Fractal Softworks Forum

Starsector => Mods => Modding => Topic started by: Inventor Raccoon on August 04, 2019, 01:34:17 PM

Title: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: Inventor Raccoon on August 04, 2019, 01:34:17 PM
(https://i.imgur.com/Df8OHoj.jpg) (https://bitbucket.org/InventorRaccoon/arsenal-expansion/downloads/Secrets_of_the_Frontier_Prerelease_7.zip)

Secrets of the Frontier a work-in-progress mod that aims to contain both campaign-level content and campaign-level features,
along with connected combat-level features. When fully released, it will contain a significant number of handmade quests.

A prerelease intended for testing is available to download. It doesn't have any quests, but does contain some of the
more general features. It's spoiler-free, in case you're wondering about that sort of thing. It's effectively a mini-mod
that won't have too much of an impact on your campaign.

Click the big banner to download. Requires LazyLib.

If you find any bugs, do mention them to me!

All campaign content in my other mod, Arsenal Expansion, will be removed in a companion update along with this mod's full
release, and much of it will appear in Secrets of the Frontier.

Secrets of the Frontier is currently my main modding focus but despite that, a release is most likely very far off. Teasers
may end up posted here.



Modules
Secrets of the Frontier will, on release, be split into several modules that will come as one package and be individually turned on and off. Here's the current list:
Prerelease:
Tactical Expansion: Enhances the combat layer of the game.
-Adds two new objective types, the Defensive Emplacement (a stationary emplacement that attacks the enemies of the objective holder)
and the Hyperwave Transmitter (which reinforces its owner with an endless but weak supply of droneships), alongside their Remnant versions.

-Visual enhancements to battlefield backgrounds, including visible jump-points and multiple planets.

-Context-based battle generation. Some aspects of combat such as objectives change depending on where you're fighting.

Frontier Development: Adds a constructable orbital habitat to stable locations that grants a hazard reduction to in-system colonies.
-Can be upgraded into an outpost, which acts as a low-hazard colony but loses the hazard reduction and has a soft-cap on its growth.

Full release:
Watcher Beyond The Walls: A series of quests in the frontier. Make an unusual ally.

False Signals: Acts of trickery such as sensor ghosts.

Ko Combine: Establishes the Ko Combine as a one-planet faction and adds a one-off quest.


Screenshots - Spoiler Free
(the first three images are featured in the prerelease, the last two are not)

Spoiler
(https://i.imgur.com/9IPGrpC.png)

(https://i.imgur.com/RkxqXAc.png)

(https://i.imgur.com/ooRLMir.png)

(https://i.imgur.com/ZuvtPEh.png)

(https://i.imgur.com/QCsfb5f.png)
[close]

Screenshots - Spoilers
(however, they are VERY heavily censored, so chances are you won't get much out of them. Just to show that yes, there's stuff in the works)
(also some of these are old, and also subject to change. Nothing here is in the prerelease)
Spoiler
(https://i.imgur.com/Jt6nGPG.png)

(https://i.imgur.com/1UIa2Zd.png)

(https://i.imgur.com/0EMjoxB.png)

(https://i.imgur.com/ENqaIfJ.png)

(https://i.imgur.com/6WVrn9K.png)

(https://i.imgur.com/BLpX0g5.png)

... and that's about enough. For more, wait until the mod releases... eventually.
[close]



Credits
- Alex, David and Stian, duh
- Inventor Racccoon (me), for everything not done by someone else mentioned here
- Dark.Revenant for some bits of the battle creation plugin for cosmetics and battlefield sizes
- Gwyvern for sprite work currently not featured in the prerelease.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 5) - indev campaign mod
Post by: SCC on August 05, 2019, 01:03:30 PM
Space stations are a nice stopgap between nothing and full fledged colonies. I wish the base game also did something like that.
The battle objectives are, in my opinion, the best part about this mod, mainly because they make passable and boring part of combat into meaningful and fun one! You can't really ignore objectives when they are shooting gauss slugs at you.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 5) - indev campaign mod
Post by: Thaago on August 06, 2019, 11:32:21 AM
This looks extremely nice!

