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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Messages - Florbies

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Mods / Re: [0.97a] More Military Missions (v0.4.2)
« on: April 11, 2024, 07:33:43 PM »
Alright, I have spent a lot of time playing and looking into an issue I have been having and I feel confident enough to post about it here now.

I think this mod has been causing my stations to disappear. For some reason, particular around the defense missions this mod offers, stations occasionally disappear after leaving them. This seems to happen regardless of many factors. The type and size of the station doesn't matter, the faction doesn't matter, new, old, modded, vanilla, standalone, orbital. They all are vulnerable to this bug. If a station is removed it is still considered to exist in the game but I can no longer dock with it under any circumstances. If it is engaged in battle with a nearby fleet I can see it in the battle space. If it is standalone it will still accept and launch NPC fleets. Outside of that it is neither visible or interactable on the map or the viewport.

Rebuilding, upgrading, destroying, downgrading, or conquering the station has no effect on bringing it back. This is a big issue because if it's a standalone station the whole market is deleted from the game for all player interactions and cannot be fixed it seems.

The reason I post this here is because I noticed the stations most often disappeared during the defence missions if I docked with the station while the mission was ongoing. Other causes have seemed random and have been hard to duplicate, but the defence mission bug has been the most consistent. I have played a new file for several hours without this mod enabled (no other changes) and have had no issues with disappearing stations. I don't know what the cause here is but this is the only thing I have been able to link to the bug.

Please let me know if any of you have also had this issue and thanks for any help

2
Mods / Re: SCAV-CO Ship/Weapon Pack
« on: April 04, 2024, 08:22:26 PM »
I would like to see your ship previews but all the links appear to be broken :(

3
Mods / Re: [0.97a] Ore Refinery v0.8 - 03/07/24
« on: March 27, 2024, 02:22:33 PM »
OH no need to apologize, if it was due to something I did then I appreciate being made aware of it. I assume that you had ore refinery installed previously and it is just the 0.8 update that you are concerned about. As to rolling back to a previous version, yea it will crash your game since the new commodity is present in your save but the old version of the mod does not have a definition for it so the game will crash trying to look for it.

I am a bit confused though since the only thing I added in the latest update is a new commodity and some code that converts which is essentially the same code as the other but with different cost/profit ratios. None of that would affect stations other that adding a new commodity to sell/buy. I loaded a game before replying to see if there may be some issue with the sprite I used but I was able to both sell and buy it and both times it showed up on the market screen correctly. If you could share your crash log it may give us a better starting point to diagnose the issue. If you are unsure where it is, navigate to the starsector-core folder and it is labeled "starsector.log" the bottom of that log will show the crash code and what caused it. Copy/paste that portion in a reply and I'll take a look and see if I can help.

So I tried to reproduce the issue on a new save and I can't do it with or without the mod enabled so maybe it's just a freak thing with my other save. Very annoying but I don't think it has anything to do with Ore Refinery. Thanks for taking a look at it though! :)

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Mods / Re: [0.97a] Ore Refinery v0.8 - 03/07/24
« on: March 27, 2024, 01:19:59 PM »
Hello,
I really enjoy a lot of your mods my friend.
I am having a new issue I've never encountered and am unsure what could be causing it. I only post it here because Ore Refinery is the only mod I have updated recently and I don't know if my issue could be related.
My issue is that for some reason whenever an faction-owned orbital station is under construction or is undergoing repairs it disappears from the map. The station still exists in game but is completely removed from the map and the viewport. I have Terraforming and Station Construction also installed and this makes it impossible to access free floating stations built by myself or any other faction. Restarting the game or leaving/entering a system does not fix this.
I realize that your code probably doesn't touch any of these things and maybe it is something else causing this but Ore Refinery is the only mod I have updated in a while and this issue only started since then. I tried rolling back the mod to the previous version but this causes the save to become corrupt unfortunately. I'm probably way off base and don't want to put you out over this. If you think it's unrelated then that's good enough for me, I will look for a solution elsewhere.

Thanks  :)

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Mods / Re: [0.96a] Diktat Enhancement 1.2.1f
« on: June 02, 2023, 05:43:48 PM »
Hi friends,
I started having an error which would cause my game to crash with the "Fatal: Null" message whenever I join in a battle where the Diktat and Heg are already fighting. I am sometimes still able to join in when both factions are already duking it out but sometimes I am not. I have only been able to replicate the bug once and the only things in common is that both fleets are very large and a station is involved.
I have a number of mods running without issue for this save
I am also running Nexerlin on this save

Here's what my error log says when it crashes:

121652 [Thread-9] INFO  sound.H  - Playing music with id [faction_diktat_encounter_02_hostile.ogg]
121716 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.hullmods.ShieldAlwaysOn.advanceInCombat(ShieldAlwaysOn.java:37)
   at com.fs.starfarer.combat.entities.Ship.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(Unknown Source)

Anyone else encounter this? It's not stopping me from playing but I would like to be able to join in and help my allies in fights rather than having to wait for the dust to settle. I'll also admit that I'm not sure if this issue is with Nexerlin or this mod...
Thanks for any help with this :)

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