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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] Aptly Simple Hullmods 2.0.2  (Read 105163 times)

Audax

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Re: [0.97a] Aptly Simple Hullmods 2.0.0a
« Reply #150 on: July 03, 2024, 09:42:50 PM »

16044751 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "java.lang.Float.floatValue()" because the return value of "java.util.Map.get(Object)" is null
java.lang.NullPointerException: Cannot invoke "java.lang.Float.floatValue()" because the return value of "java.util.Map.get(Object)" is null
   at aptlysimplehullmods.hullmods.ConvictedCrewmates$AP_ConvictedCrewmatesScript.advance(ConvictedCrewmates.java:98) ~[?:?]
   at com.fs.starfarer.combat.entities.Ship.advance(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:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
I thought I fixed this, hmm I'll try another solution, thanks for the report. Will try to fix as soon as possible.

Audax

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Re: [0.97a] Aptly Simple Hullmods 2.0.2
« Reply #151 on: July 03, 2024, 11:05:40 PM »

Mod update!

- Fix crash with convicted crewmates when checking for PPT gain values on target death
- Hidden forging ability (Replaced with new implementation)
- Add option to disable/enable production hullmods separately
- Add supplies recycler sprite
- Add supplies recycler settings data
- Add supplies recycler hullmod

Quick fix of convicted crewmates crash issue.
hidden forging ability as it will be replaced with new implementation.


Added a new hullmod.
Supplies Recycler 5/10/15/25
Decreases the fleet's supply use per month by 1%/2%/3%/5%
Decreases the ship's cargo capacity by 40%
Buff has diminishing returns

Mod should be save compatible

hidefreek

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Re: [0.97a] Aptly Simple Hullmods 2.0.2
« Reply #152 on: July 04, 2024, 02:15:27 AM »

Mod update!

- Fix crash with convicted crewmates when checking for PPT gain values on target death
- Hidden forging ability (Replaced with new implementation)
- Add option to disable/enable production hullmods separately
- Add supplies recycler sprite
- Add supplies recycler settings data
- Add supplies recycler hullmod

Quick fix of convicted crewmates crash issue.
hidden forging ability as it will be replaced with new implementation.


Added a new hullmod.
Supplies Recycler 5/10/15/25
Decreases the fleet's supply use per month by 1%/2%/3%/5%
Decreases the ship's cargo capacity by 40%
Buff has diminishing returns

Mod should be save compatible

Very interesting.
For the fleet which specialized in combat and travelled to the very far-edge of the sector.
This new hullmod is good.
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Fishbones

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Re: [0.97a] Aptly Simple Hullmods 2.0.2
« Reply #153 on: July 04, 2024, 11:10:28 AM »

Will you make a hullmod that makes rec drugs using organics or something similar? I know how lucrative this can be compared to Mineral Refinery but still curious if organics will be utilized by this mod in some way.
« Last Edit: July 04, 2024, 11:28:27 AM by Fishbones »
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Audax

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Re: [0.97a] Aptly Simple Hullmods 2.0.2
« Reply #154 on: July 04, 2024, 01:06:04 PM »

Will you make a hullmod that makes rec drugs using organics or something similar? I know how lucrative this can be compared to Mineral Refinery but still curious if organics will be utilized by this mod in some way.
Depends, organics being a direct path to rec drugs may not be a good conversion even if I make it expensive to create. If your just looking to make credits marine training facility will be your option with a conversion of 1 crew to 1 marine you can farm out marines and sell them to factions. Price of marine is pretty lucrative in its own right.

MrQuickScope

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Re: [0.97a] Aptly Simple Hullmods 2.0.2
« Reply #155 on: July 16, 2024, 04:47:59 AM »

Hello, got a question about the Supplies Recycler
it says
''Supplies Recycler
Decreases the fleet's supply use per month by 1%/2%/3%/5%
Buff has diminishing returns''
but what determines the percentage, just hull size ? i can't seem to get more than 2% 3% on the most capital ships
also what does the ''buff has diminishing returns'' mean ?
does it like give more buff or smt as you play or it just says basically what the hullmod does ?
english is not my main language so sorry if i didn't understand that it does smt extra or its just written there extra
« Last Edit: July 16, 2024, 05:14:28 AM by MrQuickScope »
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Audax

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Re: [0.97a] Aptly Simple Hullmods 2.0.2
« Reply #156 on: July 16, 2024, 05:40:22 AM »

Hello, got a question about the Supplies Recycler
it says
''Supplies Recycler
Decreases the fleet's supply use per month by 1%/2%/3%/5%
Buff has diminishing returns''
but what determines the percentage, just hull size ? i can't seem to get more than 2% 3% on the most capital ships
also what does the ''buff has diminishing returns'' mean ?
does it like give more buff or smt as you play or it just says basically what the hullmod does ?
english is not my main language so sorry if i didn't understand that it does smt extra or its just written there extra
diminishing returns means the more stats you add on the less effective the stat increase becomes.

As an example the first stat bonus you get will always be around 5% if put on a capital, if you add another hullmod to a different capital ship the effectiveness of the stat increase would be lowered to around 4% in total you get 9%. If you keep adding more the less and less stat you gain at some point no matter how many ships has the hullmod the increase would be around less than 1%.

