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

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Messages - Dostya

Pages: [1] 2 3 ... 7
1
I had a look at the fighter weapons in the mod and they seem to badly need a balance pass. The guns do fifteen to twenty five damage per burst. One damage per shot, a couple dozen shots per burst, seconds between bursts. I don't think they can even shoot themselves down let alone threaten anything bigger. Check out the vanilla fighter weapons for a comparison. The fighter health does see to be in line with everything else though so no problem there.

2
Mods / Re: [0.98] Ashes of The Domain
« on: June 08, 2025, 06:39:43 PM »
I have a heartbreaking bug to report. Fishing Industry, upgrade to Aquaculture, does not produce lobster. :'(

Neither do Subsidized or Artisanal Farming, but that's a matter of terraforming mods letting you put lobsters on non-waterworlds and understandable.

3
Hey, i might have encountered a bug in my current save. When a faction colonize a planet they don't build a spaceport which cause the colony to decivilize after some time. I'm playing with quite a lot of mods so i'm unsure which mod could be the cause of this but i'm pretty sure the faction expeditions to colonize a planet are from Nexerelin so i'm asking here.

Are you playing with a bootleg update of Vayra's mods? I've got the same thing and that's the only other mod I've got that messes around with colonization. For reference, this was a bug Vayra's had too for a while so I'd bet it's Vayra's. I've just been tracking down new colonies and console commanding them basic industry on the grounds that having a bootleg mod means taking your chances. AotD's also got the issue that their new T1 industry doesn't get upgraded to vanilla versions, but neither of these are Nex's fault.

4
Mods / Re: [0.98a] Emergent Threats/IX Revival v1.0.8
« on: June 01, 2025, 01:00:28 PM »
Encountered a crash with stellar shades spawned with Terraforming Made Easy that the author states traces to this mod.

Quote
1404266 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getAccessibilityMod()" because "market" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getAccessibilityMod()" because "market" is null
   at data.skills.FourthDimensionalSight$Level1.unapply(FourthDimensionalSight.java:21)
   at com.fs.starfarer.campaign.CharacterStats.refreshGovernedOutpostEffects(Unknown Source)
   at data.scripts.ix.listeners.IXAdminEasyModeListener.reportPlayerOpenedMarket(IXAdminEasyModeListener.java:56)
   at com.fs.starfarer.campaign.CampaignEngine.reportPlayerOpenedMarket(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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.StarfarerLauncher$1.run(Unknown Source)
   at java.base/java.lang.Thread.run(Unknown Source)

5
Mods / Re: [0.98a] Terraforming Made Easy 2.6.5f
« on: June 01, 2025, 12:58:55 PM »
Looks like my mod isn't the issue some other mod seems to be doing something with stellar shades and causing an issue. Goto Emergent Threats/IX Revival v1.0.8 mod thread and report there. As from the looks of it, its their code that is doing something when interacting with entities.

Noted, will do.

6
Mods / Re: [0.98a] Terraforming Made Easy 2.6.5f
« on: June 01, 2025, 10:10:55 AM »
Stellar shades spawned with this mod give me a crash to desktop upon docking which happens more often than I'd like due to misclick. Stellar mirrors are fine though.

Quote
1404266 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getAccessibilityMod()" because "market" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getAccessibilityMod()" because "market" is null
   at data.skills.FourthDimensionalSight$Level1.unapply(FourthDimensionalSight.java:21)
   at com.fs.starfarer.campaign.CharacterStats.refreshGovernedOutpostEffects(Unknown Source)
   at data.scripts.ix.listeners.IXAdminEasyModeListener.reportPlayerOpenedMarket(IXAdminEasyModeListener.java:56)
   at com.fs.starfarer.campaign.CampaignEngine.reportPlayerOpenedMarket(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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.StarfarerLauncher$1.run(Unknown Source)
   at java.base/java.lang.Thread.run(Unknown Source)

7
I had the same problem, it's Omega Blueprints. Fortunately you can remove that mod and fix your save game to work without it pretty easily. Open up the campaign folder in Omega Blueprints and the Special Items csv. Go open your save in Notepad++ or your barebones text editor of choice. Search up the two names in the Special Items csv and delete the sections containing them from your save. They're small.

Continue your game.

