Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 432 433 [434] 435 436 ... 439

Author Topic: [0.98a] Nexerelin v0.12.0c "Abyssal Gaze" (update 2025-05-01)  (Read 3797172 times)

Abyssal Lord

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.98a] Nexerelin v0.12.0 "Abyssal Gaze" (official 2025-04-06)
« Reply #6495 on: April 14, 2025, 08:33:50 AM »

First post here, as I haven't been able to locate an answer from my searches thus far:

My games are increasingly taking an exponentially longer time to save and load as I play, which seems to be attributed to save game bloat (from what I gathered reading some old posts, anyways). From my understanding, Nex has a plugin that affects the usual basegame clearance of asteroids, which is perhaps being prevented and thus causing a tonne of asteroids to clog the savegame?

If I am mistaken, do let me know - I run a lot of mods, so it could easily be something like Industrial.Evolution or something else that is causing issues, but I thought I'd check in case anyone else has had any similar issues.

EDIT:
Massive thanks to Lostinworlds for solving my issue for me. Turns out it was a bug in Ashes of the Domain. For those encountering the same issue, re-download each AotD module INDEPENDENTLY (do NOT use the 'download all' link!), then use the Console Command mod to input the following code:

runcode import com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry;
    List listeners = Global.getSector().getListenerManager().getListeners(BaseIndustry.class);
    int count = 0;
    for (Object listener : listeners) {
        BaseIndustry ind = (BaseIndustry) listener;
        if ("to_delete".equals(ind.getMarket().getId())) {
            Global.getSector().getListenerManager().removeListener(ind);
            count++;
        }
    }
    Console.showMessage("Removed " + count + " temporary industry listeners");

Should permanently solve the issue - at least from what I've gathered.
« Last Edit: April 14, 2025, 11:04:49 AM by Abyssal Lord »
Logged

ChristmasColor

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.98a] Nexerelin v0.12.0 "Abyssal Gaze" (official 2025-04-06)
« Reply #6496 on: April 15, 2025, 06:32:28 PM »

This issue is somewhat niche, but if you instigate a rebellion, then win said rebellion, every commodity item you have in storage there vanishes. Only the commodities are lost though, everything else in storage stays.
Odd! Pretty sure Nex isn't touching storage in general, so I'll do a quick test to see if it happens with just Nex. (Probably won't try to check other mods, sorry)

EDIT: Found the problem (storage and such should have been excluded from the recent fix to the trade & capture exploit). Fixing, thanks for report!

I think there is a similar issue for getting loot after winning a planet invasion. I am commissioned by the pirates. The intel popup says I am getting loot from winning the invasion and it was transferred to local/fleet storage. Loot did not show up anywhere with 3 different statuses.
- Freshly conquered (no decision made on governorship or takeover)
- Purchase Governorship.
- Take over planet.

I figure my issue is the same bug you've already diagnosed, but I wanted to mention my experience in case it was a different edge case.

Appreciate all the work you do.

Logged

nnubnubnub

  • Ensign
  • *
  • Posts: 21
    • View Profile
Re: [0.98a] Nexerelin v0.12.0 "Abyssal Gaze" (official 2025-04-06)
« Reply #6497 on: April 16, 2025, 07:27:20 PM »

For the ship sale missions, you get back full story points for the ship you sell, regardless of its size.  This allows you to farm bonus XP by putting s-mods on small ships: e.g. you put 3 s-mods onto a frigate and gain 225% bonus XP, then a ship sale gets you 3 story points you can immediately put into another frigate, and repeat indefinitely (assuming an unlimited supply of ship sale missions, which are rare, but one can cultivate a bunch of contacts on one world to try to farm them).

Is this intended?  If not... is it possible to award negative bonus XP?  That seems like the best way to nullify this strategy while otherwise preserving the mechanics.
Logged

Reshy

  • Admiral
  • *****
  • Posts: 1274
  • White
    • View Profile
Re: [0.98a] Nexerelin v0.12.0 "Abyssal Gaze" (official 2025-04-06)
« Reply #6498 on: April 17, 2025, 12:12:13 AM »

Not sure what causes it, but if you have a colony that's unprofitable you will start with debt even if your credit total is positive.
Logged

Ragnarok101

  • Commander
  • ***
  • Posts: 222
    • View Profile
Re: [0.98a] Nexerelin v0.12.0 "Abyssal Gaze" (official 2025-04-06)
« Reply #6499 on: April 17, 2025, 05:18:18 AM »

If I build an outpost in a claimed but empty system (ie, Duzahk) will the owning faction freak out and say bomb it?
Logged

Histidine

  • Admiral
  • *****
  • Posts: 5146
    • View Profile
    • GitHub profile
Re: [0.98a] Nexerelin v0.12.0 "Abyssal Gaze" (official 2025-04-06)
« Reply #6500 on: April 17, 2025, 07:50:25 PM »

For the ship sale missions, you get back full story points for the ship you sell, regardless of its size.  This allows you to farm bonus XP by putting s-mods on small ships: e.g. you put 3 s-mods onto a frigate and gain 225% bonus XP, then a ship sale gets you 3 story points you can immediately put into another frigate, and repeat indefinitely (assuming an unlimited supply of ship sale missions, which are rare, but one can cultivate a bunch of contacts on one world to try to farm them).

