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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-RC11] Station Augments 1.0.3a  (Read 17426 times)

NikoTheGuyDude

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[0.97a-RC11] Station Augments 1.0.3a
« on: August 31, 2024, 09:58:44 PM »

Station Augments: Hullmods for your stations

CAN BE ADDED TO A SAVE (USE SA_generateAugments COMMAND) - 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 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...
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Download: Removed due to instability
Repo: https://github.com/nikothedude/Station-Augments

Changelog
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: October 18, 2024, 08:04:06 PM 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
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« 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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