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Messages - Mytre

Pages: [1] 2 3
1
Hello, ran into an error , seems to be between this mod and maybe Industrial Evolution?

java.lang.NullPointerException
   at boggled.scripts.BoggledTerraformingRequirement$RequirementContext.<init>(BoggledTerraformingRequirement.java:80)
   at boggled.campaign.econ.industries.BoggledCommonIndustry.<init>(BoggledCommonIndustry.java:170)
   at boggled.campaign.econ.industries.BoggledBaseIndustry.init(BoggledBaseIndustry.java:29)
   at grandcolonies.listeners.IndustryPanelReplacer.getWidgetIndustry(IndustryPanelReplacer.kt:374)
   at grandcolonies.listeners.IndustryPanelReplacer.getAllWidgets(IndustryPanelReplacer.kt:340)
   at grandcolonies.listeners.IndustryPanelReplacer.advance(IndustryPanelReplacer.kt:156)
   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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

Trying to find a fix, this is with the latest version

2
Mods / Re: [0.9.5a] Hiigaran Descendants v2.0.4/v5
« on: February 18, 2024, 06:59:08 PM »
Anyone by any chance has tested this on 0.97? This mod has some of the nicest ships and designs for weapons :( , Miss it

3
Mods / Re: [0.9.5a] Hiigaran Descendants v2.0.4/v5
« on: July 23, 2022, 11:35:15 PM »




Can someone tell me the issue of the blueprints? They have no content and I looked everywhere in the folder yet I see nothing blueprint related where do I enable and modify them, I find my immersion ruined after locating all hiigaran ships and fighters yet ultimately unable to produce their weapons myself. My immersion is ruined.

I fixed that issue, posted it right above this reply,  quoting you so you get a notification.

4
Anyone here knows why the "Starting Faction Bonuses" screen lags too much? i have like 1 frame per 10 seconds and it makes it impossible to select the 100 points I want for faction starting bonuses.  I do have all the mods (125 mods installed) but wanted to know if someone had this lag issue before :)

5
Mods / Re: Hiigaran Descendants v2.1.1.rc4
« on: July 23, 2022, 01:38:24 PM »
first thanks to Gotcha for great Hiigaran Descentants mod,

i made merge from my compatibility fixes of Hiigaran Descendants v2.0.4/v5 (v3/v4/)
as i had it in collection for modded 0.91
and 2.1.0 from bombasticmori (hence msg goes to him too, thanks again for it)
which i had for 0.95a and 0.95.1a

i cleaned it up, combined what i had done , fixes, tweaks, minor changes or small additions

noticed i had in my data some bomber, Reconditioned Vaygr Destroyer, so i made sure it works too
i tracked that RVD back to Hiigaran's Resurgence (from Draco, hence msg also going to him, thanks)

i know it ain't perfect but i mainly started it to remove crashes and errors
to be able play them together in version 0.95.1a
as i tried move my play-thru mod package from era from 0.8x/0.91/0.95a