How much of a pain was it to write the quests btw? I think there is a huge opportunity for them this version, but not many modders have released them yet.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 5) - indev campaign mod
Post by: Inventor Raccoon on August 06, 2019, 11:44:54 AM
This looks extremely nice!

How much of a pain was it to write the quests btw? I think there is a huge opportunity for them this version, but not many modders have released them yet.
All the potential is there, it's just that it's a bit tedious to do, which I think is what puts people off. Lots of rules.csv, java code and rigorous testing. It's getting a bit easier with experience, and I'm experimenting with more complicated quest design as I go (a good reason why this mod will not be released half-finished, excluding prereleases for general features)
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 5) - indev campaign mod
Post by: Sarissofoi on August 18, 2019, 02:55:44 AM
Sounds promising.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 5) - indev campaign mod
Post by: ActuallyUlysses on August 20, 2019, 01:07:58 PM
Eagerly waiting for full release. Looks like something that will end up on my default mod list!
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 5) - indev campaign mod
Post by: Nostra on August 21, 2019, 12:55:46 AM
This looks extremely nice!

How much of a pain was it to write the quests btw? I think there is a huge opportunity for them this version, but not many modders have released them yet.
All the potential is there, it's just that it's a bit tedious to do, which I think is what puts people off. Lots of rules.csv, java code and rigorous testing. It's getting a bit easier with experience, and I'm experimenting with more complicated quest design as I go (a good reason why this mod will not be released half-finished, excluding prereleases for general features)

I saw that there is a mission editor on the forums, does that not make it easy to add new quests?

I noticed the lack of missions in the mod section and thought that that might be something I could contribute, would you be up for a collaboration? I got the impression that you intend to add more than a few missions with this mod and I'd love to help with that.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 5) - indev campaign mod
Post by: Hrothgar on August 21, 2019, 01:03:07 AM
I have question about Frontier missions. We know one "Promise", but 3 others are new or were incorporated in other mods?
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 5) - indev campaign mod
Post by: SCC on August 21, 2019, 01:21:51 AM
These quests aren't publicly released yet, as Secrets of the Frontier is just a test of mechanics. Promise is included in current version of Arsenal Expansion and it will be changed only after Secrets of the Frontier's proper content gets released.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 5) - indev campaign mod
Post by: Inventor Raccoon on August 21, 2019, 10:18:12 AM
I saw that there is a mission editor on the forums, does that not make it easy to add new quests?
The mission editor is for the missions you access via the main menu (the one-off battles). There was talk of a tool to help quest creation but as far as I'm aware nothing has been done on that, so everything is just made "by hand", so to speak.

I noticed the lack of missions in the mod section and thought that that might be something I could contribute, would you be up for a collaboration? I got the impression that you intend to add more than a few missions with this mod and I'd love to help with that.
I appreciate the sentiment but at the moment I'm not looking to collaborate on this mod except for small bits of code and for art.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 6) - indev campaign mod
Post by: Inventor Raccoon on January 01, 2020, 07:33:22 PM
Hi, everyone. Wow, it's been four months since I started this post. Progress on Secrets of the Frontier has been... well, slow. But here are some updates for people who don't see my dev progress on the Discord server:

I'm sure I've bored you to tears with that, so here's some images patched together from the new(ish) quest.
Spoilers. Kinda.
Spoiler
(https://i.imgur.com/1UIa2Zd.png)

