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

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Author Topic: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)  (Read 243798 times)

shoi

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Got this crash against KT. Not a 100% sure as to why.

java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at data.shipsystems.scripts.ai.KT_TailSweepAI.advance(KT_TailSweepAI.java:43)
   at com.fs.starfarer.loading.specs.M$1.super(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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)
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Sinosauropteryx

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Hmm...was there a basilisk with a tail section destroyed/missing at the time? I see where the crash happened, and I'll put some checks in. Let me know if you can reproduce it.
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shoi

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Hmm...was there a basilisk with a tail section destroyed/missing at the time? I see where the crash happened, and I'll put some checks in. Let me know if you can reproduce it.

I was able to reproduce it a few times, (at a battle size of 200)

I increased it to max just for kicks and It didn't seem to happen. I can't say for sure if it was a basilisk with a missing tail section, since the fleet was huuuge and mostly consisted of ventures for some reason (or at least the 1st wave did), but it is pretty probable. I never saw one at the time of the crash, though. It always happened at some point during the battle after destroying a dozen or so enemy ships, so my guess is that it was either a basilisk that lost its tail from the station or a basilisk in the stack that had lost its tail at some point prior being deployed into the current battle.
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Sinosauropteryx

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Okay, thanks. I will have what I hope is a fix in the next update, coming soon. (24-48 hours)
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Sinosauropteryx

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Re: [0.9.1a] Kingdom of Terra (v0.7) - Beheading the Serpent
« Reply #79 on: January 10, 2020, 07:32:04 AM »

New update! Big Quetzalcoatl changes, most of it reflecting the excellent critiques and suggestions made in this thread.

Also: This Luddic-enhanced vessel will guide you to the afterlife.


Also: Some shotgun-toting thugs.


Full Changelog
Jan 10, 2020: v0.7 released.
- Quetzalcoatl changes:
- - New system.
- - Substantial buffs to head segment's shield, armor, hull (at least double the survivability).
- - Body segment survivability is now concentrated more in the front segments (and received an overall small buff).
- - Body segment shield arc increased (30 -> 45).
- - Auxiliary Thrusters are now built-in, with concurrent drop in OP (150 -> 130).
- - When the body is destroyed, the head becomes a speedy little super-frigate.
- - AI improvements, movement is more slithery than ever before.
- - Changes apply to unique dreadnought version as well.
- New fighter wing: Goon-class heavy fighter.
- New skin: Rhino (LP).
- Carcharos missile: Buffed (75 -> 100 dmg). Also affects Snaggletooth version.
- Snaggletooth: Cargo capacity increased (50 -> 75).
- Queen: Shield arc increased (180 -> 360), flux pool increased (1200 -> 1800)
- Weapon distribution changes: Pirates and independents will now have limited access to more common Kingdom weapons and LPCs.
NOTE: Shouldn't break saves, BUT if you have an existing Quetzalcoatl, it might look and play a little funny.
[close]
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Agalyon

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Re: [0.9.1a] Kingdom of Terra (v0.7) - Beheading the Serpent
« Reply #80 on: January 10, 2020, 06:10:46 PM »

I haven't played with it yet, but the changes look awesome. Great work.
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KitsuneNoMeiji

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Re: [0.9.1a] Kingdom of Terra (v0.7) - Beheading the Serpent
« Reply #81 on: January 11, 2020, 01:57:51 PM »

I'm playing a Exerelin run and this is one of the many factions I installed. I've run into a crash. When I go to refit a Ouroboros, then run a simulation, as soon as I close the reinforcements screen and the tactical screen, the game crashes with an error, "Fatal: toIndex = 8". I'm not sure if I get the same crash stepping into actual combat with it or not.

I looked in the starsector.log file and found, what I assume to be, the corresponding crash report.
Spoiler
653354 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: toIndex = 8
java.lang.IndexOutOfBoundsException: toIndex = 8
   at java.util.ArrayList.subListRangeCheck(Unknown Source)
   at java.util.ArrayList.subList(Unknown Source)
   at data.hullmods.KT_OverdrivenEscape.advanceInCombat(KT_OverdrivenEscape.java:84)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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)
[close]

If the information is needed, the mods I am using are:
Spoiler
Appro-Light Council 0.8.1-RC1
Blackrock Drive Yards 0.9.5
Combat Chatter 1.9.2d
Concordance of Protection Syndicate 2.0b
Dassault-Mikoyan Engineering 1.18a
Diable Avionics 2.04
Foundation of Borken 0.2.4-RC3
Hazard Mining Incorporated 0.2.2d
Interstellar Imperium 2.1.2
Kadur Remnant 3.0.4
Kingdom of Terra 0.7
Kipling Radiative 0.4.2
LazyLib 2.4e
Leading Pip 1.8.3
Legacy of Arkgneisis v1.5.1
MagicLib 0.28
Nexerelin 0.9.5h
Sanguinary Anarchistic Defectors 1.0.1c
Sylphon RnD
Tiandog Heavy Industries 1.2.1a
Version Checker 2.0
yuri Expedition 1.8.2
ZZ GraphicsLib 1.4.1
[close]

Not sure if there are any mod incompatibilities, so I posted my list just in case. If anyone knows what's wrong, I'd appreciate the help. Would love to try the Ouroboros.

