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Messages - StanT101

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1
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 colonies
Noted!

2
General Discussion / Re: Looking for Exotic tech capital phase ship
« on: November 10, 2019, 04:37:40 AM »
Sooo.. I've found it after looking through ship list in console.
It's a ship from seeker mod(for those who might be interested) . Very OP this one. But I think that is obvious with capital ship with phase capabilities.
Case closed.

3
General Discussion / Re: Looking for Exotic tech capital phase ship
« on: November 10, 2019, 04:19:07 AM »
That's the thing, it is not ibb ship. Vayra's sectror adds random ships into bounties. What I am looking for is where exotic tech line of ships/weapons comes from

4
General Discussion / Looking for Exotic tech capital phase ship
« on: November 10, 2019, 12:37:40 AM »
As you might know the ship and weapon pack has IBB bounties.
And when I got to fight Zeus IBB yhe ship of note was this other capital in his fleet that might have been randomly added(with vayras sector mod)
The ship was exotic tech Quicksilver-class phase capital ship.
I looked everywhere for it, and not a single result, that was the only time I saw it and could not recover it sadly.
Any ideas where it is from? And if there is any eay to get it?

5
Mods / Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
« on: October 31, 2019, 11:00:47 AM »
I have a question.
Do you need varaya's sector to get hand of god mission? Or is it IBB bounty from SWP?

6
Lore, Fan Media & Fiction / Re: Mundane Sector Things
« on: October 30, 2019, 11:07:40 PM »
Great!  :D
Definitely want to see your takes on Persean League and Luddic Church stations!

7
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

8
I know that there is no ordering custom autofits, but I read somewhere(can't remember where exactly rn) that game might take player autofits when doing custom production if there is no other autofit variant, or it bight be one of the multiple saved ones(i. E. Default and custom autofits)
I have a fresh install of the mods listed(all of them), i will still try to reinstall and also will test if custom production might take player made autofits.

9
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 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 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,
to make sure that just my variant would be manufactured in custom order. And only manufactured Mouflon with "minimal preparation" made game CTD when trying to take it out of storage.

If you want a file for testing, do let me know which one I should send you. And I do apologize, sometimes I over complicate my explanations.

10
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.
I made custom autofit variant for maufan, with everything stripped and added hullmod from scyan engineering "minimal preparation".
I ordered it from custom production, and when i enter market to take the ships, game crashes with fatal:null error.

Things have tried:
1. I can order and take maufans if there isn't autofit variant mentioned above, without issues
2. I can make my owned maufans with that hullmod just fine

Things i havent tried:
1. Ordering other DMS ships with autofit with other mod hullmods present
2. Ordering other ships with cross mod hullmod autofits

I think that should be everything i have for now. I might do further testing when I have time.
I do hope that this helps.

11
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.

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();
Hi Alex! Thank you for the reply and and for the solution! I will get in touch with Soren about this.
I will also take this opportunity to thank you for the great game and just as great attention that you give to all things around starsector, be it mods, community or just simple posts like mine. I really appreciate your work. And the blog posts are of special value for me, as they gave me insight into the way to think about developing your mechanics.
soo..yep thats that

12
Update!
I've been fooling around and found the culprit(I think)..
It seems that ordering maufan-class combat transport(Dassault-Mikoyan mod) seems to be crashing the game.
I've changed production target planet(since original one is still corrupted), and started ordering ships trying to find the one that would crash the game, thats the way i've found it.


13
I'm also wondering now if its possible to somehow remove ships/items from storage wihtout being in it(with console commands maybe?).

14
Bug Reports & Support (modded) / Fatal:null error on viewing own fleet
« on: October 17, 2019, 02:25:38 AM »
Hello! So I've been playing this one campaign for a awhile now, and the issue I ran into is, that after one of the custom orders for a ship, whenever I view my stored ships, the game CTDs. Of not is the fact that it only CTDs past certain point(I tried taking out ships one by one, and I know for sure which ones dont crash the game). The only similar issue I've found here was this http://fractalsoftworks.com/forum/index.php?topic=15634.0 and this http://fractalsoftworks.com/forum/index.php?topic=16865.0.

Below is starsector.log
https://pastebin.com/uYZg42R6

and here is my mod list:
Spoiler
"raccoonarms",
  "blackrock_driveyards",
  "chatter",
  "istl_dam",
  "diableavionics",
  "DisassembleReassemble",
  "sun_fuel_siphoning",
  "GKSec",
  "ZGrand Sector",
  "hiigaran_descendants",
  "Imperium",
  "junk_pirates_release",
  "kadur_remnant",
  "lw_lazylib",
  "leadingPip",
  "MagicLib",
  "Neutrino",
  "nexerelin",
  "ORA",
  "SCY",
  "shadow_ships",
  "swp",
  "bonomel_skilledup",
  "speedUp",
  "sun_starship_legends",
  "Sylphon_RnD",
  "tahlan",
  "underworld",
  "US",
  "ungp",
  "URW",
  "vayrashippack",
  "lw_version_checker",
  "toggleWeapons",
  "audio_plus",
  "shaderLib",
  "prv"
[close]

It's pretty easy to replicate otherwise(I had made many CTDs trying to figure out the source of an issue).

Update! It turns out it was cross mod custom autofit variant that I had set up that caused a crash. I cleared the autofit variants and there were no more issues with ordering the ship.

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