Fractal Softworks Forum

Starsector => Mods => Topic started by: tomatopaste on June 01, 2020, 07:53:28 PM

Title: [0.95.1a-RC6] Pearson Exotronics
Post by: tomatopaste on June 01, 2020, 07:53:28 PM
(https://i.imgur.com/Pl81B5Q.png)

Requires the CMUtils (https://fractalsoftworks.com/forum/index.php?topic=25740.0) mod as a dependency!

(https://img.shields.io/github/downloads/automatopaste/pearson_exotronics/v0.7.0/total?label=Download_v0.7.2) (https://github.com/automatopaste/pearson_exotronics/releases/download/v0.7.0/PearsonExotronics_v0.7.2.zip)

(https://i.imgur.com/pRdL4V8.png)(https://i.imgur.com/Jbk0n18.png)(https://i.imgur.com/BqdKgQf.png)(https://i.imgur.com/2NZAFMQ.png)(https://i.imgur.com/lHzvq12.png)(https://i.imgur.com/FwO5Gxa.png)

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

How to add to an existing game
  • Ensure that the mod Console Commands is installed
  • Load up the existing save you would like to add Pearson Exotronics too, after selecting the mod in launcher
  • Use ctrl+backspace to open the console, then input the command "SpawnPearsonContent". If successful, it will report back.
  • A few seconds after this, you should see an intel item that says "New faction arrives: Pearson Exotronics" or some such
Do not use the command more than once, it will brick your save!
[close]
Title: Re: [0.9.1a-RC8] Pearson Exotronics
Post by: SirHartley on June 02, 2020, 08:03:16 AM
The images really don't do this justice.
It's slightly bare bones as a faction at the moment, but the ship systems feature the most extensive and well made drone based features in the modiverse.

I know you got some gifs somewhere, you should show them off!
Title: Re: [0.9.1a-RC8] Pearson Exotronics
Post by: haloguy1 on June 02, 2020, 08:23:24 AM
absolutely love these ships. They look very pleasing to my eyes, thank you for making them.
Title: Re: [0.9.1a-RC8] Pearson Exotronics
Post by: HereticKannon on June 02, 2020, 10:13:42 AM
Neat! You've really nailed the high-tech drone-centric look. You certainly have my interest and I wanted to give some first impressions.

The Kiruna seems like an interesting frigate. Pretty fast with good armor, flux and a powerful front facing armament. Very wide for a frigate so it's difficult to dodge shots, it's so wide in fact that its front facing shield can be pretty easily avoided. Overall, I'd say it's a nice frigate. I'm having a hard time getting a handle on its system, the Bastion, which produces drones. I like how you can cycle different formations and recall them using the system, but more often than not they seem to just fly off straight past what I'm fighting and stay out there until I recall them. The AI usually has a better go at controlling them when I try putting it on autopilot, so it could just be user error. Also the drones it produces die when they're looked at sternly, but I guess it sort of has to be that way considering the circumstances of it being a frigate and they can be fabricated during battle.

The Denmark may very well become one of my favorite ships in the game. Its system is so cool, the defence formation works great for PD and close fire support while the focus formation is such a neat visual of all three drones joining together to fire out a blazing red energy beam.

Those are the only two ships I've had time to play around with this morning, but I am excited to see what else you have in store for us.
Title: Re: [0.9.1a-RC8] Pearson Exotronics
Post by: tomatopaste on June 02, 2020, 01:35:35 PM
The images really don't do this justice.
It's slightly bare bones as a faction at the moment, but the ship systems feature the most extensive and well made drone based features in the modiverse.

I know you got some gifs somewhere, you should show them off!
Will get around to it shortley.

absolutely love these ships. They look very pleasing to my eyes, thank you for making them.
No worries, thanks!
Neat! You've really nailed the high-tech drone-centric look. You certainly have my interest and I wanted to give some first impressions.

The Kiruna seems like an interesting frigate. Pretty fast with good armor, flux and a powerful front facing armament. Very wide for a frigate so it's difficult to dodge shots, it's so wide in fact that its front facing shield can be pretty easily avoided. Overall, I'd say it's a nice frigate. I'm having a hard time getting a handle on its system, the Bastion, which produces drones. I like how you can cycle different formations and recall them using the system, but more often than not they seem to just fly off straight past what I'm fighting and stay out there until I recall them. The AI usually has a better go at controlling them when I try putting it on autopilot, so it could just be user error. Also the drones it produces die when they're looked at sternly, but I guess it sort of has to be that way considering the circumstances of it being a frigate and they can be fabricated during battle.

The Denmark may very well become one of my favorite ships in the game. Its system is so cool, the defence formation works great for PD and close fire support while the focus formation is such a neat visual of all three drones joining together to fire out a blazing red energy beam.

Those are the only two ships I've had time to play around with this morning, but I am excited to see what else you have in store for us.
That Kiruna behaviour is a capital B bug and will be fixed very soon, along with some other suicidal behaviour I've noticed for the AI using the denmark/serrano shipsystem.
Title: Re: [0.9.1a-RC8] Pearson Exotronics
Post by: Gezzaman on June 04, 2020, 01:21:29 AM
I really love the design on the ships. Great job!
Title: Re: [0.9.1a-RC8] Pearson Exotronics
Post by: morriganj on June 04, 2020, 02:51:56 PM
I am going to try this out on my next playthrough! Looks great :3
Title: Re: [0.9.1a-RC8] Pearson Exotronics
Post by: tomatopaste on June 06, 2020, 06:28:04 PM
Pearson Exotronics - Beta 0.4c
Small update fixing some things, as well as adding a bunch of basic content to the home star system. I've also added some gifs to the OP. Please enjoy!  :D
Changelog
-added spaceport to new caledonia
-reduced denmark dp to 12 from 15
-fixed drone bastion shipsystem drone ai bugs
-improved drone movement ai algorithm
-reduced over-fluxing tendencies of drone corona system ai
-added faction flavour description
-system status now only shows up for player ship
-overhauled adelaide star system
-adjusted starting faction rep
-fixed images on blueprint packages
[close]
Title: Re: [0.9.1a-RC8] Pearson Exotronics - 0.5.1 19/7/20
Post by: tomatopaste on July 18, 2020, 05:31:47 PM
Pearson Exotronics - v0.5.1
Beeg update, with features, tweaks, fixes and a new capital ship
Changelog
-added ship and shipsystem descriptions with nerd tidbits included (no weapons to describe currently)
-added commissioned crew bonus - improves ship and PEC-brand drone armour by a small amount
-corona shipsystem no longer reduces flux dissipation, instead deactivates zero flux boost
-added modular vector assembly (MVA) thruster drone system
-added new kingston-class battleship
    -has shield drone launcher system, cycle between a rotating circular shield matrix and an
    unstable broadside-oriented shielded drive field boost
    -60dp, defines the role of anchor brick
    -yes it has a mobility system god help us
    -versatile broadside/front focused loadouts possible with AI tested to be competent at both, including asymmetry
        -live out your depraved converging cyclone reaper fantasies
    -actually spawns in campaign (faction updated to know ship variants)
-tweaks and improvements to drone system AI
    -drone corona ships are now less inclined to play drone roulette with endless cycling
    -AI controlled ships will now be able to cycle through system when remaining drone count is zero
-updated pulse impeller shipsystem, available on cassius-class frigates and richmond-class destroyers
    -now applies force relating to hullsize, you won't be able to launch across the map in a frigate just because i
    forgot that it wasn't unique to the destroyer
-added version checker support
-updated mission logo, variants
-added unused modular drone clamping and maneuvering thruster shipsystem, going to be equipped on a cruiser coming to a
beta near you sometime soon
-updated some ship variants
-added custom hull styles under the hood, ships now have custom shield colours, but are still midline in other respects
-ships will no longer summon hyper-angry drones after death (although it was kinda funny)
-fixed eyre spawning and production
-added torrens and eyre to tester mission
-Adelaide solar shades are now geostationary
[close]
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.2 20/7/20
Post by: tomatopaste on July 19, 2020, 08:42:41 PM
Pearson Exotronics - v0.5.2
Download (https://bitbucket.org/tomatopaste/sadlerpearsonexotech/downloads/Pearson_Exotronics_0.5.2.zip)
Small update with tweaks and a couple of new missions
Changelog
-tweaked drone shroud shipsystem AI
-reduced kingston shield drone flux capacity 7500 -> 6000
-added two new missions with randomly generated fleets for fun and testing
    -Random vs. Pearson
    -Pearson vs. Random
-added new console command "SpawnPearsonContent" that will run the campaign generation scripts normally run on starting
a new game, used to add the faction to an existing save. will still be incompatible with saves with previous versions if
an update is not save compatible.
-variant tweaks
-updated license to be CC-BY-NC-ND (see license.txt for details)
-added readme
[close]
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.2 20/7/20
Post by: MaXimillion on July 21, 2020, 02:55:40 PM
The Composite Drone Armour hullmod is available as loot, has 0 cost and is equippable on any ship. Surely not intended?
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.2 20/7/20
Post by: Yunru on July 21, 2020, 03:26:14 PM
This is the first faction mod I've been so taken with I'm actually adding to my mod list, congrats! :P
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.2 20/7/20
Post by: tomatopaste on July 21, 2020, 03:55:35 PM
The Composite Drone Armour hullmod is available as loot, has 0 cost and is equippable on any ship. Surely not intended?

no, that's a mistake, it's meant to be available through commissioned crews only. I'll patch it soonish, enjoy the freebie until then :P
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.2 20/7/20
Post by: Gezzaman on July 22, 2020, 01:18:20 AM
Amazing work on the sprites. Definitely checking it out
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.2 20/7/20
Post by: Unnamed_Shadow on July 22, 2020, 10:43:07 AM
i think all they are missing now are utility ships.

With a Freighter, Tanker and Troop Transport i feel the AI won't have to rely on Vanilla Ships for carrying their fuel, supplies and marines. Specially with Nex invasions and raids.

