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

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Messages - T4P14

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1
Mods / Re: [0.98a] Realistic Combat 2.9.1
« on: April 21, 2025, 02:26:19 PM »
Hi! I really like this mod. The only issue I’ve noticed is that, overall, energy weapons feel useless against armor (especially lasers). No matter the size (small, medium, or large), once the shields are down, lasers become pretty ineffective, regardless of the weapon’s cost or damage output, the final damage done is almost 0 to none. Lasers only start doing some damage if the fight drags on for like an hour (and still very low). Most of the energy-based 'strike' or 'missile' weapons work well, though. I'm not sure whether I'm doing something incorrectly or if this is the intended behavior.

2
Mods / Re: [0.98a] Tahlan Shipworks
« on: April 21, 2025, 11:42:02 AM »
Hi, I don’t mean to bother you, and I'm simply motivated by curiosity and admiration for the work on this mod, so I’d like to ask the following:

1) Is it planned to add more ships from the Great Houses?
   a) If so, will they be more low-tech ships that match the distinctive aesthetic and values of the Great Houses—like armor, timeflow, etc.?
   b) Or will they be entirely new ships like the Metafalica or Izanami?

2) Is additional content planned for the mod, such as more weapons/ships?

3) Where did the idea for the Castigator come from? I love that design, in all its versions.

Random info that's even less important (i mean is important to me lol), but here's the fourth question:
Spoiler
When I started playing Starsector, I downloaded a bunch of mods without even trying vanilla, and the first campaign I played, I started with that ship—the Castigator. It was so perfect that I thought it was vanilla (though I lost it after a few battles because I had no idea what I was doing), but I’ve loved it ever since and I still buy it whenever I can.

In another run (also playing with the Castigator btw), I found the KARMA-class ship with 2 Taffetas and 1 Silk, and it was glorious to have it as support. I never managed to find it again, but I loved how it had so many hidden abilities/tools. And visually, the particle effects of the weapons and the aesthetic of the ships are gorgeous.
4) Where did the idea for this ship and its weapons come from? The way it came into my hands, how it was presented, and the weapons it had—I honestly loved it all.
[close]

Thank you so much in advance!

3
Mods / Re: [0.97a] The Xhan Empire, version 2.51 Gramada
« on: April 21, 2025, 08:53:29 AM »
Thank you for everything you've done these past few years!
Is an amazing mod, good luck with everything!

Hi there,

Going forward I will be maintaining Xhan Empire. The new thread is available here with a new release for 0.98a: https://fractalsoftworks.com/forum/index.php?topic=32663

Please note that if you have been using v2.51 on 0.98a it will not be save compatible with the new release.

I officially endorse this new thread, go there to download the updated version of the mod! I have worked with Xaiier on many Xhan updates so the mod is in good hands!

4
Mods / Re: [0.98a] The Xhan Empire, version 3.0.0
« on: April 21, 2025, 08:20:34 AM »
Xaiier no pressures but if you ever stop updating this mod i quit playing Starsector.

I love you lol, thank you for your work! This mod is amazing!

5
Modding Resources / Re: [0.98a] LazyLib v3.0 (released 2025-03-27)
« on: April 18, 2025, 11:17:25 PM »
hi, i got the following crash:
Spoiler
[close]

here the log:
Spoiler
4123167 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "org.lazywizard.lazylib.ui.LazyFont$DrawableString.setBlendSrc(int)" because "drawableString" is null
java.lang.NullPointerException: Cannot invoke "org.lazywizard.lazylib.ui.LazyFont$DrawableString.setBlendSrc(int)" because "drawableString" is null
   at RealisticCombat.plugins.GunLocking.displayTextNearMouse(GunLocking.java:137)
   at RealisticCombat.plugins.GunLocking.renderInUICoords(GunLocking.java:258)
   at com.fs.starfarer.title.C.L$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.oOOO.A.o00000(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.base/java.lang.Thread.run(Unknown Source)
[close]

6
Modding / Re: [0.97a] Symbiotic Void Creatures 0.5.0-alpha
« on: April 18, 2025, 10:47:42 AM »
This mod looks awesome, i'll be waiting for the update to 0.98a!

