Fractal Softworks Forum

Starsector => Mods => Modding => Topic started by: ctuncks on January 28, 2023, 04:51:08 PM

Title: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: ctuncks on January 28, 2023, 04:51:08 PM

(https://i.imgur.com/BBA0as6.jpg)


Earlier save files are not compatible with the newer versions!
Download (https://drive.google.com/file/d/12s3Z_c8dI1f01MZQNZZD5vhvheWFva9Z/view?usp=share_link) (Leaving old link for the moment until I'm more certain of current releases.

ARRUS Hullmods 0.7 for 0.96a-RC10  (https://drive.google.com/file/d/1xFGaLG7lceKxMJm2w_xYa2pA18K_k2KO/view?usp=drive_link) (Somewhat experimental)


ARRUS Hullmods 0.8 for 0.97a-RC8  (https://drive.google.com/file/d/1YmTN-3R7VIZShUM8cRb_-uvMh8JsNkUS/view?usp=drive_link)(Somewhat experimental)
 
Hullmods are disabled for Mission Mode!
They were never designed with mission mode in mind and worse were causing fatal null crashes due to some mods relying on fetching campaign
information that doesn't exist in missions.

Has a soft dependency with Sundog'sStarship
Legends (https://fractalsoftworks.com/forum/index.php?topic=15321.0) some of the contained hullmods optionally require ships to reach
certain reputation levels before they can be installed. It will still work
without it however.
There are currently no known compatibility issues with other mods.

This is the first mod I'm releasing publicly as such I would like to state the following:
* I am both fairly new to Java and to releasing something publicly as such despite my best efforts their may be errors/missing content I
am not aware of, I would appreciate it if anyone who notices these could point
them out.

* I am aware that my sense of balance maybe somewhat questionable, but this mod was designed to be used alongside of many other
mods, where I always feel that there's never enough OP, Flux and Logistics
slots. If you like the concept, but not my execution please feel free to edit
to your own tastes.


Short Summary
A modest collection of additional hullmods to help customise the way you like to play. Most of the included hullmods are based off
augmenting or offsetting a variety of vanilla hullmods. As such most of them
have dependencies on vanilla hullmods and/or each other.
*None of the hullmods are able to bebuilt in.
Expanded Summary
The hullmods are currently split up into 5categories which are:
Augmentations: 5 Hullmods that all improve a ships Flux Capacity and Dissipation by a multiplicative %, adds extra OP and extra
logistical slots. This come at the cost of 40% extra supplies per month
(cumulative). With all 5 mods the supplies per month will be increased by
roughly 437% extra, cargo space is also increased to roughly 3 months worth of
the extra supplies required. After the first rank, each additional rank will
require it's predecessor as well as reputation ranks from
Starship Legends.
*This is now optional, reputation ranks will be required if Starship Legends is installed, but are not required if it isn't.
Reversions: These hullmods revert the effects of several hullmods with negative secondary effects and refund roughly 95% of the
OP that the countered hullmod cost. Excepting 1 hullmod they all require the
hullmod they are countering to be installed and are incompatible with relevant
rectification hullmods.
* These are intended to counter built in hullmods when you don't like the effects (or want to stretch the OP budget a
little)

Rectifications: These hullmods either remove or downgrade the negative effects of several hullmods. They all require specific hullmods to be installed and are incompatible with relevant reversion hullmods.
Upgrades: At the moment these hullmods add extra and increasingly degrading versions of Flux Coil Adjunct and Flux Distributor.
After the 1st rank of each they require both their preceding upgrade and an
appropriate Augmentation hullmod.
* I initially wanted to add extra capacitors and vents to the Augmentations, but don't have the requisite knowledge to pull
it off at the moment. 

Stopgaps: All stopgaps counter a specific D-Mod, costing 0 OP, but requiring 16% Extra crew and 22% extra supplies per month.
The bonus to recovery cost is also returned to normal. This does not repair the
D-Mod, only reverts it's effect as long as the stopgap is installed.

CPU Distribution: The Augmentation Hullmods, some of the rectifications, upgrades and regular hullmods are now added to CPU fleets via an inflation listener. This of course means that battles will be harder, but with a chance to loot augmented ships (where possible) rather than paying for them. Most ships with said packages will now have an Auto Lockout hullmod that make them very difficult to recover and needs to be removed at cost to further upgrade Augmentations. Settings for both the Augmentation package distribution and scaling can be found in data/config/settings.json (in mod folder)

There is also an Auto Lockout Blacklist which ships and skins placed on should never receive the Auto Lockout hullmod. (Also in data/config)


This CAN be added to on going games - and it will break saves if removed.
Seems to require an in game month to rollover for hullmods to show up in markets and potentially NPC
fleets.

Hullmods:
Augmentations:
(https://i.imgur.com/prQLGUQ.png) Augmentation Suite: Allows for the installation of ship upgrade packages. Removal will
toggle Augmentation Suite Alert. Initially installs Augmentation
Idle Mode.
(https://i.imgur.com/hdQDjTE.png) Augmentation Suite Alert: Remove this to remove Augmentation Suite and all upgrade
packages.
(https://i.imgur.com/fr4g7qK.png) Augmentation Idle Mode: An initial state that provides no benefit, remove to upgrade to
Standard Upgrade Package.
(https://i.imgur.com/A1bU7JZ.png) Standard Upgrade Package: Adds 40/80/120/200 OP,
Increases Flux Capacity and Dissipation by 10%
and increases logistical slots by 3. Costs
40% extra supplies per month and adds
3 times that value to Cargo Capacity. Costs
15,000 / 60,000/ 270,000/ 840,000 credits. Remove to
upgrade to Notable Upgrade Package.
(https://i.imgur.com/vHPWQbg.png) Notable Upgrade Package: Adds
75/150/225/375 OP,
Increases Flux Capacity and Dissipation by 19%
and increases logistical slots by 5. Costs
80% extra supplies
per month and adds 3 times that value to Cargo
Capacity. Costs 28,000/ 112,000 / 510,000 / 1,600,000
credits. Requires a level of 3 or greater (and
a reputation of Notable or higher if Starship
Legends is installed)
Remove to upgrade to Superior Upgrade
Package.
(https://i.imgur.com/N37n5UH.png) Superior Upgrade Package: Adds
105/210/315/525 OP,
Increases Flux Capacity and Dissipation by 27%
and increases logistical slots by 6. Costs
120% extra supplies
per month and adds 3 times that value to Cargo
Capacity. Costs 41,000 / 164,000 / 750,000 / 2,320,000 credits
and 1 story point. Requires a level of
6 or greater (and a reputation of
Well Known or higher if Starship Legends is
installed)
Remove to upgrade to Exceptional Upgrade
Package.
(https://i.imgur.com/JhbNq6b.png) ExceptionalUpgrade Package: Adds 130/260/390/650
OP, Increases Flux Capacity and Dissipation by
33% and increases logistical slots by
7. Costs
160% extra supplies
per month and adds 3 times that value to Cargo
Capacity. Costs 53,000 / 212,000 / 975,000 / 3,000,000 credits
and 2 story points. Requires a level of 9
or greater (and a reputation of Famous
or higher if Starship Legends is installed)
Remove to upgrade
to Penultimate Upgrade Package.
(https://i.imgur.com/0U9ChNr.png) PenultimateUpgrade Package: Adds
150/300/450/750 OP,
Increases Flux Capacity and Dissipation by 36%
and increases logistical slots by 8. Costs
200% extra supplies
per month and adds 3 times that value to Cargo
Capacity. Costs 64,000 / 252,000 / 1,170,000 / 3,600,000
credits and 3 story points. Requires a level of
12 or greater (and a reputation of
Legendary if Starship Legends is installed)
.
[close]
Reversions:
(https://i.imgur.com/jLAYFCH.png) Generalised Optics: Reverts Advanced Optics. Requires Advanced
Optics (Permanent Built-In or
S-mod), incompatible with Augmented
Optics.
(https://i.imgur.com/Dnsl2n8.png) Stripped Mounts: Reverts Armored Weapon Mounts. Requires Armored
Weapon Mounts (Permanent Built-In or S-mod),
incompatible with Super alloy Mounts.
(https://i.imgur.com/0GkUm1e.png) Divested Armour: Reverts Heavy Armor. Requires Heavy Armor
(S-mod), incompatible with Super alloy
Plates.
(https://i.imgur.com/HfFDkeI.png) Coalescence Toggle: Reverts High Scatter Amplifier. Requires High
Scatter Amplifier (Permanent Built-In or S-mod),
incompatible with Optimised Lenses.
(https://i.imgur.com/kLeSo1o.png) Limited PD Integration: Removes the PD conversion of small weapons. Requires
Integrated Point Defense AI
(S-mod).
(https://i.imgur.com/gfeLDnT.png) Enabled Safeties: Reverts Safety Overrides. Requires Safety
Overrides (Permanent Built-In).
*Now works by suppressing Safety Overrides as soon as this mod is
removed it will return.

(https://i.imgur.com/2oLtuhT.png) Disabled Injector: Reverts Unstable Injector. Requires Unstable
Injector  (Permanent Built-In or
S-mod), incompatible with Stabilised
Injector.
(https://i.imgur.com/Una5JOB.png) Demilitarised Hull: Installs Civilian-grade hull. Reduces
minimum crew by 50%*. If burn level is above 9/8/7/6 reduces burn level by 1.
Incompatible with ships that already have Civilian-grade
hull and Safety Overrides. *Applies to most
ships, some may be exempt if crew levels were not set up properly.

** While mucking around with various mods I found several ships that felt like they either should have had civilian grade
hulls or are variants of civil hulls that didn't have their stats tweaked
properly. This hullmod is my attempt to let a player fix this without having to
go edit ship/skin files.

(https://i.imgur.com/Ba6rgrS.png) Reclaimed Racks: reverts all bonuses and penalties of Expanded Missile Racks.
Requires Expanded Missile Racks
(Permanent Built-In or
S-mod), incompatible with
Rack Optimiser.
*I know not all of these exist as permanent built in hullmods in vanilla, but including them for future proofing/mods. All
of these Hullmods should be available by default.

[close]
Rectifications:
Can only be applied in circumstances to counter penalties
(https://i.imgur.com/WE2Qz6e.png) Augmented Optics: Removes the turn rate penalty of Advanced Optics. Requires
Advanced Optics, incompatible with Generalised Optics.
(https://i.imgur.com/XLuyOuY.png) Superalloy Mounts: Removes the turn rate penalty of Armored Weapon Mounts.
Requires Armored Weapon Mounts, incompatible with
Stripped Mounts.
(https://i.imgur.com/gsh0kzg.png) Superalloy Plates: Removes the turn maneuverability penalty of Heavy Armor.
Requires Heavy Armor, incompatible with Divested
Plates.
(https://i.imgur.com/AtZS5QB.png) Optimised Lenses: Increases the range of beam weapons by 100/200/300/400
depending on hull size.
Now increases the range threshold of
High Scatter Amplifier to 700/800/900/1000 depending on
Hullsize. Requires High Scatter Amplifier, incompatible
with Coalescence Toggle.
*Wanted to initially change the range threshold, but currently beyond my abilities. The extra range is bonus range,
not base.

(https://i.imgur.com/IrLtX8X.png) Standardised Emitter: Attempts to bring a ship's shield to a standard for it's hullsize:
* Improves Front Arc by 90/80/70/60 up to a threshold of 180/170/160/150 any remaining bonus is divided by 2.5.
* Improves Omni Arc by 70/60/50/40 up to a threshold of 130/120/110/100 any remaining bonus is divided by 2.5.
* Improves Flux/Sec by 10% to a threshold of 40% any remaining bonus is divided by 2.
* Improves Flux/Dam by 40/35/30/25% to a thresholdof80/85/90/95% any remaining bonus is divided by 4.
* Negates Speed Penalty from Makeshift Shield.
Requires a shield.
(https://i.imgur.com/1XvThpI.png) Stabilised Injector: Reverts the weapon range & fighter replacement penalty of
Unstable Injector. Requires Unstable Injector,
incompatible with Disabled Injector.
(https://i.imgur.com/jYk5hLv.png) Refurbished Hangers: Removes all penalties from Converted Hanger or
Converted Cargo Bay  and convert the bays to normal bays.
With S-Modded  Converted Hanger will also add an extra bay to non frigates (only for edge cases
of built in from another mod). Additionally adds +1 bay up to -/2/4/6 on hulls
with non bays and no built in wings. Requires Converted Hanger, Converted Cargo Bay or normal bays with no built in wings.
(https://i.imgur.com/R6yrHqw.png) Rack Optimiser: Eliminates the rate of fire penalty from s-modded Expanded
Missile Racks. Requires Expanded Missile Racks
(S-mod),
incompatible with Reclaimed Racks.
[close]
Upgrades:
 Flux Coil Auxiliary
(https://i.imgur.com/5FCUOzV.png) Flux Coil Auxiliary Suite: Allows for the installation of flux coil improvements.
Removal will also remove any installed Auxiliary Flux Coil Upgrades. Initially
installs
Flux
Coil Auxiliary Idle Mode.
(https://i.imgur.com/e2Jy3vW.png) Flux Coil Auxiliary Idle Mode: An initial state that provides no benefit, remove to
upgrade to Flux Coil Auxiliary Alpha.
(https://i.imgur.com/DaANR4h.png) Flux Coil Auxiliary Alpha: Increases Flux Capacity by
540/1080/1620/2700. Remove to upgrade to
Flux Coil Auxiliary Beta.
(https://i.imgur.com/YkT9u1E.png) Flux Coil Auxiliary Beta: Increases Flux Capacity by
1020/2040/3060/5100. Requires
Standard Upgrade Package or better. Remove to
upgrade to Flux Coil Auxiliary Gamma.
(https://i.imgur.com/IOoQOCX.png) Flux Coil Auxiliary Gamma: Increases Flux Capacity by
1440/2880/4320/7200. Requires
Notable Upgrade Package
or better. Remove to upgrade to
Flux Coil Auxiliary Delta.

(https://i.imgur.com/dD6UdJS.png)Flux Coil Auxiliary Delta: Increases Flux Capacity by
1800/3600/5400/9000. Requires
Superior
Upgrade
Package
or better.
Remove to upgrade to Flux Coil Auxiliary
Epsilon.
(https://i.imgur.com/aY7fZKW.png)Flux Coil Auxiliary Epsilon: Increases Flux Capacity by
2100/4200/6300/10500. Requires Exceptional
Upgrade
Package
or better.
Remove to upgrade to Flux Coil Auxiliary
Zeta.
(https://i.imgur.com/MK5fpLo.png)Flux Coil Auxiliary Zeta:
Increases Flux Capacity by
2340/4680/7020/11700. Requires Penultimate
Upgrade Package. Remove to revert back to
Flux Coil Auxiliary Idle
Mode.
[close]
Ancillary Flux Radiator:
(https://i.imgur.com/XqwwYb3.png) Ancillary Flux Radiator Suite: Allows for the installation of flux radiator improvements.
Removal will also remove any installed Ancillary Flux radiator upgrades.
Initially installs Ancillary Flux Radiator Idle Mode.
(https://i.imgur.com/ol2iiIH.png) Ancillary Flux Radiator Idle Mode: An initial state that provides no benefit, remove to
upgrade to Ancillary Flux Radiator Alpha.
(https://i.imgur.com/s7IFfR9.png) Ancillary Flux Radiator Alpha: Increases Flux Dissipation by
27/54/81/135. Remove to upgrade to
Ancillary Flux Radiator Beta.
(https://i.imgur.com/nhXvXwS.png) Ancillary Flux Radiator Beta: Increases Flux Dissipation by
51/102/153/255. Requires
Standard Upgrade Package or better. Remove to
upgrade to Ancillary Flux Radiator Gamma.
(https://i.imgur.com/oxA8J5t.png) Ancillary Flux Radiator Gamma: Increases Flux Dissipation by
72/144/216/360. Requires
Notable Upgrade Package or better. Remove to
upgrade to Ancillary Flux Radiator Delta.
(https://i.imgur.com/0F1ixBj.png) Ancillary Flux Radiator Delta: Increases Flux Dissipation by
90/180/270/450. Requires Superior
Upgrade Package
or better. Remove to upgrade to
Ancillary Flux Radiator Epsilon.
(https://i.imgur.com/SV9jkQs.png) Ancillary Flux Radiator Epsilon: Increases Flux Dissipation by 105/210/315/525.
Requires Exceptional Upgrade Package or better.
Remove to upgrade to Ancillary Flux Radiator Zeta.
(https://i.imgur.com/EE3Oyr1.png) Ancillary Flux Radiator Zeta: Increases Flux Dissipation by
117/234/351/585. Requires
Penultimate Upgrade Package. Remove to revert to
Ancillary Flux Radiator Idle Mode.
[close]
Manual Maintenance Operations:
(https://i.imgur.com/VnMzphQ.png) Manual Maintenance Operations Suite: Allows for the installation of Manual
Maintenance Operations. Removal will also remove any installed Manual Maintenance
Operation Stages. Initially installs Manual Maintenance
Operations (Pre-Works).
(https://i.imgur.com/EJrRJl4.png) Manual Maintenance Operations (Pre-Works): An initial state that provides no
benefit, remove to upgrade to Manual Maintenance Operations
Stage 1
(https://i.imgur.com/hzMO93V.png) Manual Maintenance Operations Stage 1: Reduces Supplies per month by
~11% and hull by 5%.
Increases Minimum Crew by 5%, Crew Casualties by
10% and increases CR degradation post peak
performance by 12%. Requires
Standard Upgrade Package or better. Remove to
upgrade to Manual Maintenance Operations Stage 2.
(https://i.imgur.com/mQ4KpjS.png) Manual Maintenance Operations Stage 2: Reduces Supplies per month by
~31% and hull by
10%. Increases Minimum Crew by
10%, Crew Casualties by
20% and increases CR degradation post peak
performance by 24%. Requires
Notable Upgrade
Package
or better. Remove to upgrade to Manual
Maintenance Operations Stage 3.
(https://i.imgur.com/IgQFErT.png) Manual Maintenance Operations Stage 3: Reduces Supplies per month by
~43% and hull by
15%. Increases Minimum Crew by 15%,
Crew Casualties by 30% and increases CR
degradation post peak performance by 36%.
Requires Superior
Upgrade Package
or better. Remove to upgrade to Manual Maintenance Operations
Stage 4.
(https://i.imgur.com/iKRi2rP.png) Manual Maintenance Operations Stage 4: Reduces Supplies per month by
~52% and hull by
20%. Increases Minimum Crew by
20%, Crew Casualties by
40% and increases CR degradation post peak
performance by 48%. Requires
Exceptional Upgrade Package or better.
Remove to upgrade to Manual Maintenance Operations Stage
5.
(https://i.imgur.com/C1nAaaV.png) Manual Maintenance Operations Stage 5: Reduces Supplies per month by
~58% and hull by
25%. Increases Minimum Crew by
25%, Crew Casualties by
50% and increases CR degradation post peak performance
by 60%. Requires Penultimate
Upgrade Package. Remove to revert to Manual
Maintenance Operations (Pre-Works).
[close]
Weapon Upgrades:
(https://i.imgur.com/t1cVVGE.png) Decoherence Inhibitor: Increases the base range of energy weapons by
200 up to a threshold of
700/800/900/1000 depending on hullsize.
(https://i.imgur.com/MoN85bl.png) Ballistic Regulator: Increases the base range of ballistic weapons by
200 (300 for
capitals) up to a threshold of 700/800/900/1000
depending on hullsize, weapons with greater range have their base range
reduced by 200/300/400/600 down to the previous
threshold, once again based on hullsize.
 