change-log and test-log
Quote
2.1.1:
+ added Hiigaran BPs : fighter, bomber, interceptor, rare, station, corvette, platform, drone, station
+ synced new BPs to faction files
+ re-added archaic (old visuals, lower armament), hull+variant of Vraan
+ added modernized (slightly better), hull+variant of Vraan
+ added 4 skins and variants for Carriers (Sashiir, Taiid, Woodan) with different shipsystem
+ added 4 skins and variants for Drone Carrier (Faal-corum) with different shipsystem
+ added 2 variants of old Turret platform with Flak and Ion weapons
+ added 3 new hull+skin+variant of Turret as Weapon Platform, mobile Crewed/Automated mobile, static Automated
+ added new variants of fighters (2x Fiirkan, 1x blaze) for new drone wings
+ added captured (reconditions) Vaygr destroyer hull (from Higaraan's Resurgence mod, thanks Draco(approved)
+ activated usage of Pulsar Bomber at Sashiir carrier (already in data but unused)
+ fixed some crashes in wings of fighters, bombers, interceptors
+ added some ship systems drone wings with fighters, bombers, interceptors, used by skin variants
+ corrected visible text names of hulls
+ tweaked some tags, hints of ships, added descriptions
+ optimized some of the backgrounds to downsize the mod to half
+ merged Commissioned Crew fix (thanks Oni, Timid)
+ all ships, stations, solo/wing (fighters, bombers, interceptors) are shown at main screen
+ all ships, stations, wing (fighters, bombers, interceptors) are available for combat sim
+ more ships, stations, fighters, bombers, interceptors wings are available for Hiigaran faction
+ all existing and new ship variants available as custom-game Nexerelin start for Hiigaran faction
+ Archaic Vraan, Reconditioned Vaygr destroyer, Crewed Mobile WP hulls available for pirate faction
+ simplified (optimized) some fighters and ship Bound Polygons
+ other tweaks and fixes i forgot
-(in theory save compatible but more likely not, on own risk)
 !!

0.95.1a tested :
Spoiler
Quote

codex :Vote_Check:
missions :Vote_Check:
simulator :Vote_Check:
benchmark :Vote_Check:
start new game (vanilla) :Vote_Check:
start new game (nexerelin) :Vote_Check:
with Nexerelin normal and random :Vote_Check:
outfitting :Vote_Check:
playing :Vote_Check:
new ships / variants appear at market :Vote_Check:
AI uses new variants / ships :Vote_Check:
Hiigaran commission works  :Vote_Check:
leaving game whole night on UI screen :Vote_Check:
no suspicious starsector.log spam :Vote_Check:
no obvious memory leak detected :Vote_Check:

[close]

credits were updated too, like Oni's fix for Commissioned Crews

Spoiler
Quote
Gotcha! and all original credits for making the mod in the first place!
NoFoodAfterMidnight for helping improve the 0.9.1a update
Bombasticmori for updating the mod to 0.9.1a and 0.95a

Cycerin for Blackrock Drive Yards whose source code really helped me understand the coding side of the game
Starsector wiki for their modding guides, a huge help in finding things in need of update

Original Credits by Gotcha! below:
Huge thanks:
Original ship art and turrets (used with permission, this guy's awesome):
Kalthaniell

Original image used for portraits:
Guesscui (Link has died.)

Planet art:
Duael Designs LLC & Robert Stein - New Hiigara
Planet Creator, Christian Hart - Jakuul, Koya, Daiamid, Maal

Special thanks:
- Trylobot, Trylobot's STARSECTOR Ship Editor. Seriously, you, sir, are awesome and I salute you. I can't imagine having to create ships without it.
- Thule, for allowing me to adapt his 'contract' script.
- LazyWizard <3
- Wyvern and Lazywizard, for their Saved Variant Extractor.
- Fractal Softworks, for allowing people to create modifications and, ofcourse, creating this game.
- Relic, r.i.p. Thank you for blessing the world with two great games. /melodramatic
- megal00t and Relic, Homeworld 2 cruiser, carrier and corvette render.
- echosierraalpha, New Hiigara vs The Dominion story.
- EMN/DRACO for reconditioned Vaygr destroyer
- Oni, lot of help from the 'Commissioned Crews' creator, Timid, for HD Commission Mod

Thanks:
- silentstormpt, for directing me to LazyWizard's guide.
- IceXuick, for his sheet of doodads. Could lazily decorade my huge laser cannon with it. <3 Laziness
- Ember, testing, with video feedback even.
- Silver Silence, testing, feedback.
- echosierraalpha, Lore Keeper
[close]

download
https://cdn.discordapp.com/attachments/824910699415207937/988771933019594812/Hiigaran_Descendants.update.approved.DIY.by.DWARDEN.v211.rc4.7z

i hope others can enjoy this great mod just like i do

thanks for your time to answer

Hey, just so you know, blueprints are broken. They are not working for example for weapons making it impossible to build up the hiigaran fleet :)

