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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 - Lakis

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1
I've also got this issue.

Might be an over-site with the new interactions with the Luddic Church - I have this on Version 96a-RC8.

Got clearance, but unable to proceed and able to spam complain, getting a very lovely bunch of exit dialog options.

Could probably force the flag so that I can finish the quest line, but that's a future me's problem.

2
Discussions / Nokgolrith (Riddlebells) -- The short tale of Viymese.
« on: January 23, 2018, 07:49:04 PM »
Year 253-01-02
I’ve come to the comely little fortress in search of my adopted brother, the catman known as Azmond, and as a human have found my presence to be… Tolerated at best.

However, it seems that they trust me enough that I’m allowed to stay and make myself useful. I think I shall start Smoothing the pathways of the living quarters and making the place look a little more polished. It’ll be hard work, but I think that can be done…

I’ve heard the others talk of making a large storage area for the Smithers to have their ore near-by, but we’ll see what happens… The place is more akin to a colony of ants that talk rather than a Monarchy that the dwarves normally practice in their Moutainhomes…

Year 253-02-06

A horrid smell wafts across the land as dwarves come running into the fortress, “The goblins are here, they’re here!”

A VILE FORCE OF DARKNESS APPROACHES!

The Force was massive, and the stank of unwashed goblin, beak dog, and troll gagged those who didn’t have the stomach for it. I wretched as I looked upon them form the fortress ramparts… “Aye… Th’y ‘ere…”

The dwarves too far out were shut out of the fortress, swarmed and mutilated in short order. Our traps worked and the murderpit performed, the thing is full of the horde as they try to get within the fortress. Creatures are caged in traps meant for the local fauna, and after a few days or weeks... I can't recall...

Nothing. They died in the murder pit, the weremoose driven to transform at the scent of blood...



That's honestly all that's been recorded since then...

The month after, I've gotten a tavern steup in the surface of the fortress reserved for the normies, I've started a number of massive Smoothing and Mining Projects, and I've started work on a Library...


My time as Over-Dwarf of Nokgolrith has been short and full of activity, but I feel that my time is best spent doing my work in the forges. There was also a dwarf who was hit with a mysterious mood, but nothing of great note came of it... Just a Cross-bow club combo, nothing more...

Below is a link to the album I've made recording the state of the Fortress at this time.

https://imgur.com/a/lhc5T


OOC:

There's likely more I've forgotten, but I don't have the time or inclination to honestly keep persuing the game at this time. Heck, I barely manage to touch Star sector or any other game...

3
Mods / Re: [0.8.1a] The Nomads, v1.4.0
« on: June 30, 2017, 06:36:54 PM »
YOU. ARE. ALIVE!


*** awesome! I've missed this mod.

4
Announcements / Re: Starsector 0.8a (In Development) Patch Notes
« on: March 25, 2017, 01:43:50 AM »
Baiting missiles into debris is a time-honored tradition!
Good fun for the whole family!

Passed down from my cowardly fathers-fathers-fathers-father, to his fathers-fathers-father, to my great great uncle, and now to m- Hey?

Where are you going!?
 

5
Blog Posts / Re: Building Better Worlds
« on: February 26, 2017, 01:05:03 AM »
Why not have the worlds or stations that are 'dilapitated' or uninhabitable places where once can scavenge for goods and parts.  Nothing organic, but I mean... Things like household goods, fuel, supplies, weapons, High Value technology... There's bound to be something of value to scavenge from there, but there should be a risk as well...

Say... Getting a boutny placed on your head for not paying a scavengers fee and the like.


Otherwise, great insight into the game and your thought processes!

6
Announcements / Re: Starsector 0.8a (In Development) Patch Notes
« on: December 03, 2016, 12:03:19 PM »
AUUUUUGH~!!!! GOODY,GOODY,GOODY,GOODY,GOODY,GOODY,GOODY,GOODY,GOODY,GOODY,GOODY~!!! AAAUHAHHAHAHAHAHAHAAA-UUAAGH!

If I weren't in a building with 15 other men who were all sleeping, I'd be laughing like this maniac... He'll do it for me though..

