That said: can you make sure that commenting out this jump-point removes the crash? Looking at this again, the crash is in a CircularOrbitPointDown, not CircularOrbit, so it's entirely unrelated to the jump-point or to any jump exits the autogenerate() method might create, which would also have CircularOrbits (without PointDown).
What happens is before/after generating new jump-points, the autogen method will update the locations of all entities - in-system, and in-hyper after - by calling advance() on their orbits with a duration of 0. One of these entities has a misconfigured CircularOrbitPointDown and that causes the crash.
Well I'm a dumbass. I've been trying to find the star for a CircularOrbitPointDown by using a "system.getEntityById". Replacing this with just the id and nothing else fixes the problem.
Thanks Alex!
EDIT: ...aaaand now I'm back on the spawn fleets from a thing problem. I've tried using the LuddicPathFleetManager as the basis. Glancing at Histidine's SWP interstellar bounty script, and scripts from DR's Templar and Interstellar Imperium, I thought the general gist of what I was attempting should work.
I started changing the references to luddic church / luddic path / kol to the faction name. While the weighted picker presumably looks through all the markets, it'll pick the one that is owned by the faction to spawn at. I have a planet, that has no actual market, but is owned by the faction, so presumably this should work. It didn't. I changed the weighted picker from market ownership, to id of the market, thinking it'd search all the markets for that id, and then spawn it from that market. While the market doesn't exist, the id does. That didn't work either. Then I changed it from a market to a planet, thinking that's fix it. It didn't work. Finally, I just searched all entities for that entity (Which I think is the absolute wrongest thing to do). This, again, didn't work.
I feel on some fundamental level I am missing something important. The way I interpret it, is:
-Manager determines max number of fleets - I have this set up identical to the weightedpicker - if the planet is there, spawn 5 fleets, if not (Nexerellin), then don't
-Manager spawns fleet at a place determined by the picker
-Determines size of fleet
-Spawns the fleet for real
-Figures out whether the fleet spawns at a source (which is different from the target...?) or spawns it in hyperspace, depending how close the player is to either (
)
-Gives assignments - raid system, go to system and raid, etc.
-Figures out the target system from a weighted picker
Considering you should be able to spawn fleets from anything (even if it's not a market) using fleetfactoryv2, and it should pick the highest weighted thing (even if it's not a market) to spawn from, and everytime I tried it didn't work, then there is clearly something very wrong with how I'm looking at the problem. Could anyone take this bag of snakes and lay it out straight please?