Fractal Softworks Forum

Starsector => Bug Reports & Support => Bug Reports & Support (modded) => Topic started by: Histidine on January 09, 2018, 03:48:56 AM

Title: [0.8.1a RC8] NPE on pressing M in devmode campaign layer
Post by: Histidine on January 09, 2018, 03:48:56 AM
From Nexerelin thread:
Spoiler
Fresh install, modified x_stream installed, memory modded to 4GB/4GB, compatible mods only, kicked this error when I press the "M" button upon initial fleet spawn.

Quote
229083 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.CampaignState.processInput(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)

@CarbineOne: Can't say I have a clue what would cause that, unfortunately. It may help if you provide a full modlist.
M isn't bound to anything in my Starsector (in vanilla settings or in mods), so I'd also like to know what the expected behaviour was in this case.
Yeah, it's not bound to anything, entirely an accident as I tried to (erroneously) hit the 'Map' button (bound to 'M' like a million other games)

Modlist:

Dynasector
Graphicslib
Lazylib
Nexelerin
Underworld

All updated. Pressed M in vanilla, does nothing, no crash.

oh yea mine also crashes when i click M in devmode. I never really cared much about it though.
[close]

I wasn't actually able to reproduce with the provided modlist, but in any case it should fail gracefully (just print the error to message field).
Title: Re: [0.8.1a RC8] NPE on pressing M in devmode campaign layer
Post by: Alex on January 09, 2018, 08:24:09 AM
Hmm - it's devmode, though. I'd expect lots of other things to possibly crash, especially in a modded environment.

Edit: the thing that's crashing now is iirc spawning something or other - whatever it is I happened to be testing last - so the button doesn't have consistent expected behavior. I guess I could stick a try-catch there anyway?

I think what I'm getting at is for some things in devmode, fixing them makes sense (i.e. if disabling sensors was crashing, that'd be an issue) and for some, less so because they're super specific to some random thing I was doing rather than having a general-purpose usefulness.