Small edit, the rare ship blueprints is easy to fix, the name in the tags on the csv file is different from the special_items.csv inside the campaign file,  easiest fix is going into campaign folder, open special_items.csv, and changing for the rare blueprints which is row 7, from hii_rare_ship_bp to hii_ship_rare_bp , this would fix the blueprint package for rare ships.  Weapons one is still evading me, I tried changing the params column on special_items.csv into a different one for the weapons packages, then change it to match on the tags on the csv, and so on and nothing. I will try a bit more and hopefully upload a fix here for both CSV.

I fixed the blueprints, rare ship plus weapons and such, it was a simple issue of a capital letter in the first letter of a column on the weapon.csv file, it should have been tags instead of Tags.  However, Since I did a bunch of other changes to fix the other blueprints issue I found besides the weapons one I am reuploading here the mod folder with the changes I did, if its not ok to reupload that fix by Dwarden , let me know. Only change I did was the special_items.csv , hulls.csv and weapons.csv to match up so blueprints packages populate and work.

https://www.mediafire.com/file/jubydze4idxia08/Hiigaran_Descendants.update.approved.DIY.by.DWARDEN.v211.rc4.zip/file

6
Mods / Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
« on: February 22, 2022, 03:56:13 PM »
random question, I have the prometheus LP ied class,  with the version of this mod that it wipes the map :) which made a fun surprise and made me consider focusing this ships (no I am not going to update the mod now because I like the risk).  But I was able to capture one of those prometheus ied,  how do I use its system ? I tried using it in battle after a prolonged fight I was losing and I wanted to make sure both fleets would leave in bad shape.  But I was unable to use the system at all, is there a condition to use the system?

7
Mods / Re: [0.9.5a] Hiigaran Descendants v2.0.4/v5
« on: February 16, 2022, 05:02:42 PM »
Well, double post not withstanding I've managed to cobble together a 'Commissioned Crews' bonus for the Hiigarans thanks to a lot of help from Timid (original author of 'Commissioned Crews').
I want to thank them again for their patience regarding my clueless self.

Hiigaran Odyssey = Reduces monthly supply and fuel use by 15%

https://drive.google.com/file/d/12vdzSzIBGbA5QaKUQSjJzs5oB7z0jecx/view?usp=sharing

Let me know if the link doesn't work, make sure to read the instructions as it needs to be merged with the main mod.

the links makes you request access with a google account :) if you can upload it again or leave it so anyone can download it ? or upload it somewhere else. Awesome of you to share it btw

8
Mods / Re: [0.9.5a] Hiigaran Descendants v2.0.4/v5
« on: October 30, 2021, 08:26:30 AM »
This mod should be added to the mod index :) I really like this mod and always come back to it and make it my main allied faction

9
Hello :) have a weird crash when accessing freeport and browsing the ships for sale I get this error:

221484 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: System with id [expsp_hybridfocus] not found

10
It can be due to a mod accidentally keeping object reference of combat engine so the Java is not able to garbage collect it, leaving a big chunk of memory occupied indefinitely.
The dead memory will add up each battle, slowly deteriorate the performance of the game and eventually force you to restart completely.
It would be helpful if you can give the list of mod you installed.

Sure, my currents mods as taken from my mod folder with their folder names is :

