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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - OhNoesBunnies

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1
Bug Reports & Support (modded) / Uncertain Crash (Oculan or Industrial?)
« on: January 10, 2024, 01:25:50 AM »
Quote
6261325 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException: null
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.startUpgrading(BaseIndustry.java:572) ~[starfarer.api.jar:?]
   at data.scripts.world.exerelin.industry.ocua_orbital_matrix.apply(ocua_orbital_matrix.java:95) ~[?:?]
   at exerelin.campaign.ai.action.industry.BuildHeavyIndustryAction.buildOrUpgrade(BuildHeavyIndustryAction.java:38) ~[?:?]
   at exerelin.campaign.ai.action.industry.BuildHeavyIndustryAction.generate(BuildHeavyIndustryAction.java:29) ~[?:?]
   at exerelin.campaign.ai.concern.BaseStrategicConcern.initAction(BaseStrategicConcern.java:262) ~[?:?]
   at exerelin.campaign.ai.concern.BaseStrategicConcern.fireBestAction(BaseStrategicConcern.java:196) ~[?:?]
   at exerelin.campaign.ai.ExecutiveAIModule.actOnConcerns(ExecutiveAIModule.java:100) ~[?:?]
   at exerelin.campaign.ai.StrategicAI.update(StrategicAI.java:151) ~[?:?]
   at exerelin.campaign.ai.StrategicAI.advanceImpl(StrategicAI.java:133) ~[?:?]
   at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78) ~[starfarer.api.jar:?]
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[fs.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[starfarer_obf.jar:?]
   at java.lang.Thread.run(Thread.java:750) [?:1.8.0_392]

Not quite sure *what* mod is causing it, but it happens randomly and it's either Industry or Oculan, I'm thinking?

2
Modding / Re: [0.96a-RC10] Enhanced Sprites v. 0.01 + Hull Livery
« on: September 08, 2023, 11:16:08 AM »
This looks pretty amazing!

3
Bug Reports & Support (modded) / Re: Fatal:null error crashing
« on: January 16, 2023, 09:52:05 AM »
I'm having the exact same Fatal error: Any idea what mod on your list it was? We have similar mods.

4
Modding / Re: [0.95a] StarWars mod by AbeOfArabia v0.2.2
« on: December 21, 2022, 04:21:28 PM »
I really hope this is still being worked on; it's incredible!

5
1445981 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.intel.VayraPersonBountyIntel.pickReason(VayraPersonBountyIntel.java:539)
   at data.scripts.campaign.intel.VayraPersonBountyIntel.<init>(VayraPersonBountyIntel.java:220)
   at data.scripts.campaign.intel.VayraPersonBountyManager.createEvent(VayraPersonBountyManager.java:249)
   at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:141)
   at data.scripts.campaign.intel.VayraPersonBountyManager.advance(VayraPersonBountyManager.java:211)
   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)

Getting this same error whenever I try to use this mod! D:

6
Mods / Re: [0.8.1a] Looters & Artefact || High-Tech Armada
« on: February 08, 2018, 10:46:43 AM »
Odd!

Getting a crash with the latest version of your looters mod; just says "Fatal; Null" and there's no specific error message in the logs related to this.

Oh, damn, the thing is than i have not received crash when i have played with this version ><
What is the context of your crash? Thank ^^.

Edit: And i have merged the Looters mod with the Artefact, so break the save.

Well, when starting a game with JUST the looters and Nexellerin enabled, it crashes. Without Nexellerin, it does the same thing. Dunno why it's acting like it is! It happens when generating a universe.

7
Mods / Re: [0.8.1a] Looters & Artefact || High-Tech Armada
« on: February 05, 2018, 05:11:58 PM »
Odd!

Getting a crash with the latest version of your looters mod; just says "Fatal; Null" and there's no specific error message in the logs related to this.

8
So, everything works except...

Any time I try to use Random Sector Generation, I get a Null sector error? I've increased my game's memory and done all the tricks to keep that fresh. Could it be a mod interfering? What error am I looking for?

9
Modding / Re: [WIP] Auroran Shipyard
« on: June 25, 2017, 10:21:09 PM »
This looks really gorgeous! I eagerly await the full release. ?

10
Mods / Re: [0.65.2a] Firestorm Federation [0.5.8]
« on: September 08, 2016, 01:12:08 PM »
Take your time, but I do hope to eventually see that you update this mod. It has some of my favorite ship designs!

11
Mods / Re: [0.7.1a] ApproLight v0.3.6a (Chinese Version Released)
« on: December 15, 2015, 10:14:11 PM »
I love the portraits! Wish there were more standalone portraits of this quality.

12
Mods / Re: [0.7.1a] ApproLight v0.3.6a (Chinese Version Released)
« on: December 14, 2015, 03:07:21 PM »
This mod is fantastic! :D

13
Mods / Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
« on: December 12, 2015, 07:48:20 PM »
Is it just me or am I not able to invade anymore? Even with 100% chance... do I need to have a special ship now to invade (aside from shuttles?).
Conflict with Mayorate, should be fixed in one mod or the other soon-ish. In the meantime, try opening Nexerelin/data/campaign/rules.csv, find all instances of HasMarines (there's three four of them) and change it to
HasMarines 1
(haven't tested yet)

I'd be nice to reduce the number of random accidents seeing as I get one every two mining trips.

Gonna try this out right now and see if it fixes it.

Without being sure or knowing, I will say you can go in \mods\Nexerelin 0.7d\data\config\exerelin and edit miningConfig.json. Change "baseAccidentChance":0.5 to something lower like 0.1 or 0 and it will lower or remove it.
Yeah, this should work.
(although I don't think accidents are severe * common enough to make mining anywhere near unprofitable on their own, they can be ignored as long as you have enough supplies and spare green crew)

14
Mods / Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
« on: December 12, 2015, 04:08:52 PM »
Is it just me or am I not able to invade anymore? Even with 100% chance... do I need to have a special ship now to invade (aside from shuttles?).

15
Mods / Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
« on: October 07, 2014, 07:58:31 PM »
--- game not starting ---

Also, it says Exigency is out of sync with the new Exerelin.

Glad you got it going :)

What version of Exigency and Exerelin do you have? I'm sure I updated Exerelin for Exigency v0.6... but I have been wrong before (like, 3 posts up...  :P)

Turns out this was my fault, I didn't have Exigency updated. All this moving and hectic real-life drama has me spinning in circles.

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