7
Mods / Re: [0.7.2a] Metelson industries: Hi-ho Hi-ho!!! a2.95 9/3/16
« on: November 06, 2016, 02:46:04 AM »
Hear yes hear ye...

I'm rising from the dead and will be poking Azmond with some ideas for him to take a gander at. Since I'm currently out in the proverbial hyper space of earth. I can't do much... However, you may see some things pop up that were designed by a small rnd group on Viymese...

This post was done on my phone, it's a bit of a ***, but Iwill hold fast to this claim of rising from the dead (a little) and see what he thinks.

For the record, these are ideas which will be more in line with entry level high tech doctrine, focused on military applications... There may be a specific craft or two, but otherwise just weapons for now as I'm horrible at ship design and will be working the few designs I have with him over Skype or FaceTime... Depending on if my internet stays functional and isn't shut off by the local pirate faction SISI...  I can't think of a clever new name for them... I will in time though...

8
Mods / Re: [0.7.2a] Metelson industries: Fixxin' m'crap... a2.80 9/3/16
« on: October 29, 2016, 11:09:04 PM »
I will eventually start play testing for Linux compatibility when I send back your old laptop and get my new one. For now, just thinking on various designs and drawing rough sketches for weapons or otherwise...

9
You're so very lucky I had multiple copies of your Mod, from debugging for linux, you little shrike. xD

Don't forget, I've got your six bro.

10
You... I will keep bugging you till it's fixed...

MI_mudskipper.png must start with lower-case "mi" ...

Don't forget... Because I will keep bugging you about these inane problems on Linux until they're all fixed since you aren't on Linux any more...

In fact, I daresay I'm the Linux Bug-tester for you now... At least, until I deploy... Then, I'm out for a while...

11
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC3.6)
« on: June 13, 2016, 04:00:39 PM »
Have you tried redownloading the mod and the dependencies?

I'll re-download, but I'm doubtful of whether it'll work or not.

we shall see... *insert evil laugh here*

EDIT: Nope, still getting the fatal Error. Even using (Legacy) shaderlib. I'll pop on over to my Windows Side to double check results.

EDIT2:
 Running 64-bit Java on Windows 10, System hung for a few seconds, but allowed me to get to the starting menu. No fatal Null, brand new installation. Seems to be linux specifc, can't test for Macs. Though they are Unix Like, they're issues aren't always similar to those found on Linux. (No durr, viy...)

12
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC3.6)
« on: June 12, 2016, 07:53:50 PM »
So, having run this mod on both Linux and Windows I've determined that you've got an odd bug floating around somewhere.

I have no idea how to fix it and don't plan to try and learn to either; Way too much effort for the little return.

any ways, with just your basic dependencies, the game fails to load.

Error from Linux
Spoiler
Code
10125 [Thread-5] INFO  org.lazywizard.lazylib.LazyLib  - Running LazyLib v2.1 for Starsector 0.7a
10125 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [lazylib_settings.json]
10131 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [GRAPHICS_OPTIONS.ini]
10194 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchFieldError: o00000
java.lang.NoSuchFieldError: o00000
at data.scripts.SetUnlockBySkill.setUnlockBySkill(SetUnlockBySkill.java:36)
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(Thread.java:745)
[close]

This error only happens with your mod. Any other mod that I have hasn't thrown this error, sure a few naming issues. (MI, I'm glaring at you still for not fixing it still.)

Dunno which field it's trying to call, so yeah.

13
EDIT2: Narrowed it down to Neutrino, testing to see if there's a trigger or if it's just neutrino, even with just it's Dependencies.

Confirmed, fatal error (haphazardly coming up with blue text or not), happens even with just Neutrino's Basic Dependencies.

Edit1:Was missing Graphics lib, however new error popped up once it was installed.  Neon Blue Fatal error...

Anyone run across this using these mods together on linux?

