Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.98a is out! (03/27/25)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Zr0Potential

Pages: [1] 2 3 ... 9
1
Mods / Re: [0.98a] QoL Pack 1.4
« on: May 18, 2025, 09:15:26 PM »
I'm having a very odd bug right now where, when clicking on QoL Pack in the LunaSettings menu, the game instantly CTDs. It just says "Fatal:null" in the error box.

Can confirm, not sure why either

2
Mods / Re: [0.98a] Unknown Skies 3.0.0
« on: May 15, 2025, 06:50:08 AM »
Thanks for the huge and awesome update! Can't wait to try it out on my next playthrough

- Added 6 new planets:
    . The Sakura world, a unique planet with a special condition, not guaranteed to spawn in every sector.

Any reason why it's not a guaranteed spawn and/or may we have a toggle for this?

Two reasons:
1) Because if only one Terran world generates, then this planet won't replace it
2) I think the condition is decently strong so having it not be guaranteed evens it out a bit

There is a toggle in the mod setting files that (almost) guarantees that it spawns. This isn't really the intended way I designed it but I also think people should play mods however they like which is why I left that in there.

Ahh okay, appreciate the thought, I hope you keep doing what you're doing man awesome work

3
Mods / Re: [0.97a-RC11] Mirror 1.4 & DecoLib 0.3
« on: May 15, 2025, 06:48:55 AM »
Any plans for 0.98 ? I NEED this ...  (pls)

So far it's working fine on my end with a version change

4
Mods / Re: [0.98a] Unknown Skies 3.0.0
« on: May 12, 2025, 10:07:31 PM »
Thanks for the huge and awesome update! Can't wait to try it out on my next playthrough

- Added 6 new planets:
    . The Sakura world, a unique planet with a special condition, not guaranteed to spawn in every sector.

Any reason why it's not a guaranteed spawn and/or may we have a toggle for this?

5
Greatly saddened with the loss of so many things that made this mod uniquely stand out, the Knights of Eva, the Remnant Weapons that gives you some nice extra goodies when core farming (while blending in nicely with Vanilla), and most importantly the gutting of the Obsidian system, with their unique Lowtech-Midline-Hightech pirate factions that turns the system into a total warzone, it's one of my favorite places to visit. I hope you can repurpose them or same as the idea below, put them on a toggle. As it is, I will be sticking with the older version of the mod.  :'(

Imho while the mod is packed with tons of stuff, debloating isn't really necessary, I think more polishing and/or balancing like what you've done for the Mess Ships visuals & Xiu Lius, etc. and more lore/worldbuilding for the unique systems would be much better thing to have, but that's just my humble opinion.  ;D

First time poster, long time player.

I think the Remnant weapons have suffered from the typical "complaining voices are heard the loudest". I may be biased, but I'd wager more people liked them over disliked them. They're a good idea, and they looked cool.

I personally thought they were great and made fighting the remnants exciting and rewarding. I don't think "overpowered" is always problem in a single player game, for a lot of us, its a big part of why we love single player games.

I would be grateful if you added them back to your fantastic mod, but I understand you have to make an executive decision on these things.

Alternatively, could you add it as togglable in the mod settings? Or a "TRUE/FALSE" line of code?

Strongly agree with this, if I may suggest a fix to the "overpowered" allegations would be to increase the OP cost or to make it expensive to install on Non-Automated Ships ig?

6
Modding / Re: Any alternatives to Exotica Technologies?
« on: April 24, 2025, 05:27:03 PM »
How about the original Extra Systems Reloaded? It's very outdated but still works on my end by changing the game version in the modinfo

7
Mods / Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« on: April 22, 2025, 06:31:15 AM »
Quote
And finally, it seemed to me that earlier in the mod there were more strikecrafts like Broadsword and Warthog, it's a pity that you cut them, they seemed cool to me, without them the game looks a little empty. Eventually it would be possible to replace them with super fighters, but I'm afraid it's too much work to add them, so coming from me it sounds too shameless.