I like this mod a lot, hope you continue to add more ships to make it a full roster.
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.2 20/7/20
Post by: tomatopaste on July 22, 2020, 05:46:23 PM
i think all they are missing now are utility ships.

With a Freighter, Tanker and Troop Transport i feel the AI won't have to rely on Vanilla Ships for carrying their fuel, supplies and marines. Specially with Nex invasions and raids.

I like this mod a lot, hope you continue to add more ships to make it a full roster.

Making botes takes a while since I try and put as much effort in as possible for each, so doing logistics ships isn't on the table at the moment while I work on other stuff. I don't think it's a great priority anyway, since it's a vanilla friendly faction, and it would make sense for them to use workhorse ships like phaetons, buffalos and valkyries. They also draw on midline ships like heron and drovers for carrier options as well, but I'm planning on phasing those out when Pearson has a bigger roster.
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.2 20/7/20
Post by: Unnamed_Shadow on July 24, 2020, 07:23:36 PM
i noticed that New Caledonia has Farmland as a building, but their is no Farmland at all in the actual planet. As such it just spends heavy machinery with nothing in return.
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.2 20/7/20
Post by: tomatopaste on July 25, 2020, 03:37:21 AM
i noticed that New Caledonia has Farmland as a building, but their is no Farmland at all in the actual planet. As such it just spends heavy machinery with nothing in return.

Whoops, another fix to do, thanks
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.2 20/7/20
Post by: Chikanuk on July 27, 2020, 10:40:09 AM
Burrows drones on richmond feels kinda useless. They didnt attack, have zero engagement range and since they always stay behind -their zap system rarely work even on SO ships. And it wont help vs most of missiles, cuz again - range and they stay to far behind.
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.2 20/7/20
Post by: tomatopaste on July 27, 2020, 04:45:05 PM
Burrows drones on richmond feels kinda useless. They didnt attack, have zero engagement range and since they always stay behind -their zap system rarely work even on SO ships. And it wont help vs most of missiles, cuz again - range and they stay to far behind.
Yep, that's a known problem since they use the same support AI as the xyphos fighter, except they don't have long range weapon. I've actually changed the Burrows to use proper interceptor AI with zero attack range, and they're extremely effective now.

I'll post some tentative patch notes here
Code
========v0.5.3========
-fixed Iuchar planet name mismatch
-balanced fleet point values
-fixed commissioned crews hullmod being available in refit
-commission bonus hullmod now provides flat armour bonus to ships
-fixed shroud shipsystem AI
-fixed Adelaide not having farmland
-changed drone targeting AI scripts, now will not attempt to shoot over the ship when prioritising enemy ships, but can
track missiles and fighters if they move behind
-corona shipsystem AI tweaked to be less afraid of keeping the beam active in the presence of certain missiles, should
ignore dumb-fire missiles that will not collide
-fixed zero flux speed boost on corona ships permanently disabling
-buffed kiruna max speed 135 -> 160, is now a viable frigate for its cost, comparable to tempest
-fleet point values adjusted to align with vanilla
-hammond inbuilt burrows drone wing now uses interceptor AI instead of support, is much more aggressive and useful
-general drone AI will now prioritise selecting targeted ship when searching for enemy ships to target
-variant tweaks
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.2 20/7/20
Post by: tomatopaste on July 29, 2020, 02:59:03 AM
Pearson Exotronics - v0.5.3
Download (https://bitbucket.org/tomatopaste/sadlerpearsonexotech/downloads/Pearson_Exotronics_0.5.3.zip)
Bug-destroying and polish patch
Changelog
========v0.5.3========
-fixed Iuchar planet name mismatch
-balanced fleet point values
-fixed commissioned crews hullmod being available in refit
-commission bonus hullmod now provides flat armour bonus to ships
-fixed shroud shipsystem AI
-fixed Adelaide not having farmland
-changed drone targeting AI scripts, now will not attempt to shoot over the ship when prioritising enemy ships, but can
track missiles and fighters if they move behind
-corona shipsystem AI tweaked to be less afraid of keeping the beam active in the presence of certain missiles, should
ignore dumb-fire missiles that will not collide
-fixed zero flux speed boost on corona ships permanently disabling
-buffed kiruna, is now a viable frigate for its cost, comparable to tempest
    -max speed 135 -> 160
    -removed delicate machinery hullmod
-fleet point values adjusted to align with vanilla
-hammond inbuilt burrows drone wing now uses interceptor AI instead of support, is much more aggressive and useful
-general drone AI will now prioritise selecting targeted ship when searching for enemy ships to target
-variant tweaks
-added compatibility for "industrial evolution" ship reverse-engineering and duplication features
-fixed pressing F in combat cycling drone systems of all ai ships (oops)
-friendly fire detection prevents drones from firing longer ranged weapons over friendly ships for cheese avoidance
[close]
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.3 29/7/20
Post by: BreenBB on July 29, 2020, 09:20:24 AM
Really nice idea and sprite work, your mod looks really promising, and visually it fits vanilla style perfectly.

Although I got crash in combat with remnants recently, I got a Kingston battleship and deployed it into combat, and seems it caused by it judging from log:
Spoiler
4360180 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.shipsystems.ai.PSE_DroneShroudSystemAI.advance(PSE_DroneShroudSystemAI.java:55)
   at com.fs.starfarer.loading.specs.M$1.super(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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(Thread.java:748)
[close]

I didn't experienced any crashes before I bought Kingston, and I even fight some pirates before with it, and about more specifics, it was piloted by AI with officer, not as player flagship, and I updated recently mod from 0.5.2 version to 0.5.3 without starting new game.
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.3 29/7/20
Post by: Khornaar on July 29, 2020, 01:16:37 PM
I've only played this mod a couple of hours, but i absolutely love it.

For now i've mainly flew Serrano cruiser, and noticed some weird behavior with a Corona subsystem. When drones converge for "megabeam" formation, despite them being behind raised shield, they quickly die to enemy fire. I think drone "hit-box" sticks outside the shield. Is it a bug or a balance feature (because that cruiser kinda OP)?


Also none of the colonies in Adelaide system have any administrators assigned, kinda impossible to be commissioned without that. I've added PeExo to already existing game through a console command, maybe it's different if i start a new game with PeExo enabled.


Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.3 29/7/20
Post by: tomatopaste on July 29, 2020, 04:52:33 PM
I've only played this mod a couple of hours, but i absolutely love it.

For now i've mainly flew Serrano cruiser, and noticed some weird behavior with a Corona subsystem. When drones converge for "megabeam" formation, despite them being behind raised shield, they quickly die to enemy fire. I think drone "hit-box" sticks outside the shield. Is it a bug or a balance feature (because that cruiser kinda OP)?


Also none of the colonies in Adelaide system have any administrators assigned, kinda impossible to be commissioned without that. I've added PeExo to already existing game through a console command, maybe it's different if i start a new game with PeExo enabled.

The missing administrators is probably an oversight i made, I'll have to look into that. Starting a new game will generate the administrators as normal, but that obviously defeats the point.

The cruiser drone deaths there are actually intentional balance. They'll always die to area-of-effect weapons like flak and so on, that's not something i can fix. They'll always lag behind when moving, so when trying to kite backwards the drones are more vulnerable, and since kiting is annoying to play against, it makes it easier to shoot the drones down.


Really nice idea and sprite work, your mod looks really promising, and visually it fits vanilla style perfectly.

Although I got crash in combat with remnants recently, I got a Kingston battleship and deployed it into combat, and seems it caused by it judging from log:
Spoiler
4360180 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.shipsystems.ai.PSE_DroneShroudSystemAI.advance(PSE_DroneShroudSystemAI.java:55)
   at com.fs.starfarer.loading.specs.M$1.super(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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(Thread.java:748)
[close]

I didn't experienced any crashes before I bought Kingston, and I even fight some pirates before with it, and about more specifics, it was piloted by AI with officer, not as player flagship, and I updated recently mod from 0.5.2 version to 0.5.3 without starting new game.


That looks like a nullpointer crash when checking the fleetmember of another ship, but I'm not sure why a ship would have that null. Regardless, I've added a check for that and the issue should be fixed.

I'll put out a micro-patch when I've fixed the admin thing. Otherwise, glad to hear you're enjoying the mod :D
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.3 29/7/20
Post by: BreenBB on July 29, 2020, 11:11:41 PM
About that crash, seems it was completely random, I didn't experienced it for now, also about Serrano, as said Khornaar, drones die quickly in focus formation, even if I don't kite back, when I played it in simulation against Dominators, Kingston drones lives much better because of shield, maybe good idea add to Serrano drones tiny fighter sized shield too?

Also I found funny behavior with Combat Chatter and Automatic Orders mods, these mods treated deployed drones as ships, not as fighters, with Combat Chatter drones at low HP or death says things like "Tell my wife and kids I love them." or other human-like phrases, and with Automatic Orders once drone get damaged below 50% it says damage threshold reached below 50 and retreating, but drone actually work as intended.
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.3 29/7/20
Post by: Chikanuk on July 29, 2020, 11:39:24 PM
Yeah, this is a huge drawback. They need to say "Tell my drone wife and drone kids I love them."
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.3 29/7/20
Post by: tomatopaste on July 30, 2020, 01:13:11 AM
About that crash, seems it was completely random, I didn't experienced it for now, also about Serrano, as said Khornaar, drones die quickly in focus formation, even if I don't kite back, when I played it in simulation against Dominators, Kingston drones lives much better because of shield, maybe good idea add to Serrano drones tiny fighter sized shield too?

Also I found funny behavior with Combat Chatter and Automatic Orders mods, these mods treated deployed drones as ships, not as fighters, with Combat Chatter drones at low HP or death says things like "Tell my wife and kids I love them." or other human-like phrases, and with Automatic Orders once drone get damaged below 50% it says damage threshold reached below 50 and retreating, but drone actually work as intended.
I've had a closer look at the Denmark, and I see the issue, so I've increased the shield radius to comfortably shield the drones. I won't add shields to the drones since that would only make them unnecessarily tanky.