Is this intended?  If not... is it possible to award negative bonus XP?  That seems like the best way to nullify this strategy while otherwise preserving the mechanics.
It's an exploit that I was kinda hoping people wouldn't notice or use if they did. Might have to fix it at some point, all the same. (Though I could also leave it in, when not used in an exploity way it's a nice perk for people with S-modded frigates and destroyers?)

(Alternative workaround would be to refund bonus XP instead of SP directly, but I do like how it gives SP on the spot)

Not sure what causes it, but if you have a colony that's unprofitable you will start with debt even if your credit total is positive.
Yeah might be just how vanilla handles player's credit balance during the new game time pass.
Though now that I think about it, I already added code to purge the debt when player loads in, gonna have to check why it's not working.

If I build an outpost in a claimed but empty system (ie, Duzahk) will the owning faction freak out and say bomb it?
Nope! (Outposts should never be attacked in general, I've even built them right in someone else's home system before)
Logged

ChaseBears

  • Captain
  • ****
  • Posts: 286
    • View Profile
Re: [0.98a] Nexerelin v0.12.0 "Abyssal Gaze" (official 2025-04-06)
« Reply #6501 on: April 18, 2025, 06:42:39 AM »

I got an outpost-only system raided by pirates via - I believe, not 100% - Colony crisis.  It wasn't a problem per se - doesn't even impact the outpost - but does mean my main system got away with not dealing with the raid.

Logged
If I were creating the world I wouldn’t mess about with butterflies and daffodils. I would have started with lasers, eight o’clock, Day One!

Hathwaythere

  • Ensign
  • *
  • Posts: 11
    • View Profile
Re: [0.98a] Nexerelin v0.12.0 "Abyssal Gaze" (official 2025-04-06)
« Reply #6502 on: April 18, 2025, 12:03:01 PM »

Are there any plans to add compatibility/a way to terraform the planet to one of the Kaleidoscope variants?
Logged

RoadTrain

  • Commander
  • ***
  • Posts: 121
  • Self-acclaimed professional bugfinder.
    • View Profile
Re: [0.98a] Nexerelin v0.12.0 "Abyssal Gaze" (official 2025-04-06)
« Reply #6503 on: April 19, 2025, 02:24:40 AM »

Are there any plans to add compatibility/a way to terraform the planet to one of the Kaleidoscope variants?

Nexerelin doesn't have terraforming. You might wish to ask TASC or another terraforming mod.
Logged

IceFire

  • Commander
  • ***
  • Posts: 192
  • If you find typos, you can keep them.
    • View Profile
Re: [0.98a] Nexerelin v0.12.0 "Abyssal Gaze" (official 2025-04-06)
« Reply #6504 on: April 19, 2025, 03:24:52 AM »

Can we get the feature that allows military drills (simulator battle) against our own task forces.
If not through the taskforce list, as if the playerfaction has the full "data" on any fleet it would be their own task force composed of playerships, than directly through the orderscreen when encountering one of your own task forces, fighting against your "real person" officers.
« Last Edit: April 19, 2025, 03:31:31 AM by IceFire »
Logged

Jromo

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.98a] Nexerelin v0.12.0 "Abyssal Gaze" (official 2025-04-06)
« Reply #6505 on: April 19, 2025, 11:22:36 AM »

Quick question, can you answer hail twice on the same planet? I got one when i was visiting an already explored system and got curious, thx
Logged

RoadTrain

  • Commander
  • ***
  • Posts: 121
  • Self-acclaimed professional bugfinder.
    • View Profile
Re: [0.98a] Nexerelin v0.12.0 "Abyssal Gaze" (official 2025-04-06)
« Reply #6506 on: April 19, 2025, 01:43:32 PM »

As a quick heads up, the 'build an outpost' option from Nexerelin has an exploit when combined with Industrial.Evolution. Under normal circumstances, whenever a planet has a derelict artillery station, it cannot be surveyed. If however you try to build an outpost, then change your mind, surveying and in fact colonizing becomes an option. This then destroys the artillery station without having to fight it. You can also cheese it if the artillery spawns on a 'decivilised' planet and it spawns a hail. Answering the hail, then accepting (or declining but haven't tested that) their deal also lets you bypass the artillery fight. Not sure what you can do about it if anything: But I figured I'd report it here as well.
Logged

Histidine

  • Admiral
  • *****
  • Posts: 5146
    • View Profile
    • GitHub profile
Re: [0.98a] Nexerelin v0.12.0b "Abyssal Gaze" (fixes 2025-04-20)
« Reply #6507 on: April 19, 2025, 09:57:21 PM »

Fresh set of bugfixes, including Very Important lore fix.
Hopefully anything else can wait till next major release.

