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Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

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Messages - miles341

Pages: [1] 2
1
Alright, I can confirm that this resulted in a loadable save! Thank you very much for taking the time to help me with this! Now I guess we wait and see if it happens again at some point...

2
I already had that phase fix mod installed and active, and there was no "CURR_BATTLE_CHILD_PARENT_SHIPS" entry in my campaign file, so I tried that already, and I was using the most current Fleet Action History version.

Here's my campaign and descriptor .xml files, hopefully it helps.
https://www.dropbox.com/s/zmamobt2b1wbws4/Save%20Files.zip?dl=0

3
Hi all, I'm having a problem where I get an error message when trying to load the save game from the main menu. I have so many mods enabled that I'm not really that surprised that there's a problem at some point, but I still want to know why it happened.

I spent probably a good 6-7 hours on this save without problems, then when I try to start it up the next day it won't load. For reference, I didn't update any mods at all during the save, and I'm using the JRE8 library with everything necessary for that.

I don't mind if there no fix for the save, just as long as I find out why it happened so I can avoid it next time / remove the offending mod for next game.

Let me know if you need the save game and I can upload it for you.

Error Message
Spoiler
137995 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: D:\Games\Starsector v0.95\starsector-core\..\mods\ED Shipyard]
137995 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: D:\Games\Starsector v0.95\starsector-core\..\mods\Interstellar Imperium]
137995 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: D:\Games\Starsector v0.95\starsector-core\..\mods\Nexerelin]
137996 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: D:\Games\Starsector v0.95\starsector-core\..\mods\Templars]
138088 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
138088 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Failed calling method
---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.NullPointerException
cause-message       : null
method              : com.fs.starfarer.campaign.fleet.FleetMember.readResolve()
class               : com.fs.starfarer.campaign.fleet.FleetMember
required-type       : com.fs.starfarer.campaign.fleet.FleetMember
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 1388882
class[1]            : java.util.HashMap
converter-type[1]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[2]            : com.fs.starfarer.campaign.ModAndPluginData
class[3]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.I
version             : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Failed calling method
---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.NullPointerException
cause-message       : null
method              : com.fs.starfarer.campaign.fleet.FleetMember.readResolve()
class               : com.fs.starfarer.campaign.fleet.FleetMember
required-type       : com.fs.starfarer.campaign.fleet.FleetMember
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 1388882
class[1]            : java.util.HashMap
converter-type[1]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[2]            : com.fs.starfarer.campaign.ModAndPluginData
class[3]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.I
version             : not available
-------------------------------
   at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:82)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:282)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
   at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:106)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:98)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:92)
   at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:87)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
   at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:110)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:98)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:92)
   at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:87)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.start(TreeUnmarshaller.java:134)
   at com.thoughtworks.xstream.core.AbstractTreeMarshallingStrategy.unmarshal(AbstractTreeMarshallingStrategy.java:32)
   at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1486)
   at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1466)
   at com.thoughtworks.xstream.XStream.fromXML(XStream.java:1346)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
   at com.fs.starfarer.title.Object.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.Stringsuper.super(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:748)