(https://i.imgur.com/SkAEmxw.png)
[close]
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 6) - indev campaign mod
Post by: Agalyon on January 03, 2020, 01:20:21 PM
Just wanted to drop in and say everything looks really cool so far. I really enjoy the feeling and atmosphere of promise, and im happy to see some more scripted and handmade quests that really feel unique, like your description of the second one is shaping it up to be.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 6) - indev campaign mod
Post by: ActuallyUlysses on January 05, 2020, 02:36:57 AM
Will all features of this mod work when added to existing save?
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 6) - indev campaign mod
Post by: Inventor Raccoon on January 05, 2020, 07:58:26 AM
The prerelease is savegame-compatible.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 6) - indev campaign mod
Post by: Chewzie on January 06, 2020, 05:30:02 AM
Is this\would this be compatible with Nexerelin?
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 6) - indev campaign mod
Post by: SCC on January 06, 2020, 10:10:50 PM
It is compatible with Nex. Factions won't create their own stations, but can take yours over just fine.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 6) - indev campaign mod
Post by: applejuice on January 26, 2020, 08:08:12 AM
is this mod compatible with nexerlin?
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 6) - indev campaign mod
Post by: StarsectorForumLurkerGuy on January 26, 2020, 10:26:43 AM
is this mod compatible with nexerlin?

The post just above yours confirms that it is :)
It is compatible with Nex. Factions won't create their own stations, but can take yours over just fine.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: Inventor Raccoon on February 23, 2020, 10:07:32 AM
Hi, everyone. I've been working on some non-quest features lately and I thought I'd update the prerelease with the changes.

The main new feature is that battles in certain contexts can now see derelicts spawn pre-placed on the battlefield. For example, fights in Remnant systems will feature the aftermath of the Hegemony/Knights of Ludd sweeps, while core worlds fights near debris fields will have wrecks from old battles between in-system factions.

There's also general improvements to battle objectives and outposts. In addition, I've now included a fronsec_settings.ini file which allows you to toggle the different Secrets of the Frontier modules on and off, specifically the Tactical Expansion (objectives/derelicts) and Frontier Development (habitats/outposts) modules.

This update should not break saves but as always I would check for yourselves and keep a copy of Prerelease 6 until you're sure.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: TaylorItaly on February 23, 2020, 02:40:45 PM
Thanx for the update.
Is it intended that with prerelease 6 Battlegroup IX does not exist as Faction , only the Blueprints can be found ?
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: Inventor Raccoon on February 23, 2020, 02:42:05 PM
The Ninth Battlegroup is currently part of Arsenal Expansion, not this mod.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: TaylorItaly on February 23, 2020, 06:05:55 PM
That explain it.
To bad Arsenal is not compatible with AO.
But SotF is , so i stick with it.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: TimeDiver on February 23, 2020, 06:08:20 PM
That explain it.
To bad Arsenal is not compatible with AO.
But SotF is , so i stick with it.
AO? Automatic Orders? Because nothing else comes to mind that has those letters...
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: Morrokain on February 23, 2020, 06:21:09 PM
AO? Automatic Orders? Because nothing else comes to mind that has those letters...

Archean Order I believe. Working on that, btw (mod compatibility). It's just going to take some time.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: TaylorItaly on February 23, 2020, 06:57:19 PM
Yeah , sorry .

Archean Order is it .
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: Morrokain on February 23, 2020, 07:05:39 PM
Yeah , sorry .

Archean Order is it .

Oh you're fine, I was just clarifying because it was asked.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: TimeDiver on February 23, 2020, 08:02:54 PM
Thanks, both of ya. I'd give a 'Like' rating, if Simple Machines supported it... but, well.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: Inventor Raccoon on February 26, 2020, 01:51:16 PM
Hi, a quick announcement that I've updated the download for prerelease 7 with a version that has fixed a few major issues (namely, one crash-on-combat-start and a bug where battles against Remnants would not end).
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: TaylorItaly on February 27, 2020, 08:41:30 PM
Thanx for the update.
It is good that i don`t need Consolen Commands to end a Battle.

