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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a-RC5] Station Augments 2.1.0  (Read 42806 times)

NikoTheGuyDude

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[0.98a-RC5] Station Augments 2.1.0
« on: August 31, 2024, 09:58:44 PM »

Station Augments: Hullmods for your stations

CAN BE ADDED TO A SAVE (USE SA_generateAugments AND SA_genSpecialContent COMMANDS) - CANNOT BE REMOVED

Adds station "augments" which allow you to modify your orbital station. While not as expansive as hullmods, this collection will still make stations just a bit more engaging.

Augments can be find by salvaging and at markets, and are an uncommon find. They do NOT dilute the loot pool, instead adding more loot in total. Augments can also be obtained by destroying a station with augments.
Augments are also applied to NPC markets (Currently, theyre manually placed via modsettings).

The entire augment system was designed with other mods in mind, meaning other mods can create their own augments and apply augments to their own markets without a hard dependency.

Modding information
HOW TO INTERACT WITH STATION AUGMENTS AS A MODDER

How to... define a new augment
  • Create a new stationAttachment class
  • Create a new stationAugmentStore.allAugments entry (see stationAugmentStore for examples)
It's pretty simple!
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How to... add an augment to a market
  • Either...
  • Call market.addStationAugment() directly...
  • Or...
  • If the market exists after procgen, add a key-value pair of marketId to augmentId (as defined in the allAugments entry) to modSettings under "niko_stationAugments" and "MarketsWithAugments"
Modsettings can survive invalid marketIds and augmentIds, but they will throw warnings.
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Examples
  • Bubble shield: A massive shield that surrounds the station and protects it from harm. Doesnt block ships, but blocks projectiles.
  • SAFETY OVERRIDES: Need I explain this one? Faster firerate, better flux, CR drain.
  • KL-Pattern Shield Shunt: Shield shunt, but it gives the modules a damper field instead.
  • Axial overclocking: Makes the station spin REALLY FAST.
  • Economy conversion: Expensive, nerfs the stations in-combat performance, but adds +1 industry slot to the market.
And more...
[close]

Download: https://github.com/nikothedude/Station-Augments/releases/
Repo: https://github.com/nikothedude/Station-Augments
Buy me a ko-fi: https://ko-fi.com/nikotheguydude

Changelog
2.1.0
SEMI-SAVE COMPATIBLE - It wont crash, but some features will be missing

New augments
    Hardened shields
    Effiency overhaul
        Decreases upkeep

AWM made base_bp
Axial overclocking made base_bp

Tag logic fixed - standard augments now go to all factions (excluding player)

[REDACTED] now has higher weight for autoresolve

2.0.1
SAVE COMPATIBLE

Fixes version checker, finally

2.0.0
NOT SAVE COMPATIBLE!!

Augments refactored
    Now handled through data/campaign/SA_station_augments.csv
Basic autoresolve support
    Good augments BOOST your autoresolve score based on the augment's AP cost, but debuffing augments DECREASE your autoresolve score

AUTOFIT!!!
    Markets without predefined augments will be given random augments based on their pick weighting
        Military markets way more likely to get combat augments
        Civilian markets sometimes get logistics augments
    Additionally, factions are now dynamically given augment blueprints based on their known hullmod tags
        MODDED FACTIONS HAVE AUGMENTS

    A lunasetting, as well as a faction/market config, can disable this

Codex support

Stellar shielding now applies its corona resisting to nearby fleets as well
A few tweaks to the AP cost of various augments

Fixed logistics drones not working

1.2.3
Fixes a reflection crash

1.2.2
Update to Starsector 0.98
    Now compiled on Java 17 and Kotlin 2.1

Fixed regenerative drones crashing arty stations (IndEvo)

1.2.1
Fixes a crash with jump engine
    Please remove all instances of jump engine from your game before updating - might have to wait a few months too

1.2.0
SAVE COMPATIBLE

Finishes the mod_info.json description (lol I completely forgot about this)

The augment option is now greyed out if the market has no augments and cannot be modified
    Makes it more clear when you should hit J - and now, if you hit J, youll always get useful info

Fixes a bug where you could refresh the augments available on a market

ECM Package now applies it's defense rating even if the station is disrupted
ECM Package and structural repair unit both cannot be added while the station is disrupted