7
Mods / Re: [0.98a] The Knights of Ludd
« on: April 15, 2025, 07:55:41 AM »
Hi i was playing with one of the cruisers when i noticed something wrong with one of the small weapons slots, looks like something is happening with the weapon arc of the top right small ballistic slot (the vulcan in the right). It shots with a very limited arc compared to the left-side vulcan.
Spoiler

[close]

8
Mods / Re: [0.97] Tahlan Shipworks
« on: March 31, 2025, 09:10:22 AM »
Don't think that has anything to do with Tahlan

Yeah, that’s what it looks like, but I get the crash only when the mod is active. I thought maybe it had something to do with Tahlan and Nexerelin, but when I try only Tahlan, it doesn't work either and i get the same crash

9
Mods / Re: [0.97] Tahlan Shipworks
« on: March 30, 2025, 08:08:57 PM »
Believe it or not, I got the same crash when testing compatibility. Who would've thought. It's already fixed on my end, but don't go expecting a proper update anytime soon, I'm busy with my own ***.
Nice! I guess that means I can do basic troubleshooting well enough lol.

No worries, not here to put any pressure on you. Just was hoping my troubleshoot would end up useful in some way for your work.

Just so you know, it's very easy to fix by yourself.

As Vicegrip said, the crash is caused by some weapons lacking a "Primary Role" descriptor (such as "Anti Armor" or "General" or "Point Defense" etc). In the case of Tahlan Shipworks, this is caused by the Compact Thermal Pulse Cannon. To fix this crash, you only need to add the missing descriptor.

Download a free .csv editor (I use Modern CSV). Go to Starsector\mods\tahlan-shipworks-1.3\data\weapons and open the weapon_data.csv file.

Look for the line for the Compact Thermal Pulse Cannon then search for the column named "primaryRoleStr". You'll see it's "missing" a Primary Role descriptor. Add whatever you want (like "General") then save. Now the mod is good to go.

Now the game starts, but as soon as i try to start a new campaign i get a crash with the following:



Here is the log:
Spoiler
] INFO  data.scripts.world.SKR_seekerGen  - Adding TITANIC wreck in Alpha Siegea Star System
173618 [Thread-2] INFO  org.magiclib.util.MagicCampaign  - Find Suitable Target log
173618 [Thread-2] INFO  org.magiclib.util.MagicCampaign  - Checking marketIDs
173618 [Thread-2] INFO  org.magiclib.util.MagicCampaign  - Checking market factions
173618 [Thread-2] INFO  org.magiclib.util.MagicCampaign  - Checking preferences
173618 [Thread-2] INFO  org.magiclib.util.MagicCampaign  - Sector width = 103148.2
173618 [Thread-2] INFO  org.magiclib.util.MagicCampaign  - Finding system with required themes
173618 [Thread-2] INFO  org.magiclib.util.MagicCampaign  - There are 68 themed systems in the core
173618 [Thread-2] INFO  org.magiclib.util.MagicCampaign  - There are 88 themed systems close to the core
173618 [Thread-2] INFO  org.magiclib.util.MagicCampaign  - There are 16 themed systems far from the core
173619 [Thread-2] INFO  org.magiclib.util.MagicCampaign  - Selecting Derelict Ship, in the Conflagration Star System system, 38522.99 (19.261494 LY) from the sector's center
173619 [Thread-2] INFO  data.scripts.world.SKR_seekerGen  - Adding VOULGE wreck in Conflagration Star System
173983 [Thread-2] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/fx/rat_center.png (using reflection)
173990 [Thread-2] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/stations/rat_abyss_beacon_glow.png (using reflection)
173997 [Thread-2] INFO  data.scripts.campaign.loa_spawnRandomMarketsPlugin  - Added new base in [Dis Star System]. It's named [Indignity]
174550 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.AbstractMethodError: Missing implementation of resolved method 'abstract com.fs.starfarer.api.campaign.econ.MarketAPI getSourceMarket()' of abstract class com.fs.starfarer.api.impl.campaign.fleets.PersonalFleetScript.
java.lang.AbstractMethodError: Missing implementation of resolved method 'abstract com.fs.starfarer.api.campaign.econ.MarketAPI getSourceMarket()' of abstract class com.fs.starfarer.api.impl.campaign.fleets.PersonalFleetScript.
   at com.fs.starfarer.api.impl.campaign.fleets.PersonalFleetScript.advance(PersonalFleetScript.java:83)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.public.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.class.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.A.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.classnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.new(Unknown Source)
   at com.fs.starfarer.ui.I.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.base/java.lang.Thread.run(Unknown Source)
[close]

I tried to fix it miself with the help of chatgpt cuz i don't know *** about this, but i spent like 4 hours with no results, so i think iam done for now


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