Nexerelin v0.12.0b
Download
Changelog
* Rebellion smugglers marked as smugglers and have low rep impact
* Add 250 point option to Hyperspace Topography skip
    * This is just enough for Reverse Polarity in 0.98
    * Default-skip-story setting will enable this option
* Academy quests: Handle case where Kallichore or Coureuse but not both are skipped
* New game dialog remembers last selected background within the current session
* Contain aggression concern raises the priority of actions based on the target's infamy
* Diplomacy AI module shows infamy
* Fix special task group revive cost calculation being too low
* Fix Shrouded Dweller and Threat not being hostile at start
* Fix commodities disappearing from storage after market capture
* Fix Catalytic Core and Synchrotron planet filters not working
* Re-fix player special task group ships losing their variants
* Fix displayed 'excuse' for satbombing a satbomber
* Max points in new game own faction setup now configurable in settings.json


Can we get the feature that allows military drills (simulator battle) against our own task forces.
If not through the taskforce list, as if the playerfaction has the full "data" on any fleet it would be their own task force composed of playerships, than directly through the orderscreen when encountering one of your own task forces, fighting against your "real person" officers.
Yeah, a system for simulated field battles sounds like a good idea.

Quick question, can you answer hail twice on the same planet? I got one when i was visiting an already explored system and got curious, thx
There's a cooldown but you can get multiple deciv interactions on the same planet, yep.

As a quick heads up, the 'build an outpost' option from Nexerelin has an exploit when combined with Industrial.Evolution. Under normal circumstances, whenever a planet has a derelict artillery station, it cannot be surveyed. If however you try to build an outpost, then change your mind, surveying and in fact colonizing becomes an option. This then destroys the artillery station without having to fight it. You can also cheese it if the artillery spawns on a 'decivilised' planet and it spawns a hail. Answering the hail, then accepting (or declining but haven't tested that) their deal also lets you bypass the artillery fight. Not sure what you can do about it if anything: But I figured I'd report it here as well.
Thanks :thumbs up: It's been reported before and I'm currently assuming it's on IndEvo's side to fix, though I should investigate personally at some point.
Logged

Ancient Mariner

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.98a] Nexerelin v0.12.0b "Abyssal Gaze" (fixes 2025-04-20)
« Reply #6508 on: April 20, 2025, 03:06:03 PM »

Hello, it looks like the newest version of Nex, 0.12.0b, is causing an issue with custom starts added by other mods like Underworlds, "The Infernal Machine". I checked with the previous version of Nex and the issue was not present. It looks like this issue deals with the ship selection screen.

Crash Log:
86061 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: 'void com.fs.starfarer.api.impl.campaign.rulecmd.newgame.NGCAddStartingShipsByFleetTy pe.addStartingDModScript(com.fs.starfarer.api.campaign.rules.MemoryAPI)'
java.lang.NoSuchMethodError: 'void com.fs.starfarer.api.impl.campaign.rulecmd.newgame.NGCAddStartingShipsByFleetTy pe.addStartingDModScript(com.fs.starfarer.api.campaign.rules.MemoryAPI)'
   at data.scripts.campaign.customstart.UW_CabalPirateStart.execute(UW_CabalPirateStart.java:34)
   at exerelin.campaign.customstart.CustomStartDefs.loadCustomStart(CustomStartDefs.java:99)
   at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.Nex_NGCCustomStart.selectCus tomStart(Nex_NGCCustomStart.java:71)
   at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.Nex_NGCCustomStart.selectCus tomStart(Nex_NGCCustomStart.java:64)
   at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.Nex_NGCCustomStart.execute(Nex_NGCCustomStart.java:51)
   at com.fs.starfarer.campaign.rules.oOOO.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.ooOO.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
   at com.fs.starfarer.api.impl.campaign.rulecmd.PaginatedOptions.optionSelected(PaginatedOptions.java:154)
   at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.Nex_NGCCustomStart.optionSel ected(Nex_NGCCustomStart.java:110)
   at com.fs.starfarer.ui.newui.o0Oo$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.new(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.o00000(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.base/java.lang.Thread.run(Unknown Source)
Logged

Histidine

  • Admiral
  • *****
  • Posts: 5146
    • View Profile
    • GitHub profile
Re: [0.98a] Nexerelin v0.12.0b "Abyssal Gaze" (fixes 2025-04-20)
« Reply #6509 on: April 20, 2025, 08:17:33 PM »

Oh dear, I'll provide a hot fix when I can.

Doing the start on previous version and then updating should work
Logged
Pages: 1 ... 432 433 [434] 435 436 ... 439