But in my last 25 Battles i didn`t have those Automatic Platforms any more , only derelicts like drones and other ships.
I am aware of that settings.ini and have all enabled.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: TimeDiver on February 27, 2020, 09:25:16 PM
Hi, a quick announcement that I've updated the download for prerelease 7 with a version that has fixed a few major issues (namely, one crash-on-combat-start and a bug where battles against Remnants would not end).
I am still getting the latter error (though with random factions, not just Remnants); with Remnants, those battles end cleanly (even before the re-release of PR 7), although I chalk that up to using Ruthless Sector in my mod list... is that one even compatible with Secrets of the Frontier?
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: HELMUT on March 20, 2020, 01:36:18 PM
In my recent campaign, i decided to include the SOTF mod. While i already knew of the bits and interesting parts the mod adds, it really require a full campaign to properly appreciate it. So, in this post i'll take about the tactical expansion provided by the new objectives types.

Long story short, i now consider Secrets of the Frontier to be part of my must have mods. The ones with a permanently checked box in the mod manager window.

Now, to understand why i think so, we have to look into vanilla first. The current objectives types in Starsector are the sensor jammer, the nav buoy and the comm relay. Sadly, both sensor jammer and nav buoy can be completely ignored if you have the proper skills and one or two ships with ECM package and Nav Relay. They tend to have no, or almost no impact whatsoever on the battle. Comm relay is more useful, as it increase the command point generation. Alas, asides of some Operation Center shenanigans, CPs aren't that useful either. Basically, a whole part of the base game doesn't even really work, and as a result, it's no fun.

The two new objectives added by the mod are much more interesting, and there are good reasons to interact with those. The defence emplacement adds either a turret, a launch bay or a mine layer that can be captured to fight by your side. Turrets do have targeting supercomputer, so they can assist from pretty far away. Getting a Gauss turret with increased range to back you up can be pretty useful up to mid-game if you can order your fleet around it. Same for the launch bay and mine layer. They unfortunately do not scale very well into late game though. Once i had capital ships, i usually ignored the points and steamrolled over those the enemy captured.

Fun fact, the defensive emplacements are not static like space stations, they can be bumped and moved around! So far i haven't tried tugging around a turret for anything else than fun, but it's possible. Unfortunately, it's also possible to "lose" it by accidentally pushing it too far from its original point.

The second combat objective, and the most useful, is the Hyperwave Transmitter. Once captured, it will call in reinforcement from either derelicts or remnants. Capturing several Hyperwave Transmitter will increase the number of ships coming to your aid.

In my campaign, i played a lot with those, but not too much that it became a "must capture at all cost".  In my post in the Legacy of Arkgneisis thread  (https://fractalsoftworks.com/forum/index.php?topic=13667.msg284990#msg284990), i wrote about how i took on a pirate fleet much bigger than mine, and managed to sink their flagship by capturing the appropriate objectives.

This didn't happened in just one battle. More often than not, Ludd forgive me, my battles were fought side by side with derelicts and remnants. The Hyperwave Transmitter isn't guarded? Capture it! The enemy fleet is sitting on it? Let's ignore it for now. An allied AI craft is engaging the enemy's flagship, do i help it? Or do i sacrifice it to give me time to kill that isolated carrier over there? That derelict is trying to engage an Onslaught upfront, do i get behind it and advance while using its hull as a cover?

On the other hand, there were some occasions where my fleet was on the receiving end of a constant stream of flying toasters, charging me without regard for their safety, while i'm busy trying to handle the rest of the fleet.

Paradoxically, by "improving" the other combat objectives, the vanilla Comm Relay that increase CP generation became more attractive as well. Gotta need those CPs to capture and re-capture those objectives!

To summarise, it was fun, i enjoyed myself. I think SOTF is very important to Starsector in the same way that Combat Chatter, Nexerelin or Console command adds to the game. Those mods fills a hole in the base game, they bring something that Starsector should, but do not (yet?) have. In this case, interactive and interesting combat objectives. Still, SOTF is a pre-release, work in progress and all that, and it shows. I feel it could be much more. I have said earlier than Defensive emplacements tends to fall off later in the game, Hyperwave Transmitter too, although to a lesser extent. So it might all require some tweaking to make it work from the beginning to the end.

