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News:

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

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 10551 times)

Seti

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Re: [0.97a-RC11] Bionic Alteration v0.0.3
« Reply #15 on: September 28, 2024, 07:00:48 AM »

Im guessing if im playing on a previous version and then update to the 0.0.3 it wont spawn the station right?
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Can you help me buy some milk?

PigeonPun

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Re: [0.97a-RC11] Bionic Alteration v0.0.3
« Reply #16 on: September 28, 2024, 09:53:53 AM »

Im guessing if im playing on a previous version and then update to the 0.0.3 it wont spawn the station right?

For save compatibility, 0.0.3 should spawn the stations for previous version, but then you will need to explore again to find them
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Working on: Project Solace + Bionic Alteration

Wonderful Alien

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Re: [0.97a-RC11] Bionic Alteration v0.0.3
« Reply #17 on: October 02, 2024, 05:50:54 AM »

Love the mod and have been enjoying it so far, but I feel like it impacted the loot from salvaging (might be a pseudo effect idk), but other than that a QoL addition where you can see all the positives + negatives lined up on the screen when checking officers would make life easier, so I can tell the positives / negatives from bionics and loss of humanity and can calculate it easier by skimming over them on the main screen instead of having to hover over different menus. Can't wait to see more of your work, it's been amazing! The flesh is weak, EMBRACE THE OMNISSIAH!
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PigeonPun

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Re: [0.97a-RC11] Bionic Alteration v0.0.3
« Reply #18 on: October 02, 2024, 12:33:34 PM »

Love the mod and have been enjoying it so far, but I feel like it impacted the loot from salvaging (might be a pseudo effect idk), but other than that a QoL addition where you can see all the positives + negatives lined up on the screen when checking officers would make life easier, so I can tell the positives / negatives from bionics and loss of humanity and can calculate it easier by skimming over them on the main screen instead of having to hover over different menus. Can't wait to see more of your work, it's been amazing! The flesh is weak, EMBRACE THE OMNISSIAH!
The bionic loot spawning is seperated from vanilla's loot generation so it shouldn't effect it. For the QoL, I could look into the officer skill and displaying more information on it but unsure how it would look like yet.
For going over multiple menus to find the bionic info, the next version will have a option to directly access the officer's bionic info from the refit screen thanks to RAT's refit UI button thingy (I need to look into it more). So that would save you a couple of click hopefully.
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Working on: Project Solace + Bionic Alteration

Darkwhip

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Re: [0.97a-RC11] Bionic Alteration v0.0.3
« Reply #19 on: October 09, 2024, 09:22:13 AM »

Yes! New ways to reject humanity!
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PigeonPun

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Re: [0.97a-RC11] Bionic Alteration v0.0.3
« Reply #20 on: October 09, 2024, 12:18:38 PM »

New poll is up to decide what I should be focus on in v0.2.0
v0.1.0 will be out soon!
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Working on: Project Solace + Bionic Alteration

terminal

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Re: [0.97a-RC11] Bionic Alteration v0.0.3
« Reply #21 on: October 14, 2024, 07:48:15 PM »

Unfortunately the new update does not seem to be save compatible. having a crash on load, and the log indicates it is BA. here is the log, if that helps.

295961 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException: null
   at java.base/java.util.ArrayList$Itr.checkForComodification(ArrayList.java:1096) ~[?:?]
   at java.base/java.util.ArrayList$Itr.next(ArrayList.java:1050) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.setUpBionic(ba_officermanager.java:128) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.refresh(ba_officermanager.java:62) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.installBionic(ba_officermanager.java:481) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.setUpBionic(ba_officermanager.java:180) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.refresh(ba_officermanager.java:62) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.installBionic(ba_officermanager.java:481) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.setUpBionic(ba_officermanager.java:180) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.refresh(ba_officermanager.java:62) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.installBionic(ba_officermanager.java:481) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.setUpBionic(ba_officermanager.java:180) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.refresh(ba_officermanager.java:62) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.installBionic(ba_officermanager.java:481) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.setUpBionic(ba_officermanager.java:180) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.refresh(ba_officermanager.java:62) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.installBionic(ba_officermanager.java:481) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.setUpBionic(ba_officermanager.java:180) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.refresh(ba_officermanager.java:62) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.installBionic(ba_officermanager.java:481) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.setUpBionic(ba_officermanager.java:180) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.refresh(ba_officermanager.java:62) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.installBionic(ba_officermanager.java:481) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.setUpBionic(ba_officermanager.java:180) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.refresh(ba_officermanager.java:62) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.installBionic(ba_officermanager.java:481) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.setUpBionic(ba_officermanager.java:180) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.refresh(ba_officermanager.java:62) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.installBionic(ba_officermanager.java:481) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.setUpBionic(ba_officermanager.java:180) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.refresh(ba_officermanager.java:62) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.installBionic(ba_officermanager.java:481) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.setUpBionic(ba_officermanager.java:180) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.refresh(ba_officermanager.java:62) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.installBionic(ba_officermanager.java:481) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.setUpBionic(ba_officermanager.java:180) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.refresh(ba_officermanager.java:62) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.onSaveLoad(ba_officermanager.java:50) ~[?:?]
   at pigeonpun.bionicalteration.plugin.bionicalterationplugin.onGameLoad(bionicalterationplugin.java:57) ~[?:?]
   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.LoadGameDialog.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.o0O0.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.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.E.I.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.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.title.TitleScreenState.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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alexwtb234