8
Modding Resources / Re: [0.97a] MagicLib v1.3.10 (2024/02/12)
« on: February 14, 2024, 07:32:05 PM »
This should fix it, but I haven't reproduced the crash so please let me know either way: https://github.com/MagicLibStarsector/MagicLib/releases/download/1.3.11-dev02/MagicLib.zip

That did the trick. Thank you for the quick fix - especially without being able to reproduce it yourself.

9
Modding Resources / Re: [0.97a] MagicLib v1.3.10 (2024/02/12)
« on: February 13, 2024, 09:04:34 PM »
I'm having a crash where I complete a bounty off of the Bounty Board, go back to the intel screen, and when I select the Bounty Board to accept another bounty the game crashes. I suspect it's because I missed updating something so the MagicLib Bounty Board is missing a bounty completion flag, but I'm having no luck figuring out what.

Relevant chunk of log as follows:

Quote
809946 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: activeBounty.fleet.flagship must not be null
java.lang.NullPointerException: activeBounty.fleet.flagship must not be null
   at org.magiclib.bounty.intel.MagicBountyInfo.showFleet(MagicBountyInfo.kt:579)
   at org.magiclib.bounty.intel.AssassinationMagicBountyInfo.showTargetInfo(AssassinationMagicBountyInfo.kt:86)
   at org.magiclib.bounty.intel.MagicBountyInfo.layoutPanel(MagicBountyInfo.kt:301)
   at org.magiclib.bounty.intel.BountyBoardIntelPlugin$layoutPanel$1.pickedItem(BountyBoardIntelPlugin.kt:135)
   at org.magiclib.bounty.intel.BountyBoardIntelPlugin$layoutPanel$1.pickedItem(BountyBoardIntelPlugin.kt:128)
   at org.magiclib.bounty.ui.lists.ListUIPanelPlugin.itemClicked(ListUIPanelPlugin.kt:117)
   at org.magiclib.bounty.intel.BountyBoardIntelPlugin.layoutPanel(BountyBoardIntelPlugin.kt:146)
   at org.magiclib.bounty.intel.BountyBoardIntelPlugin.createLargeDescriptionImpl(BountyBoardIntelPlugin.kt:155)
   at org.magiclib.util.ui.MagicRefreshableBaseIntelPlugin.refreshPanel(MagicRefreshableBaseIntelPlugin.java:47)
   at org.magiclib.util.ui.MagicRefreshableBaseIntelPlugin.createLargeDescription(MagicRefreshableBaseIntelPlugin.java:26)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.new(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.new(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.privatesuper$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.comms.F.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.E.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.for.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(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.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)

10
Announcements / Re: Starsector 0.96.1a (In Development) Patch Notes
« on: January 01, 2024, 09:21:09 PM »
awesome! Does this mean most 0.96 mods wont work with the new version though?
Quote
"Orion-Perseus Abyss" area in the lower left of the Sector is now more than just a label

    Note: this will technically work with an existing save, but may have some side effects like having star systems in the abyssal areas; starting a new save is recommended
This part of the patch notes indicates that the new update might be save compatible (seriously...?), so there's a decent chance on at least some mod compatibility. Maybe not Nex or other similarly large overhauls, but most faction mods may not need more than minor tweaking.

11
Blog Posts / Re: Colony Crises
« on: November 25, 2023, 02:42:05 PM »
Looking at that Persean League screenshot, I can say that my immediate reaction is to litigate my faction's sovereignty in the traditional way. Which is to say that I'm going to transponder-on destroy the fleet saying that to me so my defense fleets handle the rest of the local problem, go to Thule, tactically bomb Kazeron, steal the nanoforge, and maybe smash the spaceport for good measure. Then ask if they want to acknowledge reality or continue suffering the consequences. That said, if a way out of this is to sign a relevant treaty then much lowered or zero port tariffs would seem a possible reward. Being that now I'd be part of the problem system.

12
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 07, 2023, 07:46:41 PM »
A reaction to some of the new stuff:

Spoiler
I thought it was odd that even though I've crapped on the Path most of the game, blew up their stations, their fleets, raided their planets, etc. that they were still okay with offering me permanent immunity when I rolled up on their station and handed over the thing from the place to them. There should probably be some hoops to jump through or something just because I'd expect that if they want my head on a pike there should be reasons not to do that thing. Or for me to tell them that I got them the thing and they just say "yes well done completing the mission" that I never got and they never asked for because they hate my guts and vice versa.