Here's some of the things i would like to see eventually :

- Reworked vanilla objectives. Maybe Alex will do it in the next release, maybe not. In the meantime, they don't really work all that well, and SOTF could change that.
- Skills affecting the new objectives. After all, why not? Plus it could be a way to make them scale better during late game too.
- Objectives that scale depending on the overall fleet point from both fleet? That way, the effects of the objectives can be directly tweaked depending on the number of ships, as to stay relevant for late game, but not too strong for early game.
- More objectives obviously! A large shield generator to cover a wide area, an automated supply depot to slow down the peak performance/CR degradation, pilum spawn from the nearby's planet defensive platforms... There are many possibilities to spice things up.

Yeah, i'm really liking this mod, i'm looking forward for what's next.

Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: Inventor Raccoon on March 20, 2020, 07:32:52 PM
-snip-
Thanks for your thoughts! An interesting read, I like to hear people's experiences with battle objectives that are a bit more consequential than vanilla's.

I do hope to expand on the Tactical Expansion module before the quest modules launch, though there are aspects that are waiting for 0.10 (or whatever the next update is) or are limited by the resources I have (as can be seen by the current emplacements, which are rather hastily put together placeholders).


... and, uh, because my last intentional post got deleted alongside an unintentional one, a general re-announcement: the latest version of Prerelease 7 is now free from the unending-battle issue people have mentioned before.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: 123nick on July 15, 2020, 06:19:32 PM
Can you add the ability too upgrade habitats into outposts (the markets u can interact with) as a seperate disableable config option from habitats all together? i like them, but with boggleds terraforming now combined with boggled station construction, i dont want two redundant methods of building stations. for now, ill just house rule no market outposts from this mod, but a dedicated option for disabling upgrading the habitats (that only buff hazard rating) would be nice.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: Cyan Leader on July 31, 2020, 06:18:49 PM
I've been playing with the mod for my latest run. It's great and I agree with a lot of what has been said on this thread, but my biggest issue is with how the Network Hub is the most important capture point and it can be very frustrating in an even battle if the side next to your spawn has none while the enemy has 2 or more next to theirs. I usually restart these battles to reroll the cap points. Either these need to be symmetric or they should be nerfed in general.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: Cyan Leader on August 17, 2020, 03:03:27 AM
I came across an annoying bug. Dooms and mod ships that use mines will bomb neutral weapon platforms, making them impossible to be captured unless you micro those ships to stay away.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: BigBeans on August 17, 2020, 07:11:01 AM
Yeah need too echo the post on the Network Hub being such a game changer. They can easily double the strength of a bounty fleet if a couple of them spawn in a battle. And since they spawn redacted they can easily be more powerful than the bounty fleets ships too.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: tantananan on September 06, 2020, 12:36:48 AM
Hello! I'm having fun with this mod. I was just wondering if there is a way to disable the hyperwave transmitter but not the other capture points? Thank you!
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: Histidine on September 09, 2020, 08:50:00 AM
Set Omicron's relationship with player to 100 (at start or after completing the quest) so the shards join player in battle properly.

EDIT: Wrong Raccoon mod, sorry
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: BlackWater821 on January 18, 2021, 04:34:27 PM
Hi, i had a CTD while attempted to rename a new outpost.


388165 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [Unknown.ogg]
388165 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [Stellar_Rust.ogg]
388175 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [faction_generic_market_01_neutral_var01.ogg]
388219 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [faction_generic_market_01_neutral_var01.ogg]
388219 [Thread-10] INFO  sound.null  - Playing music with id [faction_generic_market_01_neutral_var01.ogg]
388963 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation.notifyColonyRenamed(OrbitalStation.java:334)
   at com.fs.starfarer.campaign.ui.marketinfo.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)