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Messages - SpaceRiceBowl

Pages: [1] 2 3 ... 13
1
Modding / Re: Is there a way to get 0.8 mods without asking in each thread?
« on: December 02, 2018, 01:24:36 PM »
Skilled up is a brand new mod that came out after 0.9 so you're not gonna find that for 0.8

2
Mods / Re: [0.9a] Arsenal Expansion v1.5 - Workshop
« on: November 22, 2018, 09:32:08 PM »
Markets, bounties, and pirate stations seem to be broken for me as well. Though I'm not sure if it's just this mod or if it's any others as well.

3
Mods / Re: [0.9a] Arsenal Expansion v1.5 - Workshop
« on: November 22, 2018, 02:56:38 PM »
Here's the last part of the log

Spoiler
85567 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.abilities.OmicronCallAbility$1.doAction(OmicronCallAbility.java:220)
   at com.fs.starfarer.api.util.DelayedActionScript.advance(DelayedActionScript.java:18)
   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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

4
Mods / Re: [0.9a] Arsenal Expansion v1.5 - Workshop
« on: November 22, 2018, 11:20:34 AM »
The Sierra combat support ability seems to crash me with a fatal null when I activate it.

5
The .8 update is a gigantic overhaul to the entirety of starsector. The update alone adds in far more than anything a mod could add.

I highly recommend you jump to 0.8.1.

6
Mods / Re: [0.8a] Green Knight Security (v0.1)
« on: May 02, 2017, 05:00:21 PM »
Play tested these ships a bit in the editor. The ships themselves feel alright, but the custom weapons might be a bit too op compared to vanilla. Especially the Buccaneer PD system, it basically outclasses the Burst PD laser system in every single way possible, with just a higher OP and flux cost.

Edit: It's actually insane how good the Aegis Cruiser is. I was able to completely negate an Atlas's fighter and bomber compliment with it.

7
Mods / Re: [0.7.2a] Ship/Weapon Pack 1.1.5
« on: May 02, 2017, 04:19:06 PM »
There's a bug in vanilla .80 that prevents a good chunk of mods from working. We're all waiting on .81 to fix this

8
Mods / Re: [0.7.2a] Cooperative Multiplayer Combat (2017-01-30)
« on: January 30, 2017, 12:51:40 PM »
Ok wow, this might open up Starsector to an actual online multiplayer.

9
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC3.6)
« on: May 08, 2016, 07:22:11 AM »
Nope, windows 10 here

10
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC3.6)
« on: May 07, 2016, 05:13:07 PM »
Having a crash whenever I load up this mod
Spoiler
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchFieldError: Ò00000
java.lang.NoSuchFieldError: Ò00000
   at data.scripts.SetUnlockBySkill$SortByLevel.compare(SetUnlockBySkill.java:83)
   at data.scripts.SetUnlockBySkill$SortByLevel.compare(SetUnlockBySkill.java:75)
   at java.util.Arrays.mergeSort(Unknown Source)
   at java.util.Arrays.legacyMergeSort(Unknown Source)
   at java.util.Arrays.sort(Unknown Source)
   at java.util.Collections.sort(Unknown Source)
   at data.scripts.SetUnlockBySkill.setUnlockBySkill(SetUnlockBySkill.java:48)
   at data.scripts.NCModPlugin.onApplicationLoad(NCModPlugin.java:68)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)
[close]

11
Mods / Re: [0.7.2a] Starsector+ 3.4.0
« on: April 14, 2016, 06:25:07 PM »
Try turning off Shaderlib entirely. It should give you a couple more frames. Turning down the battle size should also help too, if you wanna sacrifice that.
Other than that, I'm not entirely sure.

12
Mods / Re: [0.7.2a] Starsector+ 3.4.0
« on: April 13, 2016, 01:43:13 PM »
That sucks to hear, hope you get better DR.
Thanks for everything you've done for this game, the community appreciates you immensely for it.

13
Getting this error whenever I try to boot up the game with Bushi and Hiigaran installed.
Spoiler
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.scripts.ScriptStore.Ò00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)
[close]

14
Mods / Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« on: April 09, 2016, 01:56:45 PM »
I think the Diable are a fairly balanced faction. The faction revolves around overwhelming fighter/mech firepower, and it does that niche extremely well.
Take it out of that niche, and it no longer becomes the powerhouse it is. The individual ships of the faction, the cruisers, destroyers, capitals, ect, are pretty easy to kill in my opinion.
The ships are far less tanky than Neutrino ships, and have far smaller shields than the Tri-Tachyons. I also feel that it has rather mediocre flux stats for a high tech faction.
All in all, load up on your PD, take out the mechs, and you should have no problem taking out the ships left behind.

15
A shame, always liked the spice that a stupid amount of dakka brought to the game

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