(https://i.imgur.com/sQzIYRx.png) Missile L.A.M: The Missile Launch Assistance Module increases the range (not
base range
) of missiles by 800/900/1100/1300
up to 2000/2100/2300/2500 depending on hullsize.
* Most of these were made to help make disparate ranged weapons from various mods work better together.
(https://i.imgur.com/5FXiH1M.png) Exclusive PD Adapter: Adds the PD, PD_ONLY and
ANTI_FTR tags to any non missile weapon
that already has PD, ANTI_FTR or PD_ALSO tags as part of
their weapon spec*. Removes PD_ALSO, does not affect
weapons in Hardpoints, should not be affected by Limited PD
Integration
. Mutually exclusive with Total PD
Adapter.
*I suggest using the "Too Much Information" mod to find out weapon tags in game if not
familiar.

(https://i.imgur.com/4F9eeFm.png) Total PD Adapter: Adds the PD tag to any non
missile
weapon that already has PD_ONLY, PD_ALSO or
ANTI_FTR tags as part of their weapon spec*. Removes
PD_ONLY, PD_ALSO and ANTI_FTR, should not be affected by
Limited PD Integration. Mutually exclusive with Exclusive
PD Adapter.
*As above I recommend the "Too Much Information" mod.
[close]
Diagnostics:
These Diagnostics give out fleet level readouts and suggestions for Crew, Fuel and Supplies. They do not even need to be installed,
just moused over.
(https://i.imgur.com/L4N4z5w.png) Crew Diagnostics: Displays Minimum amount of required crew, current amount of
crew & marines, number of remaining berths and maximum number of berths.
Additionally has suggestions to meet requirements for min crew, 10% extra, 25%
extra and 50% extra.
(https://i.imgur.com/18y7isr.png) Fuel Diagnostics:Displays Current Fuel, remaining fuel capacity, maximum amount of fuel, fuel
usage and maximum range. Additionally has suggestions and readouts for fuel
levels from 30-100% capacity in divisions of 10%.
(https://i.imgur.com/PKun9iL.png) Supply Diagnostics: Displays current supplies, remaining and max cargo space,
supply usage per day and month, and number of days/months of supply left.
Additionally has suggestions and readouts for supply levels of 1-9 months.
[close]
[close]
Stopgaps:
(https://i.imgur.com/mNFmqGf.png) Stopgap Suite:
This suite now removes the Stopgap category from the refit screen as it detects and installs toggle-able stopgaps as needed. Older
information below is still otherwise relevant.
(https://i.imgur.com/WN1nYQW.png)(https://i.imgur.com/nqyUWpU.png)
(https://i.imgur.com/zjEEb2o.png)
(https://i.imgur.com/tu27i8l.png)
It's not really necessary to individually list all of the Stopgap Hullmods, they all look similar to the ones above and function in the
same way. For the cost of 16% extra crew and 22% extra supplies per month the
effects of a D-Mod are reverted, including the Recovery Cost bonus.
There are 18 Stopgap Hullmods in total, covering all but 2of the D-Mods.
Increased Maintenance is excluded since it basically has the same type of costs the Stopgaps already have albeit higher.
Ill-Advised Modifications is also excluded, but this was just personal choice.
Stopgap Suite should be available by default.
[close]


Additional Information:
Change Log
0.1 Initial Release
0.1.1 Added an alternative data folder that removes Starship Legends requirement, probably not save compatible. You'll need to delete the
normal data folder and copy the one out of the data_no_starship_legends folder
into the main mod folder
0.1.2 Modified files to automatically check whether a user is using Starship Legends or not, if they are not it no longer requires
reputation ranks from it and just requires the preceding hullmod, costs of said
hullmods also reverted.
0.2 Added 5 "Parallel Maintenance Systems" Upgrade Hullmods that reduce supply cost per month of upgrade packages in exchange for
extra crew, extra crew casualties and faster CR degradation post peak
performance time. Also added the Refurbished Hangers Hullmod that undoes the
negative effects of Converted Hanger and Converted Cargo Bay.
0.4 Swapped over to using a JAR file for scripts and not relying on the inbuilt compiler anymore. Also got Limited PD Integration to
work how I wanted it to, it now removes the point defense weapon conversion rather then just being an alternate choice. Also altered the range threshold of High Scatter Amplifier via Optimised Lenses to 700/800/900/1000 depending on hullsize.
0.5 Added 3 New Hullmods; Decoherence Inhibitor (increases base range of energy weapons up to a threshold), Ballistic Regulator (increases
and decreases base range of ballistic weapons to a threshold) & Missile
L.A.M increases missile range up to a threshold.
0.5.1: 0.96 Update and partial overhaul with how some hullmods are handled. Reversions and Rectifications updated for newer s-mod
bonuses/penalties. Refurbished Hangers reworked for newer changes. Stopgap
Hullmods now under a single dynamic Stopgap Suite Hullmod. (This
is to help cut down on UI Clutter)

0.5.1.1: Minor edit to refurbished Hangers to make sure it applies properly to built in mods with s-mod applied.
0.6:
- Upgrade Packages, Flux Coil Adjuncts,Flux Distributors and Parallel Maintenance Systems are now
organised into suites similar to the previous stopgap suite to help cut down on
UI Clutter.
- Upgrade packages now cost credits (hull dependent) and Story Points (At some levels) as well as having level requirements (Still has
reputation requirements with Starship Legends
installed).
- Reworked UI for all the above mods for better visual clarity.
- Added Demilitarised Hull to Reversions, this adds Civilian grade hull, reduces minimum crew by 50% and reduces burn level by 1 if ship has
10/9/8/7 or greater burn level.
- Added 3 Diagnostic Hullmods for Crew, Fuel and Supplies,gives fleet wide readouts and suggestions, don't need to be installed, just
moused over.
- Added a pair of PD related hullmods that convert exisiting PD weapons into PD or PD_ONLY, mutually exclusive with each other.
0.65:
- Disabled Hullmods in mission mode, never intended for the mode and some caused crashes.
- Added Reclaimed Racks and Rack Optimiser hullmods (affect expanded missile racks).
- Reworked Standardised Emitter to work with any shield and not just Makeshift Shield.
0.7-0.8:
Spoiler
- 0.7 and 0.8 are functionally identical; 0.7 is for 0.96a-RC10 whereas 0.8 is for 0.97a-RC8

Balance Changes:

- Standardised Emitter:
  Bonus Arc size and Arc size thresholds reduced.

- Bonus:
- Front Bonus:  90/80/70/60 down from 120/110/100/90
- Omni Bonus: 70/60/50/40 down from 90/80/60/70

- Threshold:
- Front Threshold: 180/170/160/150 down from 210/200/190/180
- Omni Threshold: 130/120/110/100 down from 150/140/130/120

- Augmentations: Credit Cost Increase
- Standard: Costs Increased to 15,000 / 60,000/ 270,000/ 840,000 from 13,000 / 43,000 / 176,000 / 476,000
- Notable: Costs Increased to 28,000/ 112,000 / 510,000 / 1,600,000 from 19,000 / 61,000 / 249,000 / 674,000
- Superior: Costs Increased to 41,000 / 164,000 / 750,000 / 2,320,000 from 25,000 / 76,000 / 306,000 / 826,000
- Exceptional: Costs Increased to 53,000 / 212,000 / 975,000 / 3,000,000 from 30,000 / 88,000 / 354,000 / 955,000
- Penultimate: Costs Increased to 64,000 / 252,000 / 1,170,000 / 3,600,000 from 35,000 / 100,000 / 397,000 / 1,069,000

Minor fixes and additions:

- Added a few Strip protections to hullmods that cost credits, to prevent accidental loss.

- Added a settings.json file in data/config that contains various settings that can be played around with, see readme in same folder or 2nd post here for details.

- Reputation from Sundog’s Starship Legends is now completely optional as an upgrade requirement, even if you have it installed, can be changed in settings. By default, the requirement is set to false.

- Added a coloured jitter “aura” to ships with Augmentation Hullmods. Can be disabled in settings, check readme for colours. (Tried to balance for clarity and performance) By default, is set to true.

Major additions:

- Augmentation Hullmods (and extra hullmods) are now added to the CPU via a randomiser with conditions. (see settings readme for more)
These upgrades are added post inflation so extra hullmods had to be added via script (the CPU otherwise just sits on it’s now expanded OP budget and does nothing with it) the hullmods tend to be generically defensive or offensive in nature avoiding most of the more specialist hullmods, like safety overrides, Missile Autoloader or any specific campaign hullmods like Auxiliary Fuel Tanks.

In theory player faction ships (not in fleet) should also be able to receive these with the caveat that they can only add hullmods that the player has learned. I haven’t actually tested this out personally yet, but as long as they follow the same inflation rules as all the other factions It should work.

For the initial release the focus is just on regular vanilla factions, there may be some weird or less than ideal interactions with other modded ships/hullmods. For example, HMI junkers with the Rapid Repair Hullmod and a high enough Augmentation hullmod will install Makeshift Shields despite it being somewhat less optimal since I haven’t written in an exception for them yet. I intend to add these exceptions over time where I can.

It also may allow for conflicting Hullmods to be installed (hullmod coding dependant) at the same time since it’s being added via coding and not a manual installation.

Initial difficulty may be off (haven’t tested fully yet) editing the settings file should hopefully allow some custom control on that front.

- The Scion Control System is an under the hood hullmod that should be automatically installed on module ships and stations to push data from the parent hull to it’s modules this is mostly so some of my hullmods will treat a module as being the same hullsize as it’s parent rather than it’s actually size. Not all the tooltips have been updated to reflect this yet.

Warnings:

- There may be a chance for null crashes probably involving modules. I’ve attempted to squash as many as I can find, but some may have slipped through. I would appreciate reporting any crashes preferably with the crash log.

- There may be a chance for a potential memory leak regarding the listener for the installation for the Scion Control System. I haven’t been able to replicate it reliably but so far, the only time I’ve had a leak sometimes come up is when I’ve exited a campaign and then loaded a different campaign.
[close]
0.7-0.8 (Incremental): Various bug fixes to stop game crashes and some other odd behavious. SWP IBB bosses added to Auto Lockout Blacklist.
 
[close]

Future Plans
*Greater Modded faction integration (Just extra faction files)
*Try to alter Limited PD Integration & Optimised Lenses to work how I'd like them to (requires more coding
knowledge/experience)
Resolved.
*Possibility of Ship variants using Augmentation Hullmods(Haven't seen AI auto fit any of these yet)
! The above is not as quickly achieved as I had hoped,the AI is not clever in spending extra budget so I'll need to create various
hullmod packages for them, it's doable, just lengthy.
- Partially completed.
*Possibility for a bonus range mod for energy and missile systems with a threshold cutoff. (There are some issues with the way AI
prioritise encounter range based off of what damage types they are using)
Completed.
* A pair of PD conversion hullmods, one's functionality can't really be realised properly until next vanilla update.
* Cosmetic dynamic factional shields (colour changes as flux builds up), may release as a standalone mod as well as integrated into this.
* A reversion/Rectification for S-Modded Missile Racks.
* A dynamic PD adapter hullmod that can add the PD tag to weapons with good enough stats to be a PD weapon. On hold until at least next release. (Awaiting some API exposure)
[close]
Attribution / Acknowledgement
Alex and the rest of the Fractal Soft worksteam, for this game and answering a bunch of my questions.
LazyWizard's Console Commandsfor making testing so much less arduous.
Sundog Especially for Starship Legends which both inspired having tiers of hullmods and also combines
with this.
ShadowDragon8685 for their Advanced Hullmods back in 0.9.1a which was another big inspiration for
undoing/negating negative aspects of hullmods.
ruddygreat Who's given me plenty of tips via discord.
Discord Folk Who have answered a few critical questions to help bridge my knowledge gaps. - Thank you.
[close]
Title: Re: Aardwolf & Zenith: ARRUS Hullmods
Post by: ctuncks on January 28, 2023, 04:51:26 PM
Readme Settings.json for 0.7/0.8:
A quick breakdown of what settings do what in the settings file:

- Augmentation Packages: Is a term I’m using to describe an Augmentation Hullmod + a series of regular hullmods that are granted to the CPU post inflation.

- Augmentation packages are assigned to CPU post inflation, so the variants will eb assigned first then packages will be added, this may mean that certain scripted encounters, salvage and maybe bounties may not be inflated depending on how they are handled.

- Auto Lockout: Is a hullmod applied to some CPU Augmented ships to hinder recovery (extremely large recovery penalty) if you can recover a ship with this the hullmod will remain and hinder further recovery and prevent removal or upgrading the Augment. Credits can be paid in dock to remove this.

- Super Capitals (Over 60 DP) and any ships added to the auto_lockout_blacklist.json file such as the [REDACTED] are exempt from this hullmod.

- Auto Lockout Blacklist: Add any ship id or ship skin id to this file that you do not want to accidentally receive the Auto Lockout hullmod. At current only one vanilla [REDACTED] ship is on this list.

- Officer Level: The level of a ship’s officer determines the % chances of what Augmentation package the ship can receive as well as the upper limit.

- No Officer:          Standard -> Notable
- Junior Officer (1-3):      Standard -> Superior
- Standard Officer (4-5):  Standard -> Exceptional
- Senior Officer (6+):      Standard -> Penultimate

There’s a little bit of wiggle room via a randomiser, but the above is generally true.

zda_requires_reputation_sl: Toggles whether a requisite reputation from Sundog’s Starship legends is required to advance to the next Augmentation Level or Not. Defaults to False.

zda_augment_aura_enable_boolean: Toggles “ship auras” for ships with Augmentation Hullmods. Defaults to True. Turn off if you don’t like these or they cause performance issues.

Aura hues are as follows:

Standard:   Greenish Yellow
Notable:   Green - Cyan
Superior:   Tealish Blue
Exceptional:   Purply Magenta
Penultimate:   Red

- Augment Costs: Alters how expensive each Augmentation Hullmod costs in credits by level/hullsize. By default, these are quite expensive with the Standard Augmentation of a Frigate (The cheapest) having a cost of 166% of the average frigate and only getting more expensive from there.
If these costs are pricier than you’d like please alter them to something more appropriate for you.

