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

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Author Topic: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)  (Read 1202027 times)

Yubbin

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9.1rc3(10/20/19)
« Reply #1455 on: December 04, 2020, 05:26:23 PM »

I found what was happening, you can't phase while the Scylla's system "GAT" is active.
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MShadowy

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9.1rc3(10/20/19)
« Reply #1456 on: December 05, 2020, 07:52:15 AM »

Ah, yeah, that's just how the system works pretty much.
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Saint of Grey

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9.1rc3(10/20/19)
« Reply #1457 on: December 22, 2020, 03:02:13 PM »

I've been fiddling with this mod for a bit, and I absolutely love almost everything about it! The design, the animations, the weapons... it's all so great!

I have noticed the Inanna-class frigate seems blissfully unaware of the fact it's a broadside ship, when left in the hands of the AI.
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cerberus00

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9.1rc3(10/20/19)
« Reply #1458 on: December 29, 2020, 07:00:43 PM »

I'm getting a bug when hovering over the tooltip for "Massive Solar Collectors" on an abandoned station that I colonized with the DIY Terraforming mod. All the other tooltips pop up fine, only that one is causing it to instantly crash to desktop. Here's the log output:
Code
173442 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.industries.MS_supersolar.addPostDemandSection(MS_supersolar.java:87)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:1157)
at com.fs.starfarer.campaign.ui.marketinfo.q$1.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.showTooltip(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.public.super(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.D.I.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.O0oO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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n3xuiz

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9.1rc3(10/20/19)
« Reply #1459 on: January 09, 2021, 12:16:57 AM »

i enjoy this mod and i use the Eir class ship in my lategame fleets to transport thousands of marines to raid the sector. i recently started a new modpack and forgot to add this mod. sadly i'm already a ways into the game and don't want to restart. is it somehow possible to add this faction midgame? it wouldn't matter if i had to do lots of console commands or something if i could just get the ships in..
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Asmeroth

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9.1rc3(10/20/19)
« Reply #1460 on: February 17, 2021, 07:29:10 AM »

I am really enjoying your Ships but isnt the 25% CR per Deployment of the Mimir a bit Harsh ?

Anyway awesome mod!

Edit: Mixed up Mods :P
« Last Edit: February 17, 2021, 08:18:31 AM by Asmeroth »
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Yubbin

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9.1rc3(10/20/19)
« Reply #1461 on: February 17, 2021, 08:06:26 AM »

The blade breakers are from DME
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notabot

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9.1rc1(10/20/19)
« Reply #1462 on: March 29, 2021, 04:28:57 AM »

Note: I wasn't able to correct the contrail offset for the Scylla, Shamas and Seski on the campaign map simply because they lacked the vectoring thrusters, but all the rest should be okay.

Is there any hope for this fix?
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MShadowy

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9.1rc3(10/20/19)
« Reply #1463 on: March 29, 2021, 01:01:04 PM »

It'll have been fixed with the release of 0.95a, but the update for the SRA is not currently finished.
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Dabclipers

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9.1rc3(10/20/19)
« Reply #1464 on: April 11, 2021, 01:53:34 PM »

Looking forward to this mod updating, it's one of the high quality mods that I can't even imagine playing without these days especially after having it in all of my games for closing in on 9ish years lmao.
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MShadowy

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Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc1(4/12/21)
« Reply #1465 on: April 12, 2021, 08:37:16 PM »

Shadowyards 0.9.5 is finally ready for release after numerous delays and getting buried in other things. Special thanks for this release go to SirHartley, SafariJohn and (as is so often the case) Mesotronik; thank you all for your invaluable assistance.

Added in this version are the SRA's elite Redwings Naval unit, a new super frigate exclusive to the sub-faction and a bunch of campaign changes and a couple new beam weapons; feel free to give it a try!


