Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

Pages: 1 ... 3 4 [5]

Author Topic: [0.9.1a] Gates Awakened (updated 2020-02-06)  (Read 35640 times)

Atopo

  • Ensign
  • *
  • Posts: 11
    • View Profile
Re: [0.9.1a] Gates Awakened (updated 2020-01-07)
« Reply #60 on: March 06, 2020, 11:57:58 PM »

Hey Atopo, your save file has a .inprogress save file and I think that was exactly the information I needed!

Looks like I was unintentionally serializing the entire InteractionDialogAPI object into the save file...oops.

Does this solve the issue?
https://github.com/davidwhitman/Gates-Awakened/releases/download/2.0.4-rc03/Gates-Awakened-2.0.4-rc03.zip

Glad I could help! :)
I'll try out the new version now!
Logged

CJagd

  • Ensign
  • *
  • Posts: 2
    • View Profile
    • Email
Re: [0.9.1a] Gates Awakened (updated 2020-02-06)
« Reply #61 on: March 29, 2020, 09:14:36 AM »

Hi,

Is there a way to force/cheat/edit a gate to awaken, exemple: the Corvus gate ?
Or is there a way to have the activated gate by the "active gate mod" to connect with the "awakened gates" ?

Thank
Logged

Wispborne

  • Lieutenant
  • **
  • Posts: 78
  • Discord: Wisp#0302
    • View Profile
Re: [0.9.1a] Gates Awakened (updated 2020-02-06)
« Reply #62 on: March 29, 2020, 11:17:22 AM »

Is there a way to force/cheat/edit a gate to awaken, exemple: the Corvus gate ?

Have you done the second mission? That allows you to awaken any gate you want. You can also edit the config file (described on first post) to give yourself more awakened gates, if you want.

Or is there a way to have the activated gate by the "active gate mod" to connect with the "awakened gates" ?

I've never tested, but you should be able to jump to an Active Gates active gate from a Gates Awakened active gate. Jumping the other way, though, would require a change in the Active Gates mod.

CJagd

  • Ensign
  • *
  • Posts: 2
    • View Profile
    • Email
Re: [0.9.1a] Gates Awakened (updated 2020-02-06)
« Reply #63 on: March 29, 2020, 04:45:24 PM »

Is there a way to force/cheat/edit a gate to awaken, exemple: the Corvus gate ?

Have you done the second mission? That allows you to awaken any gate you want. You can also edit the config file (described on first post) to give yourself more awakened gates, if you want.

Or is there a way to have the activated gate by the "active gate mod" to connect with the "awakened gates" ?

I've never tested, but you should be able to jump to an Active Gates active gate from a Gates Awakened active gate. Jumping the other way, though, would require a change in the Active Gates mod.

I just had the second mission done before reading this. Thank you
Logged

Hyperversum

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.9.1a] Gates Awakened (updated 2020-02-06)
« Reply #64 on: July 02, 2020, 06:30:56 AM »

Premise: I am an absolute and complete noob when it comes to mods and whatever even remotely, and due to me being an idiot I lost my saves of the game and was building and took the opportunity to make a better mod list that my laptop could handle effectively. After doing it and going to check how it worked, I got a crash right at the start of the loading screen.

The error says: "fatal: kotlin/NoWhenBranchMatchedException" and then says to check the log.
I went one by one and ended up seeing that it's Gates Awakened that causes the crash, even when alone in the active mod list.

P.S. The log ends like this:
15394 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: kotlin/NoWhenBranchMatchedException
java.lang.NoClassDefFoundError: kotlin/NoWhenBranchMatchedException
   at java.lang.Class.getDeclaredConstructors0(Native Method)
   at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
   at java.lang.Class.getConstructor0(Unknown Source)
   at java.lang.Class.newInstance(Unknown Source)
   at com.fs.starfarer.campaign.rules.super.getCommandClass(Unknown Source)
   at com.fs.starfarer.campaign.rules.super.<init>(Unknown Source)
   at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(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(Unknown Source)
Caused by: java.lang.ClassNotFoundException: kotlin.NoWhenBranchMatchedException
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 13 more.

Any idea what it may be and/or what more info should I give?
Logged

Wispborne

  • Lieutenant
  • **
  • Posts: 78
  • Discord: Wisp#0302
    • View Profile
Re: [0.9.1a] Gates Awakened (updated 2020-02-06)
« Reply #65 on: July 02, 2020, 06:41:20 AM »

Hey Hyperversum, do you have LazyLib updated and active? It is a prerequisite for GA.

Hyperversum

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.9.1a] Gates Awakened (updated 2020-02-06)
« Reply #66 on: July 02, 2020, 07:05:01 AM »

Hey Hyperversum, do you have LazyLib updated and active? It is a prerequisite for GA.

Well, now I do feel stupid.
I indeed had an error before, but it was another one.
GA apparently gave me an error as a result of me checking mod and *** up something in the mods folder (I must have ended up moving LazyLib back into my download folder rather. Woops, human error at its finest). I didn't check the log for the first error and I assumed it was the one I had at the start.

Now I correctly installed them and the error has vanished, just to have the original one back again. But it's not GA so thanks for helping an noob.
Logged

Wispborne

  • Lieutenant
  • **
  • Posts: 78
  • Discord: Wisp#0302
    • View Profile
Re: [0.9.1a] Gates Awakened (updated 2020-02-06)
« Reply #67 on: July 02, 2020, 07:13:34 AM »

Ha, no problem, good luck with the other error. I can see how it would've happened.

Technical explanation: GA is written in the programming language Kotlin, which requires a library that contains all of the things that make Kotlin work. Other mods, including LazyLib, also use Kotlin, and that library only needs to be in your modlist once. Because LazyLib contains that library, GA does not include it and requires that LazyLib is present.
Pages: 1 ... 3 4 [5]