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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - Malhavoc

Pages: [1]
1
Mods / Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« on: March 19, 2023, 11:15:58 AM »
The Return of the King! I am so looking forward to playing this!

2
Mods / Re: [0.95.1a] Console Commands v2021.12.25
« on: March 10, 2023, 11:42:33 AM »
So does anyone know what the runcode is to add certain hullmods to ships, without making them into permamods?

3
Mods / Re: [0.95.1a]Epta Consortium - 1.5.2d
« on: January 30, 2023, 05:21:08 PM »
So I completed the mission to unlock the new ship, but I found that if I start/load a game, then return to the main menu and try to start another game, the number of unlocked super ships goes up by one, and starting/loading a game causes a "Copies of campaign data in memory: #" error with a memory leak warning. Returning to the menu causes the ship number to go up again, and the "campaign data in memory" also goes up by one.

I'm hoping the upcoming version will address things, but I just wanted to let you know of the issue in the meantime. The game is still playable, it just requires restarting the game if you exit to the main menu at all.

4
Just got slapped with this the moment I tried to do the Arma Sleeper campaign start. Going to attempt to redownload and see if that fixes things.

Code
1149870 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.coreui.map.H.renderStuff(Unknown Source)
at com.fs.starfarer.coreui.map.H.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.map.O0OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.OO0O.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(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(Unknown Source)

5
Mods / Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« on: January 08, 2023, 03:54:42 PM »
Literally just yank out the version specification in Seeker's modinfo dependency for MagicLib, the new MagicLib works fine with it.
So how does one do that precisely? I'm sure I can hamfist it, but having a general starting point would be nice.

EDIT: I literally just hamfisted it and it works. Pop open the mod_info.json with something like Notepad++ and either delete the whole section from bracket to comma referencing MagicLib, or just change the version number.

6
Mods / Re: [0.95.1a] Console Commands v2021.12.25
« on: November 10, 2022, 12:27:30 PM »
So I've seen a lot of folks complaining about the "list ships" console command bringing up 0 results, and seen various claims as to what the culprit might be.

I've seen some folks say it is the CONCORD mod, it is faction mods, and some people say that it is just the current version of the game that is to blame.

Does anyone really know what the problem is and do they have any workarounds? Entirely restarting Starsector sometimes clears the issue, and other times it doesn't do anything. It is also a horrendously tedious method of fixing things.

7
Mods / Re: [0.95.1a] Interstellar Federation (refurbished)
« on: May 25, 2022, 06:12:22 PM »
So do you plan to add any premade Autofits to the mod? I am having a hard time deciding how I want to gear these bad boys out! XD

8
Mods / Re: [0.95.1a] Starship Legends 2 - Overhauled and Streamlined
« on: February 15, 2022, 06:14:58 PM »
Oof. Yeah, no offense, but I'll be sticking to the old version as long as possible and then probably binning it when Starsector updates make it totally unusable.

The entire appeal of the mod was the combat rating system. Removing it and using a predetermined system based on IDs completely guts the mod.

9
So I've been trying to fidget with the new salvage and mining vessels, but I don't think the Mining Lance or LR Mining Laser are in the game, beyond what is auto-equipped (and they move around when equip stuff). I can't find them in any markets, and even went so far as to snag the Console Commands mod to try and get them. They just don't show up. Checking the actual game files, they do in fact exist, but I just don't think they are marketed.

EDIT: Derp! I just figured out how to get the darn thing to cooperate. Right clicking the mount location will randomly swap between mining gear. It is just a matter of clicking until you get the one you like. A very nifty feature, though not sure if it is intended. Still, problem solved.

10
Mods / Re: [0.95a] Console Commands v2021.04.10
« on: May 10, 2021, 01:52:14 PM »
So was there ever an option added to "Add Administrators" or at least be able to add skills to them? Right now every Admin I have managed to find is hot garbage.

11
Mods / Re: [0.95a] Adjustable Skill Thresholds 1.0.0
« on: May 09, 2021, 01:02:10 PM »
This is almost exactly what I was looking for. Any chance there is a means of tweaking the "Special Modifications" skill to change the number of "Built-In" Hullmods permitted?

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