Augments now always show design type

Added a small breadcrumb for the secret
    Level 10, indie/tritach bars

New augments
    Jump Engine
        Very rare

        Adds a jump point on a tight orbit around the station
        Increases market accessibility by 20%

        The jump point cannot be added if the system has no jump points

1.1.4
SAVE COMPATIBLE

Fixes a bug where highressensors had the wrong ID
Adds a unit test to prevent this from ever happening again

Shield shunt can now be used off windnows, but the damper f ield does not appear

[SECRET] AP reduced to 15

1.1.3
SAVE COMPATIBLE

Regenerative drones now uses reflection rather than obf symbols, so it works off windows
Trimmed more hanging zeros

Tries to fix the highressensors crash


1.1.2
SAVE COMPATIBLE

Fixes the AI tweaks crash
Adds a way to add arbitrary augment budget to a market (MARKET_BONUS_BUDGET_MEMID)

Clarified something in the shield shunt description

1.1.1
SAVE COMPATIBLE

Hotfix for hydroponics crash

1.1.0
SAVE COMPATIBLE - RUN SA_genSpecialContent AND SA_generateAugments

Augments are now sold at markets
    A bit of backend refactoring had to be done for this, so if you have a dependency...
    stationAugmentData knownToAllFactionsByDefault replaced by a set of strings

Added a few new augments
    High Resolution Sensors
        Massively increases station vision range in-combat, and provides a boost to nearby fleet sensor strength in campaign
    Tactical Link
        Escort package but reversed
        Nearby ships receive maneuverability, speed, and weapon range
            Stacks with escort package, to very funny effect
    Logistics drones
        Rare
        Increases CR of fleets nearby the station, up to 15%
        Also, 10% extra accessibility
    Hydroponics basins
        Rare
        On ancrya by default
        +2 food production, +1 organics
        20 AP
    Structural repair unit
        Rare
        21 AP
        Halves the time it takes for the station to recover from being disrupted
        Must be found via looting

Added a secret to the far reaches of the sector
    And a secret augment...

getStationCampaignEntity can now defer to the primary entity itself

Some more QOL

1.0.3a
SAVE COMPATIBLE

Hotfix for crashes

1.0.3
SAVE COMPATIBLE

Fixed reflection breaking on non-vanilla orbital stations

1.0.2
SAVE COMPATIBLE

Fixed a crash when using fighter temporal cores on a non-star fortress

1.0.1
SAVE COMPATIBLE

Fixed a bug where campaign-level effects would apply without the hullmod being applied
Fixed fighter AI uplink crashing
Rare augments made slightly rarer

1.0.0
SAVE COMPATIBLE

Full release

Shield shunt and regenerative drones are no longer available off windows (would crash the game otherwise)
Finally fixed UI performance

0.1.1dev

Removes a hard dependency on WWLB

0.1.0dev
PROBABLY SAVE COMPATIBLE?

Added new augments
    Reinforced bulkheads - Always known
        Also prevents modules from detaching or breaking apart
    Armored Weapon Mounts
    ECCM Package
    Automated repair unit
    Stabilized shields
    ECM Package
    Resistant flux conduits
        +20% ECM rating, +1.1x defense rating
    Nav Relay
        +20% Nav rating, +1 burn to nearby fleets
    Command center
        Infinite CP for defending fleets, +10% accessability
    Economic Conversion - Rare
        +1 industry on the market
        30 AP
        Worse flux and hull stats

Augments made cheaper across the board

Redid the distribution of augments across the core worlds

New lunasettings

0.0.2dev
NOT SAVE COMPATIBLE

Adds new augments
    Fighter temporal cores: +30% timeflow to fighters and drones launched by the station
    Volatile reactor fuel: Ever wanted to turn your station into a bomb? Now you can!
    Fighter AI uplink - Applies the station's AI core to fighers and drones

You can now get augments by fighting stations with them
Removed defense garrison - it just sucks and is unlikely to function

Augments now have icons
Augment blueprints are now blue to distinguish themselves

Augments somewhat more common

Fixed all the major bugs with the UI

0.0.1dev

Removed a hard dependency of WWLB
[close]
« Last Edit: March 31, 2025, 10:15:43 AM by NikoTheGuyDude »
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NikoTheGuyDude

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Re: [0.97a-RC11] Station Augments 0.0.0dev
« Reply #1 on: August 31, 2024, 09:59:19 PM »

Note this is VERY indev. While it should be stable, I can give no warranties.
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NikoTheGuyDude

