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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 v0.2.2  (Read 14602 times)

PigeonPun

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Re: [0.97a-RC11] Bionic Alteration v0.2.0
« Reply #30 on: January 14, 2025, 09:33:12 AM »

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

Thanks for the feedbacks. Firstly, the loudout idea isn't bad but it doesn't fit well, there are certain bionics that can have effects on removal and I don't want people to accidentally cripple their ship for no reason. I will note the loudout down and seem if I can cook something up. As for the second, yes, some has given me feedbacks about the balancing. I will try to balance it but I'm still the only person working on the mod.

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.
Hope you enjoy the mod. As for your nitpick, I'm not sure if I can implement something like that without hardcoding it, so I won't be doing that.
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Working on: Project Solace + Bionic Alteration

krisslanza

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Re: [0.97a-RC11] Bionic Alteration v0.2.0
« Reply #31 on: January 16, 2025, 06:28:37 AM »

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.
Hope you enjoy the mod. As for your nitpick, I'm not sure if I can implement something like that without hardcoding it, so I won't be doing that.
[/quote]

My nitpick is in jest anyway, I know there's no real practical way to actually do that. At least, I cannot imagine there is.
Having played it a bit, I certainly enjoy the idea... I'm just a bit iffy on how its implemented in a way, I guess.
Like brain, eyes, and even a heart implant I can kinda get how they improve ship/admin performance... but then when it gets to like arms and legs, then my brain kinda thinks a little too hard on it.

I almost think it might be better if the implants were restricted to more like, the brain/eyes/heart theme.
Still, I do like collecting and 'equipping' things, so it scratches that itch for sure. I'll keep an eye on it!
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Bloodly

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Re: [0.97a-RC11] Bionic Alteration v0.2.0
« Reply #32 on: January 26, 2025, 10:10:26 PM »

What creatures get 'second heart'?
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PigeonPun

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Re: [0.97a-RC11] Bionic Alteration v0.2.0
« Reply #33 on: January 29, 2025, 06:38:21 AM »

What creatures get 'second heart'?
Hello, hope you are enjoying the mod. The "second heart" limb appears by chance so keep looking around if you haven't encounterd one!
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Working on: Project Solace + Bionic Alteration

TemplarAnton

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Re: [0.97a-RC11] Bionic Alteration v0.2.0
« Reply #34 on: February 12, 2025, 03:13:32 PM »

What creatures get 'second heart'?
I'm guessing the Time Lords from Doctor Who
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mkire

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Re: [0.97a-RC11] Bionic Alteration v0.2.0
« Reply #35 on: March 09, 2025, 02:39:41 PM »

i'm having a new-game crash with magellan plus's mothership custom start

Code
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getId()" because the return value of "com.fs.starfarer.api.campaign.SectorEntityToken.getOrbitFocus()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getId()" because the return value of "com.fs.starfarer.api.campaign.SectorEntityToken.getOrbitFocus()" is null
at pigeonpun.bionicalteration.ba_procgenmanager.generate(ba_procgenmanager.java:86) ~[?:?]
at pigeonpun.bionicalteration.plugin.bionicalterationplugin.onGameLoad(bionicalterationplugin.java:56) ~[?:?]
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:1447) [?:?]
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PigeonPun

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Re: [0.97a-RC11] Bionic Alteration v0.2.0
« Reply #36 on: March 10, 2025, 07:06:52 AM »

i'm having a new-game crash with magellan plus's mothership custom start

Code
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getId()" because the return value of "com.fs.starfarer.api.campaign.SectorEntityToken.getOrbitFocus()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getId()" because the return value of "com.fs.starfarer.api.campaign.SectorEntityToken.getOrbitFocus()" is null
at pigeonpun.bionicalteration.ba_procgenmanager.generate(ba_procgenmanager.java:86) ~[?:?]
at pigeonpun.bionicalteration.plugin.bionicalterationplugin.onGameLoad(bionicalterationplugin.java:56) ~[?:?]
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:1447) [?:?]

Seems like one of the entity property is null, a hotfix for this will be out soonTM. Thanks for the report!
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mkire

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Re: [0.97a-RC11] Bionic Alteration v0.2.2
« Reply #37 on: March 14, 2025, 05:04:46 PM »

having another of the new game crashes

Code
2082237 [Thread-2] WARN  pigeonpun.bionicalteration.ba_officermanager  - Warning, can't find anatomy of variant: null for officer from independent with tags []
2082252 [Thread-6] INFO  sound.O  - Cleaning up music with id [miscallenous_main_menu.ogg]
2082404 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getId()" because the return value of "com.fs.starfarer.api.campaign.SectorEntityToken.getOrbitFocus()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getId()" because the return value of "com.fs.starfarer.api.campaign.SectorEntityToken.getOrbitFocus()" is null
at pigeonpun.bionicalteration.ba_procgenmanager.generate(ba_procgenmanager.java:86) ~[?:?]
at pigeonpun.bionicalteration.plugin.bionicalterationplugin.onGameLoad(bionicalterationplugin.java:56) ~[?:?]
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:1447) [?:?]
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Sunnyko

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Re: [0.97a-RC11] Bionic Alteration v0.2.2
« Reply #38 on: March 15, 2025, 01:36:25 AM »

Suggestion if it is okay.... a way for diffrent variants to rename the body parts.

IE: Calling eyes sensory organs in the menu without having to make another part category.
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PigeonPun

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Re: [0.97a-RC11] Bionic Alteration v0.2.2
« Reply #39 on: March 22, 2025, 11:29:36 AM »

having another of the new game crashes

Code
2082237 [Thread-2] WARN  pigeonpun.bionicalteration.ba_officermanager  - Warning, can't find anatomy of variant: null for officer from independent with tags []
2082252 [Thread-6] INFO  sound.O  - Cleaning up music with id [miscallenous_main_menu.ogg]
2082404 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getId()" because the return value of "com.fs.starfarer.api.campaign.SectorEntityToken.getOrbitFocus()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getId()" because the return value of "com.fs.starfarer.api.campaign.SectorEntityToken.getOrbitFocus()" is null
at pigeonpun.bionicalteration.ba_procgenmanager.generate(ba_procgenmanager.java:86) ~[?:?]
at pigeonpun.bionicalteration.plugin.bionicalterationplugin.onGameLoad(bionicalterationplugin.java:56) ~[?:?]
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:1447) [?:?]
Thanks for the report, should be fixed in the latest version!

Suggestion if it is okay.... a way for diffrent variants to rename the body parts.

IE: Calling eyes sensory organs in the menu without having to make another part category.
I'm not sure if I understand what you are saying, are you suggesting a way for the player to rename the limb in game or are you suggesting a way for modders when they implement a new limb to rename it (because you can already with new limb creation) ?
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Working on: Project Solace + Bionic Alteration
Pages: 1 2 [3]