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

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Messages - SilvA

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Hey all!

Just wanted to add an extra message to this:

I am currently in the process of writing the next (technically episode 1) story for this youtube series. If anyone here can do any of the following, please let me know:

- Voice acting (don't have to be a professional, just willing to help!)
- Artwork (As mentioned in this video, I'm using AI art because I can't afford an artist to do cool stuff for this project, if you by chance are interested in helping, please dm me)

If you are willing to help out with this project, i'd massively appreciate it, and I hope in future I will be able to afford to pay artists for their work.

I hope everyone has enjoyed the first video so far <3

2
Mods / Re: [0.98a] Ship/Weapon Pack 1.16.2
« on: April 24, 2025, 12:38:13 AM »
Hey :) I keep getting a crash after updating to 1.16.2, if I revert to 1.16.1 it fixes it. Here's the log:

Spoiler
Code
26281 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShipSystemSpecAPI.addTag(String)" because the return value of "com.fs.starfarer.api.SettingsAPI.getShipSystemSpec(String)" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShipSystemSpecAPI.addTag(String)" because the return value of "com.fs.starfarer.api.SettingsAPI.getShipSystemSpec(String)" is null
at data.scripts.SWPModPlugin.syncIBBCodex(SWPModPlugin.java:446)
at data.scripts.SWPModPlugin.onCodexDataGenerated(SWPModPlugin.java:385)
at com.fs.starfarer.api.impl.codex.CodexDataV2.init(CodexDataV2.java:295)
at com.fs.starfarer.title.TitleScreenState.init(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]

Experiencing the same issue, also tested to see if it was an issue with any other mods, sadly it crashes when just activated on it's own.

3
Mods / Re: [0.98a] The Knights of Ludd
« on: April 22, 2025, 06:54:03 AM »
Afternoon all!

Tried to add this mod today and got the following issues:

Spoiler
[close]

I'm not particularly well versed in how to fix this, I've noticed that turning this mod off stops this happening.

These are my current mods enabled:

Spoiler

[close]

Any help people have to resolve this would be much appreciated!

I had similar errors pop up, though I resolved it by fully deleting KoL from my mod folder and then reinstalling. From there I didn't seem to have any problems with my game that seemed to be related to Knights of Ludd.

So it could be an issue with overwriting the download with a new one rather than having a clean download? Have you already tried as such?

Hey Biggs, thank you for this suggestion it worked perfectly! Appreciate that.

4
Hey everyone!

I hope this is the correct place to post this, apologies to the mods etc if this is incorrect.

I am quite new to the Starsector community, and have been playing Starsector on stream now for a few months and enjoying every moment of it. From when I first started playing, I immediately recognised that Starsector has such potential for storytelling, and wanted to tap in to my love for listening to and telling sci-fi stories.

If it's something you enjoy, please take a look at my youtube project prologue video, The Birth of Pandamonium.

Spoiler
[close]

This video combines some history of Starsector going back to the Second Battle of Chicomotzoc, and uses the Starsector lore to explain how my in-game faction "Pandamonium" came about, and ties up some loose ends from Starsector lore in alternative ways. My knowledge of the lore isn't perfect, and I'm still learning SO much as I go on, so any information you lore nerds out there have, please let me know, as I'd also LOVE to nerd out on the lore in this game with you. ;D

In the future, I am aiming to build on this story, using all of my future playthroughs to tell a story that spans decades, if not hundreds of cycles in Starsector, using 3D modelled Starsector ships, artwork, basic animation and audio. These stories will be told by my playthroughs on twitch and the people in chat helping me record important events, I hope that many more of you would like to get involved, and I hope to talk to more of you soon!

In the meantime, I hope you all enjoy the project, it was extremely fun to make, and I hope that people are interested in seeing more!

Cheers all,
-SilvA


5
Mods / Re: [0.98a] The Knights of Ludd
« on: April 17, 2025, 06:55:43 AM »
Afternoon all!

Tried to add this mod today and got the following issues:

Spoiler
[close]

I'm not particularly well versed in how to fix this, I've noticed that turning this mod off stops this happening.

These are my current mods enabled:

Spoiler

[close]

Any help people have to resolve this would be much appreciated!

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