The Combat Chatter and Automatic Orders issues aren't something that I can fix, they'll happen because the drones are technically ships, but otherwise don't have an effect on gameplay.

Yeah, this is a huge drawback. They need to say "Tell my drone wife and drone kids I love them."

 :D
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.3 29/7/20
Post by: Chikanuk on July 30, 2020, 01:54:53 AM
Did you have plans about droneship with build-in bombers? This is pretty rare thing even in modeverse and imho, will be nice addition to roster.
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.3 29/7/20
Post by: shrek_luigi on July 30, 2020, 04:55:33 AM
I am a huge fan of Green Ships, excellent work OP
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.3 29/7/20
Post by: Khornaar on July 30, 2020, 05:49:59 AM

The Combat Chatter and Automatic Orders issues aren't something that I can fix, they'll happen because the drones are technically ships, but otherwise don't have an effect on gameplay.
https://i.imgur.com/l23ejHc.png
I'm not sure if it's connected to that problem, but drones count as ships in the reinforcement screen, and since they have cost of 1, they eat all fleet points in no time.


Also, would it be possible to add small (~0.5 sec) cooldown to Corona subsystem drone formation change? If i hold "F" just a millisecond too long, drones switch to the wrong formation.
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.3 29/7/20
Post by: Albreo on August 02, 2020, 08:11:04 PM
I'm experiencing crash twice with the Kingston from the same battle. I scrap this from the log. I'm on the latest version as well.

Quote
249116 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.shipsystems.ai.PSE_DroneShroudSystemAI.advance(PSE_DroneShroudSystemAI.java:55)
   at com.fs.starfarer.loading.specs.M$1.super(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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)

If you need my save file, tell me.

Also, Thanks for the mod. Extra green ships made my day, cheers.
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.3 29/7/20
Post by: Mr_8000 on August 03, 2020, 04:57:43 AM
Aside from the Kingston crash, which i am also getting, the drones in general seem to fail to despawn/die and just hog DP forever. Doesn't matter if you recall them yourself, or if they die, they just persist forever. (The damaged drones are the ones that "died"). This also affects fights vs Pearson fleets, as at some point there are too many dead drones and the AI cannot deploy reinforcements, while also not entering a retreat state, causing a never ending battle.
Spoiler
(https://i.imgur.com/u8kPitF.png) (https://i.imgur.com/TvkONiD.pngD)
[close]
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.3 29/7/20
Post by: tomatopaste on August 03, 2020, 07:43:11 AM
Pearson Exotronics - v0.5.4
Download (https://bitbucket.org/tomatopaste/sadlerpearsonexotech/downloads/Pearson_Exotronics_0.5.4.zip)
Bug-destroying and polish patch
Changelog
========v0.5.4========
-tweaks to Adelaide star system
    -added habitable condition to New Caledonia
    -replaced ground defences with heavy batteries
    -increased corona size of star
    -replaced vanilla planetary shield on New Caledonia with new planetary shield industry
        -is an unstable, old piece of tech, that will malfunction occasionally
        -takes 30 to 90 days to repair, during which time there will be no defensive bonus
        -the player will receive notifications about the shield if there is a malfunction if they are commissioned, are
        above friendly rep, or are in system.
-console command SpawnPearsonContent now adds administrators to markets
-summoned drones from Pearson-brand drone systems now have 0 deployment points
-hopefully fixed nullpointer crash relating to Kingston system AI
-deployment point tweaks
-increased time between being able to cycle through drone systems
-changes to the Denmark
    -increased shield radius
    -front small hardpoints are now universal for more strike capability
    -variant tweaks
-fixed indevo printing csvs
[close]
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.3 29/7/20
Post by: tomatopaste on August 03, 2020, 07:47:17 AM
Aside from the Kingston crash, which i am also getting, the drones in general seem to fail to despawn/die and just hog DP forever. Doesn't matter if you recall them yourself, or if they die, they just persist forever. (The damaged drones are the ones that "died"). This also affects fights vs Pearson fleets, as at some point there are too many dead drones and the AI cannot deploy reinforcements, while also not entering a retreat state, causing a never ending battle.
Spoiler
(https://i.imgur.com/u8kPitF.png) (https://i.imgur.com/TvkONiD.pngD)
[close]

Yeah, the endlessly listed drones as deployed ships is annoying, and I haven't yet found a way to spawn ships without appearing in that list. Hopefully this last patch will make things workable by making the deploy cost zero. I've added some null-checking to the system AI which should stop the nullpointer crashes that have been experienced. I think they were caused by the fleetmember of fighters being null, but there might be some underlying issue that I don't know about.
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.3 29/7/20
Post by: NaitNait on August 04, 2020, 03:51:01 PM
Aside from the Kingston crash, which i am also getting, the drones in general seem to fail to despawn/die and just hog DP forever. Doesn't matter if you recall them yourself, or if they die, they just persist forever. (The damaged drones are the ones that "died"). This also affects fights vs Pearson fleets, as at some point there are too many dead drones and the AI cannot deploy reinforcements, while also not entering a retreat state, causing a never ending battle.
Spoiler
(https://i.imgur.com/u8kPitF.png) (https://i.imgur.com/TvkONiD.pngD)
[close]

Yeah, the endlessly listed drones as deployed ships is annoying, and I haven't yet found a way to spawn ships without appearing in that list. Hopefully this last patch will make things workable by making the deploy cost zero. I've added some null-checking to the system AI which should stop the nullpointer crashes that have been experienced. I think they were caused by the fleetmember of fighters being null, but there might be some underlying issue that I don't know about.
I wonder if this has to do with the 0 OP ship module weirdness. It could be worth a try giving the drones (and any ship with modules) at least 1 Ordnance Point to see if the problem persists.
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.4 4/8/20
Post by: boothnat on August 05, 2020, 06:42:46 AM
Mad props for making it possible to add this mod mid-save! That's a feature I absolutely love.
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.3 29/7/20
Post by: Khornaar on August 05, 2020, 02:33:00 PM
Yeah, the endlessly listed drones as deployed ships is annoying, and I haven't yet found a way to spawn ships without appearing in that list. Hopefully this last patch will make things workable by making the deploy cost zero.
I'm not sure if this is helpful, but Underworld mod has unique Astral IBB boss that spawns permanent drone with its ship system. And it doesn't show in reinforcement screen.
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.4 4/8/20
Post by: King Alfonzo on August 05, 2020, 07:31:17 PM
I'm not sure if this is helpful, but Underworld mod has unique Astral IBB boss that spawns permanent drone with its ship system. And it doesn't show in reinforcement screen.

The code for that drone system is much, much simpler than the code work that has gone into Tomato's work. The code behind that one is straightforward and actually embedded into the base game - spawn drone, go to this spot, and rotate. Tomato's work is far more involved, and requires a fair amount of code finagling and some cross-pollination with modules to make it work properly.
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.3 29/7/20
Post by: tomatopaste on August 06, 2020, 04:54:47 AM
Aside from the Kingston crash, which i am also getting, the drones in general seem to fail to despawn/die and just hog DP forever. Doesn't matter if you recall them yourself, or if they die, they just persist forever. (The damaged drones are the ones that "died"). This also affects fights vs Pearson fleets, as at some point there are too many dead drones and the AI cannot deploy reinforcements, while also not entering a retreat state, causing a never ending battle.
Spoiler
(https://i.imgur.com/u8kPitF.png) (https://i.imgur.com/TvkONiD.pngD)
[close]

Yeah, the endlessly listed drones as deployed ships is annoying, and I haven't yet found a way to spawn ships without appearing in that list. Hopefully this last patch will make things workable by making the deploy cost zero. I've added some null-checking to the system AI which should stop the nullpointer crashes that have been experienced. I think they were caused by the fleetmember of fighters being null, but there might be some underlying issue that I don't know about.
I wonder if this has to do with the 0 OP ship module weirdness. It could be worth a try giving the drones (and any ship with modules) at least 1 Ordnance Point to see if the problem persists.

iirc, that issue was modules exploding upon entering battle, so not really relevant to the piling up of fleetmembers.

Mad props for making it possible to add this mod mid-save! That's a feature I absolutely love.
;D

Yeah, the endlessly listed drones as deployed ships is annoying, and I haven't yet found a way to spawn ships without appearing in that list. Hopefully this last patch will make things workable by making the deploy cost zero.
I'm not sure if this is helpful, but Underworld mod has unique Astral IBB boss that spawns permanent drone with its ship system. And it doesn't show in reinforcement screen.

Alfonzo is on the money, the astral uses the vanilla-brand drone launcher shipsystem, which can spawn drones directly and temporarily similarly to fighter wings (as far as I can tell), while my system spawns individual ships with the collision class of a fighter.
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.3 29/7/20
Post by: NaitNait on August 06, 2020, 07:15:58 AM
Aside from the Kingston crash, which i am also getting, the drones in general seem to fail to despawn/die and just hog DP forever. Doesn't matter if you recall them yourself, or if they die, they just persist forever. (The damaged drones are the ones that "died"). This also affects fights vs Pearson fleets, as at some point there are too many dead drones and the AI cannot deploy reinforcements, while also not entering a retreat state, causing a never ending battle.
Spoiler
(https://i.imgur.com/u8kPitF.png) (https://i.imgur.com/TvkONiD.pngD)
[close]

Yeah, the endlessly listed drones as deployed ships is annoying, and I haven't yet found a way to spawn ships without appearing in that list. Hopefully this last patch will make things workable by making the deploy cost zero. I've added some null-checking to the system AI which should stop the nullpointer crashes that have been experienced. I think they were caused by the fleetmember of fighters being null, but there might be some underlying issue that I don't know about.
I wonder if this has to do with the 0 OP ship module weirdness. It could be worth a try giving the drones (and any ship with modules) at least 1 Ordnance Point to see if the problem persists.