Caused by: java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.getSupply(BaseIndustry.java:734)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.supply(BaseIndustry.java:314)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.supply(BaseIndustry.java:303)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.supply(BaseIndustry.java:299)
   at com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RessourceCondition.un applyAdditionalSupDem(IndEvo_RessourceCondition.java:175)
   at com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RessourceCondition.un apply(IndEvo_RessourceCondition.java:99)
   at com.fs.starfarer.campaign.econ.Market.reapplyConditions(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.refreshAllOutpostsEffectsForPlayerOutp osts(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
   at com.fs.starfarer.api.impl.hullmods.PhaseField.onFleetSync(PhaseField.java:63)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.getMembers(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.getFlagship(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.getCaptain(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.getCaptain(Unknown Source)
   at com.fs.starfarer.api.util.Misc.getMemberStrength(Misc.java:4246)
   at com.fs.starfarer.campaign.fleet.FleetData.updateFleetPointsUsed(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getCommander(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.readResolve(Unknown Source)
   at sun.reflect.GeneratedMethodAccessor10.invoke(Unknown Source)
   at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
   at java.lang.reflect.Method.invoke(Method.java:498)
   at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:78)
   ... 54 more
[close]
Enabled Mods:
Spoiler
{"enabledMods": [
  "$$$_lightshow",
  "$$$_trailermoments",
  "Ex7s",
  "adjustableautomatedships",
  "adjustable_skill_thresholds",
  "Adjusted Sector",
  "sd_advancedHullMods",
  "ARSWP",
  "ARC",
  "armaa23",
  "raccoonarms",
  "arthrships",
  "automatedcommands",
  "lw_autosave",
  "Barack's Namelists",
  "timid_admins",
  "better_deserving_smods",
  "beyondthesector",
  "BSC",
  "BSC_Submod",
  "blackrock_driveyards",
  "bb_plus",
  "CWSP",
  "CaptainsLog",
  "capturecrew",
  "Csp",
  "CSP",
  "charmingly_wearisome",
  "chatter",
  "lw_radar",
  "timid_commissioned_hull_mods",
  "lw_console",
  "Dabble",
  "istl_dassaultmikoyan",
  "hm_flagpack",
  "DetailedCombatResults",
  "diableavionics_regency",
  "diableavionics",
  "dronelib",
  "dynamictariffs",
  "edshipyard",
  "exshippack",
  "exploration",
  "extra_system_reloaded",
  "XLU",
  "fantastic_furniture",
  "HHE",
  "fleethistory",
  "fluffships",
  "sun_fuel_siphoning",
  "gladiatorsociety",
  "GrandColonies",
  "GMDA",
  "HMI",
  "hte",
  "hostileIntercept",
  "hm_barratry",
  "sun_hyperdrive",
  "IndEvo",
  "internalaffairs",
  "Imperium",
  "timid_xiv",
  "JDC_ziggyxiv",
  "kadur_remnant",
  "keruvim_shipyards",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg",
  "logisticsNotifications",
  "mag_protect",
  "mag_protect_soldier",
  "MagicLib",
  "Mayasuran Navy",
  "missingships",
  "mir",
  "more_hullmods",
  "wisp_NeutrinoDetectorMkII",
  "sun_new_beginnings",
  "nexerelin",
  "objects_analysis",
  "OcuA",
  "ORA",
  "wisp_perseanchronicles",
  "phaseFieldFix",
  "TAR",
  "progressiveSMods",
  "PulseIndustry",
  "QualityCaptains",
  "sanguinary_autonomist_defectors",
  "tahlan_scalartech",
  "SCY",
  "Seafood",
  "secretsofthefrontieralt",
  "SEEKER",
  "shadow_ships",
  "PT_ShipDirectionMarker",
  "swp",
  "Smolships",
  "solsystem",
  "speedUp",
  "sun_starship_legends",
  "steelcardinal",
  "stelnet",
  "StopGapMeasures3",
  "superweapons",
  "timid_supply_forging",
  "Sylphon_RnD",
  "tahlan",
  "Terraforming & Station Construction",
  "Templars",
  "star_federation",
  "TORCHSHIPS",
  "transfer_all_items",
  "underworld",
  "unionrailsystems",
  "US",
  "ungp",
  "UGH",
  "URW",
  "vic",
  "PT_VICpad",
  "vanidad",
  "vayrasector",
  "vayrashippack",
  "lw_version_checker",
  "vesperon",
  "whichmod",
  "audio_plus",
  "prv",
  "shaderLib",
  "G1GC_Hide_Leak_Message"
]}
[close]

Thanks for your help.

4
Modding / Re: [0.9.1a] Boarding Util v.1.0.0 [YRUTL]
« on: March 19, 2021, 07:31:09 PM »
I was playing the new RYAZ update and fought Knight Templar ships. It would seem their unique shield type does not react well with the new boarding mechanic as I get a Fatal: null error occasionally when using the skill. Sadly, I'm not sure how to consistently replicate the CTD.
Hmm, I've never played with Knight Templar, so I'm afraid I'm unable to give any suggestions. But from a cursory look, it seems the mod is only updated to 0.8.1a, maybe that has something to do with it?
It's currently doing Discord only updates, but it is updated to the latest version. Last update was actually only 10 days ago.