- Augmentation Packages: Is a term I’m using to describe an Augmentation Hullmod + a series of regular hullmods that are granted to the CPU post inflation.

zda_augment_pack_enable_boolean: Toggles if Augmentation Packages and extra Hullmods are available to CPU. This is the master switch for this, were as most of the following alters spawn rates or particular unit types.

zda_augment_gen_scaling: Master toggle for Augmentation scaling. (CPU fleets have higher chance to spawn with Augmentation Packages depending on the player level and how many Augmentation hullmods they have in their fleet)

zda_augment_gen_mult: General Multiplier that the scaling score is multiplied by.

zda_augment_gen_flat_mod: General flat modifier that’s added to the scaling score after all multiplication.

zda_augment_fleet_scaling: Toggles if the scaling score is affected by number of Augment Hullmods in Player fleet.

zda_augment_level_scaling: Toggles if the scaling score is affected by the player’s level.

zda_level_scaling_root_no: Is the nth root that is applied to character level to determine level scaling.

zda_auto_lockout_per: % That an augmented ship will have auto lockout present.

zda_augment_station_enable: Toggles if stations are eligible for augmentation Packages.

zda_pen_super_cap_enable: Toggles if Super Capitals (Over 60 DP) will automatically be fitted with a Penultimate Package.

zda_pen_stations_enable: Toggles if Stations will automatically be fitted with a Penultimate Package.

- Distribution Table: The % chance of a ship receiving an augmentation package by Officer, Ship and Augmentation level. The scaling bonus is added to the scores and checked against a randomiser. Scale works on a 1-1000 basis. (52.3 for example will actually be 523)

The scaling bonus is added is added to the randomiser score and checked against the augmentation threshold. The scale works on a 1-1000 basis. Example the randomiser comes up with a score of 910 on a capital ship with a senior officer.
Penultimate: 100 – 6.3 = 93.7 X 10 = 937
Exceptional: 93.7 – 7.5 = 84.2 X 10 = 842
Superior: 84.2 – 10.3 = 73.9 X 10 = 739
Notable: 73.9 – 16.3 = 57.6 X 10 = 576
Standard: 57.6 – 31.3 = 26.3 X 10 = 263

As the score is below 937, but above 842 it will be assigned an Exceptional Augmentation package, the packages will be assigned in descending order via ELSE IF statements, so be careful if assigning custom values.



Fleet Score: Gets an average score based off of the number and quality of ship with Augment mods against battle size;
   Standard:   1
   Notable:   2
   Superior:   3
   Exceptional:   4
   Penultimate:   5
   
   Frigate:      X 1
   Destroyer:   X 2
   Cruiser:      X 3
   Capital:      X 5

If your number of ships deployment points is less than 40% of a game’s selected battle size then the above score is as listed. Otherwise, the average score will be adjusted by a relevant percentile difference.

Randomiser Bonus = (General Mult X (Fleet Score ^ Fleet Scaling) X (Player Level ^ (1 / (Level Scaling X Level Scale Root)))) + Flat Mod

[close]

Title: Re: Aardwolf & Zenith: ARRUS Hullmods
Post by: IGdood on January 28, 2023, 08:45:04 PM
Nicely done, makes the ships' growth more organic albeit at the cost of extra supplies.

Any chance of making hullmods that actually decrease upkeep of supplies in the future? 
Title: Re: Aardwolf & Zenith: ARRUS Hullmods
Post by: Fordo on January 28, 2023, 09:03:16 PM
Dig the concept. Have you considered a hullmod that rectifies the penalties from converted hanger?

Anyways, here's my troubleshooting.
Installed this mod today, it's the only modlist change between today (where I'm having issues) and yesterday (where everything was fine). Added to an on-going campaign. I don't have any smoking gun pointing to it but y'know, occam's razor.

Fatal.Null Crash #1: I go to visit a lead on an equipment cache I got from the storyteller, loot the cache. It contains two ARRUS Hullmod blueprint-thingies, among other things. Right next to the equipment cache is a Hegemony Deserter bounty fleet, which I go to fight. Game crashes shortly into the battle not long after enemy ships are on screen and the shooting starts. When I restarted the game and went through the same sequence of events, I was able to complete the battle just fine. Odd. Did typical campaign stuff, modifying ships, and simulator battles. Simulator battles worked fine. I don't get into any more actual battles until the next crash(es). I never got around to installing any of the new hullmods despite unlocking two of them.

Fatal.Null Crash#2 and 3 and so on:
I go to destroy a Pirate Base. Engage a small armada of Pirate ships and the station itself. Not long after enemy ships are on screen and the shooting starts, fatal.null crash. Reboot the game, same exact sequence of events, game crashes about the same time.
While writing this up, I tried just fighting the pirate fleet (not the station) and deployed only my destroyer flagship, completed the battle with no problems. Go on to battle the station and a small group of ships, and deploy seven or eight ships of my own? Game crashes before anything has a chance to explode. I thought maybe it could be ARRUS hullmods on the enemy ships but when I examined their fleet on the pre-battle screen I didn't see anything out of the ordinary. Now I've been spawning enemy fleets and doing battles with different ships deployed and I can't seem to figure out what will consistentlycause it to crash, but it always does after a few, and the error is always the same.

Modlist/console commands bugreport dump:
Spoiler
System info:
---------------
Game version: Starsector 0.95.1a-RC6
Game resolution: 1920x1080 (60hz, 32bpp, fullscreen)
Java version: Java(TM) SE Runtime Environment 1.8.0_271-b09 (Java HotSpot(TM) 64-Bit Server VM)
Platform: Windows (64-bit)
JVM RAM: 411.84 MB / 3,758.00 (3,346.16 MB free, 3,758.00 MB allocatable)
System RAM: 6,559.53 MB remaining, 16,229.72 MB total
Launch args: -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms4096m -Xmx4096m -Xss2048k -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=.

 Graphics card info:
---------------------
GPU Model: NVIDIA GeForce GTX 970
Vendor: NVIDIA Corporation
Driver version: 4.6.0 NVIDIA 528.24
Free VRAM: 735.13 MB
Dedicated VRAM: 4,096.00 MB
Maximum VRAM:   4,096.00 MB

 Active mod list:
------------------
Regular mods (40):
 -  Phillip Andrada: Gas Station Manager 1.9 by WMGreywind
 -  Slightly Better Tech-Mining 2022-09-30 by Yunru
 - Aardwolf & Zenith: ARRUS Hullmods 0.1 by ctuncks
 - Amazigh's Ship Foundry 0.8.1 by Amazigh
 - Angry Periphery 1.5 by Great Wound
 - Apex Design Collective 1.1.0b by theDragn
 - Arsenal Expansion 1.5.5 by Inventor Raccoon
 - BigBeans Ship Compilation 0.1.97.6 by BigBeans
 - BigBeans Ship Compilation - IP ship Submod 0.1d by BigBeans
 - Bricky Construction 1.3.0 by Lortus
 - Captain's Log 0.1.6 by stormbringer951
 - Commissioned Crews 1.999999ggg by Techpriest
 - Dassault-Mikoyan Engineering 1.6a by Harmful Mechanic
 - Deluxe Player Flags 1.01a by Harmful Mechanic
 - ED Shipyards 2.5.6 by Ed, Nick XR
 - Exotica Technologies 1.2.16 by President Matt Damon
 - Fluff Ship Pack 0.2.3-1 by MrFluff
 - FuzzyPack 1.5.2 by SirFuzzWuzz
 - Hazard Mining Incorporated 0.3.5f by King Alfonzo
 - High Tech Expansion 1.4.10 by theDragn
 - Industrial.Evolution 3.1.f by SirHartley
 - Iron Shell 1.181 by Techpriest & Selkie
 - Jackundor's Advanced Arms 0.4.0 by Jackundor
 - Mayasuran Navy 8.3.8 RC3 by Knight Chase
 - Nes's ship and weapon 1.9d by Nes
 - Neutrino Detector Mk.II 1.3.0 by Wisp
 - Nexerelin 0.10.6b by Histidine (original by Zaphide)
 - Objects Analysis 002 by Harpuea
 - RotcesRats 0.22 by Amazigh
 - Seeker - Unidentified Contact 0.51 by Tartiflette
 - Ship/Weapon Pack 1.13.0 by DarkRevenant
 - Space Truckin' 0.9.1 by Capt Dash
 - Starship Legends 2.2.1 by Sundog
 - Support Ships Pack 0.6.0 by ForestFighters
 - Tahlan Shipworks 0.8.666a by Nia Tahl
 - The Star Federation 0.98-RC6 - Bugfixes and Beams by Sleepyfish
 - United Aurora Federation 0.7.2g1dc by Created by CY / Milkydromeda, Co-developed by Vermillion, Assisted by Yimie, Naggy, Nova Sunshine and Tim & Selkie N Co'!
 - Unknown Skies 0.43 by Tartiflette
 - Vayra's Ship Pack 1.2.3 by Vayra
 - WhichMod 1.2.1 by theDragn
Utility mods (12):
 - AdvancedGunneryControl 1.7.1 by DesperatePeter
 - Autosave 1.2 by LazyWizard
 - Combat Chatter 1.12 by Histidine
 - Console Commands 2021.12.25 by LazyWizard
 - Detailed Combat Results 5.3.0 by Nick XR
 - Everybody loves KoC 1.03.40b by Vikta
 - Fleet Action History 1.0.8 by briansd9
 - LazyLib 2.7b by LazyWizard
 - Leading Pip 1.9.1 by DarkRevenant
 - MagicLib 0.45.2 by Modding Community: Dark.Revenant, LazyWizard, Nicke, Originem, Rubi, Schaf-Unschaf, Snrasha, Tartiflette, Wisp, Wyvern...
 - SpeedUp 0.7.2 by DarkRevenant
 - zz GraphicsLib 1.6.1 by DarkRevenant
[close]

Below is an excerpt from the starsector.log from my latest fight with the pirates. The error itself is identical each time:
Spoiler
203965 [Thread-3] INFO  fleethistory.BattleLogger  - Battle logger initialized
203965 [Thread-3] INFO  data.scripts.plugins.fed_shipDeath  - Star Federation fed_shipDeath: init successful
209554 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship IAS Crécerelle, isEnemy 0
209554 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Pulaski, isEnemy 0
209554 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS McLeod, isEnemy 0
209554 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Jarvee, isEnemy 0
209555 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Pickaroon, isEnemy 0
209555 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship IAS Manchester Wack, isEnemy 0
209556 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Nantosvelta, isEnemy 0
221528 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.movement.maneuvers.AttackRunManeuver.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.movement.maneuvers.int$o.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.movement.maneuvers.int.super(Unknown Source)
   at com.fs.starfarer.combat.ai.FighterAI.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]
Title: Re: Aardwolf & Zenith: ARRUS Hullmods
Post by: ctuncks on January 28, 2023, 09:55:46 PM
Nicely done, makes the ships' growth more organic albeit at the cost of extra supplies.

Any chance of making hullmods that actually decrease upkeep of supplies in the future?

While I'm not strictly opposed to the idea I decided to use the extra supplies per month to levy an expense on what are now arguably super ships. Ideally I would rather have a 1 time high fee such as with Exotica Technologies (paying for special hullmods) or a direct credits per month, I currently lack the capacity to pull either off. As such I settled for extra supplies per month since they're roughly about 100 credits each.

For example take a Lasher it normally costs 4 supplies per month, this means.
Vanilla: 4 Supplies -> 400 Credits
Standard: 5.6 Supplies -> 560 Credits
Notable: 7.84 Supplies -> 784 Credits
Superior: 10.97 Supplies -> 1097 Credits
Exceptional: 15.36 Supplies -> 1536 Credits
Penultimate: 21.51 Supplies -> 2151 Credits

The diminishing returns of the upgrades and exponential costs in this case are deliberate, it introduces a cost/benefit choice rather then just having relatively cheap extra power. You need to be able to acquire supplies consistently to help run these upgrades, whether it's through trading, raiding, scavenging, salvaging or what other viable method you may have at your disposal. This is in part why I also had those hullmods increase the cargo capacity by about 3 times the extra amount of supplies used, so you'd have space in each altered ship to carry 3 months worth of the extra supplies you'd be spending.
Title: Re: Aardwolf & Zenith: ARRUS Hullmods
Post by: ctuncks on January 28, 2023, 10:04:40 PM
Dig the concept. Have you considered a hullmod that rectifies the penalties from converted hanger?

I had actually considered that, might add it to my list of future plans. As to the crashes I'll try to see if I can replicate them, I admittedly did most of my testing in the simulator.
Title: Re: Aardwolf & Zenith: ARRUS Hullmods
Post by: SteelSirokos on January 28, 2023, 10:06:29 PM
Very cool mod, I look forward to playing with it!

However, I would highly recommend nullifying the Starship Legends level checks if the player doesn't have it installed, as you are currently artificially isolating the part of your audience that doesn't play with Starship Legends.
Maybe you could replace it with some other requirement instead?
Title: Re: Aardwolf & Zenith: ARRUS Hullmods
Post by: ctuncks on January 28, 2023, 11:56:18 PM
Very cool mod, I look forward to playing with it!

However, I would highly recommend nullifying the Starship Legends level checks if the player doesn't have it installed, as you are currently artificially isolating the part of your audience that doesn't play with Starship Legends.
Maybe you could replace it with some other requirement instead?

I'm not able to add a different requirement atm, however I did just update the version with an alternate data folder you can use instead which removes the starship legends requirement. It does how ever increase the purchase price of Notable, Superior and Exceptional upgrade packages by 5 fold.
Title: Re: Aardwolf & Zenith: ARRUS Hullmods
Post by: SteelSirokos on January 29, 2023, 12:05:27 AM
Very cool mod, I look forward to playing with it!

However, I would highly recommend nullifying the Starship Legends level checks if the player doesn't have it installed, as you are currently artificially isolating the part of your audience that doesn't play with Starship Legends.
Maybe you could replace it with some other requirement instead?

I'm not able to add a different requirement atm, however I did just update the version with an alternate data folder you can use instead which removes the starship legends requirement. It does how ever increase the purchase price of Notable, Superior and Exceptional upgrade packages by 5 fold.

Should you want to, you can perform a very simple check to see if the player has Starship Legends installed via
Code
boolean hasStarshipLegends = Global.getSettings().getModManager().isModEnabled("sun_starship_legends");
From there, you can use that boolean in if/else checks to determine what the player's requirements should be.
Title: Re: Aardwolf & Zenith: ARRUS Hullmods
Post by: ctuncks on January 29, 2023, 04:27:59 PM
Should you want to, you can perform a very simple check to see if the player has Starship Legends installed via
Code
boolean hasStarshipLegends = Global.getSettings().getModManager().isModEnabled("sun_starship_legends");
From there, you can use that boolean in if/else checks to determine what the player's requirements should be.

Thank you for the suggestion, I should be able to implement that without too much trouble.
Title: Re: Aardwolf & Zenith: ARRUS Hullmods 0.1.2
Post by: Sundog on January 30, 2023, 07:18:53 AM
Hey, thanks for integrating starship legends this way! That's a cool feature  ;D
(And, yeah, it's definitely better for all content to be accessible without other mods, so I'm glad there's a solution!)
Title: Re: Aardwolf & Zenith: ARRUS Hullmods 0.1.2
Post by: ctuncks on January 31, 2023, 03:47:56 AM
Hey, thanks for integrating starship legends this way! That's a cool feature  ;D
(And, yeah, it's definitely better for all content to be accessible without other mods, so I'm glad there's a solution!)

No worries, the change is implemented now. Still personally prefer it tied to your reputation levels, for me personally feels like the ship has earned it more, but each to their own.
Title: Re: Aardwolf & Zenith: ARRUS Hullmods 0.1.2
Post by: Artay on February 01, 2023, 04:28:57 AM
I know this mod doesn't exactly scream 'balance', but wouldn't it make more sense for Augmentation mods to have reversed progression? With Standard giving what Penultimate gives and Penultimate what Standard gives right now?
 
Title: Re: Aardwolf & Zenith: ARRUS Hullmods 0.1.2
Post by: Fordo on February 01, 2023, 01:17:39 PM
I know this mod doesn't exactly scream 'balance', but wouldn't it make more sense for Augmentation mods to have reversed progression? With Standard giving what Penultimate gives and Penultimate what Standard gives right now?
I think the diminishing returns scheme that ctuncks is going for makes the most sense. If you really want that extra bit of power, you're going to have to pay for it. There's similar systems in Starsector already, like salvage gantries being less and less useful the more of them you have.
Title: Re: Aardwolf & Zenith: ARRUS Hullmods 0.1.2
Post by: ctuncks on February 01, 2023, 07:39:00 PM
I know this mod doesn't exactly scream 'balance', but wouldn't it make more sense for Augmentation mods to have reversed progression? With Standard giving what Penultimate gives and Penultimate what Standard gives right now?
I think the diminishing returns scheme that ctuncks is going for makes the most sense. If you really want that extra bit of power, you're going to have to pay for it. There's similar systems in Starsector already, like salvage gantries being less and less useful the more of them you have.