Mod list:
Spoiler

Starsector+
Blackrock Driveyards
Combat Chatter
Common Radar
Console Commands
Diable Avionics
Interstellar Imperium
Junk Pirates/ asp / pack
lazy lib
Metelson industries
neutrino corporation
new galactic order
nexerelin
pegasus belt council
save transfer
scy nation
shadowyards
steiner foundation
kinhgts templar
the mayorate
tiandong heavy industries
twiglib
version checker
musiclib - Now known as Audio Plus.
shaderlib -Now Known as GraphicsLib

[close]

Current Error from .log (showing up in window as Neon Blue Fatal error.):
Spoiler
Code
31995 [Thread-5] INFO  org.lazywizard.lazylib.LazyLib  - Running LazyLib v2.1 for Starsector 0.7a
31995 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [lazylib_settings.json]
32079 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchFieldError: o00000
java.lang.NoSuchFieldError: o00000
at data.scripts.SetUnlockBySkill.setUnlockBySkill(SetUnlockBySkill.java:36)
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(Thread.java:745)

[close]


Previous Error Below.
Spoiler
Code
89585 [Thread-5] 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(ArrayList.java:635)
at java.util.ArrayList.get(ArrayList.java:411)
at com.fs.starfarer.loading.scripts.ScriptStore.new(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(Thread.java:745)
[close]
Previous Error above.

.sh file for linux.
Spoiler
Code
java -server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=./native/linux -Xms2048m -Xmx4096m -Xss4096k 
-classpath janino.jar:commons-compiler.jar:commons-compiler-jdk.jar:starfarer.api.jar:starfarer_obf.jar:jogg-0.0.7.jar:jorbis-
0.0.15.jar:json.jar:lwjgl.jar:jinput.jar:log4j-1.2.9.jar:lwjgl_util.jar:fs.sound_obf.jar:fs.common_obf.jar:xstream-1.4.2.jar
-Dcom.fs.starfarer.settings.paths.saves=./saves -Dcom.fs.starfarer.settings.paths.screenshots=./screenshots
-Dcom.fs.starfarer.settings.paths.mods=./mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher

[close]

14
Mods / Metelson industries (0.7.2a) -- Linux
« on: March 06, 2016, 09:00:09 PM »
Fixed issue, was simply running out of date unix and included JRE is only 32-bit. (I think.) So it could only go past 2 gigs.

Anyways, Azmond still needs to watch out for his spelling issues, mudskipper's MI needs to be lower case, otherwise it's all good.

Spoiler
So, to those users who run SS on linux!

There may be an issue if you run the Native JRE, are in a 64-bit environment, and run with more than 2048m of maximum memory.

Code
java -server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=./native/linux -Xms512m -Xmx2048m -classpath janino.jar:commons-compiler.jar:commons-compiler-jdk.jar:starfarer.api.jar:starfarer_obf.jar:jogg-0.0.7.jar:jorbis-0.0.15.jar:json.jar:lwjgl.jar:jinput.jar:log4j-1.2.9.jar:lwjgl_util.jar:fs.sound_obf.jar:fs.common_obf.jar:xstream-1.4.2.jar -Dcom.fs.starfarer.settings.paths.saves=./saves -Dcom.fs.starfarer.settings.paths.screenshots=./screenshots -Dcom.fs.starfarer.settings.paths.mods=./mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher

instead of the included JRE.

Code
./jre_linux/bin/java -server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=./native/linux -Xms512m -Xmx2048m -classpath janino.jar:commons-compiler.jar:commons-compiler-jdk.jar:starfarer.api.jar:starfarer_obf.jar:jogg-0.0.7.jar:jorbis-0.0.15.jar:json.jar:lwjgl.jar:jinput.jar:log4j-1.2.9.jar:lwjgl_util.jar:fs.sound_obf.jar:fs.common_obf.jar:xstream-1.4.2.jar -Dcom.fs.starfarer.settings.paths.saves=./saves -Dcom.fs.starfarer.settings.paths.screenshots=./screenshots -Dcom.fs.starfarer.settings.paths.mods=./mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher


 I'll be updating this post as I try and figure out if this issue is specific with my system, or something else. If it's all just my system or my Java being FUBARed due to my tinkering, I'll edit the post to just be some sort of strange thing or other I guess.
[close]

15
Mods / Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
« on: January 21, 2016, 03:17:36 PM »
Hey, I saw the digital camo ship and thought to myself.... where's the Death Key!?

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