Maybe ill add the other wings back since a lot of people asked. They weren't very useful or fun to fight IMO but I guess that just means they need other revisions. Thanks for the feedback  :)

Please do, those are the highlights of the mod for me as a non strikecraft main, hoping they'll get expanded too

8
Mods / Re: [0.98a] Underworld 1.8.5
« on: April 20, 2025, 10:42:44 PM »
Hello, I've been dealing with a crash trying to use either, "The Infernal Machine" or, "Cabal friends" start. I tested with only Nexerelin (and needed support mods) and Underworld and still got the crash. I have attached a piece the crash log, the forum will not let me attach the full log sadly. Seems the issue is with the starting ship screen. Any help would be greatly appreciated.

Mod List:
Nexerelin 0.12.0b
Lazy Lib 3.0.0
MagicLib 1.5.5
Underworld 1.8.5
zz GraphicsLib 1.10.2

Log Error:
86061 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: 'void com.fs.starfarer.api.impl.campaign.rulecmd.newgame.NGCAddStartingShipsByFleetTy pe.addStartingDModScript(com.fs.starfarer.api.campaign.rules.MemoryAPI)'
java.lang.NoSuchMethodError: 'void com.fs.starfarer.api.impl.campaign.rulecmd.newgame.NGCAddStartingShipsByFleetTy pe.addStartingDModScript(com.fs.starfarer.api.campaign.rules.MemoryAPI)'
   at data.scripts.campaign.customstart.UW_CabalPirateStart.execute(UW_CabalPirateStart.java:34)
   at exerelin.campaign.customstart.CustomStartDefs.loadCustomStart(CustomStartDefs.java:99)
   at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.Nex_NGCCustomStart.selectCus tomStart(Nex_NGCCustomStart.java:71)
   at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.Nex_NGCCustomStart.selectCus tomStart(Nex_NGCCustomStart.java:64)
   at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.Nex_NGCCustomStart.execute(Nex_NGCCustomStart.java:51)
   at com.fs.starfarer.campaign.rules.oOOO.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.ooOO.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
   at com.fs.starfarer.api.impl.campaign.rulecmd.PaginatedOptions.optionSelected(PaginatedOptions.java:154)
   at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.Nex_NGCCustomStart.optionSel ected(Nex_NGCCustomStart.java:110)
   at com.fs.starfarer.ui.newui.o0Oo1 USD (17 000 IDR) (17 000 IDR (0 IDR)) (17 000 IDR (0 IDR) (0 IDR (0 IDR))).o00000(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.new(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.o00000(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.StarfarerLauncher1 USD (17 000 IDR) (17 000 IDR (0 IDR)) (17 000 IDR (0 IDR) (0 IDR (0 IDR))).run(Unknown Source)
   at java.base/java.lang.Thread.run(Unknown Source)

Dang I thought I was the only one that noticed, even spent the whole day jury-rigging a fix aided by Gemini

In case anyone interested for the fix it's by removing this line of code and recompiling the .jar
Code
NGCAddStartingShipsByFleetType.addStartingDModScript(memoryMap.get("local"));

Yeah I'll see if I can get a Nex fix out later today.

Much appreciated, The Infernal Machine start is a must-have for me  ;D

9
Does not work with Starsector 0.97a rc11
If you do the bar mission where you "Approach the scarred Spacer"
and click "Transfer 20,000 credits to the spacer's account"
the game will crash with this in the log, using DIY Planets 1.0.20:

4709320 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.PlanetAPI.getRadius()" because the return value of "com.fs.starfarer.api.campaign.StarSystemAPI.getStar()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.PlanetAPI.getRadius()" because the return value of "com.fs.starfarer.api.campaign.StarSystemAPI.getStar()" is null
   at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator.getLocatio ns(BaseThemeGenerator.java:878) ~[starfarer.api.jar:?]
   at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator.pickUncomm onLocation(BaseThemeGenerator.java:721) ~[starfarer.api.jar:?]
   at kentington.diyplanets.TerraformShipBarEvent.doConfirmActionsPreAcceptText(TerraformShipBarEvent.java:61) ~[?:?]
   at com.fs.starfarer.api.impl.campaign.intel.bar.events.BaseGetCommodityBarEvent.op tionSelected(BaseGetCommodityBarEvent.java:326) ~[starfarer.api.jar:?]
   at com.fs.starfarer.api.impl.campaign.intel.bar.BarEventDialogPlugin.optionSelecte d(BarEventDialogPlugin.java:53) ~[starfarer.api.jar:?]
   at com.fs.starfarer.ui.newui.o0Oo1 USD (17 000 IDR).super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.OoOO.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.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.StarfarerLauncher1 USD (17 000 IDR).run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]

As Hague wrote, it's probably picking a system which lacks a star, causing a NullPointerException.
I tried contributing an update to skip all nebula systems which is the only system type I can think of that would not have a star. Might fix the issue but I have not yet played 0.98a so I can't test it in-game myself.

Hello, where can we get this fix I'd be willing to try it out for you

10
Mods / Re: [0.97a] More Military Missions (v0.4.3)
« on: December 07, 2024, 07:31:44 PM »
2. Station Defense Mission Frequency: 
   Speaking of station defense missions… there are way too many of them. Like, every. single. colony. always has one. If a colony has an orbital station, there’s just permanently a defense mission sitting there. It would feel a lot better if these were toned way down so they appear as often as other mission types. Right now, it’s a bit overwhelming.

Strongly agree to tone down the frequency on this, mainly because it's very hard to pass up the chance to cheese big bucks and potential salvage with relatively little risk (if it's too much you can just bolt away from the place), and random factions aside it feels like the Sector's in Total War with how everyone's sieging each other so much.

11
Modding / Re: [0.97a] Atlas Mk. III
« on: September 17, 2024, 11:02:32 PM »
Interesting ideas, I'll probably use these in my next run. 
May I suggest a small change to the Heavy Valkyrie-making the medium hardpoints visible? 

Something like this, maybe?

No offense to the original design but this visible hardpoint is much cooler imo, also a cooler name would be awesome too

12
Suggestions / Re: Time to triple the fleet budget!
« on: July 13, 2024, 09:22:14 PM »
I agree, I think you should be able to get extra points as long as you're able to foot the bill for extensive officer training or building more/better quality ships.

Cost would be scaled like SPs for example: +1 point is 200k creds, +2 is 400k, etc. and High Command could give you an extra free point or two (also they should be capped as 1 per faction imo, to make it better in line with the description too).

13
Mods / Re: [0.97a] Everybody Loves KoC
« on: July 06, 2024, 10:45:42 PM »
Hot damn didn't know there were lore reason for that, that scenario really painted a clear picture of their shady going ons.

I would be lying though if I don't say that those skins looks dope as hell, any chance it could be an alternative skin for members of the ambush task force? Or just include it in the files lol.

14
Mods / Re: [0.97a] Everybody Loves KoC
« on: July 03, 2024, 05:56:45 PM »
Awesome mod that makes the Core Worlds feel more lively

Anyways is there a chance we can get an alternative palette for the Mbaye-Gogol's Bastillon and Defender to match the other ships? They kinda stick out like a sore thumb compared to the darker, sleeker colors of the others

15
Halo, is there a reason why Nex spawns a Ground Defenses in Agreus? I'm using Ko Combine mod and now I have both Ground Defenses and Heavy Batteries
Nex adds the Ground Defenses as part of its 'enhanced vanilla markets' setting. I'll make it so it doesn't add the GD if the Heavy Batteries from Ko Combine are already there.

Well that explains it, what and where does the Enhanced Vanilla Markets add anyways?

Pages: [1] 2 3 ... 9