I very much intended for diminishing returns coupled with exponentially higher costs. The extra supply costs are multiplicative, so they multiply each other and not just the base. I still haven't been able to replicate those crashes you were having, have you gotten any more?
Title: Re: Aardwolf & Zenith: ARRUS Hullmods 0.1.2
Post by: Fordo on February 02, 2023, 02:11:21 PM
I still haven't been able to replicate those crashes you were having, have you gotten any more?
I ended up starting a new playthrough without ARRUS since it was about that time anyways, haven't gotten the crashes since. Perhaps it was an odd interaction with some other mod in my list? I wish the error made more sense.
I may try installing ARRUS again in a few days and keep some better save copies for before and after just to see if it's resolved itself.
Title: Re: [0.9.51a-RC6] Aardwolf & Zenith: ARRUS Hullmods 0.2
Post by: ctuncks on February 14, 2023, 08:15:32 PM
ARRUS Hullmods 0.2 (https://drive.google.com/file/d/12s3Z_c8dI1f01MZQNZZD5vhvheWFva9Z/view?usp=share_link)

-Added 5 Upgrade Hullmods Parallel Maintenance Systems A through to E that reduces the supply cost per month of the Augmentation hullmods. This comes at the cost of requiring extra crew, taking extra crew casualties and having faster CR Degradation after Peak Performance has run out.

-Added Refurbished Hangers rectification Hullmod that reduces the speed and damage penalties of converted hanger and converted cargo bay. Also reduces the extra OP requirements of converted hanger. Extra crew costs still in place.

*Had to alter the scripting for converted hanger and converted cargo bay to get this to work. They still have the same costs, just a different way of getting them. This makes this now incompatible with anything else that changes them.

** In my minds eye the Upgrade packages have integrated automated (but AI Free) maintenance systems. These systems are safe and reliable but require an excessive amount of supplies not only to maintain the upgraded systems, but also the maintenance system itself. Parallel Maintenance Systems is a more analogue system requiring crew to actively monitor systems, transport materials, carry out repairs etc (Justification for extra crew). Due to the nature of the systems being placed all throughout the ship, not only will the maintenance crew have to work close to the exterior hull and even EVA during combat scenarios, but extra access points need to be installed in the interior making hull breaches more dangerous (Justifying Crew loses). Finally deep into battle when everything is pushed to it's limit, the human crew just can't keep up to the same speed the automated system can (Justifying CR decay increase).
Title: Re: [0.9.51a-RC6] Aardwolf & Zenith: ARRUS Hullmods 0.2
Post by: power12359 on February 19, 2023, 04:52:45 PM
I just discovered this mod today. It's so hard to find something to increase op, thanks for making this.

Edit: I didn't really look closely at the numbers but wow that is a lot of op or maybe it just feels that way to me.
Title: Re: [0.9.51a-RC6] Aardwolf & Zenith: ARRUS Hullmods 0.2
Post by: ctuncks on February 20, 2023, 04:28:18 AM
I just discovered this mod today. It's so hard to find something to increase op, thanks for making this.

Edit: I didn't really look closely at the numbers but wow that is a lot of op or maybe it just feels that way to me.

If you add it all up for the augmentation Hullmods yes it is. However they all have increasing tiers, making them harder to obtain without the appropriate reputation. The last isn't even for sale (drop only). My original intention to pair it with Starship Legends (though now optional) slows down the rate you can apply the hullmods. The cumulative costs either as is 5.37 Multiplier on supply usage per month or 2X Crew, 2.7X Crew Casualties and basically Delicate Machinery makes the ships more costly/risky to run.

So while it probably isn't anywhere close to balanced there is a cost to price/risk ratio.

Also I mostly intended to run it with a big pile of mods which all add alot of options which is where I find the vanilla OP budget to be way too tiny.
Title: Re: [0.9.51a-RC6] Aardwolf & Zenith: ARRUS Hullmods 0.2
Post by: power12359 on February 20, 2023, 11:32:03 AM
Oh right starship legends was suppose to help gate the op increases. I forgot I messed with starship legend's exp multi. Still I thought the mods would cost like a million or something.
Title: Re: [0.9.51a-RC6] Aardwolf & Zenith: ARRUS Hullmods 0.2
Post by: ctuncks on February 20, 2023, 10:02:25 PM
Oh right starship legends was suppose to help gate the op increases. I forgot I messed with starship legend's exp multi. Still I thought the mods would cost like a million or something.

If you mean buying it from a market I did once consider it, I scrapped the idea since it would then be a very good if rare source of income from the dropped versions of them.
Title: Re: [0.9.51a-RC6] Aardwolf & Zenith: ARRUS Hullmods 0.4
Post by: ctuncks on March 11, 2023, 03:35:05 PM
ARRUS Hullmods 0.4 (https://drive.google.com/file/d/12s3Z_c8dI1f01MZQNZZD5vhvheWFva9Z/view?usp=share_link)

- Started using the IDE properly so have updated the script files to be compiled into a JAR now.
- Limited PD Integration now properly reverts the PD weapon conversion of Integrated Point Defense AI. As such it now requires Integrated Point Defense AI and is no longer purchasable, but should be freely available from the start of a game.
- Optimised Lenses now works how I'd like it to, altering the range threshold cutoff of High Scatter Amplifier rather then adding extra flat range. New threshold cutoff is 700/800/900/1000 depending on hullsize.



Title: Re: [0.9.51a-RC6] Aardwolf & Zenith: ARRUS Hullmods 0.5
Post by: ctuncks on March 25, 2023, 05:10:17 AM
ARRUS Hullmods 0.5 (https://drive.google.com/file/d/12s3Z_c8dI1f01MZQNZZD5vhvheWFva9Z/view?usp=share_link)

-Added 3 new hullmods:
Title: Re: [0.9.51a-RC6] Aardwolf & Zenith: ARRUS Hullmods 0.5
Post by: Versil on May 11, 2023, 12:43:20 AM
mod abandoned?
Title: Re: [0.9.51a-RC6] Aardwolf & Zenith: ARRUS Hullmods 0.5
Post by: TheDboys on May 11, 2023, 02:02:54 PM
I’m having a lot of fun with this mod, I really like your ideas with the rectifications,  upgrades and augmentations. Im glad I found it  and thank you for making it.
Title: Re: [0.9.51a-RC6] Aardwolf & Zenith: ARRUS Hullmods 0.5
Post by: Uttrik on May 13, 2023, 02:32:38 AM
Very cool mod.  Definitely not balanced, but I see it as turning the game into more of an character RPG, where you focus on one or two ships that progressively get stronger rather than creating a fleet.  It's sort of like a build-your-own supership.
 
With testing so far, most everything seems to work with .96a, with the exception Converted Hangar with the new hullmod on the Invictus ship.  Converted Hangar in this case act as normal, giving only one fighter slot and increasing OP cost, rather than providing two fighter slots and no negatives like it's suppose to on the Invictus.
Title: Re: [0.9.51a-RC6] Aardwolf & Zenith: ARRUS Hullmods 0.5
Post by: ctuncks on July 23, 2023, 06:39:19 AM
mod abandoned?

It's not abandoned, I just took a break when 0.96 was about to launch and then got very distracted by Tears of the Kingdom. I'm currently working on it for 0.96.

I’m having a lot of fun with this mod, I really like your ideas with the rectifications,  upgrades and augmentations. Im glad I found it  and thank you for making it.


Thankyou alot of my inspiration came from an older mod Advanced Hullmods by ShadowDragon8685 I just thought it was a bit more elegant complimenting the existing mods rather then making replacement versions of them.

Very cool mod.  Definitely not balanced, but I see it as turning the game into more of an character RPG, where you focus on one or two ships that progressively get stronger rather than creating a fleet.  It's sort of like a build-your-own supership.
 
With testing so far, most everything seems to work with .96a, with the exception Converted Hangar with the new hullmod on the Invictus ship.  Converted Hangar in this case act as normal, giving only one fighter slot and increasing OP cost, rather than providing two fighter slots and no negatives like it's suppose to on the Invictus.

I'm intending to add escalating credit costs to the upgrade packages (for initial installation), which had always been one of my long term goals, I just didn't have the expertise to implement it until recently. I'd also like to add in functionality so factional fleets will occasionally show up with the same mods force installed on them.

Convereted Hanger doesn't work properly because I rewrote it for the older version  (due to once again lack of experience) my current internal version fixes this. In addition Refurbished Hangers:
- Still remove all negatives of Converted Hanger and Cargo Bay
- Sets the installed bays as standard bays, so the likes of expanded deck crew can now be taken.
- Adds +1 bay if Converted Hanger is S-Modded in (Excepting Frigates) (This does end up giving the Invictus a 3rd bay)
- Adds +1 bay to normal carriers up to -/2/4/6
Title: Re: [0.9.51a-RC6] Aardwolf & Zenith: ARRUS Hullmods 0.5
Post by: Versil on July 23, 2023, 11:01:44 PM
mod abandoned?

It's not abandoned, I just took a break when 0.96 was about to launch and then got very distracted by Tears of the Kingdom. I'm currently working on it for 0.96.

Awesome. Thanks for the reply.
Title: Re: [0.96a-RC10] Aardwolf & Zenith: ARRUS Hullmods 0.5.1
Post by: ctuncks on July 24, 2023, 10:33:16 PM
ARRUS Hullmods 0.5.1 (https://drive.google.com/file/d/12s3Z_c8dI1f01MZQNZZD5vhvheWFva9Z/view?usp=share_link)

- Updated for 0.96a-RC10.
- Reversions now only applicable to built in or S-mods with penalties.
- Enabled Safeties now suppress Safety Overrides, Safety Overrides looks like it gets removed, but it'll be back after this mod is removed. *Couldn't revert the engine colour change, so this was the next best option at the time.
- Superalloy Plates now only installable with S-Modded Heavy Armour.
- Refurbished hangers reworked:
     - No longer works off of altered Converted Hanger/Converted Cargo Bay, both mods are back to vanilla standards.
     - Removes all penalties of Converted Hanger/Converted Cargo Bay and makes their fighter bays "Normal" so Expanded Deck Crews and mods with similar requirements are now installable.
     - For non frigate hulls with Converted Hanger S-Modded in adds an additional fighter bay *Bonus since this mod otherwise renders the S-Mod bonus moot.
     - Grants + 1 bay up to -/2/4/6 bays for carriers with normal fighter bays with no built in wings.
- Stopgap Suite hullmod added which replaces the entire category on the refit screen. This hullmod now dynamically adds Stopgaps depending on which D-Mods a ship has, each stopgap can be toggled between being "OFF" or "ON". All of them default to "OFF"

Title: Re: [0.96a-RC10] WIP Aardwolf & Zenith: ARRUS Hullmods 0.6
Post by: ctuncks on October 02, 2023, 03:06:03 AM
ARRUS Hullmods 0. (https://drive.google.com/file/d/12s3Z_c8dI1f01MZQNZZD5vhvheWFva9Z/view?usp=share_link)6

- Upgrade Packages rolled into an Augmentation suite to help cut down on UI Clutter.
- Upgrade Packages now cost credits and story points (at some levels), now also have level requirements on top of reputation requirements (if Starship Legends is installed)
- Flux Coil Adjunct renamed to Flux Coil Auxiliary and rolled into a suite.
- Flux Distributor renamed to Ancillary Flux Radiator and rolled into a suite.
- Parallel Maintenance Systems renamed to Manual Maintenance Operations and rolled into a suite.
- Maintenance costs for upgrade packages lowered since they now cost a larger amount of  credits upfront.
- Manual Maintenance Operations now also reduces hull.
- Reworked UI for the above to make as clear as possible what everything does, what it costs and what it requires.
- Added Demilitarised Hull to Reversions, this adds Civilian grade hull, reduces minimum crew by 50% and reduces burn level by 1 if ship has 10/9/8/7 or greater burn level.*
*Wanted this for ships from other mods that feel like they should have had Civilian grade hull, or a conversion job that didn't adjust the stats properly.
- Added 3 Diagnostic Hullmods for Crew, Fuel and Supplies. Each gives fleet level readouts on each resource and has some preset suggestions and how much is required to meet them. Hullmods do not need to be installed, just moused over.
- Added Exclusive PD Adapter and Total PD Adapter Hullmods, both affect default PD systems (non missile) to either PD_ONLY or PD, mutually exclusive with each other.
Title: Re: [0.96a-RC10] WIP Aardwolf & Zenith: ARRUS Hullmods 0.6
Post by: kadu522 on October 11, 2023, 11:41:57 AM
While this package of hullmods can be very broken in the right hands, i really like rolling with then as a way to extend my options by basicly investing in already present ships in my fleet. (plus is makes me less paranoid around d-mods)

I still need to test the new balanceing changes though. [note that i do play with starship legends so i do have ship rep limitations]
Title: Re: [0.96a-RC10] WIP Aardwolf & Zenith: ARRUS Hullmods 0.6
Post by: Algoul on October 11, 2023, 01:02:25 PM
This is impressive mod, it is what i need. It give a much needed touch to customizing of my precious ship(s). IMHO it totally perfect now, feel no reasons to "balanced" it.
Title: Re: Aardwolf & Zenith: ARRUS Hullmods
Post by: meatball on October 11, 2023, 07:47:00 PM

Fatal.Null Crash #1: I go to visit a lead on an equipment cache I got from the storyteller, loot the cache. It contains two ARRUS Hullmod blueprint-thingies, among other things. Right next to the equipment cache is a Hegemony Deserter bounty fleet, which I go to fight. Game crashes shortly into the battle not long after enemy ships are on screen and the shooting starts. When I restarted the game and went through the same sequence of events, I was able to complete the battle just fine. Odd. Did typical campaign stuff, modifying ships, and simulator battles. Simulator battles worked fine. I don't get into any more actual battles until the next crash(es). I never got around to installing any of the new hullmods despite unlocking two of them.

Fatal.Null Crash#2 and 3 and so on:
I go to destroy a Pirate Base. Engage a small armada of Pirate ships and the station itself. Not long after enemy ships are on screen and the shooting starts, fatal.null crash. Reboot the game, same exact sequence of events, game crashes about the same time.
While writing this up, I tried just fighting the pirate fleet (not the station) and deployed only my destroyer flagship, completed the battle with no problems. Go on to battle the station and a small group of ships, and deploy seven or eight ships of my own? Game crashes before anything has a chance to explode. I thought maybe it could be ARRUS hullmods on the enemy ships but when I examined their fleet on the pre-battle screen I didn't see anything out of the ordinary. Now I've been spawning enemy fleets and doing battles with different ships deployed and I can't seem to figure out what will consistentlycause it to crash, but it always does after a few, and the error is always the same.


I'm having similar problems too, with fatal:null errors every time I've moused over an ARRUS hullmod.
Title: Re: Aardwolf & Zenith: ARRUS Hullmods
Post by: ctuncks on October 12, 2023, 03:27:21 PM
I'm having similar problems too, with fatal:null errors every time I've moused over an ARRUS hullmod.

If you can replicate it I don't suppose you could please:

1. Version of my mod you're currently using?

2. Give me your mod list? I just ran it with Aarrus Hullmods, Console Commands, Lazylib, Lunalib, MagicLib, Nexerelin, Stellar Networks and Graphics Lib, for etsting purposes and could not get a crash with mouse overs.

3. A copy of the crash log?

4. Which Hullmod causes it?

5. What circumstances the crash happened in (Mouse over in refit screen or mouse over on the modspec item)?

I've had a few of and fixed a few of these errors usually relating to a lack of ship information causing a crash on the modspec item, it would be helpful to know where I might have missed some.

Title: Re: [0.96a-RC10] WIP Aardwolf & Zenith: ARRUS Hullmods 0.6
Post by: meatball on October 14, 2023, 01:55:04 AM
I apologize, but can i submit the details to you over Discord instead if the part of the .log I post isn’t enough to diagnose the problem?
 (if you want the entire .log file as I’m not sure whether you want the end of it or all of it)

The forum isn't letting me post them due to a "host error".

Thanks for responding so quickly!
Title: Re: [0.96a-RC10] WIP Aardwolf & Zenith: ARRUS Hullmods 0.6
Post by: meatball on October 15, 2023, 12:03:42 AM
 I have installed the current version of your mod. My modlist is below.

