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News:

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

Poll

What to focus ?

Automated fleet having augmentation
- 1 (12.5%)
Special bounty bionics
- 5 (62.5%)
Ways to improve BRM/consciousness
- 2 (25%)
Admin focused bionics
- 0 (0%)

Total Members Voted: 7

Voting closed: October 16, 2024, 12:17:28 PM


Pages: [1] 2 3

Author Topic: [0.97a-RC11] Bionic Alteration v0.2.0  (Read 9073 times)

PigeonPun

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[0.97a-RC11] Bionic Alteration v0.2.0
« on: August 03, 2024, 09:35:01 AM »

Bionic Alteration v0.2.0
It finally appears on the forum???? :O

Requires: Lazylib, Magiclib
Integrated with Lunalib
Github: Bionic Alteration

Safe to add to existing saves.
NOT safe to be removed from existing save.



Features:
  • Add bionics as item player can obtain.
  • Bionics can be install on the player or other officers/admins in the player's fleet.
  • Each bionic have different effects, limb install location and cost of augmentation.
  • Each person including the player have variants which allow them to install bionics on different body parts.
  • Bionic augmentation menus can be found in the ability tab which show all the information of a person.
  • Bionic can show up in enemy's fleet as well so good luck.
  • Obtains bionics by exploring/defeating enemy fleets.
  • Important: Currently bionics only appears on normal fleet, NOT automated fleet. (Automated fleet will be updated with "bionic" feature in the future).


Mod in action:
Spoiler


[close]



QA:

Spoiler
How do I find the bionic overclock station ? Aka, go explore!
Spoiler
When you first generate the save, the log will contains the location of said "bionic research station", you can go there and find it.
[close]
How do I obtain the domain bionics? aka exploring!
Spoiler
Research station and bionic overclock station
[close]
How do I overclock bionics?
Spoiler
Rip other bionics at the bionic overclock station, then use the evoshards obtains from that to overclock the bionic. Currently, only Domain bionics can be overclocked
[close]
[close]



Integration with other faction mods:
  • Modded factions can define their own personal variant and control what type of bionics that can spawn on a fleet.
  • Right now, all modded factions fallback to a default variant.
  • Document about integration with other modded factions will be updated later on.
  • if you are interested in the faction integration for your mod, DM me on discord.


Current plan for next version:
  • UI scaling/improvement
  • Bar event
  • Way to improve BRM


Support:
  • If you like the mod, share it with your friends.
  • If you want to support me further, consider joining my patreon, it will gives me more time to work on the mod and help with my finacial situation.
  • I do sometimes stream on Twitch in Starsector category while I work on the mods, do drop by to say hi.


Feedback/Bug report/Complains/Suggestions:
  • Post it here.
  • DM me on Discord PigeonPun (If you are in USC, you know how to find me).
  • Joining the Twitch stream and post it there is also a option.


Credits:
  • Patreon supporters which make this possible!
  • ComitatensSaxoni - Lore/Description help
  • AtlanticAccent - Script help
  • RuddyGreat - Script help
  • Kaysaar - UI help
  • Lukas04 - Script help
  • Wisp/Silkie - Mod template
  • LazyWizard - LazyLib
  • Alex, David, Ivaylo, StianStark: Starsector
  • All of Unofficial Starsector discord and you for playing.


License:
  • Github license
  • TLDR: "You can do anything with this you want as long as you credit me, don't sue me, and don't profit off it." :D
« Last Edit: December 17, 2024, 04:23:40 PM by PigeonPun »
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PigeonPun

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Re: [0.97a-RC11] Bionic Aleration v0.0.2e
« Reply #1 on: August 03, 2024, 09:36:21 AM »

Technically it is save compatible with v0.1.x but you will lose a lot of bionic on your officers
=========== 0.2.0 (NOT compatible) ============
- gammar/beta core as overclocking material
- Change from 2 leg to "one pair of leg", 2 eyes to "eyes", 2 hands to "hands"
- Added 6 new bounty bionics.
- Rebalance the consciousness effects again