This is use to keep things balance so you can't just spam the hullmod on all your ships thinking you can get 100% reduced supply used. I should cap the value to around 30% or something as even now you can achieve around 50% maybe even more if you spam the hullmod on all your ships etc.

In any case you can look at the high resolution sensors way of increasing sensor strength that has diminish returns too.

MrQuickScope

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Re: [0.97a] Aptly Simple Hullmods 2.0.2
« Reply #157 on: July 16, 2024, 09:42:07 AM »

Oh crap, wish knew it sooner before adding it to near all of my ships as a S-MOD and having literally extra 10 ships for this reasone. well atleast its very usefull for big fleets that i which i increased the max ships up to 45 in the game files, also i think the -40% cargo not really concerning drawback if you have ships for support other than cargo, survey ships, ground support etc, i have currently 40% so yeah it can prob go for 50%. Maybe reducing the combat readiness by some small % it might be actually good way balanced it as you mostly add these to combat or non combat support ships
« Last Edit: July 16, 2024, 09:46:03 AM by MrQuickScope »
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two_wen

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Re: [0.97a] Aptly Simple Hullmods 2.0.2
« Reply #158 on: July 23, 2024, 08:22:56 PM »

an amateur question here but i just started playing modded.. does the NPC fleets and factions use your mods in their fleets?
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Audax

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Re: [0.97a] Aptly Simple Hullmods 2.0.2
« Reply #159 on: July 23, 2024, 11:34:35 PM »

an amateur question here but i just started playing modded.. does the NPC fleets and factions use your mods in their fleets?
They usually don't, unless they are autofitted when they spawn. In most cases if I want to force factions to use the hullmods I have to make custom variants and add them to every faction. Most hullmods mods are like this unless the above is done.

hidefreek

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Re: [0.97a] Aptly Simple Hullmods 2.0.2
« Reply #160 on: August 02, 2024, 02:53:26 AM »

Some error

2055141 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod ASH_MakeshiftMissileAutoforge not found!
java.lang.RuntimeException: Hullmod ASH_MakeshiftMissileAutoforge not found!
   at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source) ~[port_obf.jar:?]
   at data.scripts.APE_modPlugin.AFB_blendFactions(APE_modPlugin.java:72) ~[?:?]
   at data.scripts.APE_modPlugin.onNewGame(APE_modPlugin.java:315) ~[?:?]
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.dismiss(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.W.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.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:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
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Audax

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Re: [0.97a] Aptly Simple Hullmods 2.0.2
« Reply #161 on: August 02, 2024, 09:57:18 PM »

Some error

2055141 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod ASH_MakeshiftMissileAutoforge not found!
java.lang.RuntimeException: Hullmod ASH_MakeshiftMissileAutoforge not found!
   at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source) ~[port_obf.jar:?]
   at data.scripts.APE_modPlugin.AFB_blendFactions(APE_modPlugin.java:72) ~[?:?]
   at data.scripts.APE_modPlugin.onNewGame(APE_modPlugin.java:315) ~[?:?]
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.dismiss(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.W.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.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:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
Did you update the mod from a save that uses a version that is below 2.0.0?

I have recently updated the hullmod Ids so versions below 1.9.5 are incompatible with versions above 2.0.0.

hidefreek

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Re: [0.97a] Aptly Simple Hullmods 2.0.2
« Reply #162 on: August 02, 2024, 10:29:34 PM »

Some error

2055141 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod ASH_MakeshiftMissileAutoforge not found!
java.lang.RuntimeException: Hullmod ASH_MakeshiftMissileAutoforge not found!
   at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source) ~[port_obf.jar:?]
   at data.scripts.APE_modPlugin.AFB_blendFactions(APE_modPlugin.java:72) ~[?:?]
   at data.scripts.APE_modPlugin.onNewGame(APE_modPlugin.java:315) ~[?:?]
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.dismiss(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.W.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.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:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
Did you update the mod from a save that uses a version that is below 2.0.0?

I have recently updated the hullmod Ids so versions below 1.9.5 are incompatible with versions above 2.0.0.

No, I starts a new game and it cause this error.
MAy be I install too many mod and broke the game. :P
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Audax

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Re: [0.97a] Aptly Simple Hullmods 2.0.2
« Reply #163 on: August 03, 2024, 09:38:35 AM »

No, I starts a new game and it cause this error.
MAy be I install too many mod and broke the game. :P

at data.scripts.APE_modPlugin.AFB_blendFactions(APE_modPlugin.java:72) ~[?:?]

what mod is APE as it could be referencing an old hullmod Id of ASH and causing it to crash. If you disable that mod andd try again it should work.

qinlongfei

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Re: [0.97a] Aptly Simple Hullmods 2.0.2
« Reply #164 on: November 09, 2024, 03:48:06 AM »

I tried to modify the number in this mod in hullmod_stats.ini in config folder, but nothing changes in the game. Did I miss something?

P.S.

Just learned how to use lunalib, and that I should use the configure UI in lunalib and not actually editing the file in the config folder and reload a save. Terribly sorry for the dumb question.
« Last Edit: November 09, 2024, 04:46:39 AM by qinlongfei »
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