"PAGSM",
  "yunrutechmining",
  "pantera_ANewLevel30",
  "AAZ_arrus_hullmods",
  "Adjusted Sector",
  "A_S-F",
  "Angry Periphery",
  "ARSWP",
  "aod_core",
  "ash",
  "raccoonarms",
  "arulite_starworks",
  "AttunedDriveField",
  "battle_music",
  "timid_admins",
  "BSC",
  "bricky",
  "HMI_brighton",
  "ORK",
  "CaptainsLog",
  "CFT",
  "CJHM",
  "Csp",
  "clearCommands",
  "combatactivators",
  "CAS",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_console",
  "timid_cum",
  "Diktat Enhancement",
  "dex",
  "EmergentThreats_Vice",
  "Everybody loves KoC",
  "exoticatechnologies",
  "lyr_ehm",
  "fast_engine_rendering",
  "fluffships",
  "forge_production",
  "sun_fuel_siphoning",
  "GrandColonies",
  "HMI_SV",
  "HMI",
  "hostileIntercept",
  "illustrated_entities",
  "immersionFriendlyPortraitPack",
  "IndEvo",
  "interestingportraitspack",
  "timid_xiv",
  "JYD",
  "kadur_remnant",
  "kazeron",
  "keruvim_shipyards",
  "lost_sector",
  "LTA",
  "lw_lazylib",
  "lobster_proliferation",
  "lockedAndLoaded",
  "luddenhance",
  "luddenhanceied",
  "lunalib",
  "MagicLib",
  "Mayasuran Navy",
  "missingships",
  "MoreBarMissions",
  "niko_moreCombatTerrainEffects",
  "MoreMilitaryMissions",
  "ness_saw",
  "nexerelin",
  "sun_nomadic_survival",
  "luddandlions",
  "officerExtension",
  "JYDR",
  "PirateMiniMegaMod",
  "wisp_perseanchronicles",
  "planet_search",
  "wyv_planetaryShieldAccessControl",
  "portrait",
  "progressiveSMods",
  "QualityCaptains",
  "assortment_of_things",
  "roider",
  "rotcesrats",
  "scalartech",
  "sclskl_scalingskilllimits",
  "Scrapyard",
  "Seafood",
  "secretsofthefrontier",
  "holdsforall",
  "swp",
  "spacetruckin",
  "mayu_specialupgrades",
  "speedUp",
  "sun_starship_legends",
  "stelnet",
  "StopGapMeasures3",
  "scf",
  "timid_supply_forging",
  "supportships",
  "tahlan",
  "presmattdamon_takenoprisoners",
  "Terraforming & Station Construction",
  "thong",
  "thongredacto",
  "TORCHSHIPS",
  "TTSC",
  "vesships",
  "underworld",
  "uaf",
  "US",
  "unthemedweapons",
  "UGH",
  "vayrasector",
  "vayrashippack",
  "whichmod",
  "yunruhullmods",
  "unpackblueprints",
  "yunrucore",
  "prvExtra",
  "prvPath",
  "prv",
  "shaderLib"

 Here's the tail end of my .log file:
Code
310228 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.hullmods.ZDA_Sup_Diag.addPostDescriptionSection(ZDA_Sup_Diag.java:53)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
at com.fs.starfarer.ui.O0Oo.oÒ0000(Unknown Source)
at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.ModPickerDialogV3.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)


 These hullmods are 100% confirmed to cause a fatal:null error when moused over in the main menu mission's refit screen, as well as the upgrade packages themselves. (I think)

 - Crew Diagnstics
 - Supply Diagnostics
 - Fuel Diagnostics

Thanks for offering your help to me, as I am but a humble meatball.





Title: Re: [0.96a-RC10] WIP Aardwolf & Zenith: ARRUS Hullmods 0.6
Post by: Kris_xK on October 15, 2023, 12:33:24 AM
Balance be damned, I'm having a great time. Love the mod!
Title: Re: [0.96a-RC10] WIP Aardwolf & Zenith: ARRUS Hullmods 0.6
Post by: ctuncks on October 15, 2023, 01:24:13 AM
These hullmods are 100% confirmed to cause a fatal:null error when moused over in the main menu mission's refit screen, as well as the upgrade packages themselves. (I think)

 - Crew Diagnstics
 - Supply Diagnostics
 - Fuel Diagnostics

Thanks for offering your help to me, as I am but a humble meatball.

Ok I had a look at the crashlog seems the 53rd line of the Supply Diagnostics caused the crash which is really weird because it's just getting the float value of how many supplies the player's fleet uses everyday. Just before I go delving into the realm of trying to see if it's a cross mod issue are you on 0.96a-Rc10 of starsector? Also what circumstance did it pop up in? Was it in a mission?
Title: Re: [0.96a-RC10] WIP Aardwolf & Zenith: ARRUS Hullmods 0.6
Post by: meatball on October 15, 2023, 07:51:14 PM
It happened while I was trying to refit a ship in a main menu mission, and yes, I am playing on the latest version of SS.
Title: Re: [0.96a-RC10] WIP Aardwolf & Zenith: ARRUS Hullmods 0.6
Post by: ctuncks on October 15, 2023, 11:34:09 PM
It happened while I was trying to refit a ship in a main menu mission, and yes, I am playing on the latest version of SS.

Ok in a way that's good, I've found out through some conferring with other modders on discord and through some testing, that missions don't quite work in the same way as campaign mode. In the sense that there's a sections of campaign data that the game can't pull on in mission mode. This means that when some of my mods try to fetch that non existing data it comes up with that fatal null.

I never really thought about the hullmods being used for missions, so best bet is to not use them, I've found a way to disable them for mission mode for my next release.
Title: Re: [0.96a-RC10] WIP Aardwolf & Zenith: ARRUS Hullmods 0.6
Post by: meatball on October 16, 2023, 02:08:52 AM
So do you mean that they won’t crash the game in the campaign?
Title: Re: [0.96a-RC10] WIP Aardwolf & Zenith: ARRUS Hullmods 0.6
Post by: ctuncks on October 16, 2023, 02:45:07 AM
So do you mean that they won’t crash the game in the campaign?

They shouldn't unless I've left a incorrect calling method in there. If there is I haven't found it yet.
Title: Re: [0.96a-RC10] WIP Aardwolf & Zenith: ARRUS Hullmods 0.6
Post by: meatball on October 16, 2023, 05:11:41 AM
I've tested it out and they don't cause a crash in my campaign at all.
(I can have my flux capacitors back yay)
Thanks for all the help!
Title: Re: [0.96a-RC10] WIP Aardwolf & Zenith: ARRUS Hullmods 0.6
Post by: ctuncks on October 17, 2023, 02:45:00 AM
ARRUS Hullmods 0.65 (https://drive.google.com/file/d/12s3Z_c8dI1f01MZQNZZD5vhvheWFva9Z/view?usp=share_link)

- Hullmods from this mod are now disabled in Mission mode, they were never intended for it and more importantly some were causing fatal null crashes.

- New Reversion Reclaimed Racks; reverts all bonuses and penalties of Expanded Missile Racks.
- New Rectification Rack Optimiser; eliminates the penalty of S-Modded Expanded Missile Racks.
- Standardised Emitter has been reworked somewhat:
* Requires a shield.
* Improves Front Arc by 120/110/100/90 up to a threshold of 210/200/190/180 any remaining bonus is divided by 2.5.
* Imrpoves Omni Arc by 90/80/60/70 up to a threshold of 150/140/130/120 any remaining bonus is divided by 2.5.
* Improves Flux/Sec by 10% to a threshold of 40% any remaining bonus is divided by 2.
* Imrpoves Flux/Dam by 40/35/30/25% to a threshold of 80/85/90/95% any remaining bonus is divided by 4.
* Negates Speed Penalty from Makeshift Shield.
! Shield values are set so they are considered to be the "Base" value, any other mod that sets any of these values will overwrite this hullmod or be overwritten by it depending on install order.
Title: Re: [0.96a-RC10] WIP Aardwolf & Zenith: ARRUS Hullmods 0.65
Post by: Versil on February 25, 2024, 12:40:58 AM
ctuncks Hi there! Can you update mod for 097 version?
Title: Re: [0.96a-RC10] WIP Aardwolf & Zenith: ARRUS Hullmods 0.65
Post by: ctuncks on February 28, 2024, 04:15:52 PM
ctuncks Hi there! Can you update mod for 097 version?

I'm currently working on both updating it and finishing off one of the newer features, distributing hullmods to the CPU, just hit a snag on module ships/stations.
Title: Re: [0.96a-RC10] WIP Aardwolf & Zenith: ARRUS Hullmods 0.65
Post by: TimeDiver on February 28, 2024, 04:25:41 PM
ctuncks Hi there! Can you update mod for 097 version?

I'm currently working on both updating it and finishing off one of the newer features, distributing hullmods to the CPU, just hit a snag on module ships/stations.
Will the new release be compatible with saves created in v0.65 of this mod w/ Starsector v0.97RC(insert#here), or will a new start be required?
Title: Re: [0.96a-RC10] WIP Aardwolf & Zenith: ARRUS Hullmods 0.65
Post by: ctuncks on February 28, 2024, 04:45:22 PM
ctuncks Hi there! Can you update mod for 097 version?

I'm currently working on both updating it and finishing off one of the newer features, distributing hullmods to the CPU, just hit a snag on module ships/stations.
Will the new release be compatible with saves created in v0.65 of this mod w/ Starsector v0.97RC(insert#here), or will a new start be required?

I'm not 100% sure if it would be compatible or not, I would say a new start is probably warranted. There's alot of under the hood changes and additions that might cause havoc with the older version. If you're looking to continue a save file that you've updated to v0.97RC I'd probably just suggest manually updating my last version to 0.97 granted I haven't tested on 0.97 as of yet. (Mostly waiting for a few mod updates like Console Command before I migrate it)
Title: Re: [0.96a-RC10] WIP Aardwolf & Zenith: ARRUS Hullmods 0.65
Post by: Versil on February 28, 2024, 09:49:55 PM
ctuncks Hi there! Can you update mod for 097 version?

I'm currently working on both updating it and finishing off one of the newer features, distributing hullmods to the CPU, just hit a snag on module ships/stations.
*CLICK* Nice
Title: Re: [0.96a-RC10] WIP Aardwolf & Zenith: ARRUS Hullmods 0.65
Post by: ctuncks on March 10, 2024, 03:05:11 AM
ARRUS Hullmods 0.7 for 0.96a-RC10  (https://drive.google.com/file/d/1xFGaLG7lceKxMJm2w_xYa2pA18K_k2KO/view?usp=drive_link)


ARRUS Hullmods 0.8 for 0.97a-RC8  (https://drive.google.com/file/d/1YmTN-3R7VIZShUM8cRb_-uvMh8JsNkUS/view?usp=drive_link)


- 0.7 and 0.8 are functionally identical; 0.7 is for 0.96a-RC10 whereas 0.8 is for 0.97a-RC8

Balance Changes:

- Standardised Emitter:
  Bonus Arc size and Arc size thresholds reduced.

- Bonus:
- Front Bonus:  90/80/70/60 down from 120/110/100/90
- Omni Bonus: 70/60/50/40 down from 90/80/60/70

- Threshold:
- Front Threshold: 180/170/160/150 down from 210/200/190/180
- Omni Threshold: 130/120/110/100 down from 150/140/130/120

- Augmentations: Credit Cost Increase
- Standard: Costs Increased to 15,000 / 60,000/ 270,000/ 840,000 from 13,000 / 43,000 / 176,000 / 476,000
- Notable: Costs Increased to 28,000/ 112,000 / 510,000 / 1,600,000 from 19,000 / 61,000 / 249,000 / 674,000
- Superior: Costs Increased to 41,000 / 164,000 / 750,000 / 2,320,000 from 25,000 / 76,000 / 306,000 / 826,000
- Exceptional: Costs Increased to 53,000 / 212,000 / 975,000 / 3,000,000 from 30,000 / 88,000 / 354,000 / 955,000
- Penultimate: Costs Increased to 64,000 / 252,000 / 1,170,000 / 3,600,000 from 35,000 / 100,000 / 397,000 / 1,069,000

Minor fixes and additions:

- Added a few Strip protections to hullmods that cost credits, to prevent accidental loss.

- Added a settings.json file in data/config that contains various settings that can be played around with, see readme in same folder or 2nd post here for details.

- Reputation from Sundog’s Starship Legends is now completely optional as an upgrade requirement, even if you have it installed, can be changed in settings. By default, the requirement is set to false.

- Added a coloured jitter “aura” to ships with Augmentation Hullmods. Can be disabled in settings, check readme for colours. (Tried to balance for clarity and performance) By default, is set to true.

Major additions:

- Augmentation Hullmods (and extra hullmods) are now added to the CPU via a randomiser with conditions. (see settings readme for more)
These upgrades are added post inflation so extra hullmods had to be added via script (the CPU otherwise just sits on it’s now expanded OP budget and does nothing with it) the hullmods tend to be generically defensive or offensive in nature avoiding most of the more specialist hullmods, like safety overrides, Missile Autoloader or any specific campaign hullmods like Auxiliary Fuel Tanks.

In theory player faction ships (not in fleet) should also be able to receive these with the caveat that they can only add hullmods that the player has learned. I haven’t actually tested this out personally yet, but as long as they follow the same inflation rules as all the other factions It should work.

For the initial release the focus is just on regular vanilla factions, there may be some weird or less than ideal interactions with other modded ships/hullmods. For example, HMI junkers with the Rapid Repair Hullmod and a high enough Augmentation hullmod will install Makeshift Shields despite it being somewhat less optimal since I haven’t written in an exception for them yet. I intend to add these exceptions over time where I can.

It also may allow for conflicting Hullmods to be installed (hullmod coding dependant) at the same time since it’s being added via coding and not a manual installation.

Initial difficulty may be off (haven’t tested fully yet) editing the settings file should hopefully allow some custom control on that front.

- The Scion Control System is an under the hood hullmod that should be automatically installed on module ships and stations to push data from the parent hull to it’s modules this is mostly so some of my hullmods will treat a module as being the same hullsize as it’s parent rather than it’s actually size. Not all the tooltips have been updated to reflect this yet.

Warnings:

- There may be a chance for null crashes probably involving modules. I’ve attempted to squash as many as I can find, but some may have slipped through. I would appreciate reporting any crashes preferably with the crash log.

- There may be a chance for a potential memory leak regarding the listener for the installation for the Scion Control System. I haven’t been able to replicate it reliably but so far, the only time I’ve had a leak sometimes come up is when I’ve exited a campaign and then loaded a different campaign.
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: krisslanza on March 10, 2024, 07:47:52 AM
Woo, this mod returns!
Did run into one mouseover crash thus far though, I just recall the hullmod had a like... Domain of Man icon on it...
Quote
1273384 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShipAPI.getVariant()" because "ship" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShipAPI.getVariant()" because "ship" is null
   at data.hullmods.Augmentations.ZDA_Aug_Sui.addPostDescriptionSection(ZDA_Aug_Sui.java:80) ~[?:?]
   at com.fs.starfarer.api.campaign.impl.items.ModSpecItemPlugin.createTooltip(ModSpecItemPlugin.java:211) ~[starfarer.api.jar:?]
   at com.fs.starfarer.campaign.ui.trade.CargoDataGridView$1.createImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O0Oo.super.new(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.ui.trade.CargoDataGridView.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.ui.oOoO.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.coreui.voidnew.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: ctuncks on March 10, 2024, 08:20:14 AM
Woo, this mod returns!
Did run into one mouseover crash thus far though, I just recall the hullmod had a like... Domain of Man icon on it...
Quote
1273384 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShipAPI.getVariant()" because "ship" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShipAPI.getVariant()" because "ship" is null
   at data.hullmods.Augmentations.ZDA_Aug_Sui.addPostDescriptionSection(ZDA_Aug_Sui.java:80) ~[?:?]
   at com.fs.starfarer.api.campaign.impl.items.ModSpecItemPlugin.createTooltip(ModSpecItemPlugin.java:211) ~[starfarer.api.jar:?]
   at com.fs.starfarer.campaign.ui.trade.CargoDataGridView$1.createImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O0Oo.super.new(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.ui.trade.CargoDataGridView.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.ui.oOoO.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.coreui.voidnew.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]

Mind if I ask what circumstances that crashed in? The line in question is a simple Hullmod Boolean. I think I know what I did wrong here, on the hullmod item it's trying to check a non existent ship for that hullmod.

Ok it was that issue, fixed for both versions.
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: envoy12 on March 10, 2024, 12:00:11 PM
Hello there! Just downloaded this mod to try it out today, it seems very interesting, but have been getting an error several minutes after loading my save. Seems to be linked to augment generation for NPC fleets, and has been happening in my colonies' system for the most part.

