler
TheLord999, search for a supersonico avatar
[close]
Thank for the help, that might also help with another mod (where I have the exact same problem)
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MiniDeth3

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #132 on: February 03, 2024, 08:12:04 AM »

1.6.1 (Alex Version RKO Patch)

Spoiler
Yo! Hope all has been well! This is simply a patch to bring PMM to 0.97a. More solid changes or additions will come later!

- Patched to 0.97

[close]
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Jonlissla

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Re: [0.97a] Pirate Mini Mod (1.6.1)
« Reply #133 on: February 08, 2024, 04:28:53 AM »

Super cool mod, always fun to see more pirate content.

Because I have no life however I noticed some minor spelling mistakes in the description for Pirate Modifications hullmod;

Quote
This hull has undergone significant modifications, it's pirate crew prioritizing showy weapon systems and high-speed engines over frivolous things like ""reliability"", ""Hull Integrity"", and ""Flux Capacity"".

Hull and Armor penalty further increased to %s. Flux Capacity penalty further increased to %s, Flux Dissipation bonus further increased to %s. Increases max speed by %s.

First one should be "its" rather than "it's". First is possessive whereas the second is a contraction of the words "it has/is".

Second highlights should all be lowercase. Personally I think you can also remove or change some of the wording into something like this;

Quote
This hull has undergone significant modifications, its pirate crew prioritizing showy weapon systems and high-speed engines over frivolous things like ""reliability"".

Hull and armor penalty further increased to %s, flux capacity penalty further increased to %s, and flux dissipation bonus further increased to %s. Increases max speed by %s.
« Last Edit: February 08, 2024, 05:50:40 AM by Jonlissla »
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MiniDeth3

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Re: [0.97a] Pirate Mini Mod (1.6.1)
« Reply #134 on: February 08, 2024, 03:47:01 PM »

Super cool mod, always fun to see more pirate content.

Because I have no life however I noticed some minor spelling mistakes in the description for Pirate Modifications hullmod;

Quote
This hull has undergone significant modifications, it's pirate crew prioritizing showy weapon systems and high-speed engines over frivolous things like ""reliability"", ""Hull Integrity"", and ""Flux Capacity"".

Hull and Armor penalty further increased to %s. Flux Capacity penalty further increased to %s, Flux Dissipation bonus further increased to %s. Increases max speed by %s.

First one should be "its" rather than "it's". First is possessive whereas the second is a contraction of the words "it has/is".

Second highlights should all be lowercase. Personally I think you can also remove or change some of the wording into something like this;

Quote
This hull has undergone significant modifications, its pirate crew prioritizing showy weapon systems and high-speed engines over frivolous things like ""reliability"".

Hull and armor penalty further increased to %s, flux capacity penalty further increased to %s, and flux dissipation bonus further increased to %s. Increases max speed by %s.

Hello hello! I'm really glad you like the mod and thanks for the help! Please let me know if you have any other notes! I don't have too too much time but I take notes to keep up.
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