iirc, that issue was modules exploding upon entering battle, so not really relevant to the piling up of fleetmembers.
What happened with 0OP modules was they would cause the host ship to sometimes to respawn infinitely as husks. It has something to do with modules not being completely destroyed. The husks were virtually unkillable (including commands) and required a ship to manually destroy the modules from the husks. I have yet to encounter this issue with the Denmark. Is there a fairly reliable way to reproduce the undead drones? I am not running Kingstons and a quick test did not yield those undead drones. 
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.3 29/7/20
Post by: tomatopaste on August 06, 2020, 03:18:38 PM
Aside from the Kingston crash, which i am also getting, the drones in general seem to fail to despawn/die and just hog DP forever. Doesn't matter if you recall them yourself, or if they die, they just persist forever. (The damaged drones are the ones that "died"). This also affects fights vs Pearson fleets, as at some point there are too many dead drones and the AI cannot deploy reinforcements, while also not entering a retreat state, causing a never ending battle.
Spoiler
(https://i.imgur.com/u8kPitF.png) (https://i.imgur.com/TvkONiD.pngD)
[close]

Yeah, the endlessly listed drones as deployed ships is annoying, and I haven't yet found a way to spawn ships without appearing in that list. Hopefully this last patch will make things workable by making the deploy cost zero. I've added some null-checking to the system AI which should stop the nullpointer crashes that have been experienced. I think they were caused by the fleetmember of fighters being null, but there might be some underlying issue that I don't know about.
I wonder if this has to do with the 0 OP ship module weirdness. It could be worth a try giving the drones (and any ship with modules) at least 1 Ordnance Point to see if the problem persists.

iirc, that issue was modules exploding upon entering battle, so not really relevant to the piling up of fleetmembers.
What happened with 0OP modules was they would cause the host ship to sometimes to respawn infinitely as husks. It has something to do with modules not being completely destroyed. The husks were virtually unkillable (including commands) and required a ship to manually destroy the modules from the husks. I have yet to encounter this issue with the Denmark. Is there a fairly reliable way to reproduce the undead drones? I am not running Kingstons and a quick test did not yield those undead drones.

I think you misunderstand, there aren't any physical 'undead' drones floating around. The issue is that when spawning a ship, an avatar is created for that ship/drone in the deployment menu, which persists after the drone has been destroyed.
Spoiler
(https://i.imgur.com/u8kPitF.png)
[close]

I recently patched this by making the drones have a deploy cost of zero, so they don't take up deployment points. The remaining issue is that there are random drones hanging around in the deployment menu. I think I can remove them from a script, but it'll take some poking around.
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.4 4/8/20
Post by: Chikanuk on August 06, 2020, 09:29:20 PM
Did you have plans to add more ships in the near future? Maybe some carrier(s) with drones? Any wing? Maybe weapons (maybe with drone mechanics, lol)?
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.4 4/8/20
Post by: BreenBB on August 06, 2020, 10:55:04 PM
I was also wanted to suggest some cruisers or capitals, but they already mentioned in todo file in mod folder.
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.2 20/7/20
Post by: DubTre6 on August 07, 2020, 06:34:47 AM
Did you have plans to add more ships in the near future? Maybe some carrier(s) with drones? Any wing? Maybe weapons (maybe with drone mechanics, lol)?

See Below

They also draw on midline ships like heron and drovers for carrier options as well, but I'm planning on phasing those out when Pearson has a bigger roster.
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.4 4/8/20
Post by: tomatopaste on September 12, 2020, 09:49:16 PM
Hello, it's been a while. Just so it doesn't look like I'm dead, I have a teaser changelog and some new and updated ship sprites to share  :)
WIP Changelog
========v0.6.1 wip========
-added new Leyland-class cruiser
    -has unique drone system with targeting mode and clamped vector thruster mode
    -spinal inbuilt energy gun
    -targeting mode increases projectile speed and damage by 1.35x
    -added system AI
-migrated repository to github, fixed version files along the way
-complete paintjob rework
    -added white, standard military skins as the common ship type
    -added rare dark military skins of the standard ships with modifications
        -(visit the bar on iuicharba to get a taste c;)
-added clandestine subfaction Pearson Special Operations Division (PSOD), responsible for particular bounty commissions and rewards
    -found through hidden markets that will spawn in the core worlds
-added story/lore content and descriptions
-added new civilian-tier drone shipsystem, reconnaissance drones
    -equipped with weak swarmer missile launcher and passively increases combat detection radius
-graphicslib integration, ships now use normal map functionality
-ship balancing and updates
    -denmark
        -replace small universal hardpoints with ballistic medium hardpoints
        -OP 90 -> 95 to compensate for larger slots
        -increased arcs of small energy mounts
    -eyre
        -complete rework/overhaul
        -now has three small mounts with two ballistics and a synergy
        -added small civilian-tier escort drone wing
        -reworked variants
    -cassius
        -sprite overhaul
        -added two synergy hardpoints
        -OP 40 -> 45 to compensate
        -reworked variants
    -serrano
        -sprite overhaul
    -kingston
        -sprite overhaul
    -torrens
        -sprite overhaul
        -shipsystem drone bastion replaced with reconnaissance drone system
    -kiruna
        -sprite overhaul
-adjusted pulse impeller gfx
-updated drone movement AI
    -improved damping algorithm, much less jitter at low speeds, with higher maximum speeds
[close]

(https://i.imgur.com/VoUp1bw.png)(https://i.imgur.com/lIJPEcR.png)(https://i.imgur.com/3Ucu4m8.png)(https://i.imgur.com/bi2rcMz.png)(https://i.imgur.com/LLF7uOZ.png)(https://i.imgur.com/O8vupFx.png)

edit: the white skins have been redone
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.4 4/8/20 (Update teaser)
Post by: tomatopaste on September 14, 2020, 04:40:39 PM
A fairly significant bug fix: I've figured out how to prevent drones from cluttering up the deployment list. The actual fix was that the deployment code is looking for a variant with "_wing" on the end to spawn a wing, however previously it was being provided with a fighter wing ID that did not end in the prerequisite and thus was spawning ships (with FIGHTER collision class...). Anyway, progress is being made
(https://i.imgur.com/VRsMPHr.png)

Also of interest, the previously posted white skins have been replaced with midline colours appearing to have been painted white instead. This makes it easier to see the new faction modular weapons coming, which have fairly saturated colours.
(https://i.imgur.com/Sn5tbVD.png)(https://i.imgur.com/Tk6nPM4.png)
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.4 4/8/20 (Update teaser)
Post by: tomatopaste on October 09, 2020, 09:22:43 AM
Pearson Exotronics - v0.6.1-beta.3
Download (https://github.com/automatopaste/pearson_exotronics/releases/download/v0.6.1-beta.3/Pearson_Exotronics_v0.6.1-beta.3.zip)
More adventures in robotics. Huge beta update that will require a new save (don't complain this is as large as a major update to any other mod c;). Please let me know if you have any feedback or issues. Should be relatively stable, but as always with new updates there'll be obscure bugs that will take time to come out, so save regularly and don't be afraid to ping me :). Otherwise, please enjoy!



Changelog (huge)
v0.6.1
-added new Leyland-class cruiser
    -has unique drone system with targeting mode and clamped vector thruster mode
    -spinal inbuilt energy gun
    -targeting mode increases projectile speed and damage by 1.35x
    -added system AI
-added new unique faction weapons
    -Douglas autocannon
        -medium ballistic, fires HE shells at medium range
    -Corsair mk1 railgun
        -small ballistic, fires triple burst kinetic slugs at average range
    -Spectrum PD
        -small energy, fires fragmentation damage burst beam at average range, EMPs fighters consistently
    -Mini-starburst Flak
        -small ballistic, fires small fragmenting proximity shells at short range, useful against massed missile attacks
-migrated repository to github, fixed version files along the way
-complete paintjob rework
    -added white, standard military skins as the common ship type
    -added rare dark military skins of the standard ships with modifications
        -(visit the bar on iuicharba to get a taste c;)
-added clandestine subfaction Pearson Special Operations Division (PSOD), responsible for particular bounty commissions and rewards
    -found through hidden markets that will spawn in the core worlds
-added story/lore content and descriptions
-graphicslib integration, ships now use normal map functionality
-complete set of unique hull sfx
-ship balancing and updates
    -denmark
        -replace small universal hardpoints with ballistic medium hardpoints
        -OP 90 -> 95 to compensate for larger slots
        -increased arcs of small energy mounts
    -eyre
        -complete rework/overhaul
        -now has three small mounts with two ballistics and a synergy
        -added inbuilt civilian escort drone wing equipped with mini starburst flak and fighter ir pulse cannon
        -reworked variants
        -DP 3 -> 4
        -Max burn 11 -> 9
    -cassius
        -sprite overhaul
        -added two synergy hardpoints
        -OP 40 -> 45 to compensate
        -reworked variants
        -Max burn 11 -> 10
    -serrano
        -sprite overhaul
        -flux capacity 10000 -> 10500
        -dissipation 500 -> 525
        -DP 25 -> 24
        -max speed 35 -> 40
        -base price 110000 -> 120000
    -kingston
        -sprite overhaul
        -drone flux capacity 6000 -> 4000
        -drone spin degrees/second 15 -> 25
    -torrens
        -sprite overhaul
        -shipsystem drone bastion replaced with flares
        -added inbuilt civilian escort drone wing equipped with mini starburst flak and fighter ir pulse cannon
        -DP 5 -> 3
        -Max burn 11 -> 9
    -kiruna
        -sprite overhaul
        -acceleration increased
        -shield upkeep 0.6 -> 0.5
        -shield efficiency 1.0 -> 0.8
        -max crew 30 -> 35
        -cargo 12 -> 40
        -max burn 12 -> 11
    -richmond
        -sprite overhaul
        -emp drones
            -emp damage 300 -> 150
            -system cooldown 0.4 -> 1.2
            -wing refit time 0 -> 10
-adjusted pulse impeller gfx
-updated drone movement AI
    -improved damping algorithm, much less jitter at low speeds, with higher maximum speeds
-fixed drones piling up in deployed and destroyed ships with zero deployment points
-fixed default colour for manufacturer
-adjusted nex start options
-tweaked malfunctioning shield generator text
beta.2 -> beta.3
-version checker fix
-added bar event, quest and intel system (check a certain market in Adelaide star system ;))
-when a drone mothership is destroyed, surviving drones will bolster reserve drone count of applicable nearby ships
-drone manager plugin updated to support drone transfer, now accurately tracks reserve drone stockpiles and can store
an unlimited number when more drones flock over from destroyed friendly sources
-kingston can exclusively field an unlimited number of friendly shield drones around it
-fixed zero flux disabled on leyland after using system
-fixed denmark HIL drones not firing at certain angle
-adjusted max burn of frigates
-changed commissioned crew bonus to 50/40/30/25 reduction of ECM effect, and armour bonus to drones increased 10 -> 50 flat units
-additional overhaul of paintjobs
-reduced mini starburst flak fire rate 0.4 -> 0.6 cooldown
-increased corsair mk1 railgun damage/shot 60 -> 130
-reduced size of civilian wing to 2
-cassius shield arc increased to 280, added 'militarised' civilian drone wing
-kiruna now uses omni shield
-overhauled flak proximity fuse plugin, vastly reduced unnecessary iteration
-flak uses new proximity fuse explosion visual
-leyland builtin parity destabiliser gun damage increased 800 -> 1200
-configured indevo and nexerelin whitelists
-fixed misaligned serrano mounts
-increased shield radius on many ships
-tweaked ancient planetary shield industry descriptions
-drone manager no longer assumes shipsystem activation key is bound to F
-add tooltip to malfunctioning shield at Adelaide
-rewrote drone AI rotation functions for improved angular acceleration/deceleration
-removed jerkiness of laser attack mode for corona drone system, uses a precise rotation AI
[close]
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.4 4/8/20 (Update Beta Available)
Post by: BigBeans on October 13, 2020, 04:37:52 PM
I've been enjoying these ships alot! The technical improvements from your first mod are massive!