Spoiler
1741750 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.loading.WeaponSpecAPI.getType()" because the return value of "com.fs.starfarer.api.combat.ShipVariantAPI.getWeaponSpec(String)" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.loading.WeaponSpecAPI.getType()" because the return value of "com.fs.starfarer.api.combat.ShipVariantAPI.getWeaponSpec(String)" is null
   at data.aaz_ar_hull_scripts.ZDA_Augment_Inflation_Listener.reportFleetInflated(ZDA_Augment_Inflation_Listener.java:2721) ~[?:?]
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportFleetInflated(ListenerUtil.java:400) ~[starfarer.api.jar:?]
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.ooOO$2.ÒÕO000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.ooOO$2.beforeShown(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.F.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
[close]
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: TimeDiver on March 10, 2024, 02:42:27 PM
Had a CTD-during-load (the game, not a save) with v0.8 (re-downloaded after you hotfix'd them), with the following error message:
Code
135702 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.loading.specs.P.hasTag(String)" because "<local3>" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.loading.specs.P.hasTag(String)" because "<local3>" is null
at com.fs.starfarer.loading.specs.HullVariantSpec.hasDMods(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.codex.CodexData.Object(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.codex.CodexData.<init>(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.codex.oOOO.<init>(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.codex.oOOO.Ô00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
Might be a poor mod interaction with yours, but here's my list of mods, from stelnet.log (103 total):
Spoiler
SYSTEM PROPERTIES
Java version: 23-beta
Java vendor: Eclipse Adoptium

ENABLED MODS
PAGSM-1.14.preview:  Phillip Andrada: Gas Station Manager
aitweaks-1.4.6: AI Tweaks
advanced_gunnery_control_dbeaa06e-1.16.1: AdvancedGunneryControl
adversary-6.0.0: Adversary
apex_design-1.2.8: Apex Design Collective
armaa-2.36: Arma Armatura
automatic-orders-1.4: Automatic Orders
timid_admins-1.88: Better Colonies
better_deserving_smods-0.11.3: Better Deserving S-Mods! & Progressive S-Mods
blackrock_driveyards-0.9.5b4: Blackrock Drive Yards
yrutl-1.0.0: Boarding Util
CaptainsLog-0.2.0: Captain's Log
dp_mnemonic_utils-1.0.e: ClearCommands & MnemonicUtils
combatactivators-1.3.0: Combat Activators
chatter-1.14.1: Combat Chatter
cmutils-0.4.0: Combat Misc Utils
lw_radar-3.0: Combat Radar
timid_commissioned_hull_mods-1.999999gggg: Commissioned Crews
lw_console-2023.5.05: Console Commands
timid_cum-1.14: Content Unlocking Missions
customizablestarsystems-2.0.0: Customizable Star Systems
istl_dassaultmikoyan-1.6a: Dassault-Mikoyan Engineering
DetailedCombatResults-5.4.0: Detailed Combat Results
diable_armatronics-1.0: Diable Armatronics
diableavionics-2.8.4: Diable Avionics
Diktat Enhancement-1.2.2c: Diktat Enhancement
dex-0.0.17.1: Domain Explorarium Expansion
dynamictariffs-1.1.1a: Dynamic Tariffs & Fighter Expansion Rebalanced
edshipyard-2.6.5: ED Shipyards
EmergentThreats_Vice-0.5.3: Emergent Threats
EmergentThreats_IX_Revival-0.5.3: Emergent Threats: IX Revival
seven_nexus-2.1.2: Epta Consortium
exoticatechnologies-1.8.5: Exotica Technologies
lyr_ehm-0.8.6b: Experimental Hull Modifications
fast_engine_rendering-1.1.2: Fast Engine Rendering
fleethistory-1.0.10: Fleet Action History
fleet_journal-1.1.2: Fleet Journal
fleetsizebydp-1.0.2b: Fleet Size By DP
sun_flux_reticle-1.3.0: Flux Reticle
gladiatorsociety-1.3(beta): Gladiator Society
GrandColonies-2.0.e: Grand.Colonies
hte-1.4.13: High Tech Expansion
HIVER-1.11: Hiver Swarm
hostileIntercept-1.3.3: Hostile Intercept (and Autopause!)
hullmod_expansion-4.4: HullMods Expansion
sun_hyperdrive-2.5.2: Hyperdrive
IndEvo-3.3.e: Industrial.Evolution
Imperium-2.6.4: Interstellar Imperium
timid_xiv-1.18.3aj: Iron Shell
lost_sector-0.6.1d: LOST_SECTOR
lw_lazylib-2.8b: LazyLib
leadingPip-1.9.4: Leading Pip
logisticsNotifications-1.4.5: Logistics Notifications
luddenhance-1.2.6e: Luddic Enhancement
luddenhanceied-1.2.6a: Luddic Enhancement IED
lunalib-1.8.4: LunaLib
wisp_magicAchievementsVanillaPack-1.2.3: Magic Achievements: Vanilla Pack
MagicLib-1.4.1: MagicLib
su_CarrierHullmod-1.6.2b: Modern Carriers
MoreBarMissions-0.0.5: More Bar Missions
niko_moreCombatTerrainEffects-1.3.2: More Combat Terrain Effects
MoreMilitaryMissions-0.4.2: More Military Missions
Neutrino-1.87-RC3: Neutrino Corporation: NE
nexerelin-0.11.1b: Nexerelin
yrex-0.3.2: Nijigen Extend
sun_nomadic_survival-1.4.0: Nomadic Survival
officerExtension-OPF.03: Officer Extension - The OP Fork
JYDR-0.8: Ore Refinery
particleengine-0.71: Particle Engine
wisp_perseanchronicles-0.13.0: Persean Chronicles & Locked and Loaded
planet_search-1.2.2: Planet Search
pt_qolpack-1.2: QoL Pack
QualityCaptains-1.6.1: Quality Captains
assortment_of_things-2.0.9-Part1: Random Assortment of Things
sun_ruthless_sector-1.6.1: Ruthless Sector
tahlan_scalartech-0.9.1: ScalarTech Solutions
scan_those_gates-1.5.7: Scan Those Gates
RC_Second_Wave_Options-0.6.5: Second Wave Options
secretsofthefrontier-0.14: Secrets of the Frontier
SEEKER-0.6.2: Seeker - Unidentified Contact
swp-1.15.1: Ship/Weapon Pack
speedUp-1.0.1: SpeedUp
sun_starship_legends-2.5.2: Starship Legends
stelnet-3.1.3: Stellar Networks
Sunrider-0.4.1: Sunrider
superweapons-2.5b: Superweapons Arsenal
System_Marker-0.1.8: System Marker
tahlan-1.2.6: Tahlan Shipworks
presmattdamon_takenoprisoners-0.16.1: Take No Prisoners
Terraforming & Station Construction-8.4.6: Terraforming & Station Construction
knights_of_ludd-1.1.1: The Knights of Ludd
star_federation-0.99-RC5: The Star Federation
timid_tmi-0.98: Too Much Information
TORCHSHIPS-0.17rc1: Torchships And Deadly Armaments
transfer_all_items-1.2: Transfer All Items
underworld-1.8.3: Underworld
uaf-0.7.5c: United Aurora Federation
unthemedweaponsutils-0.6.1: Unthemed Weapons Collection
vayrasector-3.2.1: Vayra's Sector
whichmod-1.2.2a: WhichMod
yrxp-3.0.0: Yuri Expedition
shaderLib-1.9.0: zz GraphicsLib
ShipCatalogVariantEditor-1.8.2: ~Ship Catalogue / Variant Editor
[close]
Reverted to an archived copy of v0.65 (with mod_info.json edited to allow v0.97RC11 of Starsector to enable it), which does not have the above CTD.
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: ctuncks on March 10, 2024, 04:34:54 PM
@ envoy12: Should be fixed now, I forgot to add some critical information for a module based check. They're unfortunately very finicky if you don't access them in the right way.

@ TimeDiver: I'm not exactly sure where the conflict is coming up, but it seems a HullVariantSpec is an issue. It seems to be related to D-Mods, so it might be something related to my Stopgap Suite, but I haven't touched it in awhile.

I notice you've got a fair number of mods that haven't been updated for awhile I don't know if you found an alternate source or manually updated the mod_info yourself, but that is a potential avenue for a conflict. Additionally you also have some mods that have been recently involved in a certain controversy involving inserted crash code (delayed) and bricking save files. In fact depending on what versions you are running you may have the triggers to set those off. 

Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: TimeDiver on March 10, 2024, 05:17:59 PM
@ TimeDiver: I'm not exactly sure where the conflict is coming up, but it seems a HullVariantSpec is an issue. It seems to be related to D-Mods, so it might be something related to my Stopgap Suite, but I haven't touched it in awhile.
Found the issue, and its my own damn fault.

I edited some .variant files to add some of Experimental Hull Modifications' hullmods to them, and some/all of EHM's hullmods are treated as d-mods by the game engine, causing a CTD when your mod detects them on game load.

Undoing those changes to the .variant files (i.e. restored an older weekly backup of my Starsector 'mods' folder) and there's no longer any CTD-during-game load.
Quote
I notice you've got a fair number of mods that haven't been updated for awhile I don't know if you found an alternate source or manually updated the mod_info yourself, but that is a potential avenue for a conflict. Additionally you also have some mods that have been recently involved in a certain controversy involving inserted crash code (delayed) and bricking save files. In fact depending on what versions you are running you may have the triggers to set those off.
Yeah, I found out about the whole charlie-foxtrot with <name redacted> and their subsequent banning from the Starsector modding community; can't really remove them until I start a new campaign, but I'm planning on trying some 'bootleg' versions from my backups, when I get the free time to do so.
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: ctuncks on March 10, 2024, 05:35:23 PM
@ TimeDiver: I'm not exactly sure where the conflict is coming up, but it seems a HullVariantSpec is an issue. It seems to be related to D-Mods, so it might be something related to my Stopgap Suite, but I haven't touched it in awhile.
Found the issue, and its my own damn fault.

I edited some .variant files to add some of Experimental Hull Modifications' hullmods to them, and some/all of EHM's hullmods are treated as d-mods by the game engine, causing a CTD when your mod detects them on game load.

Undoing those changes to the .variant files (i.e. restored an older weekly backup of my Starsector 'mods' folder) and there's no longer any CTD-during-game load.

Quote
I notice you've got a fair number of mods that haven't been updated for awhile I don't know if you found an alternate source or manually updated the mod_info yourself, but that is a potential avenue for a conflict. Additionally you also have some mods that have been recently involved in a certain controversy involving inserted crash code (delayed) and bricking save files. In fact depending on what versions you are running you may have the triggers to set those off.
Yeah, I found out about the whole charlie-foxtrot with <name redacted> and their subsequent banning from the Starsector modding community; can't really remove them until I start a new campaign, but I'm planning on trying some 'bootleg' versions from my backups, when I get the free time to do so.

I've played around a bit with  Experimental Hull Modifications, but didn't know they counted as D-Mods. Maybe I should change the way a d-mods are detected and just have a boolean that detects the relevant d-mods rather than all of them.
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: TimeDiver on March 10, 2024, 05:50:12 PM
I've played around a bit with  Experimental Hull Modifications, but didn't know they counted as D-Mods. Maybe I should change the way a d-mods are detected and just have a boolean that detects the relevant d-mods rather than all of them.
The exact cause is even more messed-up.

It was my poorly-thought-out attempt to bypass 'can't use ARRUS hullmods for Missions' by adding ARRUS hullmods to the .variant files, not EHM.

This unintentional charlie-foxtrot will teach me to be more careful / diligent in my testing... and to not do so without having a meal beforehand.

EDIT #1: One last addendum - Previous saves are NOT compatible (i.e. will not successfully load), unless the campaign.xml file(s) are edited to remove all 'zda_aug_fin_del' references.

EDIT #2: Given how risky editing campaign.xml is, I tried to create a 'dummy' zda_aug_fin_del hullmod, but that didn't work, since I specified a script that is no longer present. Gonna try something even more insane, but wanted to mention this.
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: ctuncks on March 10, 2024, 07:42:03 PM
@ TimeDiver I really did have to remove a lot of them from mission use, too many of them pull campaign data that was leading to null crashes. It was just easier restricting them.
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: TimeDiver on March 10, 2024, 07:57:51 PM
@ TimeDiver I really did have to remove a lot of them from mission use, too many of them pull campaign data that was leading to null crashes. It was just easier restricting them.
Understood, but I believe that updating the first post of the thread to indicate a lack of save compatibility between 0.65 and 0.8 (requiring dangerous edits to campaign.xml to get around) would be prudent.
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: ctuncks on March 10, 2024, 08:40:00 PM
@ TimeDiver I really did have to remove a lot of them from mission use, too many of them pull campaign data that was leading to null crashes. It was just easier restricting them.
Understood, but I believe that updating the first post of the thread to indicate a lack of save compatibility between 0.65 and 0.8 (requiring dangerous edits to campaign.xml to get around) would be prudent.

Oh thanks, thought I'd already put something like that there.
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: krisslanza on March 10, 2024, 09:05:26 PM
Gotta say, this certainly makes your early/mid game rough until you can find the Augmentation Suite somewhere, as randomly generated NPC fleets can be packing some seriously heavy amount of hullmods.
That being said, the new way you have things split up is certainly much nicer looking, and you only have to find the 'base' hullmod instead of trying to find each individual level. So once you get those base hullmods, you're ready to go!

Mind my early/mid game likely gets so rough because I'm running a lot of other mods that add more hullmods, so there's just a variety of good combat ones they start pulling from.
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: ctuncks on March 11, 2024, 12:31:58 AM
Gotta say, this certainly makes your early/mid game rough until you can find the Augmentation Suite somewhere, as randomly generated NPC fleets can be packing some seriously heavy amount of hullmods.
That being said, the new way you have things split up is certainly much nicer looking, and you only have to find the 'base' hullmod instead of trying to find each individual level. So once you get those base hullmods, you're ready to go!

Mind my early/mid game likely gets so rough because I'm running a lot of other mods that add more hullmods, so there's just a variety of good combat ones they start pulling from.

If you're not using it already I'd suggest installing Stellar Networks (needs an update or manual tweak to work) since it allows you to search for markets with specific items for sale, including hullmods.
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: Versil on March 11, 2024, 07:15:25 AM
ctuncks this mod affected to factions? I'm looting defeated warship and it's already have Augmentation Suite with Penultimate Upgrade Package (-750 OP). Is there any way to disable this?

upd: ah, i see. It's CPU Distribution feature
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: miles341 on March 19, 2024, 05:08:48 AM
Noticed that when I hover over enemy ships to recover after combat, it sometimes makes a coin clinking sound and suddenly several story points and lots of credits are gone without me doing anything. Only happens to ships that have the upgrade package and only once per ship. It also only takes story points if the ship has a superior or greater package, the notable ones only makes the sound. Definitely something to do with this mod, as I added it to my modded run mid-save, and only just started to have it happen now.

From my guess, when I hover over the ship it's seeing the ship having upgrade packages, and taking what it would cost to add the packages (the credits and story points) out of my account. This also only seems to occur if I've already learned the Augmentation Suite hullmod.

This happens even when I cut my modlist down to only this, Nexerelin, and console commands (along with their dependencies) on a new save, so it's likely not a compatibility issue, and I'm running the 0.97 version.

Any idea what is happening here?
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: ctuncks on March 19, 2024, 06:21:29 PM
Noticed that when I hover over enemy ships to recover after combat, it sometimes makes a coin clinking sound and suddenly several story points and lots of credits are gone without me doing anything. Only happens to ships that have the upgrade package and only once per ship. It also only takes story points if the ship has a superior or greater package, the notable ones only makes the sound. Definitely something to do with this mod, as I added it to my modded run mid-save, and only just started to have it happen now.

From my guess, when I hover over the ship it's seeing the ship having upgrade packages, and taking what it would cost to add the packages (the credits and story points) out of my account. This also only seems to occur if I've already learned the Augmentation Suite hullmod.

This happens even when I cut my modlist down to only this, Nexerelin, and console commands (along with their dependencies) on a new save, so it's likely not a compatibility issue, and I'm running the 0.97 version.

Any idea what is happening here?

I'm going to have to investigate, but I'm pretty sure it's 100% from my mod and is unintentional behavior due to a coding omission I didn't even think of. I had a similar issue in the past when using the strip command in refit where it would upgrade the augmentation hullmods when I didn't want it to. I might just make it so they can only be upgraded when the refit screen is open and see if that helps.
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: TimeDiver on March 20, 2024, 02:20:04 AM
Hello there! Just downloaded this mod to try it out today, it seems very interesting, but have been getting an error several minutes after loading my save. Seems to be linked to augment generation for NPC fleets, and has been happening in my colonies' system for the most part.

Spoiler
1741750 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.loading.WeaponSpecAPI.getType()" because the return value of "com.fs.starfarer.api.combat.ShipVariantAPI.getWeaponSpec(String)" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.loading.WeaponSpecAPI.getType()" because the return value of "com.fs.starfarer.api.combat.ShipVariantAPI.getWeaponSpec(String)" is null
   at data.aaz_ar_hull_scripts.ZDA_Augment_Inflation_Listener.reportFleetInflated(ZDA_Augment_Inflation_Listener.java:2721) ~[?:?]
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportFleetInflated(ListenerUtil.java:400) ~[starfarer.api.jar:?]
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.ooOO$2.ÒÕO000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.ooOO$2.beforeShown(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.F.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
[close]
@ctuncks: I get a very similar CTD, but for me it occurs when I try to view El Psi's Ship and Weapon Pack (latest version) bounty, after accepting it:
Spoiler
1540638 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.loading.WeaponSpecAPI.getType()" because the return value of "com.fs.starfarer.api.combat.ShipVariantAPI.getWeaponSpec(String)" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.loading.WeaponSpecAPI.getType()" because the return value of "com.fs.starfarer.api.combat.ShipVariantAPI.getWeaponSpec(String)" is null
   at data.aaz_ar_hull_scripts.ZDA_Augment_Inflation_Listener.reportFleetInflated(ZDA_Augment_Inflation_Listener.java:2721) ~[?:?]
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportFleetInflated(ListenerUtil.java:400) ~[starfarer.api.jar:?]
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source) ~[port_obf.jar:?]
   at data.scripts.campaign.intel.SWP_IBBIntel.createSmallDescription(SWP_IBBIntel.java:929) ~[?:?]
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.comms.return.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
[close]
EDIT: Setting "zda_augment_pack_enable_boolean" to FALSE in this mod's settings.json file ensures that the CTD does not occur, so (apparently) the issue has something to do with the bounty in question featuring a modular ship; specifically, El Psi's sporeship from SWP.
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: ctuncks on March 20, 2024, 02:50:21 AM
Hello there! Just downloaded this mod to try it out today, it seems very interesting, but have been getting an error several minutes after loading my save. Seems to be linked to augment generation for NPC fleets, and has been happening in my colonies' system for the most part.