0.9.5-rc1 Changelog
   
  • Added the Redwings subfaction to the SRA; their home base is located on Euripides
  • Implemented an item based upgrade system for Fabricator Industries, and expanded the number of industries to four:
    • Modular Fabricators (balanced but not as good as Heavy Industry)
    • Massively Parallel Fabricators (a civilian industrial focus capable of putting out lots of machinery)
    • Military Production Lines (heavy weapons and supplies)
    • Integrated Shipyards (very high quality ships and large quantities of ship hulls)
  • Updated the Shadowyards mod plugin to include warnings for not having required mods and some additional housekeeping in other miscellaneous scripts
  • Fixed an issue where the Shadowyards station type couldn't be built at orbitals in Nexerelin (Probably working)
  • Added Nexerelin diplomatic traits to the SRA
  • Hopefully fixed a bug where joining a battle in which Mimirs were present would sometimes generate a NPE crash
  • Replaced the aging Lance script with a modernized and much less buggy version; everything should work properly now
  • Reduced the range of the Nidhoggr Lance to 1200 (from 2000)
  • Fixed a targeting bug with the Apiary's submunitions which could sometimes cause a NPE crash
  • Fixed an issue with the Commissioned Crews hullmod which could make acquiring it a bit more annoying then necessary
  • Hopefully fixed the "Glowing Shikome" bug and made some improvements to the fighter finagling script
  • Reduced the projectile speed of the Skinwalker and Bit Drone guns to 2000 (from 4000)
  • Added some SRA industries to vanilla markets:
    • Asharu, Nomios, Olinadu, and Tigra City have acquired Orbital Solar Arrays
    • Eldfell has gotten its hands on some Modular Fabricators
  • Adjusted the populations on a few of the markets added by the mod:
    • Euripides has been reduced to size 7 (from size 8 ) - despite being a 75% hazard world with a modest pre-collapse population, that was a bit much
    • Auris' Grip has been reduced to size 3 (from size 5) - given that it's only a few months old such a large population was pretty questionable
    • Hotri has been increased to size 6 (from size 4) - very low hazard, colonized around the collapse
    • Mantra has been reduced to size 5 (from size 6) - somehow colonized well before Hotri, but also a complete hellhole
  • Removed an extra variant of the Odin which, due to sharing the same id, was causing the game to become confused and load the wrong configuration
  • Added the Charge Cycler hullmod, which increased the charge recovery rate for Energy weapons which have that stat by 7.5%
  • Added 2 additional variants to act as CORE variants for each of the High Value Bounty ships
  • Added an additional small composite hardpoint to the Carmine, as well as 5 additional OP, and adjusted the firing angles of a couple of the turrets
  • Added 2 new defense buster beam weapons, the Particle Dart, and Particle Lance, which deal a portion of their overall damage as hard flux immediately upon the first hit
  • Reduced OP cost of Raksasha bombers to 20 OP (from 25)
  • Went over variants and updated them where needed
  • Fixed display bugs that were present with the GAT and Overdrive systems
  • Replaced the Armor Pierce scripts and adjusted color clamps in the Vectored Thrusters script, which should hopefully put an end to the color overflow crash
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Knight Chase

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Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc1(4/12/21)
« Reply #1466 on: April 13, 2021, 12:16:21 AM »

I highly recommend Shadowyards! They're my favorite faction and this new frigate MShadowy made is bloody amazing.
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smithtrlane

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Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc1(4/12/21)
« Reply #1467 on: April 13, 2021, 02:06:17 AM »

Yay! SRA update!
Thanks MShadowy  ;D

(BTW, is the Skadi supposed to be gray instead of cyan? ???)

Edit: just noticed that the Elysium is gray too, so maybe Skadi is supposed to be? Sorry if this is a stupid question...
Edit the Second: Shikome still glowing like the sun, running SRA 0.9.5-rc1, GraphicsLib_1.5.1 ("enableShaders" set to false), LazyLib.2.6, and MagicLib_0.33_rc1, if that helps.
« Last Edit: April 13, 2021, 05:29:44 AM by smithtrlane »
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MagicKarpson

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Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc1(4/12/21)
« Reply #1468 on: April 13, 2021, 04:11:11 AM »

I noticed that the medical center says it produces cloned-organs but it doesn't appear in the commodities section in a colony, nor does it give any money for its export.
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MShadowy

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Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc1(4/12/21)
« Reply #1469 on: April 13, 2021, 07:14:19 AM »

They're basically an exotic commodity at the moment, treated as a luxury good; initially this was due to concerns about limitations in the ui, but also I want them to be able to "sub in" for harvested organs since they have basically the same use case, and I haven't resolved how to make that happen yet. Also their supply is something like planet size - 4 so very small colonies won't produce any extra.

E: Also, no the Skadi isn't supposed to be gray, but there where some changes in Krita's curves filter that caused some hiccups and I didn't quite navigate them succesfully on some of the ships.
« Last Edit: April 13, 2021, 08:07:22 AM by MShadowy »
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