Might be a weird request, but would you do a midline style skinpack?
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.4 4/8/20 (Update Beta Available)
Post by: tomatopaste on October 15, 2020, 07:43:54 AM
Pearson Exotronics - v0.6.1-beta.4
Download (Save Compatible) (https://github.com/automatopaste/pearson_exotronics/releases/download/v0.6.1-beta.4/Pearson_Exotronics_v0.6.1-beta.4.zip)
More adventures in robotics. Smaller beta update with some bug fixes.



Changelog
v0.6.1-beta.4
-fixed crash in weapon effect plugin
-fixed bar event starting halfway through
-adjusted Nexerelin start options
-pearson buffalo now actually spawns
-console command SpawnPearsonContent properly adds bar event
-Corsair Mk.1 railgun nerfed, damage/shot 130 -> 90, flux/shot 55 -> 70
-improved corona focus mode drone targeting detection for firing over friendlies, now based on bounds collisions
-fixed drones not recovering and relaunching in combat
-reserve drones will now build up to twice max deployed size
[close]
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.4 4/8/20 (Update Beta Available)
Post by: tomatopaste on October 15, 2020, 07:45:00 AM
I've been enjoying these ships alot! The technical improvements from your first mod are massive!

Might be a weird request, but would you do a midline style skinpack?

Thanks, it's been a long road, but worth it  ;D
Technically could release a midline skin pack, but maybe down the track when other stuff is done.
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.4 4/8/20 (Update Beta Available)
Post by: tomatopaste on October 15, 2020, 03:48:51 PM
Pearson Exotronics - v0.6.1-beta.5
Download (Save Compatible) (https://github.com/automatopaste/pearson_exotronics/releases/download/v0.6.1-beta.5/Pearson_Exotronics_v0.6.1-beta.5.zip)
More adventures in robotics. Smaller beta update with some bug fixes.



Changelog
v0.6.1-beta.5
-hotfix for drone ai crash
-adjusted leyland parity destabiliser gun - cooldown 2 -> 2.5, proj speed 1600 -> 1400, damage/shot 1200 -> 1350
-removed terminator core hullmod from corona and bastion drones for being unnecessary and too powerful
[close]
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.4 4/8/20 (Update Beta Available)
Post by: Nick XR on October 15, 2020, 04:27:47 PM
HYPE!  Excited to try them!
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.4 4/8/20 (Update Beta Available)
Post by: Chikanuk on October 17, 2020, 05:25:24 AM
Always good to see such developement! Great time to return in game after shot absent.
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.4 4/8/20 (Update Beta Available)
Post by: Avanitia on October 17, 2020, 09:20:40 AM
I admit, I thought I won't enjoy these drone shipsystems, but I was positively surprised with how fun they are to use - for example frantically switching between PD and attack modes on Denmark is quite an experience.
Title: Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.4 4/8/20 (Update Beta Available)
Post by: tomatopaste on October 22, 2020, 07:53:12 PM
Pearson Exotronics - v0.6.1-beta.6
Download (Probably not save compatible) (https://github.com/automatopaste/pearson_exotronics/releases/download/v0.6.1-beta.6/Pearson_Exotronics_v0.6.1-beta.6.zip)
More adventures in robotics. Tournament balance and content edition.



Changelog
v0.6.1-beta.6
-nerfs to drone corona shipsystem, -35% shield efficiency debuff in focus mod, system ai tweaked to compensate
-constant -25% shield raise and rotate speed debuff with any active drone system
-added new hullmod: Converted Drone Hangars, is a modularisation of drone hangars for very viable carrier builds
-added description for MVA shipsystem
-fixed drones not landing straight into hangars when transitioning to new ship in some situations
-transitioning drones now wait until in collision radius of new host before beginning landing animation
-fixed crash in shroud system AI
-adjusted the way in which systems visually regain charges/drones
-added text to system bar indicating reserve drone count and maximum drone reserve capacity
-fixed bug with save loading related to special bounty intel
-changed Commissioned Crews hullmod icon
-added new hullmod: Overclocked Forge Vats, increases drone regen speed at cost of some missile health and damage
-adjusted/fixed some variants
[close]
Title: Re: [0.9.1a-RC8] Pearson Exotronics v0.5.4 - (Update Beta 6 Available)
Post by: tomatopaste on October 22, 2020, 11:01:33 PM
Pearson Exotronics - v0.6.1-beta.7
Download (Save Compatible) (https://github.com/automatopaste/pearson_exotronics/releases/download/v0.6.1-beta.7/Pearson_Exotronics_v0.6.1-beta.7.zip)
More adventures in robotics. Bugfix edition.



Changelog
v0.6.1-beta.7
-fixed crash related to using shield bypass
-fixed corona system AI script accelerating nearby missiles to infinity
-corona system AI now avoid missiles based on bounds if shield is disabled
-added some Pearson variants to sim
-fixed system info text displaying wrong action text when at certain capacities
-fixed corona shield debuff text displaying when shield disabled
-fixed drone system universal shield debuff text displaying when shield disabled
[close]
Title: Re: [0.9.1a-RC8] Pearson Exotronics v0.5.4 - (Update Beta 7 Available)
Post by: tomatopaste on October 28, 2020, 08:37:52 PM
Pearson Exotronics - v0.6.1-beta.8
Download (Save Compatible) (https://github.com/automatopaste/pearson_exotronics/releases/download/v0.6.1-beta.8/Pearson_Exotronics_v0.6.1-beta.8.zip)
More adventures in robotics. Bugfix and tournament edits edition.



Changelog
v0.6.1-beta.8
-reduced forge speed penalty of converted hangars x5 -> x3
-fixed drones being treated as individual ships
-rhys wing size 2 -> 3
-carlton wing size 3 -> 4
-leyland shield upkeep 0.6 -> 0.4
-fixed crash when attempting to put drone hangars on ship/module with no system
-fixed MVA system description
-added description to civilian drone
-added description to Burrows EMP drone and system
-added description to New Caledonia
-added rogue AI core condition to New Caledonia
-added unique comm text to patrols
-added market flavour text to New Caledonia
-drone corona shipsystem AI switches off of attack mode if all drones are destroyed
-fixed infinite drone reserves at maximum capacity
[close]
Title: Re: [0.9.1a-RC8] Pearson Exotronics v0.5.4 - (Update Beta 7 Available)
Post by: Szasz on December 08, 2020, 01:18:17 PM
Readded to my game after three months.
Simply put this is one of the best quality mods out there. Fits very well into the game, feels a bit underpowered while incredibly super cool at the same time. Command console spawn option is a huge plus, thanks for being so thoughtful.
Also love the aesthetics (even if I'm not fan of the colours, I think you absolutely nailed it, reminds me of some military camouflage) and the cool niche about being able to build a stealthy fleet with good sensor capabilities that gives more role play and some uniqueness to the blurry crowd of yet-more-of-the-same-ships mods.

ps.: the Serrano Cruiser loves 8 OP missiles in its synergy slots like the Tiandong Apsis or the ARSWP Pilum Rocket Rack.
Title: Re: [0.9.1a-RC8] Pearson Exotronics v0.5.4 - (Update Beta 7 Available)
Post by: tomatopaste on February 03, 2021, 05:45:44 PM
Readded to my game after three months.
Simply put this is one of the best quality mods out there. Fits very well into the game, feels a bit underpowered while incredibly super cool at the same time. Command console spawn option is a huge plus, thanks for being so thoughtful.
Also love the aesthetics (even if I'm not fan of the colours, I think you absolutely nailed it, reminds me of some military camouflage) and the cool niche about being able to build a stealthy fleet with good sensor capabilities that gives more role play and some uniqueness to the blurry crowd of yet-more-of-the-same-ships mods.

ps.: the Serrano Cruiser loves 8 OP missiles in its synergy slots like the Tiandong Apsis or the ARSWP Pilum Rocket Rack.

Glad to hear it! Mod thread has been inactive because I spend most my time posting on the discord chat, but I'm close to completing the next (VERY MAJOR) update to the mod.
Title: Re: [0.9.1a-RC8] Pearson Exotronics v0.5.4 - (Update Beta 7 Available)
Post by: Szasz on April 14, 2021, 09:27:20 AM
Glad to hear it! Mod thread has been inactive because I spend most my time posting on the discord chat, but I'm close to completing the next (VERY MAJOR) update to the mod.