Bug fix:
- False Visage bruiser overclock not displaying correct effect in hullmod
- Fix Guardian Defense Matrix, Harmony Biometric Monitor and Stellar Rhythmic Stabilizer hull bonus not applying correctly (It was applying multiplicative instead of percentage)
- Change Harmony Digestive Processor text to the correct effect
- Fix a bug prevent player from going to 0% consciousness (Math is not my strong suit)
- Fixed the spamming log message when there are no captain piloting a ship
- Fix crash bug duo to modular ship not taking in the main ship module's captain (hopefully)
- Change unknown design type prefix

Changes/balancing:
- Velo Hand Module: Shield efficiency: 12% -> 10%,  maintenance cost: 18% -> 30%
- Serenity Adaptation Module: BRM increase from 4 -> 6
- Guardian Artificial Network: Market upkeep: 25% -> 10%
« Last Edit: December 17, 2024, 04:22:53 PM by PigeonPun »
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Octavus

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Re: [0.97a-RC11] Bionic Aleration v0.0.2e
« Reply #2 on: August 06, 2024, 10:59:19 PM »

Glad it to see this mod come to forums :D Have been using it the past couple weeks and one feature I would suggest is a "box" like what exotica has, that stores all the bionics, gotta keep that inventory clean :P Another suggestion is to add unique bionics through bounties or quests, but that is just personal preference and I totally understand it's not for everyone. Looking forward to future updates!
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oddisz

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Re: [0.97a-RC11] Bionic Aleration v0.0.2e
« Reply #3 on: August 07, 2024, 11:21:49 AM »

I kinda don't get how making your leg cybernetic makes your ship's shields unfold 20% faster... What's the lore on this?
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PigeonPun

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Re: [0.97a-RC11] Bionic Aleration v0.0.2e
« Reply #4 on: August 07, 2024, 12:16:53 PM »

Glad it to see this mod come to forums :D Have been using it the past couple weeks and one feature I would suggest is a "box" like what exotica has, that stores all the bionics, gotta keep that inventory clean :P Another suggestion is to add unique bionics through bounties or quests, but that is just personal preference and I totally understand it's not for everyone. Looking forward to future updates!
Yea, since there are multiple request for the "box" that contains all the bionics, i could cook something up for this in the next update. The bounties i also have that in mind but it will be push to much later update since i do want to complete some more feature befores doing custom bounties content.

I kinda don't get how making your leg cybernetic makes your ship's shields unfold 20% faster... What's the lore on this?
After a quick check on the word document i have for this and in conclusion, im unsure as well LOL (These bionics was made quite a while ago and i can't remember the reason). May be with those beautiful legs that the captain got, the crew got those heart eyes and start working harder to raise the shield ? (I don't know AHAHA).
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Octavus

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Re: [0.97a-RC11] Bionic Aleration v0.0.2e
« Reply #5 on: August 07, 2024, 08:02:55 PM »

Glad it to see this mod come to forums :D Have been using it the past couple weeks and one feature I would suggest is a "box" like what exotica has, that stores all the bionics, gotta keep that inventory clean :P Another suggestion is to add unique bionics through bounties or quests, but that is just personal preference and I totally understand it's not for everyone. Looking forward to future updates!
Yea, since there are multiple request for the "box" that contains all the bionics, i could cook something up for this in the next update. The bounties i also have that in mind but it will be push to much later update since i do want to complete some more feature befores doing custom bounties content.

I kinda don't get how making your leg cybernetic makes your ship's shields unfold 20% faster... What's the lore on this?
After a quick check on the word document i have for this and in conclusion, im unsure as well LOL (These bionics was made quite a while ago and i can't remember the reason). May be with those beautiful legs that the captain got, the crew got those heart eyes and start working harder to raise the shield ? (I don't know AHAHA).
That's great looking forward to the bounties and new features, also yeah the reasoning behind how the bionics improve ship performance can be quite hard to figure out, especially since how we pilot ships is not made clear yet and might differ from ship to ship(haven't seen any loredump go into detail about ship piloting)
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Seti

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Re: [0.97a-RC11] Bionic Aleration v0.0.2f
« Reply #6 on: August 27, 2024, 09:42:08 AM »

The mod is great and i really like, i understand that its just in beta\alpha right now, so I cant wait for the future! domain tech bionics and ruins with special bionics, cant wait! love it!
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Can you help me buy some milk?