Spoiler
1741750 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.loading.WeaponSpecAPI.getType()" because the return value of "com.fs.starfarer.api.combat.ShipVariantAPI.getWeaponSpec(String)" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.loading.WeaponSpecAPI.getType()" because the return value of "com.fs.starfarer.api.combat.ShipVariantAPI.getWeaponSpec(String)" is null
   at data.aaz_ar_hull_scripts.ZDA_Augment_Inflation_Listener.reportFleetInflated(ZDA_Augment_Inflation_Listener.java:2721) ~[?:?]
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportFleetInflated(ListenerUtil.java:400) ~[starfarer.api.jar:?]
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.ooOO$2.ÒÕO000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.ooOO$2.beforeShown(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.F.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
[close]
@ctuncks: I get a very similar CTD, but for me it occurs when I try to view a Ship and Weapon Pack (latest version) bounty, after accepting it:
Spoiler
1540638 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.loading.WeaponSpecAPI.getType()" because the return value of "com.fs.starfarer.api.combat.ShipVariantAPI.getWeaponSpec(String)" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.loading.WeaponSpecAPI.getType()" because the return value of "com.fs.starfarer.api.combat.ShipVariantAPI.getWeaponSpec(String)" is null
   at data.aaz_ar_hull_scripts.ZDA_Augment_Inflation_Listener.reportFleetInflated(ZDA_Augment_Inflation_Listener.java:2721) ~[?:?]
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportFleetInflated(ListenerUtil.java:400) ~[starfarer.api.jar:?]
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source) ~[port_obf.jar:?]
   at data.scripts.campaign.intel.SWP_IBBIntel.createSmallDescription(SWP_IBBIntel.java:929) ~[?:?]
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.comms.return.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
[close]

Do you know if the bounty had a module ship in it? The line in question is seeing if a module of a ship has an inbuilt ballistic weapon. Also was it Dark.Revenant's Ship and Weapon Pack?
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: TimeDiver on March 20, 2024, 03:15:36 AM
Hello there! Just downloaded this mod to try it out today, it seems very interesting, but have been getting an error several minutes after loading my save. Seems to be linked to augment generation for NPC fleets, and has been happening in my colonies' system for the most part.

Spoiler
1741750 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.loading.WeaponSpecAPI.getType()" because the return value of "com.fs.starfarer.api.combat.ShipVariantAPI.getWeaponSpec(String)" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.loading.WeaponSpecAPI.getType()" because the return value of "com.fs.starfarer.api.combat.ShipVariantAPI.getWeaponSpec(String)" is null
   at data.aaz_ar_hull_scripts.ZDA_Augment_Inflation_Listener.reportFleetInflated(ZDA_Augment_Inflation_Listener.java:2721) ~[?:?]
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportFleetInflated(ListenerUtil.java:400) ~[starfarer.api.jar:?]
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.ooOO$2.ÒÕO000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.ooOO$2.beforeShown(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.F.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
[close]
@ctuncks: I get a very similar CTD, but for me it occurs when I try to view a Ship and Weapon Pack (latest version) bounty, after accepting it:
Spoiler
1540638 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.loading.WeaponSpecAPI.getType()" because the return value of "com.fs.starfarer.api.combat.ShipVariantAPI.getWeaponSpec(String)" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.loading.WeaponSpecAPI.getType()" because the return value of "com.fs.starfarer.api.combat.ShipVariantAPI.getWeaponSpec(String)" is null
   at data.aaz_ar_hull_scripts.ZDA_Augment_Inflation_Listener.reportFleetInflated(ZDA_Augment_Inflation_Listener.java:2721) ~[?:?]
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportFleetInflated(ListenerUtil.java:400) ~[starfarer.api.jar:?]
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source) ~[port_obf.jar:?]
   at data.scripts.campaign.intel.SWP_IBBIntel.createSmallDescription(SWP_IBBIntel.java:929) ~[?:?]
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.comms.return.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
[close]

Do you know if the bounty had a module ship in it? The line in question is seeing if a module of a ship has an inbuilt ballistic weapon. Also was it Dark.Revenant's Ship and Weapon Pack?
Yes, it was a multi-module ship, and yes, the ship is from Dark.Revenant's Ship and Weapon Pack (swp_boss_sporeship_cus.variant). Edited previous reply accordingly.
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: ctuncks on March 20, 2024, 03:23:50 AM
@ TimeDiver
Thank you for the ship id, I think I might have mucked up how that chunk of code works so I'm trying to write something more stable. As I mentioned earlier modules are extremely finicky even if you're just looking to extract a boolean out of them.

- Edited: Yes I did bungle that piece of code I've got a working replacement for it, but I'll have to wait until tomorrow to implement it. It's going to require a new save however since I'll need to alter the inflation script.
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: TimeDiver on March 20, 2024, 02:30:36 PM
It's going to require a new save however since I'll need to alter the inflation script.
Apologies if I come off as a bit obtuse in my reply, but... does this mean starting an entirely new campaign, or will an older save from before said bounty was added be sufficient? Or not, because scripts are 'baked' into the campaign.xml file somehow?
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: ctuncks on March 20, 2024, 10:48:22 PM
It's going to require a new save however since I'll need to alter the inflation script.
Apologies if I come off as a bit obtuse in my reply, but... does this mean starting an entirely new campaign, or will an older save from before said bounty was added be sufficient? Or not, because scripts are 'baked' into the campaign.xml file somehow?

That depends, did your game crash when you accepted the bounty or when you encountered the bounty? Inflation normally takes place when you make contact with a fleet, but I'm not sure how that interacts with custom bounties. Otherwise my 2 major fixes should be ok to add to a current save.
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: TimeDiver on March 20, 2024, 11:30:10 PM
It's going to require a new save however since I'll need to alter the inflation script.
Apologies if I come off as a bit obtuse in my reply, but... does this mean starting an entirely new campaign, or will an older save from before said bounty was added be sufficient? Or not, because scripts are 'baked' into the campaign.xml file somehow?

That depends, did your game crash when you accepted the bounty or when you encountered the bounty? Inflation normally takes place when you make contact with a fleet, but I'm not sure how that interacts with custom bounties. Otherwise my 2 major fixes should be ok to add to a current save.
CTD occurred upon accepting the bounty, which as I stated in an earlier reply, was averted (even after accepting said custom bounty) by setting "zda_augment_pack_enable_boolean" to FALSE in this mod's settings.json file and re-starting Starsector.

Should I test the actual encounter with "zda_augment_pack_enable_boolean" set to FALSE? Or is it enough to revert to a slightly older save once you've uploaded the hotfixed .jar file?
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: ctuncks on March 20, 2024, 11:40:05 PM
It's going to require a new save however since I'll need to alter the inflation script.
Apologies if I come off as a bit obtuse in my reply, but... does this mean starting an entirely new campaign, or will an older save from before said bounty was added be sufficient? Or not, because scripts are 'baked' into the campaign.xml file somehow?

That depends, did your game crash when you accepted the bounty or when you encountered the bounty? Inflation normally takes place when you make contact with a fleet, but I'm not sure how that interacts with custom bounties. Otherwise my 2 major fixes should be ok to add to a current save.
CTD occurred upon accepting the bounty, which as I stated in an earlier reply, was averted (even after accepting said custom bounty) by setting "zda_augment_pack_enable_boolean" to FALSE in this mod's settings.json file and re-starting Starsector.

Should I test the actual encounter with "zda_augment_pack_enable_boolean" set to FALSE? Or is it enough to revert to a slightly older save once you've uploaded the hotfixed .jar file?

Ok with zda_augment_pack_enable_boolean set to false it basically ignores all of the inflation listener which is about 3500 lines long (lot of spaces and comments). That is crashes upon accepting the bounty implies that it gets inflated on the spot. Once I have the hotfix done it should be ok from the testing I've done. I'll just have to omit a change I wanted to add since that probably will require a new campaign save (changing how a listener is implemented)
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: ctuncks on March 21, 2024, 06:00:50 AM
New fixes are in (hopefully). Salvaging ships with Augment hullmods was leading to the hullmods being removed and than upgraded (couldn't fin the cause) now if moused over there is an error beep, but that's just the augment resetting to the level it should be at.

The error popping up from multi module ships should also be fixed now (was an error in how inbuilt weapons were being detected).

It should be save compatible, but if you disabled the CPU inflater to keep playing then all currently inflated fleets (especially persistent bounties already taken) won't receive any augmentations due to the nature of inflation.
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: TimeDiver on March 21, 2024, 10:05:19 AM
New fixes are in (hopefully). Salvaging ships with Augment hullmods was leading to the hullmods being removed and than upgraded (couldn't fin the cause) now if moused over there is an error beep, but that's just the augment resetting to the level it should be at.

The error popping up from multi module ships should also be fixed now (was an error in how inbuilt weapons were being detected).

It should be save compatible, but if you disabled the CPU inflater to keep playing then all currently inflated fleets (especially persistent bounties already taken) won't receive any augmentations due to the nature of inflation.
Disclaimer: The below results are NOT from a freshly-started new campaign, but from an earlier save that pre-dates accepting the El Psi bounty mission that caused so many issues.

As much as I'd prefer to be the bearer of good news, the 0.8.003 hotfix did not resolve the crash(es)-to-desktop issue upon viewing a freshly-accepted bounty mission against a ship that is made up of modules.

Once more, the culprit is the El Psi bounty from Dark.Revenant's Ship and Weapon Pack v1.15.1 (newest release, freshly re-downloaded), which includes swp_boss_sporeship_cus.variant as the most likely suspect for said CTD.

Changing "zda_augment_pack_enable_boolean" in settings.json to false once again allowed safely viewing (on the Intel screen) AND engaging said bounty, even after accepting the mission (on a 0.8.002-created save).

I am increasingly of the opinion that I might have to start an entirely new campaign, to benefit from hotfix 0.8.003... and/or Sundog's Ruthless Sector doesn't play nice with this mod, going by the most recent starsector.log.

Relevant starsector.log snippet (re: Sundog's Ruthless Sector, using v1.6.1 alongside v0.8.003 of your mod, might have issues with how you coded ZDA_Augment_Inflation_Listener.java to interact with ships w/ modules):

Spoiler
203802 [Thread-2] WARN  ruthless_sector.CampaignScript  - Failed to inflate fleet
203803 [Thread-2] ERROR ruthless_sector.ModPlugin  - Cannot invoke "com.fs.starfarer.api.loading.WeaponSpecAPI.getType()" because the return value of "com.fs.starfarer.api.SettingsAPI.getWeaponSpec(String)" is null
    data.aaz_ar_hull_scripts.ZDA_Augment_Inflation_Listener.reportFleetInflated(ZDA_Augment_Inflation_Listener.java:583)
    com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportFleetInflated(ListenerUtil.java:400)
    com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
    ruthless_sector.CampaignScript.advance(CampaignScript.java:76)
    com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
    com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
    com.fs.starfarer.BaseGameState.traverse(Unknown Source)
    com.fs.state.AppDriver.begin(Unknown Source)
    com.fs.starfarer.combat.CombatMain.main(Unknown Source)
    com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
    com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    java.base/java.lang.Thread.run(Thread.java:1575)

203845 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
203849 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
203852 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
203855 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
203858 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
203861 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
203864 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
203866 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
203869 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
203872 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
203875 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
203878 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
203881 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
203883 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
203890 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
203892 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
203894 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
203896 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
203898 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
203900 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
203902 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
203904 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
203906 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
203908 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
203910 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
203912 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
204214 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.loading.WeaponSpecAPI.getType()" because the return value of "com.fs.starfarer.api.SettingsAPI.getWeaponSpec(String)" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.loading.WeaponSpecAPI.getType()" because the return value of "com.fs.starfarer.api.SettingsAPI.getWeaponSpec(String)" is null
   at data.aaz_ar_hull_scripts.ZDA_Augment_Inflation_Listener.reportFleetInflated(ZDA_Augment_Inflation_Listener.java:583) ~[?:?]
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportFleetInflated(ListenerUtil.java:400) ~[starfarer.api.jar:?]
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2.createFleetTooltip(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.F.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
[close]

Addendum: Disabling Ruthless Sector did NOT resolve the issue either; I'm pretty much out of ideas to test, other than starting a new campaign and cheating in my fleets/colonies via Console Commands.

Starsector.log snippet while Ruthless Sector is disabled:

Spoiler
240639 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.loading.WeaponSpecAPI.getType()" because the return value of "com.fs.starfarer.api.SettingsAPI.getWeaponSpec(String)" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.loading.WeaponSpecAPI.getType()" because the return value of "com.fs.starfarer.api.SettingsAPI.getWeaponSpec(String)" is null
   at data.aaz_ar_hull_scripts.ZDA_Augment_Inflation_Listener.reportFleetInflated(ZDA_Augment_Inflation_Listener.java:583) ~[?:?]
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportFleetInflated(ListenerUtil.java:400) ~[starfarer.api.jar:?]
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2.createFleetTooltip(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.F.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
[close]
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: ctuncks on March 21, 2024, 07:30:21 PM
@TimeDiver Ok at this point I think I'm going to need to do a run to try and encounter that bounty. I've thrown the offending code snippet at the ship in question when I console command it into my fleet and it works fine, need to try to see what variables in play might change that.
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: miles341 on March 22, 2024, 10:42:52 AM
Sorry to add yet another crash log to the mix. Crash upon clicking "Recover" after selecting ships from a UAF bounty. List of ships include the UAF's Novaeria (that is a ship that has modules, which is probably the reason as the log includes the Scion hullmod). Re-doing the battle with zda_augment_pack_enable_boolean set to false allowed me to recover the ships without issue.

Crash log:
Spoiler
1590764 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException: null
   at java.base/java.util.LinkedHashMap$LinkedHashIterator.nextNode(LinkedHashMap.java:1023) ~[?:?]
   at java.base/java.util.LinkedHashMap$LinkedKeyIterator.next(LinkedHashMap.java:1046) ~[?:?]
   at data.hullmods.Systems.ZDA_Scion_Con_Sys.advanceInCampaign(ZDA_Scion_Con_Sys.java:50) ~[?:?]
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.CampaignFleet.getMembers(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.CampaignFleet.getFlagship(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.FleetMember.getCaptain(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.recoverShips(FleetEncounterContext.java:1734) ~[starfarer.api.jar:?]
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$3.pickedFleetMembers(FleetInteractionDialogPluginImpl.java:1581) ~[starfarer.api.jar:?]
   at com.fs.starfarer.ui.newui.FleetMemberRecoveryDialog.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
[close]
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: ctuncks on March 22, 2024, 02:40:46 PM
Sorry to add yet another crash log to the mix. Crash upon clicking "Recover" after selecting ships from a UAF bounty. List of ships include the UAF's Novaeria (that is a ship that has modules, which is probably the reason as the log includes the Scion hullmod). Re-doing the battle with zda_augment_pack_enable_boolean set to false allowed me to recover the ships without issue.

Crash log:
Spoiler
1590764 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException: null
   at java.base/java.util.LinkedHashMap$LinkedHashIterator.nextNode(LinkedHashMap.java:1023) ~[?:?]
   at java.base/java.util.LinkedHashMap$LinkedKeyIterator.next(LinkedHashMap.java:1046) ~[?:?]
   at data.hullmods.Systems.ZDA_Scion_Con_Sys.advanceInCampaign(ZDA_Scion_Con_Sys.java:50) ~[?:?]
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.CampaignFleet.getMembers(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.CampaignFleet.getFlagship(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.FleetMember.getCaptain(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.recoverShips(FleetEncounterContext.java:1734) ~[starfarer.api.jar:?]
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$3.pickedFleetMembers(FleetInteractionDialogPluginImpl.java:1581) ~[starfarer.api.jar:?]
   at com.fs.starfarer.ui.newui.FleetMemberRecoveryDialog.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
[close]

Do you know if it was a standard bounty (vanilla type) or a magic bounty I'm currently testing some Ship and Weapon IBB bounties and there's some oddities with them being inflated multiple times. Not sure if a similar issue might exist with the UAF bounties.

Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: miles341 on March 22, 2024, 04:31:55 PM
Sorry to add yet another crash log to the mix. Crash upon clicking "Recover" after selecting ships from a UAF bounty. List of ships include the UAF's Novaeria (that is a ship that has modules, which is probably the reason as the log includes the Scion hullmod). Re-doing the battle with zda_augment_pack_enable_boolean set to false allowed me to recover the ships without issue.