Great news, can't wait!

I am in no possession of a discord link, would you mind posting a release here sometimes?
Title: Re: [0.9.1a-RC8] Pearson Exotronics v0.5.4 - (Update Beta 7 Available)
Post by: connortron7 on April 14, 2021, 09:32:22 AM
Glad to hear it! Mod thread has been inactive because I spend most my time posting on the discord chat, but I'm close to completing the next (VERY MAJOR) update to the mod.

Great news, can't wait!

I am in no possession of a discord link, would you mind posting a release here sometimes?

http://fractalsoftworks.com/forum/index.php?topic=11488.0 its pinned in the general part of the forum :V
Title: Re: [0.9.1a-RC8] Pearson Exotronics v0.5.4 - (Update Beta 8 Available)
Post by: That_Dude on April 14, 2021, 10:57:25 AM
Linux filesystems are case sensitive and the file (".../pn/graphics/pn/weapons/pndsilaser/v1/pn_dsi_turretbase59.PNG") is causing an error because it's attempting to load the file with a lowercase extension.


Awesome mod; thanks for all of the time and dedication!! :)
Title: Re: [0.9.1a-RC8] Pearson Exotronics v0.5.4 - (Update Beta 8 Available)
Post by: tomatopaste on April 14, 2021, 04:23:24 PM
Linux filesystems are case sensitive and the file (".../pn/graphics/pn/weapons/pndsilaser/v1/pn_dsi_turretbase59.PNG") is causing an error because it's attempting to load the file with a lowercase extension.


Awesome mod; thanks for all of the time and dedication!! :)

I haven't released anything for 0.95, that is from a different mod.
Title: Re: [0.9.1a-RC8] Pearson Exotronics v0.5.4
Post by: Patrick Swayze on April 25, 2021, 06:06:23 AM
Are you gonna tackle Pearson before you get settled in with overhauling Neutrino?

I haven't spent enough time with the chonky faction yet.
Title: Re: [0.9.1a-RC8] Pearson Exotronics v0.5.4
Post by: tomatopaste on April 25, 2021, 08:12:55 AM
Are you gonna tackle Pearson before you get settled in with overhauling Neutrino?

I haven't spent enough time with the chonky faction yet.

Yep, working on pearson stuff at the moment, lots coming. Neutrino overhaul is going to be a long term thing, probably in a number of months, depending on life  :)
Title: Re: [0.9.1a-RC8] Pearson Exotronics v0.5.4
Post by: tomatopaste on June 01, 2021, 07:01:11 AM
I think it's time to do a progress report

I've been attempting to do some portraits with zero artistic experience that wasn't ship painting. They look clumsy compared to vanilla's portraits but they work, I think.
(https://i.imgur.com/2NZAFMQ.png)(https://i.imgur.com/lHzvq12.png)

I have also acquired other original portraits from other sources, and a couple more might be on the way. The second portrait here is a minor quest spoiler, more below.
(https://i.imgur.com/pRdL4V8.png)(https://i.imgur.com/Jbk0n18.png)

A couple new ships have been added to the arsenal so far, both are carriers. Dedicated carriers are boring so I don't have any plans for something with more than three decks at this point. An additional common light destroyer and light cruiser are probably going to end up getting into the next release.

(https://i.imgur.com/NP1uJKY.png)

The mode codebase has had serious revision and refactoring since I last posted a mod beta, including some new tech I want to show off. First is a standalone polygonal partical rendering system which I will probably use for new effects when I get around to overhauling Neutrino, and put it in its own standalone library mod along with some other shared goodies.
(https://i.imgur.com/FsWUbNy.gif)

The entire drone launch and pattern system has been reworked under the hood to be modular. The system gui has also been updated to be fully abstracted, which fixes issues introduced by the new ship system stat changes.
(https://i.imgur.com/B9pNCCo.png)

Faction-unique weapons are also in the works, including but not limited to:
    -Hardlux Beamcannon - medium energy mount, rotary beam that does hardlux energy damage at 700 range
    -Helsing Flak Rifle - small ballistic mount, a long range proximity frag weapon designed to snipe fighters, excellent when massed, very compatible with IPDAI
    -Cascade Accelerator - large energy mount, efficient energy plasma blaster that fires 60 bursts of projectiles, low damage against armour but high sustained damage and EMP
    -Thrall Rocket Launcher - small missile mount, launches fast and maneuverable kinetic rockets that are strong against frigates. Uses an accurate guided missile AI.

A campaign questline is in the works, featuring loot, bar fights, spooks, a unique ship, [REDACTED], actual [REDACTED] and some [VERY REDACTED] for good measure.

This post probably covers the important stuff but there is still a lot of work and polish to do, and I might get around to posting more teasers.
Title: Re: [0.9.1a-RC8] Pearson Exotronics v0.5.4
Post by: Vensalir on June 01, 2021, 08:48:23 AM
Terrific news, looking forward to playing with Pearson again!
Title: Re: [0.9.1a-RC8] Pearson Exotronics v0.5.4
Post by: Patrick Swayze on June 01, 2021, 09:48:46 AM
SNIP

Sounds like months rather than weeks but I'm still excited. Kinda hoping the weapons are green or orange and nothing in-between.
Title: Re: Pearson Exotronics
Post by: zsunsun on June 12, 2021, 06:07:50 PM
Hey just wanted to drop by to say this is one of my most favorite faction to play with!

Can't wait for new content update coming up!
Title: Re: Pearson Exotronics
Post by: Arthur_The_Ok on December 07, 2021, 05:57:57 AM
Is the mod compatible with 0.95?
Title: Re: Pearson Exotronics
Post by: dcong89 on December 20, 2021, 04:57:22 AM
Is the mod compatible with 0.95.1a-RC5?
Title: Re: Pearson Exotronics
Post by: Yunear on December 20, 2021, 07:17:21 AM
Is the mod compatible with 0.95.1a-RC5?

No, it's not compatible. It needs to be updated first else it will cause crashes IIRC.
Title: Re: Pearson Exotronics
Post by: tomatopaste on November 18, 2022, 09:08:19 AM
Ladies and gentlemen, we are back

(https://i.imgur.com/hlSMeHX.png)
Title: Re: Pearson Exotronics
Post by: Big Bee on November 18, 2022, 11:54:16 AM
Ladies and gentlemen, we are back

Whoah! This mod hasn't been up to date since before I started playing. Can't wait to finally give it a try!
Title: Re: Pearson Exotronics
Post by: MiniMaster22 on November 19, 2022, 01:24:40 AM
Ladies and gentlemen, we are back

Any idea on when a downloadable version will be released?
cool mod btw :D
Title: Re: Pearson Exotronics
Post by: Oni on November 19, 2022, 02:23:30 PM
Interesting... should I hold off on starting my new game to add them in?
Title: Re: Pearson Exotronics
Post by: tomatopaste on November 28, 2022, 08:40:47 AM
Custom UI widget added to combat to clearly indicate drone system state. The goal is providing very high combat information readability to make it easier to use high-performance drone system ships.

(https://i.imgur.com/1RQ0VcL.png)
Title: Re: Pearson Exotronics
Post by: tomatopaste on November 30, 2022, 02:52:50 AM
New teaser screenshot

(https://i.imgur.com/ACb95QH.png)
Title: Re: Pearson Exotronics
Post by: Oni on November 30, 2022, 02:45:30 PM
New teaser screenshot....
???
Are those fighters, or some kind of gun drone?
Title: Re: Pearson Exotronics
Post by: tomatopaste on December 01, 2022, 07:01:33 AM
New teaser screenshot....
???
Are those fighters, or some kind of gun drone?

Defence drones with long range anti-fighter flak rifles
Title: Re: Pearson Exotronics
Post by: tomatopaste on December 05, 2022, 08:31:08 AM
Update v0.7.0
Download links in OP

-full sprite rework
-vast simplification and streamlining of core scripts to external library
-two new ships
-removed all campaign quest content in lieu of a general refresh
Title: Re: [0.95.1a-RC6] Pearson Exotronics
Post by: Oni on December 05, 2022, 03:12:01 PM
Ah, a fine addition to my next playthrough....
Title: Re: [0.95.1a-RC6] Pearson Exotronics
Post by: tomatopaste on December 05, 2022, 04:00:34 PM
Update v0.7.1
Download links in OP

-fixed erroneous mount on the armstrong
-added description to the helsing flak rifle
-added flak rifle to priority weapons
-fixed crash related to removed SOD quest content
Title: Re: [0.95.1a-RC6] Pearson Exotronics
Post by: Uttrik on December 05, 2022, 11:27:45 PM
I'm unsure if this is an issue with CMUtils or something else, but when the system key is bound to mouse button 4, it will not cycle the drones' behavior.  It will still cause the system cooldown to activate, but it doesn't change the actual drone's arrangement in the bottom right UI element or in practice.  Also, the default F key works only when used as the primary hotkey.  When bound as the secondary keybind, it works the same as if bound to the mouse button.
Title: Re: [0.95.1a-RC6] Pearson Exotronics
Post by: Coil on December 06, 2022, 05:04:34 AM
Update v0.7.1
Download links in OP

-fixed erroneous mount on the armstrong
-added description to the helsing flak rifle
-added flak rifle to priority weapons
-fixed crash related to removed SOD quest content

You oughta add more of a description! It looks cool, but I don't know a thing about the mod : /
Title: Re: [0.95.1a-RC6] Pearson Exotronics
Post by: tomatopaste on December 06, 2022, 06:42:52 AM
I'm unsure if this is an issue with CMUtils or something else, but when the system key is bound to mouse button 4, it will not cycle the drones' behavior.  It will still cause the system cooldown to activate, but it doesn't change the actual drone's arrangement in the bottom right UI element or in practice.  Also, the default F key works only when used as the primary hotkey.  When bound as the secondary keybind, it works the same as if bound to the mouse button.

yeah sorry not a whole lot i can do about that as far as i know

You oughta add more of a description! It looks cool, but I don't know a thing about the mod : /

it's a surprise!
Title: Re: [0.95.1a-RC6] Pearson Exotronics
Post by: Hatter on December 06, 2022, 05:15:03 PM
I'm not sure why the Douglas Autocannon has such a low flux efficiency. Personally I'd put it at 1.0 or 1.1 at most instead of 1.3, using the Heavy Mauler as a comparison point.
Title: Re: [0.95.1a-RC6] Pearson Exotronics
Post by: tomatopaste on December 06, 2022, 08:36:17 PM
I'm not sure why the Douglas Autocannon has such a low flux efficiency. Personally I'd put it at 1.0 or 1.1 at most instead of 1.3, using the Heavy Mauler as a comparison point.