PigeonPun

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Re: [0.97a-RC11] Bionic Aleration v0.0.2f
« Reply #7 on: August 28, 2024, 11:16:32 AM »

The mod is great and i really like, i understand that its just in beta\alpha right now, so I cant wait for the future! domain tech bionics and ruins with special bionics, cant wait! love it!

Thank you very much for the kind words, it made my day.
The new version that contains domain bionics are currently in testing phase. If you want to test it, you can see a post in Unofficial Discord Server -> Mod updates channel -> Bionic Alteration.
Since the new version has a lot of internal code change, whenever its ready for the public, I will update the download link here.
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Dracodude

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Re: [0.97a-RC11] Bionic Aleration v0.0.2f
« Reply #8 on: September 05, 2024, 11:21:42 AM »

I have been having an issue in where the bionic hullmod keeps dropping from battle, with the resulting crash coming from hovering over the modspec

here is the crashlog just in case:

2322536 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShipAPI.getCaptain()" because "ship" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShipAPI.getCaptain()" because "ship" is null
   at pigeonpun.bionicalteration.hullmod.ba_bionicinfo.addPostDescriptionSection(ba_bionicinfo.java:47) ~[?:?]
   at com.fs.starfarer.api.campaign.impl.items.ModSpecItemPlugin.createTooltip(ModSpecItemPlugin.java:211) ~[starfarer.api.jar:?]
   at com.fs.starfarer.campaign.ui.trade.CargoDataGridView$1.createImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O0Oo.super.new(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.ui.trade.CargoDataGridView.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.ui.oOoO.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.coreui.voidnew.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.processInput(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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David

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Re: [0.97a-RC11] Bionic Alteration v0.0.2f
« Reply #9 on: September 06, 2024, 06:00:17 AM »

(Fixed the thread title typo for you. *thumbs up*)
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PigeonPun

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Re: [0.97a-RC11] Bionic Aleration v0.0.2f
« Reply #10 on: September 09, 2024, 05:42:58 AM »

I have been having an issue in where the bionic hullmod keeps dropping from battle, with the resulting crash coming from hovering over the modspec

here is the crashlog just in case:

2322536 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShipAPI.getCaptain()" because "ship" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShipAPI.getCaptain()" because "ship" is null
   at pigeonpun.bionicalteration.hullmod.ba_bionicinfo.addPostDescriptionSection(ba_bionicinfo.java:47) ~[?:?]
   at com.fs.starfarer.api.campaign.impl.items.ModSpecItemPlugin.createTooltip(ModSpecItemPlugin.java:211) ~[starfarer.api.jar:?]
   at ...
Seems like you are using one of the older fix from 0.0.3, update to the 0.0.3 fix9 (same post on discord as the place you get 0.0.3)
(Fixed the thread title typo for you. *thumbs up*)
Thanks David! (Even though I don't know where the typo located)
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PigeonPun

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Re: [0.97a-RC11] Bionic Alteration v0.0.2f
« Reply #11 on: September 20, 2024, 03:57:27 PM »

0.0.3 is out so have fun!

I will make a pull sometime later on here and discord to determine what I should be focusing for the next version!

As always, thank you for playing!
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chronozumi3

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Re: [0.97a-RC11] Bionic Alteration v0.0.3
« Reply #12 on: September 21, 2024, 08:01:20 PM »

Hello, love the concept of this mod, but I can't find the Bionic menus. Where is the ability tab?
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PigeonPun

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Re: [0.97a-RC11] Bionic Alteration v0.0.3
« Reply #13 on: September 22, 2024, 04:43:17 AM »

Hello, love the concept of this mod, but I can't find the Bionic menus. Where is the ability tab?
Hello, the Bionic menu will be in
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chronozumi3

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Re: [0.97a-RC11] Bionic Alteration v0.0.3
« Reply #14 on: September 23, 2024, 05:56:29 PM »

Oh, ok - thanks for showing me specifically! I never looked there because I assumed it was only for ship-related abilities.
I'll start a new run and see where this takes us 8)
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