Crash log:
Spoiler
1590764 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException: null
   at java.base/java.util.LinkedHashMap$LinkedHashIterator.nextNode(LinkedHashMap.java:1023) ~[?:?]
   at java.base/java.util.LinkedHashMap$LinkedKeyIterator.next(LinkedHashMap.java:1046) ~[?:?]
   at data.hullmods.Systems.ZDA_Scion_Con_Sys.advanceInCampaign(ZDA_Scion_Con_Sys.java:50) ~[?:?]
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.CampaignFleet.getMembers(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.CampaignFleet.getFlagship(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.FleetMember.getCaptain(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.recoverShips(FleetEncounterContext.java:1734) ~[starfarer.api.jar:?]
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$3.pickedFleetMembers(FleetInteractionDialogPluginImpl.java:1581) ~[starfarer.api.jar:?]
   at com.fs.starfarer.ui.newui.FleetMemberRecoveryDialog.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
[close]

Do you know if it was a standard bounty (vanilla type) or a magic bounty I'm currently testing some Ship and Weapon IBB bounties and there's some oddities with them being inflated multiple times. Not sure if a similar issue might exist with the UAF bounties.

It was actually one of those station defence bar missions from More Millitary Missions. I have no idea if standard missions can even scale high enough to contain one of the UAF Supercaps.
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: ctuncks on March 23, 2024, 04:51:50 AM
Got another few hotfixes for the experimental downloads.

1. Added Ship and Weapon Pack (Dark.Revenant) bosses to Auto Lockout Blacklist.

2. Fixed an issue where save files weren't loading due to a hidden hullmod, that part should now only go off in the refit screen.

3. Fixed an issue where IBB bounty ships were getting multiple Augments applied to them (inflated multiple times it seems). Don't know if this was just limited to IBB ships or magic bounties in general, but the fix for it was on my end.

These changes should be save compatible with the last released versions (I was editing as I found issues in a run).

@TimeDiver I ran through the bounties until I got the El Psi bounty come up, I had no crashes either accepting, encountering or fighting the ship in question, I did however do it after I implemented the above changes. If you have any more issues please keep posting them. The following is the mod list I used btw:

Modlist:
Java version: 1.7.0_79
Java vendor: Oracle Corporation

ENABLED MODS
AAZ_arrus_hullmods-0.8.003: Aardwolf & Zenith: ARRUS Hullmods
ORK-1.1.4 release: Bultach Coalition
lw_console-2023.5.05: Console Commands
edshipyard-2.6.5: ED Shipyards
HMI-0.3.7b: Hazard Mining Incorporated
lw_lazylib-2.8b: LazyLib
lunalib-1.8.4: LunaLib
MagicLib-1.4.1: MagicLib
more_hullmods-1.12.0: More HullMods
nexerelin-0.11.1b: Nexerelin
TAR-1.41rc2: Practice Targets
swp-1.15.1: Ship/Weapon Pack
sun_starship_legends-2.5.2: Starship Legends
stelnet-3.1.3: Stellar Networks
metelson_release-1.0.0: The Metelson Federation
whichmod-1.2.0: WhichMod
shaderLib-1.9.0: zz GraphicsLib
[close]

@miles341 I'm hoping the fixes I made should help with the issues you had, but I'm going to try a run with UAF and  More Millitary Missions to try and see if I can get similar conditions to yours to crop up.
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: TimeDiver on March 23, 2024, 09:32:33 AM
Got another few hotfixes for the experimental downloads.
Quick-and-dirty testing with SWP bounties no longer result in CTDs, nor did I notice abnormal/multiple sets of ARRUS hullmods being present on those bounties that didn't CTD-upon-encounter-or-selected-on-the-Intel-screen with v0.8.003 and earlier.

Haven't gotten around to testing any scenarios with UAF and More Military Missions (though I DO have those present and enabled in my current Starsector campaign), but I'll pay attention to what happens if/when I end up fighting them at some point.
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: Troika on March 23, 2024, 12:26:34 PM
https://pastebin.com/Wg9Zvigh

Not sure what caused this crash, it was when I was randomly flying around in hyperspace.
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: ctuncks on March 23, 2024, 03:28:51 PM
https://pastebin.com/Wg9Zvigh

Not sure what caused this crash, it was when I was randomly flying around in hyperspace.

Sorry what version were you using? I've done a little editing at the line where it crashed, need to known if it needs another look or not.
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: DnaJur on March 23, 2024, 05:06:04 PM
https://pastebin.com/Wg9Zvigh

Not sure what caused this crash, it was when I was randomly flying around in hyperspace.

Sorry what version were you using? I've done a little editing at the line where it crashed, need to known if it needs another look or not.

Had the same crash happen using 0.8.004
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: ctuncks on March 23, 2024, 07:21:55 PM
https://pastebin.com/Wg9Zvigh

Not sure what caused this crash, it was when I was randomly flying around in hyperspace.

Sorry what version were you using? I've done a little editing at the line where it crashed, need to known if it needs another look or not.

Had the same crash happen using 0.8.004

Would you mind posting the crash log if possible?
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: TimeDiver on March 23, 2024, 09:19:50 PM
Got another few hotfixes for the experimental downloads.
Quick-and-dirty testing with SWP bounties no longer result in CTDs, nor did I notice abnormal/multiple sets of ARRUS hullmods being present on those bounties that didn't CTD-upon-encounter-or-selected-on-the-Intel-screen with v0.8.003 and earlier.

Haven't gotten around to testing any scenarios with UAF and More Military Missions (though I DO have those present and enabled in my current Starsector campaign), but I'll pay attention to what happens if/when I end up fighting them at some point.

Addendum: Spoke too soon; viewing the El Psi SWP bounty mission immediately after accepting it with "zda_augment_pack_enable_boolean" set to true results in a CTD with the following error message in starsector.log:

Spoiler
4978821 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.loading.WeaponSpecAPI.getType()" because the return value of "com.fs.starfarer.api.SettingsAPI.getWeaponSpec(String)" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.loading.WeaponSpecAPI.getType()" because the return value of "com.fs.starfarer.api.SettingsAPI.getWeaponSpec(String)" is null
   at data.aaz_ar_hull_scripts.ZDA_Augment_Inflation_Listener.reportFleetInflated(ZDA_Augment_Inflation_Listener.java:587) ~[?:?]
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportFleetInflated(ListenerUtil.java:400) ~[starfarer.api.jar:?]
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source) ~[port_obf.jar:?]
   at data.scripts.campaign.intel.SWP_IBBIntel.createSmallDescription(SWP_IBBIntel.java:929) ~[?:?]
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.comms.return.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
[close]
Having said the above, accepting the mission with said variable set to false, saving and then re-starting the game with the variable set to true and loading that new save does not result in a CTD; not sure why, but that's what happened.

EDIT: Yeah, that above part was dead wrong. Tried it again, and unlike earlier this morning (re: my own reply that I quoted) it now CTDs regardless of whether I create a new save with "zda_augment_pack_enable_boolean" set to false and trying to reload the new save with it set to true; I officially give up on trying to find any consistency.

FINAL EDIT: Turns out that accepting the bounty earlier on in my campaign (when my PC was still level 4 and had 4 officers spread out across only frigates) does not result in a CTD, but a save from in-game months later when I'm level 10-12 and added another 2-4 officers in command of destroyers/cruisers/capital ships does cause the CTD, presumably because of scaling; gonna tinker with those settings next.
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: ctuncks on March 23, 2024, 11:44:24 PM
@ TimeDiver If you're willing to help could you please start a new save under the Persean League any fly around and buzz any of their fleets with Monitors in them (should be a few) by all rights it should cause a similar crash since like the Sporeship the Monitor is equipped with 2 built in Ballistic weapons (The check for which is causing that crash)?
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: TimeDiver on March 24, 2024, 12:15:10 AM
@ TimeDiver If you're willing to help could you please start a new save under the Persean League any fly around and buzz any of their fleets with Monitors in them (should be a few) by all rights it should cause a similar crash since like the Sporeship the Monitor is equipped with 2 built in Ballistic weapons (The check for which is causing that crash)?
Just did so (all ARRUS mod settings are at defaults), got the following CTD upon hovering my mouse cursor over one such fleet:
Spoiler
851623 [Thread-2] WARN  ruthless_sector.CampaignScript  - Failed to inflate fleet
851623 [Thread-2] ERROR ruthless_sector.ModPlugin  - Cannot invoke "com.fs.starfarer.api.loading.WeaponSpecAPI.getType()" because the return value of "com.fs.starfarer.api.SettingsAPI.getWeaponSpec(String)" is null
    data.aaz_ar_hull_scripts.ZDA_Augment_Inflation_Listener.reportFleetInflated(ZDA_Augment_Inflation_Listener.java:587)
    com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportFleetInflated(ListenerUtil.java:400)
    com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
    ruthless_sector.CampaignScript.advance(CampaignScript.java:76)
    com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
    com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
    com.fs.starfarer.BaseGameState.traverse(Unknown Source)
    com.fs.state.AppDriver.begin(Unknown Source)
    com.fs.starfarer.combat.CombatMain.main(Unknown Source)
    com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
    com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    java.base/java.lang.Thread.run(Thread.java:1575)

851640 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
851643 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
851645 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
851648 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
851651 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
851653 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
851656 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
851658 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
851661 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
851664 [Thread-2] WARN  ruthless_sector.CampaignScript  - Failed to inflate fleet
851664 [Thread-2] ERROR ruthless_sector.ModPlugin  - Cannot invoke "com.fs.starfarer.api.loading.WeaponSpecAPI.getType()" because the return value of "com.fs.starfarer.api.SettingsAPI.getWeaponSpec(String)" is null
    data.aaz_ar_hull_scripts.ZDA_Augment_Inflation_Listener.reportFleetInflated(ZDA_Augment_Inflation_Listener.java:587)
    com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportFleetInflated(ListenerUtil.java:400)
    com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
    ruthless_sector.CampaignScript.advance(CampaignScript.java:76)
    com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
    com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
    com.fs.starfarer.BaseGameState.traverse(Unknown Source)
    com.fs.state.AppDriver.begin(Unknown Source)
    com.fs.starfarer.combat.CombatMain.main(Unknown Source)
    com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
    com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    java.base/java.lang.Thread.run(Thread.java:1575)

851679 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
851682 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
851685 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
851687 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
851690 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
851693 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
851696 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
851698 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
851701 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
851704 [Thread-2] WARN  ruthless_sector.CampaignScript  - Failed to inflate fleet
851704 [Thread-2] ERROR ruthless_sector.ModPlugin  - Cannot invoke "com.fs.starfarer.api.loading.WeaponSpecAPI.getType()" because the return value of "com.fs.starfarer.api.SettingsAPI.getWeaponSpec(String)" is null
    data.aaz_ar_hull_scripts.ZDA_Augment_Inflation_Listener.reportFleetInflated(ZDA_Augment_Inflation_Listener.java:587)
    com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportFleetInflated(ListenerUtil.java:400)
    com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
    ruthless_sector.CampaignScript.advance(CampaignScript.java:76)
    com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
    com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
    com.fs.starfarer.BaseGameState.traverse(Unknown Source)
    com.fs.state.AppDriver.begin(Unknown Source)
    com.fs.starfarer.combat.CombatMain.main(Unknown Source)
    com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
    com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    java.base/java.lang.Thread.run(Thread.java:1575)

851712 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
851716 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
851718 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
851721 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
851724 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
851727 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
851730 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
851732 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
851735 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/auto_lockout_blacklist.json]
852277 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.loading.WeaponSpecAPI.getType()" because the return value of "com.fs.starfarer.api.SettingsAPI.getWeaponSpec(String)" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.loading.WeaponSpecAPI.getType()" because the return value of "com.fs.starfarer.api.SettingsAPI.getWeaponSpec(String)" is null
   at data.aaz_ar_hull_scripts.ZDA_Augment_Inflation_Listener.reportFleetInflated(ZDA_Augment_Inflation_Listener.java:587) ~[?:?]
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportFleetInflated(ListenerUtil.java:400) ~[starfarer.api.jar:?]
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2.createFleetTooltip(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.F.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
[close]
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: ctuncks on March 24, 2024, 12:24:33 AM
@ TimeDiver Ok I can see the Ruthless sector is having an error before my code shows up, I'm going to quickly install that and try it myself.
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: TimeDiver on March 24, 2024, 12:55:06 AM
@ TimeDiver Ok I can see the Ruthless sector is having an error before my code shows up, I'm going to quickly install that and try it myself.
Just tried a new start without Ruthless Sector enabled; did not get the CTD, so now to figure out which Ruthless Sector setting might be responsible, since I customized no small number of Ruthless Sector's settings through LunaLib.

Having said the above? An entirely new campaign start was required; I couldn't just load the already-created campaign (even 'fresh' from its Nexerelin start in Thule, the very first save created), got the same CTD even with Ruthless Sector disabled.
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: ctuncks on March 24, 2024, 01:08:01 AM
@ TimeDiver Ok I can see the Ruthless sector is having an error before my code shows up, I'm going to quickly install that and try it myself.
Just tried a new start without Ruthless Sector enabled; did not get the CTD, so now to figure out which Ruthless Sector setting might be responsible, since I customized no small number of Ruthless Sector's settings through LunaLib.

Having said the above? An entirely new campaign start was required; I couldn't just load the already-created campaign (even 'fresh' from its Nexerelin start in Thule, the very first save created), got the same CTD even with Ruthless Sector disabled.

So is the completely fresh start, allowing you to see inflated Monitors now? I could only test Ruthless sector from a new campaign and didn't run into any of those errors.
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: TimeDiver on March 24, 2024, 02:05:05 AM
So is the completely fresh start, allowing you to see inflated Monitors now? I could only test Ruthless sector from a new campaign and didn't run into any of those errors.
Correct; Ruthless Sector had to be disabled entirely, but while I can safely view Monitors, a different fleet (spawned by Knights of Ludd) results in a crash-to-desktop instead.

At this point? I'm just going to set "zda_augment_pack_enable_boolean" to false and leave it that way.

I want to keep my current campaign progress, and thus far? That setting is the only common factor in averting any CTDs; not even disabling/tweaking the various _scaling options in settings.json worked either.
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: ctuncks on March 24, 2024, 02:56:28 AM
@ TimeDiver "zda_augment_pack_enable_boolean" is basically the kill switch for the entire inflation listener. With it set to false all the file does is import a few static values that it does nothing with. Changing the other values or booleans in the setting file shouldn't really affect the outcome of where the crash is happening.

What seems to be happening is when ships are being checked to see if they have inbuilt ballistic weapons for some reason the weapon IDs that are needed to check that are coming up as null, which I haven't been able to replicate. I asked about the monitors since they're one of the few vanilla ships that have built in ballistic weaponry on them.

For now it's probably wise to keep that setting disabled and I think it might be safe to say that as long as I'm mucking about with fixes to the inflation file or similar files that new saves are recommended.
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: DnaJur on March 24, 2024, 08:06:34 AM
https://pastebin.com/Wg9Zvigh

Not sure what caused this crash, it was when I was randomly flying around in hyperspace.

Sorry what version were you using? I've done a little editing at the line where it crashed, need to known if it needs another look or not.

Had the same crash happen using 0.8.004

Would you mind posting the crash log if possible?

Here is the log bit. Nothing intresting before that.
Spoiler
Code
18474741 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.loading.WeaponSpecAPI.getType()" because the return value of "com.fs.starfarer.api.SettingsAPI.getWeaponSpec(String)" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.loading.WeaponSpecAPI.getType()" because the return value of "com.fs.starfarer.api.SettingsAPI.getWeaponSpec(String)" is null
at data.aaz_ar_hull_scripts.ZDA_Augment_Inflation_Listener.reportFleetInflated(ZDA_Augment_Inflation_Listener.java:587) ~[?:?]
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportFleetInflated(ListenerUtil.java:400) ~[starfarer.api.jar:?]
at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.StandardTooltipV2.createFleetTooltip(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.F.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
[close]

Was flying in Tartarus system from Scy Nation mod (Discord version)
Title: Re: [0.96a-RC10]/[0.97a-RC8] WIP Aardwolf & Zenith: ARRUS Hullmods 0.7/0.8
Post by: kadu522 on March 24, 2024, 05:16:29 PM
i'm haveing the same crashes on my end. but this time around the covenant (Halo Homesystem's mod). i can confirm this mod is working otherwise as i already did several bounty's and freelance fights in this save and all of them had AI augmented ships to some extent.

893969 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.aaz_ar_hull_scripts.ZDA_Augment_Inflation_Listener.reportFleetInflated(ZDA_Augment_Inflation_Listener.java:2721)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportFleetInflated(ListenerUtil.java:400)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
   at com.fs.starfarer.ui.impl.ooOO$2.O000(Unknown Source)
   at com.fs.starfarer.ui.impl.ooOO$2.beforeShown(Unknown Source)
   at com.fs.starfarer.campaign.F.super(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

Worth noteing that the crash happens in the map-layer once i enter that factions home system, ships outside of the system (as well from any other factions) as far as i can tell is not causeing crashing.