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Messages - morriganj

Pages: [1] 2 3 ... 6
1
I really like the new direction and features. Once the crashes are ironed out, I will definitely use this. It would be amazing for some of these ideas to make it into the base game, especially the detachments.

For now, I am sticking with the previous stable release which I had to search the internet for.

2
My cargo fleet set to follow got attacked, and crashed as it entered combat. I approached to rescue it. Any thoughts? Seems like the feature is still a bit crashy, ?

java.lang.NullPointerException
   at com.fs.starfarer.api.splinterFleet.plugins.fleetManagement.CombatAndDereliction Script.reportBattleOccurred(CombatAndDerelictionScript.java:146)
   at com.fs.starfarer.campaign.CampaignEngine.reportBattleOccurred(Unknown Source)
   at com.fs.starfarer.campaign.fleet.Battle.doAutoresolveRound(Unknown Source)
   at com.fs.starfarer.campaign.fleet.Battle.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advanceEvenIfPaused(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)

3
I was poking through the files, because reasons, and read the changelog. I was wondering why the Priest was disabled from the current version of the mod? That ship was badass!

4
Modding / Re: colony management screen
« on: March 16, 2021, 08:30:45 PM »
What I did was just edited the game files with notepad for more industry slots at different levels... but I am under the impression that the UI itself is kinda hard coded and cannot be easily changed as a limitation of the game. Otherwise you might be interested in the Better Colonies mod, I believe its called? I wish I had better news regarding the UI though.

5
Modding / Re: [0.9.1a] MCR Navy | The Expanse
« on: February 13, 2021, 06:44:31 AM »
This is really cool for a first mod, and you managed to make the ships look pretty cool. I am going to drop it into my folder for the next time I do a new game, but I am a huge fan of the expanse so this very welcome to me!

6
Mods / Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
« on: December 30, 2020, 10:35:06 PM »
I will be reinstalling starsector in jan just to try this mod!!! Looks amazing! :D

7
Modding / Re: Help Starsector keeps crashing
« on: December 19, 2020, 02:31:34 AM »
Are you using mods?

8
Modding / Re: looking for a starwars looking faction mod
« on: October 03, 2020, 08:56:40 PM »
This is a work in progress star wars mod for starsector

https://fractalsoftworks.com/forum/index.php?topic=19084.0

9
Modding / Re: [0.9.1a] Star Wars 2020 v0.2.2
« on: September 22, 2020, 02:00:21 AM »
No offence to the mod, for being true to the franchise, but I loathe star wars weapons. If I knew how, I would remove them and just use the ships.

10
Hey guys, any ideas how to figure this one out?

2766131 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.StackOverflowError
java.lang.StackOverflowError
    at java.util.HashMap.putAll(Unknown Source)
    at com.fs.starfarer.loading.specs.HullVariantSpec.clone(Unknown Source)

11
I was having a similar crash, which is UI related before combat when the game needs to load modular fits or something. It usually doesn't show up until mid game when you've saved a couple of loadouts and encountered modular ships and stations.

I didn't really figure it out, except I tried to avoid using fits for modular ships, and I haven't had a crash since. Others might know more though as I don't really understand it.

12
Modding / Do console commands affect AI ships too?
« on: July 12, 2020, 07:42:03 AM »
Hey friends... just a quick question regarding commands like addordnancepoints, does this affect the AI giving them better loadouts? I am just wondering if the game becomes terribly unbalanced by using such commands?

13
Soooo, that half-fixed the problem.

I needed to add that line of code to the vanilla flux coil file as well, then the crashes stopped.

I feel like my starsector directory is such a mess at this point, but at least its not crashing now...thank you again for the fix. I appreciate it.

14
Thank you, gonna try that. I spent all night trying to turn on and off my mods to figure out the culprit... with no success. Eventually my game goes kaboom once I start my own ship production mid game. The steps I mentioned above are kind of my quick method of reproducing it.

I am not using COPS atm... but I was trying to narrow it down and I have no clue. From a modding perspective, I don't understand why any modder would tamper with it. Fighters were fine in vanilla, they don't need all this extra ***, and the obvious nightmare of stability. Maybe its the Fighter Expansion mod?

I will try the fix you mentioned and report back :3

15
To reproduce the crash, I ...
-Console command to dev mode
-Learn all the hullmods
-Produce ships at my colony
-Open the storage fleet menu (With ships pre loaded with gear and hullmods including the error flux distributor)

CRASH...

Every time. Doesnt seem to matter which ships Its rendering

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