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General Discussion / Re: Looking for Exotic tech capital phase ship
« on: November 10, 2019, 12:25:47 PM »Yes. All Exotic Tech comes from Seeker... Usually find Exotic tech capitals at independent military coloniesNoted!
Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
Yes. All Exotic Tech comes from Seeker... Usually find Exotic tech capitals at independent military coloniesNoted!
We've already seen that modular ships don't like player-made variants, so maybe just delete the custom variant and manually install the hullmod on ships you want to use.That is basically what I am doing now
If you made the variant file yourself (it's not clear from your posts), then I'd need that file to test it. It's likely that you messed something up in the process, so to duplicate it I'd need to see what you did.I will reiterate a bit here. What I meant by making my own variant is, in game in autofit menu, I added another one in blank space. For that variant of mouflon that I added, I made sure to hit T(strip it of everything) and added ONLY "minimal preparation" scyan hull-mod,
I did look over all the existing variant files for the Mouflon (you did mean the Mouflon, yes?) briefly, and nothing seemed out of place, and I tested what I think you did and didn't get a CTD.
I've never had a CTD with that particular ship so I'm not sure what it could be, but anything you can tell me about the precise circumstances (which hullmod, etc) would be helpful.So I will sum everything up here.
Hi - looking at the stack trace, this seems like it's caused by a modular ship (i.e. sort of like a station - with independent modules that can be destroyed) - having either a bad slot id for one of its modules or having an invalid variant in one of the slots. Might be worth mentioning this to the mod's author; there's a non-zero chance this is a data issue in the mod, though it could also be something else.Hi Alex! Thank you for the reply and and for the solution! I will get in touch with Soren about this.
To get around this in your save, I think the easiest thing to do would be to clear out the ships in your old gathering point. To do this, run the following console command, all in one line:
RunCode Global.getSector().getPlayerFaction().getProduction().getGatheringPoint().getSubmarket("storage").getCargo().getMothballedShips().clear();