Spoiler
A New Level of Confidence - 40 - Rapid
Adjusted Sector v0.3.3
Another Portrait Pack
Arsenal Expansion 1.5.4a
Audio Plus
automatic-orders-0.3.2
Better Colonies
BeyondTheSector
BSC v0.1.2
CaptainsLog
Caymon's Ship Pack
Combat Chatter
Console Commands
DIABLEAVIONICS
enabled_mods.json
Exalted
EXPSP Kitbashes Only
Extratential Lanestate Union
FED
Grand.Colonies1.0.c
GraphicsLib
Hegemony Expeditionary Auxiliary
Hiigaran Descendants
HTE
Hyperdrive
Industrial.Evolution2.2.b
Kadur Remnant
LazyLib
Leading Pip
Legacy of Arkgneisis
Logistics Notifications
LowMaintenance
MagicLib
Mayasuran Navy
Missing ships
Modern Carrier
More HullMods
Nexerelin
Oculian Armada
Ocutek Pirates
OldHyperion
ORA
prv Starworks
Quality Captains
Roider Union
RotcesRats
SCY
SEEKER_UC
Shadowyards
SS-armaa-1.4.7
Starship Legends
tahlan-scalartech
tahlan-shipworks
Terraforming and Station Construction
Torchships
Transfer All Items
UnknownSkies
UpgradedRotaryWeapons
Vayra's Ship Pack
XhanEmpire
[close]



11
Hello, so I have a lot of mods, and I also went and allowed around 700 battle size and stuff. Usually I play with good FPS on campaing travelling around, however after a while or after a massiva battle (lets say after a hit fleet gets to me ) my fps on campaign drop to low 20s or lower. My specs are gtx 1070, 32gb ram, ryzen 3600x.  I gave starsector 8GB of ram.  Now when this happens with low FPS aafter a big battle all I do is just save , exit and close starsector, reopen it and load my save game and FPS are back to normal.

Is there a way to fix this? or is it a limitation of Java ?

12
Thanks! That's great I do have that mod. No worries on the save thing, like I said it's on me for not having a backup. If it turns out to be a luddic ship I'll just move on but if it isn't I'll report back with what it was. I assume that will make it easier to track down the offender.


EDIT:

Yep it was ill-advised modifications, I actually had two ships with it, removing them and waiting for the next month resulted in no crash. Thank you Mytre and SirHartley!

Info: Both were luddic path, both had just one D-mod left and removing them (the ships) resulted in no crash.

Yep,  this is a simple compatibility issue, since ill advised modifications have no cost, they cuase just a issue. So anyone having that crash know this, avoid putting luddic ships with ill advised modifications.

13
This wouldn't happen to be talking about the restoration dock would it? First time I've got it in probably 30 hours of play, but figured it might be helpful if it was.

9615139 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: n must be positive
java.lang.IllegalArgumentException: n must be positive
   at java.util.Random.nextInt(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.removeDMods(IndEvo_dryDock.java:193)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.reportEconomyTick(IndEvo_dryDock.java:103)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:100)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.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)

You are not alone, im also right now stuck there might be a ship that is causing that issue on the restoration dock:

Code
146454 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: n must be positive
java.lang.IllegalArgumentException: n must be positive
at java.util.Random.nextInt(Unknown Source)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.removeDMods(IndEvo_dryDock.java:193)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.reportEconomyTick(IndEvo_dryDock.java:103)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:100)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.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)

For now since I saved 10 seconds before the crash I have to do emergency burn to the plane and take all ships out :) and find who is the culprit.

Found the culprit for this error! luddic ships that have ill advised modifications, that ship stays with a dmod marker but when you remove that ship from the restoration dock you cannot put them back in, after removing i do not get the fatal error again.

14
Mods / Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
« on: May 20, 2021, 08:06:35 PM »
Something strange, windows defender marked the download file for 1.4.7 as a virus and quarantined it, anyone else had this issue?

15
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
« on: April 23, 2021, 06:03:15 PM »
I did a thing while trying to avoid my school coding projects.

Tested and Updated for 0.95a.  Testing was brief, I know the system spawns, ships works, combat works and the weapons do work and can kill things.  This was just a code recompile and very slight refactor for 0.95 based on NoFoodAfterMidnight's version, nothing outside of the java was changed, and due to school being crazy right now I probably won't be able to fix balance stuff. But it works!

If there are any seriously game-breaking issues let me know and I can attempt to look at them.

Amazing :) will test it soon.

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