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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - Aranov

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1
Mods / Re: [0.97a] Ashes of The Domain
« on: August 05, 2024, 06:47:33 AM »
So I started a new game, with the ship production changes disabled and now when trying to load the save from it I'm getting a crash.
Now I made sure Titans of Industry was disabled in LunaLib before I started, so it's never been active this game.

Relevant except from error log below:
Spoiler
359608 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "java.util.ArrayList.iterator()" because the return value of "data.kaysaar.aotd.vok.campaign.econ.globalproduction.models.GPManager.getSpecia lProjectSpecs()" is null
java.lang.NullPointerException: Cannot invoke "java.util.ArrayList.iterator()" because the return value of "data.kaysaar.aotd.vok.campaign.econ.globalproduction.models.GPManager.getSpecia lProjectSpecs()" is null
        at data.kaysaar.aotd.vok.plugins.AoTDVokModPlugin.onGameLoad(AoTDVokModPlugin.java:166) ~[?:?]
        at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.O.dismiss(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.int.00000(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.W.o00000(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]

2
Mods / Re: [0.97a] Ashes of The Domain
« on: August 02, 2024, 04:15:53 PM »
Hi, been a fan of this mod for sometime, but I have a small complaint with the new ship production method.
As far as I can tell, you can't produce multiple of the same hull class at one time?

An example, If I have 100 gp, and a Paragon cost 50 to build, it'll only build them one at a time.
I'd prefer it if we could build them simultaneously, like in vanilla. Which appears to need a new game to flip back to, if I wanted to.

3
Mods / Re: [0.97a] Iron Shell 1.1813aj
« on: May 01, 2024, 06:23:35 PM »
Hi, I recently installed this mod and have a question about something I found.

What the god-damn (No disrespect meant) is a "Barracuda Balance Container"?
All I can tell is I shouldn't have it, using an old mod (https://fractalsoftworks.com/forum/index.php?topic=26229.0) that allows me to just buy things otherwise found in ruins I saw one for sale. 1 credit, and the tooltip said it boosted Aquaculture by 200%. Seeing my capital is a water world I jumped on this.
Well it weighed ten times more then my fleets already huge cargo capacity, I couldn't drop it and it doesn't seem to be boosting my income even when I put in the industry.

I'm gonna roll my save back, but I was curious what this was. Quest Item, Dummied out item, or what?

4
Mods / Re: [0.97a-RC11] Diktat Enhancement 1.2.2c
« on: March 11, 2024, 02:14:31 AM »
So apparently I got a corrupted download. Turns out a lot of files were missing from the initial one I used, Redownloaded and all is well.

5
Bug Reports & Support / Re: Having trouble posting a reply
« on: March 10, 2024, 04:09:45 PM »
Thank you! That was it.
I was having an crash with a mod in game and the part of the error log that was relevant was causing the post to fail.

6
Mods / Re: [0.97a-RC11] Diktat Enhancement 1.2.2c
« on: March 10, 2024, 04:06:50 PM »
Hi, having a crash before the main menu when I start Starsector with this mod, even if it's the only mod. Using v. 1.2.2c

Having trouble posting the full error, But I can get on the forum is below:

Spoiler
19386 [Thread-3] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [data\weapons\de_incisorburst.wpn]
19386 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: D:\Games\Fractal Softworks\Starsector\starsector-core\..\mods\Diktat Enhancement 1.2.2c (data\weapons\de_incisorburst.wpn)]
19480 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
[close]

Hope this time my post goes through.
Also, last version I successfully used had a "Lobster Brutes" market condition on Sindria, Is that still there? In light of of the new crisises I feel that could be nerfed or removed. I'm loving everything else in this mod, but the idea of dealing with a 30,000 ground defense rating is not fun, and the brutes I think were the biggest modifier.

EDIT:Yep, part of the error I'm get causes the post to fail. Great.

7
Bug Reports & Support / Having trouble posting a reply
« on: March 10, 2024, 03:55:00 PM »
Hi, I'm not sure where to get help, but I've found myself unable to post a reply to at least one topic in the mods forum.

All three times I tried to post I received a database error that says "Please try again. If you come back to this error screen, report the error to an administrator."
There was no other information. Topic was for Diktat Enhancement.
https://fractalsoftworks.com/forum/index.php?topic=22852.0

8
Mods / Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« on: November 18, 2023, 07:38:09 AM »
I see, Thank you for the direct link! and for your work on this mod.

Now that I have some time with the beta version, two suggestions.

1. Strategic AI for pirates, they are turning into the sector's punching bag. And one could argue they do have leadership under Warlord Kanta.

2. Reputation history log. For some reason the Diktat has gone full -100 to me and the independents, was a bit of a shock when I went to fuel up.
Not seeing anything in intel to explain this.
EDIT: I think I know what happen with the Diktat now, think it was a DIY planet industry I built. Still doesn't explain the Indie hate, but whatever

9
Mods / Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« on: November 17, 2023, 06:27:33 PM »
Quick question, Is the player supposed to auto-join an alliance if they have their own faction?
My faction keeps forming an alliance with Tri-Tech without me being asked. Happened twice so far.

On that note, any way to turn off alliances for just the player?

10
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.14d
« on: March 09, 2020, 07:12:06 AM »
I also am have the issue of Siege bases not being destroyed, and I also am using Boggled's Player Station Construction.
In fact, I destroyed LI by taking the Rubicon system, yet their Siege bases are still sitting there in hyperspace.

11
Hi, First of all, Great Mod! It's absolutely essential for me.

But I do have a few minor suggestions, if possible.
One, could we have a setting for capping invasion fleet numbers? Feels abit unfair that the NPCs can send 6 full strength fleets, at no supply, fuel or crew costs, with 0-1 D-mods.

Two, A sanity check for faction respawns if set to unlimited. An example from my current game: I wiped out Legio Infernis from Tahlan Shipworks, They they send a repawn fleet. OK.
But, since they are the only destroyed faction, when it's time to check for another respawn, it defaults to LI again. While the first one is still going? See what I'm talking about?

Three, Correct me if I'm wrong, but Autonomous worlds can't build things? Could this be changed? I'd gladly take the money hit, but I need refueling outposts, military outposts, harvesting worlds and shipyards. And again, feels unfair the NPCs don't have to deal with finding or capping out on Admins. Or that Admins can't level up.

I'm also having an issue with the Legio respawn fleets, where combat doesn't end, but that's likely another mod.

Thank you again.

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