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Re: [0.97a-RC11] Bionic Alteration v0.0.3
« Reply #22 on: October 18, 2024, 07:27:41 AM »

What happens if humanity & condition reach 0%? do i become Funny Adam Smasher from bootleg cyberpunk, or do i simply bite the dust?
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PigeonPun

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Re: [0.97a-RC11] Bionic Alteration v0.0.3
« Reply #23 on: October 22, 2024, 11:52:18 AM »

What happens if humanity & condition reach 0%? do i become Funny Adam Smasher from bootleg cyberpunk, or do i simply bite the dust?
You become Adam Smasher
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PigeonPun

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Re: [0.97a-RC11] Bionic Alteration v0.1.1
« Reply #24 on: October 26, 2024, 02:02:14 PM »

New version is out and up on forums!

Enjoy!
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Unclius

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Re: [0.97a-RC11] Bionic Alteration v0.1.1
« Reply #25 on: November 18, 2024, 08:10:28 PM »

I legitimately squeeled like a little girl the moment I started reading the mod description. You wonderful magnificent bastard, its been a while since a mod made me giddy to play.
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PigeonPun

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Re: [0.97a-RC11] Bionic Alteration v0.1.1
« Reply #26 on: December 17, 2024, 04:23:27 PM »

I legitimately squeeled like a little girl the moment I started reading the mod description. You wonderful magnificent bastard, its been a while since a mod made me giddy to play.
Glad to hear!
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Working on: Project Solace + Bionic Alteration

PigeonPun

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Re: [0.97a-RC11] Bionic Alteration v0.2.0
« Reply #27 on: December 17, 2024, 04:25:18 PM »

New version is available!

Enjoy!

I will be working on something else so next version gonna take a while!
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DeusVauly

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Re: [0.97a-RC11] Bionic Alteration v0.2.0
« Reply #28 on: January 12, 2025, 04:30:51 PM »

Hello, I've enjoyed using this mod, the early game of scrounging up augments and building up your characters is fun, and there is a genuine high from finding legendary mods out of the blue. However I dont think I'd use it for future runs because:

1. the UI does not lend to the easy readjustment of builds, which adds yet another stresser to a modded playthrough that has a lot of ways of wasting time in ship load-outs, some sort of "loadout" feature where you can save a deck and quickly swap out different selections of augmentations would alleviate this a lot.

2. The mod makes gameplay too easy, specifically endgame content. For the most part, the toughest threats in a playthrough, modded or not are AI, who do not at all benefit from augments. This makes it so the extra stats you add to your fleet easily overpower whatever mechanical difficulty that endgame fights would have normally had. I dont know if I like the idea of AI augmentations conceptionally but it may be a needed inclusion in order to bring any kind of semblance of real balance.

Criticism aside. overall its still a very conceptionally cool and fun mod and  I hope you continue to building on it in the future! o7
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krisslanza

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Re: [0.97a-RC11] Bionic Alteration v0.2.0
« Reply #29 on: January 12, 2025, 09:28:57 PM »

Now I can Rimworld in my Starsector!
Although I have a nitpick with the slot being Eye(s), when my player portrait is clearly wearing an eyepatch, and thus only needs one eye. We can sell the extra, looking cool is more important.

I'll have to give this a real spin and see what kind of shenanigans you can get up to.
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Pages: 1 [2] 3