There should probably be dialogue at Galatia, too, if you don't use the gate to get back there. Which I didn't this run, just to see if there was.
[close]

13
General Discussion / Re: Colony Threat event
« on: May 07, 2023, 07:38:52 PM »
Do major factions harass the player as before via Hostile Activity, or does Hostile Activity apply only to pirates and Pathers?

With stability modifiers seemingly being more important, is Commerce useful enough to justify -3 stability, especially on top of Free Port?

Yes, you will make more money that way especially when you plop an Alpha Core and an item onto it. It means accepting some D-mods on any fleets spawned there half the time, and you won't be making ~optimal credits~ part of the time, but it's still a lot of money if you invest.

14
General Discussion / Re: Colony Threat event
« on: May 07, 2023, 07:14:02 PM »
So am I just supposed watch while my only planet goes into -3 and -4 stab and dies at the end? Why is there zero counterplay to this system?

Upgrade your Patrol Base to a High Command, it'll go from 5 to 15 decrease on that factor. In the meantime, take the items (Nanoforge, right?) and/or AI cores off of your industries and de-governor any Alpha Cores you have on your planet. After you've got the High Command in place then add the nanoforge back on. You'll still be down 2 stability and 20% access, but upgrade ground defenses to Heavy Batteries or upgrade your Orbital Station and you'll be fine. There's enough stability modifiers available to be running at -4 plus either free port or commerce and still have 10 stability.

Eventually. In the meantime chill out with things the Pathers don't like until you're powerful enough to not care.

15
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 07, 2023, 02:21:44 PM »
Hmm, I don't think that checks out from my experience. You can basically ignore hostile activity and a colony can do fine; even the highest level penalties aren't that bad.

What kind of monthly points gain are you seeing? There's one likely raid at 75 points and it's non-repeatable, and after that building up to 500 points takes a while. You're unlikely to have more than... not an exact number, but like +15/20 per month from pirates alone? So you're looking at over 1.5 cycles between raids at worst, and killing a few fleets now and again sets it back a lot. And the bonus from increased defenses/a military base is going to drag this time out *a lot*, possibly stalling it out completely. This just doesn't add up; you're not going to be seeing pirate raids all that often unless there's a bug.

And there are options for dealing with each of the hostile activity factors individually; the tooltips offer some information as to how you might do that.

I mean, if you install a ton of AI cores and event progress ramps up more quickly because of that, then yeah - but then that would be entirely on you, right? And at worst the core bonuses should more than cancel out the penalties from high hostile activity levels.

I'd love to see what you're actually seeing; this doesn't make a lot of sense to me and it's possible there may be a bug somewhere.

I think most of what's happening is that previous patches made 10 stability and enough access to export everything and then some the default, and the idea that sacrificing some of that might be needed in some cases is causing some players (myself included, admittedly) some issues with prior expectations vs new (ultimately perhaps intended) mechanics. It caused me some stress until I spent some time thinking on it, and then went on with my own chosen methods for mitigation.

A totally new player with no preconceptions on how to build and manage colonies might have it easier. I don't know. My experience definitely worked against me at the start since I gathered enough resources to juice my colonies up and spread some items out.

What I can say is that the progressive stability and access debuff hurts in the latter two stages, out of proportion in credit cost (considering what less stability and access does to credit income) with the actual problems caused with the recurring event. Pirate raids are anemic in the face of how colonies are expected to be spawning space patrols against faction expeditions, and Pather cells are solvable. The debuffs hurt especially much if you've got just enough to slowly tick up threat and not quickly get yourself through the higher penalties. Which a player probably does if they've spent time exploring.

I think there's some room for additional stuff at the conclusion of the meter to bring it into proportion with the debuffs, or maybe the market value of goods need a little buff since 10 stability isn't a baseline for most of the game if you're putting items and whatnot in anymore, or perhaps some more events in the meter to switch things up. I don't know. I can say that it felt bad when I was just starting up my colonies and didn't know how to game the increased threat, but after learning the mechanics it's entirely manageable.

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