EDIT: I tried running simulation using a Ouroboros with nothing but Kingdom of Terra 0.7, LazyLib 2.4e, and Nexerelin 0.9.5h on Starsector 0.9.1a-RC8 and it still crashes with the same error, so I guess it is safe to say that it's not a mod incompatibility issue.

EDIT: Editted "Quetz" to "Ouroboros" as that's the craft I am having issues with. Haven't tested Quetz.
« Last Edit: January 11, 2020, 11:01:14 PM by KitsuneNoMeiji »
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Sinosauropteryx

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Re: [0.9.1a] Kingdom of Terra (v0.7) - Beheading the Serpent
« Reply #82 on: January 12, 2020, 03:21:39 AM »

Sorry for the trouble!

I'm away from my computer right now, but expect a hotfix later today. I have a strong feeling I know what I did wrong here, and there is a fix you can do yourself if youre comfortable.

Fix my mistake
I'm guessing the problem is the Ouroboros head is missing 4 engines that were added to the Quetz head and are turned on when the body dies. To fix the problem you should be able to copy and paste the entire "Engines" section from the Quetz to the Ouro. To do so:

Go to data/hulls and open KT_quetzalcoatl.ship

Find the section called "engineSlots" and copy everything in the section

Then open KT_ouroboros.ship and replace everything in its "engineSlots" section with what you copied.

If my suspicions are right, this should fix the problem. If it doesn't...well, you can reinstall from .zip and nothing should be ruined.
[close]

If you'd rather not mess with that stuff, I should have the hotfix up within 8 hours.
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KitsuneNoMeiji

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Re: [0.9.1a] Kingdom of Terra (v0.7) - Beheading the Serpent
« Reply #83 on: January 12, 2020, 08:55:25 AM »

I'm guessing the problem is the Ouroboros head is missing 4 engines that were added to the Quetz head and are turned on when the body dies.

This must've been the issue, as doing your fix worked. Thanks so much! I can finally play as the XL Danger Noodle.
« Last Edit: January 12, 2020, 09:18:38 AM by KitsuneNoMeiji »
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Sinosauropteryx

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Re: [0.9.1a] Kingdom of Terra (v0.7) - Beheading the Serpent
« Reply #84 on: January 12, 2020, 09:12:04 AM »

Glad you got it working :)
Hotfix is up.

- Fixed crash caused by Ouroboros lacking some engines.
- Goon heavy fighter is now correctly labeled in the codex.

EDIT: lul ninja'd.
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KitsuneNoMeiji

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Re: [0.9.1a] Kingdom of Terra (v0.7) - Beheading the Serpent
« Reply #85 on: January 12, 2020, 09:20:02 AM »

Glad you got it working :)
Hotfix is up.

- Fixed crash caused by Ouroboros lacking some engines.
- Goon heavy fighter is now correctly labeled in the codex.

EDIT: lul ninja'd.

Huzzah! And ninja'd indeed lol. Went on ahead and brought down my attachment.
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Sinosauropteryx

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Re: [0.9.1a] Kingdom of Terra (v0.7.1) - Hotfixing the Serpent
« Reply #86 on: January 12, 2020, 09:21:18 AM »

I appreciate the thought!
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Sinosauropteryx

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Re: [0.9.1a] Kingdom of Terra (v0.7.2) - Hotfixing some Otherstuff
« Reply #87 on: January 13, 2020, 09:40:57 PM »

Another hotfix out. Hopefully this puts that out-of-bounds error to bed. Apparently I didn't get it last time!
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KitsuneNoMeiji

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Re: [0.9.1a] Kingdom of Terra (v0.7.2) - Hotfixing some Otherstuff
« Reply #88 on: January 14, 2020, 11:09:42 AM »

There seems to be an compatibility issue between this mod and Starship Legends. If I am playing as the Ouroboros ship and earn the Notable ship mod, the game crashes if I switch my focus to a body segment in the refit screen. Is there any chance a fix would be possible? Not sure if the same happens for the Quetzalcoatl, but I assume it'd function (or in this case, break) in the same manner.
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Sinosauropteryx

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Re: [0.9.1a] Kingdom of Terra (v0.7.2) - Hotfixing some Otherstuff
« Reply #89 on: January 14, 2020, 11:17:39 AM »

Sorry to hear that - I'll see if I can replicate it. Can you post the crash report?

EDIT: I have attempted to recreate the bug, with the following method, and failed. There was no crash and everything seems to be working.

Method
- I spawned in an Ouroboros with console commands. I also spawned a Quetz and a Cathedral from SWP, just to check.
- I applied a trait to each of them the console command: addtrait good to capital_ship
This put a random trait on each ship I had spawned. Each gained the "notable" mod with that trait.
- I checked the refit screen and clicked on every clickable module. There was no crash.
- Just to check, I assigned an officer to each ship, then added a crew loyalty to each ship with: setloyalty 10 capital_ship
- Again, I checked the refit screen and modules. No crash.
[close]

So, something else is happening. Either:
- the crash is caused only by traits added normally with battles, not console commands.
- the crash is caused by a specific trait, not just any trait. (What trait did your Ouro get?)
- you're running a noncurrent version of one of the mods.
- something else entirely.

Get back to me with some more info if you can.

EDIT2: I tried getting the trait "legit" (without console commands) and still, no crash.
« Last Edit: January 14, 2020, 12:11:30 PM by Sinosauropteryx »
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