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Re: [0.97a-RC11] Station Augments 0.0.0dev
« Reply #2 on: August 31, 2024, 10:09:12 PM »

If you want to test all the augments, you can run SA_teachAugment player all to instantly know all augments
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Arthur_The_Ok

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Re: [0.97a-RC11] Station Augments 0.0.0dev
« Reply #3 on: September 01, 2024, 06:13:20 AM »

Aren't stations supposed to have infinite CR? How would CR drain afect them?
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AdamLegend

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Re: [0.97a-RC11] Station Augments 0.0.0dev
« Reply #4 on: September 01, 2024, 07:57:14 AM »

I like the idea of this. Something nice would be if every station in the game could start with a random augment, and by defeating them, we can get it for our own as a loot item.
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NikoTheGuyDude

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Re: [0.97a-RC11] Station Augments 0.0.0dev
« Reply #5 on: September 01, 2024, 08:47:11 AM »

Aren't stations supposed to have infinite CR? How would CR drain afect them?

Anything can lose CR if you lower the PPT enough. I just found the magic value.
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NikoTheGuyDude

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Re: [0.97a-RC11] Station Augments 0.0.1dev
« Reply #6 on: September 01, 2024, 08:50:14 AM »

Updated so it can actually be played now.
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Helldiver

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Re: [0.97a-RC11] Station Augments 0.0.1dev
« Reply #7 on: September 02, 2024, 04:55:50 AM »

More station interactions/control is very welcome, love the idea.
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NikoTheGuyDude

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Re: [0.97a-RC11] Station Augments 0.0.2dev
« Reply #8 on: September 06, 2024, 09:52:58 PM »

0.0.2 released, inching closer to the full release.
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NikoTheGuyDude

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Re: [0.97a-RC11] Station Augments 0.1.0dev
« Reply #9 on: September 08, 2024, 04:05:37 PM »

0.1.0 released, officially in beta now.
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Plurpo

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Re: [0.97a-RC11] Station Augments 0.1.0dev
« Reply #10 on: September 08, 2024, 06:18:04 PM »

Got an error with the new version:

Code
2245648 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IncompatibleClassChangeError: Expecting non-static method 'java.util.HashMap niko_SA.augments.core.stationAugmentStore.getAllAugments()'
java.lang.IncompatibleClassChangeError: Expecting non-static method 'java.util.HashMap niko_SA.augments.core.stationAugmentStore.getAllAugments()'
at niko.MCTE.niko_MCTE_modPlugin.addStationAugmentsToStore(niko_MCTE_modPlugin.kt:44) ~[?:?]
at niko.MCTE.niko_MCTE_modPlugin.onApplicationLoad(niko_MCTE_modPlugin.kt:39) ~[?:?]
at com.fs.starfarer.loading.ResourceLoaderState.init(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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NikoTheGuyDude

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Re: [0.97a-RC11] Station Augments 0.1.0dev
« Reply #11 on: September 08, 2024, 07:52:36 PM »

update MCTE
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Moon Spirit

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Re: [0.97a-RC11] Station Augments 0.1.0dev
« Reply #12 on: September 09, 2024, 06:58:43 AM »

Game is crashing and i can't create new game.

Spoiler
392377 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: data/utilities/niko_MPC_debugUtils
java.lang.NoClassDefFoundError: data/utilities/niko_MPC_debugUtils
   at niko_SA.SA_debugUtils.<clinit>(SA_debugUtils.kt:12)
   at niko_SA.SA_settings.applyPredefinedAugments(SA_settings.kt:40)
   at niko_SA.niko_SA_modPlugin.onNewGameAfterEconomyLoad(niko_SA_modPlugin.kt:51)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.newui.M.dismiss(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.ClassNotFoundException: data.utilities.niko_MPC_debugUtils
   at java.net.URLClassLoader.findClass(URLClassLoader.java:382)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:351)
   ... 19 more
[close]
« Last Edit: September 09, 2024, 07:03:07 AM by Moon Spirit »
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NikoTheGuyDude

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Re: [0.97a-RC11] Station Augments 0.1.1dev
« Reply #13 on: September 09, 2024, 08:13:31 AM »

Fixed.
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NikoTheGuyDude

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Re: [0.97a-RC11] Station Augments 1.0.0
« Reply #14 on: September 13, 2024, 10:40:03 AM »

Station augments has been fully released!
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