Fair point, I agree that it is too expensive. I think I'm going to reduce OP to 9 and reduce it to 1.15 flux efficiency, that seems like a more reasonable tradeoff.
Title: Re: [0.95.1a-RC6] Pearson Exotronics
Post by: Hannibal_00 on December 07, 2022, 12:52:47 AM
Nice it's back! This was one of my favorite 0.91 mods. I should finish my current game so I could add this.

Do you have any plans to add a unique bounty ship?
Title: Re: [0.95.1a-RC6] Pearson Exotronics
Post by: tomatopaste on December 07, 2022, 06:58:32 AM
Nice it's back! This was one of my favorite 0.91 mods. I should finish my current game so I could add this.

Do you have any plans to add a unique bounty ship?

Yes but it won't happen anytime soon.
Title: Re: [0.95.1a-RC6] Pearson Exotronics
Post by: Darkspire91 on December 09, 2022, 08:22:11 PM
I have a patrol chasing me around the Sector. When it catches me, the game crashes.
(https://i.imgur.com/7U3Tv8x.png)
Title: Re: [0.95.1a-RC6] Pearson Exotronics
Post by: Coil on December 10, 2022, 02:23:11 AM
How come this is still listed as "[0.9.1a] Pearson Exotronics by tomatopaste" on the mod index?
Isn't this updated?
Title: Re: [0.95.1a-RC6] Pearson Exotronics
Post by: tomatopaste on December 10, 2022, 08:48:45 AM
I have a patrol chasing me around the Sector. When it catches me, the game crashes.

Not enough information for me to do anything about.

How come this is still listed as "[0.9.1a] Pearson Exotronics by tomatopaste" on the mod index?
Isn't this updated?

Update is on request as far as I know, maybe an admin will update it if they read this, it's not a big deal.
Title: Re: [0.95.1a-RC6] Pearson Exotronics
Post by: Coil on December 12, 2022, 05:09:04 AM
So just went to visit one of the Pearson planets and as soon as I interacted with it, I got a null error as follows:
1186247 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
1186747 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
1186864 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.o00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.o00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.o00000(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
1187248 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
1187748 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
1188248 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
1188748 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
1189248 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
1189748 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
1190248 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
1190748 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
1191248 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
1191749 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
1192249 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
1192750 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
1193250 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
1193751 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
1194251 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
1194751 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
1195252 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
1195752 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
1196253 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
1196753 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
1197253 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
1197753 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
1198253 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
1198753 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
1199253 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
1199753 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
1200254 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
1200754 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
1201254 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
1201754 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
1202254 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Title: Re: [0.95.1a-RC6] Pearson Exotronics
Post by: tomatopaste on December 12, 2022, 07:29:41 AM
So just went to visit one of the Pearson planets and as soon as I interacted with it, I got a null error as follows:

No idea to be honest, definitely not caused by a Pearson script.
Title: Re: [0.95.1a-RC6] Pearson Exotronics
Post by: HeatnServe on December 13, 2022, 10:54:11 AM
I also experienced a CTD when visiting a Pearson system in a new playthrough. There is definitively something which causes crashing. After I uninstalled the mod, no crashing anymore.
Title: Re: [0.95.1a-RC6] Pearson Exotronics
Post by: tomatopaste on December 14, 2022, 06:41:06 AM
Found the issue, hotfix posted.

Update 0.7.2
-fixed missing music crash
Title: Re: [0.95.1a-RC6] Pearson Exotronics
Post by: Havoc on January 04, 2023, 11:00:17 AM
Hi, have same issue like above
docking to the Pearson planets
(installed and activated yesterday, but I have a lot of mods)
Title: Re: [0.95.1a-RC6] Pearson Exotronics
Post by: Lifeforce on January 06, 2023, 01:01:44 AM
Same error here when trying to interact with a Pearson planet.

java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.o00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.o00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.o00000(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
199566 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
200067 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
200567 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
201067 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
201568 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
202068 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
202569 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

My mods
enabledMods": [
  "pantera_ANewLevel40",
  "Adjusted Sector",
  "armaa",
  "blackrock_driveyards",
  "chatter",
  "cmutils",
  "istl_dassaultmikoyan",
  "diableavionics",
  "seven_nexus",
  "pt_exiledSpace",
  "GMDA",
  "hte",
  "IndEvo",
  "timid_xiv",
  "kyeltziv",
  "lw_lazylib",
  "exshippack",
  "mag_protect",
  "MagicLib",
  "Mayasuran Navy",
  "nexerelin",
  "pearson_exotronics",
  "tahlan_scalartech",
  "SEEKER",
  "mayu_specialupgrades",
  "sun_starship_legends",
  "tahlan",
  "Terraforming & Station Construction",
  "star_federation",
  "uaf",
  "vic",
  "shaderLib"
Title: Re: [0.95.1a-RC6] Pearson Exotronics
Post by: tomatopaste on January 06, 2023, 02:00:13 AM
thanks for the reports, working on it
Title: Re: [0.95.1a-RC6] Pearson Exotronics
Post by: Errors2149 on February 06, 2023, 06:05:59 AM
also hopping in, may be superfluous, but i get fatal exceptions as well, whenever i interact with any fleets or planets added by pearson.

Here specifically, is me dropping into system, being caught with my transponder off by a pearson light patrol, then crashing as i try to dock.

Code
#dialoge menu with pearson patrol. gives nullpointerexception in game.
java.lang.NullPointerException
at com.fs.starfarer.O0OO.do.for(Unknown Source)
at com.fs.starfarer.O0OO.do.?00000(Unknown Source)
at com.fs.starfarer.O0OO.OOoO.?00000(Unknown Source)
at com.fs.starfarer.combat.CombatMain$3.restartCurrentMusic(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.MakeHostileWhileTOff.execute(MakeHostileWhileTOff.java:68)
at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.Object.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.RuleBasedInteractionDialogPluginImpl.fireBest(RuleBasedInteractionDialogPluginImpl.java:177)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionSelected(RuleBasedInteractionDialogPluginImpl.java:210)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelected(FleetInteractionDialogPluginImpl.java:853)
at com.fs.starfarer.ui.newui.o0Oo$1.super(Unknown Source)
at com.fs.starfarer.ui.newui.B.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.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.lang.Thread.run(Unknown Source)
1482794 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: Auroran Federation
1483556 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Diplomacy brain for persean considering options
1483556 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking peace for faction Persean League: weariness 3180.0
1483556 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking war for faction Persean League
1483556 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Relationship required for war: INHOSPITABLE
1483556 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. mayasura: 61.567974, false
1483556 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. interstellarimperium: 32.089863, false
1483556 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. pirates: 15.574884, true
1483556 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. uaf: 12.857834, true
1483556 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. sindrian_diktat: 10.108295, false
1483556 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. luddic_path: 5.1947002, true
1483556 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. pearson_exotronics: 1.0495392, false
1483556 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. luddic_church: -0.4919932, false
1483556 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. tritachyon: -1.0057604, false
1483556 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. ironshell: -24.912441, true
1483556 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. hegemony: -35.66244, true
1483616 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Minor Supply Cache, faction: Persean League
1483664 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Orthrus to Salamanca
1484121 [Thread-3] INFO  data.scripts.campaign.PSE_rulecmd.missions.PSE_SODCampDeliveryMission  - Checking command PSE_checkCompletion
# i try to dock at the nearby pearson station.
1484314 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.O0OO.o0OO.?00000(Unknown Source)
at com.fs.starfarer.O0OO.o0OO.o00000(Unknown Source)
at com.fs.starfarer.O0OO.OOoO.o00000(Unknown Source)
at com.fs.starfarer.O0OO.OOoO.o00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.95.1a-RC6] Pearson Exotronics
Post by: Oni on March 02, 2023, 02:11:53 PM
Ran into a CTD when trying to dock at Iucharba:

Spoiler
1185152 [Thread-3] INFO  exerelin.campaign.ai.concern.ImportDependencyConcern  - Generating import dependency concern for Scy Nation
1185152 [Thread-3] INFO  exerelin.campaign.ai.concern.ImportDependencyConcern  - Import dependency existing concerns: [fuel, rare_metals, metals, food], size 4
1185269 [Thread-3] INFO  exerelin.campaign.ai.concern.PirateActivityConcern  - Rage this update: 0.16
1185269 [Thread-3] INFO  exerelin.campaign.ai.concern.ImportDependencyConcern  - Generating import dependency concern for Adversary
1185269 [Thread-3] INFO  exerelin.campaign.ai.concern.ImportDependencyConcern  - Import dependency existing concerns: [], size 0
1185473 [Thread-3] INFO  starpocalypse.submarket.RegulatedOpenMarket  - Iucharba/Open Market: Removing Marines
1185475 [Thread-3] INFO  data.scripts.campaign.PSE_rulecmd.missions.PSE_SODCampDeliveryMission  - Checking command PSE_checkCompletion
1185508 [Thread-3] INFO  sound.public  - Cleaning up music with id [nebula.ogg]
1185508 [Thread-3] INFO  sound.public  - Cleaning up music with id [Mobilization.ogg]
1185848 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.o00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.o00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.o00000(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
1185938 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
1186438 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
1186939 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
1187440 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
1187940 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
1188440 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]
Mod list:
Spoiler
  "starpocalypse",
  "$$$_lightshow",
  "AMPP",
  "pantera_ANewLevel40R",
  "Adjusted Sector",
  "adversary",
  "all_the_domain_drones+NewDrones",
  "all_the_domain_drones+Vanilla",
  "A_S-F",
  "Angry Periphery",
  "anotherportraitpack",
  "ARSWP",
  "apex_design",
  "ash",
  "armaa",
  "lw_autosave",
  "AzurlanePortraitPackSSR+NoJail",
  "battle_music",
  "BSC - Drone Refits",
  "timid_admins",
  "better_deserving_smods",
  "better_variants",
  "BSC",
  "Blockade",
  "bluefriendballs",
  "bruh_moment_console_commands",
  "ORK",
  "CVFEHE",
  "CVFEH",
  "CaptainsLog",
  "CFT",
  "CJHM",
  "clearCommands",
  "chatter",
  "cmutils",
  "timid_commissioned_hull_mods",
  "su_Concord",
  "lw_console",
  "timid_cum",
  "istl_dassaultmikoyan",
  "hm_flagpack",
  "diableavionics",
  "Diktat Enhancement",
  "domain_drones+SOTF",
  "domain_drones+vayrasshippack",
  "domhist",
  "dronelib",
  "seven_nexus",
  "Everybody loves KoC",
  "a111164_ExtendPack",
  "su_FairSMod",
  "fast_engine_rendering",
  "HHE",
  "ruddygreat_HullmodFilters",
  "fleet_journal",
  "fleetsizebydp",
  "sun_flux_reticle",
  "fqol",
  "sun_fuel_siphoning",
  "gflportraitpack",
  "GrandColonies",
  "Guardian_prototype",
  "HMI",
  "HexShields",
  "hte",
  "hiigaran_descendants",
  "sun_hyperdrive",
  "illustrated_entities",
  "immersionFriendlyPortraitPack",
  "IndEvo",
  "interestingportraitspack",
  "Imperium",
  "timid_xiv",
  "JYD",
  "kadur_remnant",
  "kazeron",
  "kyeltziv",
  "LTA",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg",
  "leg",
  "lights_out",
  "lobster_proliferation",
  "lockedAndLoaded",
  "luddenhance",
  "lunalib",
  "MODCalveraSystem",
  "exshippack",
  "exshippack_armaacompat",
  "mag_protect",
  "MagicLib",
  "Mayasuran Navy",
  "MissileShipOverhaul",
  "missingships",
  "dp_mnemonic_sensors",
  "molecularreplicator",
  "niko_moreCombatTerrainEffects",
  "more_hullmods",
  "more_ship_names",
  "ness_saw",
  "nexerelin",
  "yrex",
  "objects_analysis",
  "ObviousNeutron",
  "luddandlions",
  "officerExtension",
  "JYDR",
  "ORA",
  "pn",
  "pearson_exotronics",
  "wisp_perseanchronicles",
  "planet_search",
  "portrait",
  "pt_qolpack",
  "roider",
  "SCYUtility",
  "swpXIVLG",
  "SalvageEverything",
  "salvagegantryhullmod",
  "sikr",
  "tahlan_scalartech",
  "Scrapyard",
  "SCY",
  "Seafood",
  "secretsofthefrontier",
  "SEEKER",
  "holdsforall",
  "swp",
  "shush",
  "spacetruckin",
  "speedUp",
  "StarfarersWorkshop",
  "SPAIP",
  "sun_starship_legends",
  "stelnet",
  "StopGapMeasures3",
  "sss",
  "Sunrider",
  "superweapons",
  "supportships",
  "tahlan",
  "Terraforming & Station Construction",
  "star_federation",
  "TBJ",
  "timid_tmi",
  "TORCHSHIPS",
  "transfer_all_items",
  "vesships",
  "underworld",
  "uaf",
  "US",
  "UnofficialDiableAvionicsPortraitPack",
  "vic",
  "variants_lib",
  "vayrashippack",
  "weftinships",
  "whichmod",
  "audio_plus",
  "mir_ed",
  "TraverserDesignBureau",
  "astroidships",
  "ezsadditionalcharacternames",
  "shaderLib"
[close]

Interestingly the crash doesn't seem to be present when I start a game, with the same mod list, in the same system.
Title: Re: [0.95.1a-RC6] Pearson Exotronics
Post by: frnko on March 09, 2023, 12:14:54 PM
Seems like I observed a bug with the Leyland-class cruiser. By switching between drone modes, I was able to increase
the max speed of the ship further and further. Zooming around at speed 300+ was fun, but probably not as you
intended it to work.
Title: Re: [0.95.1a-RC6] Pearson Exotronics
Post by: netstack on March 11, 2023, 01:00:36 PM
I had a similar issue while using 0.7.2, downloaded on 3/11/23. The dialogue on encountering a hostile Pearson fleet had a NullPointerException warning, but continued. Then after ending the battle, even by immediate Full Retreat, the game would crash via NullPointerException.

What fixed it was the following script pasted into Console Commands:

Code
runcode Map<String, String> map = Global.getSector().getFaction("pearson_exotronics").getMusicMap();
        for (String s : map.keySet()) {
            map.put(s, "music_diktat_market_hostile");
        }
Title: Re: [0.95.1a-RC6] Pearson Exotronics
Post by: Exempt on April 26, 2023, 06:58:17 PM
This bug just crashed me when I went to visit a Pearson planet to do a quest for the first time in my save. Fatal: Null. Tried updating but was already on 7.2. I don't know script language but I feel like the console command above me would work if it were applied to regular Pearson music.
Title: Re: [0.95.1a-RC6] Pearson Exotronics
Post by: Exempt on April 26, 2023, 07:10:55 PM
This bug just crashed me when I went to visit a Pearson planet to do a quest for the first time in my save. Fatal: Null. Tried updating but was already on 7.2. I don't know script language but I feel like the console command above me would work if it were applied to regular Pearson music.

Nevermind, said script resolved the crash!
Title: Re: [0.95.1a-RC6] Pearson Exotronics
Post by: ApolloStarsector on April 27, 2023, 02:52:54 PM
No clue how I missed this gorgeous, normal-mapped mod. Playing with it now!
Title: Re: [0.95.1a-RC6] Pearson Exotronics
Post by: ApolloStarsector on April 30, 2023, 12:43:32 PM
I'm getting a crash whenever I try to dock at any Pearson planet in my current save. I was just trying to conduct an orbital bombardment mission. From the log:

40828 [Thread-3] INFO  data.scripts.campaign.PSE_rulecmd.missions.PSE_SODCampDeliveryMission  - Checking command PSE_checkCompletion
40835 [Thread-3] INFO  sound.public  - Cleaning up music with id [RunningDark.ogg]
40984 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.o00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.o00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.o00000(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
41242 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
41743 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
42245 [Thread-9] ERROR com.fs.starfarer.O0OO.OOoO  -
java.lang.NullPointerException
   at com.fs.starfarer.O0OO.o0OO.ô00000(Unknown Source)
   at com.fs.starfarer.O0OO.o0OO.Õ00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.O0OO.OOoO$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)

This crash occurs with the latest JRE 8 that we're supposed to be testing, as well as the "original" JRE 8 that people were using.

Modlist: "starpocalypse", "all_the_domain_drones+Vanilla", "bsgportraitspack", "better_deserving_smods", "better_variants", "cmutils", "lw_console", "illustrated_entities", "interestingportraitspack", "lw_lazylib", "luddenhance", "lunalib", "mag_protect", "MagicLib", "nexerelin", "pearson_exotronics", "speedUp", "Terraforming & Station Construction", "There_will_be_no_ID_2", "US", "URW", "variants_lib", "audio_plus", "prvExtra", "prvPath", "prv", "shaderLib"
Title: Re: [0.95.1a-RC6] Pearson Exotronics
Post by: ApolloStarsector on April 30, 2023, 01:15:19 PM
I had a similar issue while using 0.7.2, downloaded on 3/11/23. The dialogue on encountering a hostile Pearson fleet had a NullPointerException warning, but continued. Then after ending the battle, even by immediate Full Retreat, the game would crash via NullPointerException.

What fixed it was the following script pasted into Console Commands:

Code
runcode Map<String, String> map = Global.getSector().getFaction("pearson_exotronics").getMusicMap();
        for (String s : map.keySet()) {
            map.put(s, "music_diktat_market_hostile");
        }

Thank you! Fixed my CTD.
Title: Re: [0.95.1a-RC6] Pearson Exotronics
Post by: lukevale on November 11, 2023, 03:14:01 PM
Any news regarding this? Only posting since the topic hasn't been touched since april.
Title: Re: [0.95.1a-RC6] Pearson Exotronics
Post by: Maelstrom on November 12, 2023, 08:27:59 AM
tomato is working on a new sprote for it
Title: Re: [0.95.1a-RC6] Pearson Exotronics
Post by: tomatopaste on November 12, 2023, 11:07:17 AM
Any news regarding this? Only posting since the topic hasn't been touched since april.

the chef is in the kitchen and the oven is on
Title: Re: [0.95.1a-RC6] Pearson Exotronics
Post by: Shogouki on November 12, 2023, 01:35:42 PM
Any news regarding this? Only posting since the topic hasn't been touched since april.

the chef is in the kitchen and the oven is on

Woot!  Thank you!
Title: Re: [0.95.1a-RC6] Pearson Exotronics
Post by: Szasz on March 16, 2024, 07:38:29 AM
I miss this *** and might mispell ship names as it's been a while
Kingston(?) battleship required more involvement to pilot than most ships in the game. It was very rewarding and satisfying as it is a freaking beast if you use its system just right (I usually get bored with ships in Starsector and constantly switch among them between battles. There are only two exceptions: Pharrek (from Xhan Empire) and the Kingston
The balanced Leyland(?) cruiser was fun to play with
Title: Re: [0.95.1a-RC6] Pearson Exotronics
Post by: Coil on April 10, 2024, 04:38:10 AM
Any news regarding this? Only posting since the topic hasn't been touched since april.

the chef is in the kitchen and the oven is on

How're the baked goods, chef?