5
May I use your username as the discoverer of this secret?

Sure you can!

As to the player ship spell change, perhaps it's what you put the majority of your level up points into? Mostly combat gives White Destruction Field, mostly Industry gives Balanced Scales etc, with equal points giving Zephyr Ray? That might explain how you could be "stuck" using a particular spell, as you would have to level up to have a chance to change it.

6
Hmm, well I haven't been able to try it out yet, as I want to finish my current run first, but I have an idea as to what determines which spell to use. Does it have to do with officer disposition perhaps? AKA, steady officers (and the player) get Zephyr Ray, reckless officers get White Destruction Field, timid officers get Balanced Scales? That would explain why most ships get Zephyr Ray - ships without officers default to it, and you usually don't have an officer in the simulation.

Doesn't really explain the part where you say that the player ship can have different spells, but that might have to do with the faction wide agressiveness setting?

If that is the case, then something like the Automatic Orders mod might even let you choose individual ship disposition and select the correct spell.

7
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.13
« on: January 27, 2020, 03:27:05 PM »
Hi, I think there is an issue with the ristreza-class front mounted weapon, the gleipnir cannon, it doesn't seem to ever shoot.
I believe that weapon can only fire when the ship system is fully activated.

8
Mods / Re: [0.9.1a] Kingdom of Terra (v0.8) - Dino Babies
« on: January 23, 2020, 03:11:59 PM »
...
 The faction is tied to a planet and a system, which are only created during a new game. So if you add it to the existing game, it won't break the game, but the faction won't exist, so there will be nowhere to buy (most of) the ships. You WILL still be able to find blueprints, and most weapons (plus a couple ships) are available to pirates and other factions. So you will get a partial slice of the content in your current playthrough. Although I might be wrong on some of this info.
...

Additionally, if you have Nexerelin, you should be able to take over a planet and gift it to the faction. Make sure it has a heavy industry before you do, and they will make better quality ships. This gives the faction a leg up in the sector, and effectively adds them fully to your in-progress game.

9
Modding / Re: [0.9.1a] Sol System (v0.2.2 - 1/21/2020)
« on: January 22, 2020, 06:17:06 PM »
...
All in all I think Scmp did a fantastic job with the planet types and resources. Sadly there is no in game analogue for the farms of Ganymede (see "The Expanse"), as the real limiting factor for Earth's solar system is that only Earth can have a farm. Terraforming the planets will not make the game retroactively apply a farming option, sadly. It would be interesting though if such a thing might be doable once a planet has been rid of all it's negative conditions, like some sort of tavern encounter option, hiring an agricultural specialist or something.

Actually, the DIY Planets mod in this forum has it so when the planet progresses past a certain amount of terraforming, it adds farmland, getting better the closer towards a terran planet you go.

10
Apparently you can't build several of these ships in the custom production tab. I ask for it to build, but it just takes the money from my account, gives me supplies, fuel, and crew, but it never actually gives me the ship, and it stays in the request list forever. IIRC it may have something to do with having no actual pre-designed variant available.

If it helps, the ones it's happening with was one of the mythril cloak mods (The one with the front autocannon I think) and the two lotus flower versions. There might be more, those were just the ones I noticed.
Thank you for the report! You're right, I neglected to add them to default_ship_roles.  Sorry about that! Here's a quick fix, since there are a few things already in the pipeline in the main mod file!

Download hotfix here
Thank you!

11
Apparently you can't build several of these ships in the custom production tab. I ask for it to build, but it just takes the money from my account, gives me supplies, fuel, and crew, but it never actually gives me the ship, and it stays in the request list forever. IIRC it may have something to do with having no actual pre-designed variant available.

If it helps, the ones it's happening with was one of the mythril cloak mods (The one with the front autocannon I think) and the two lotus flower versions. There might be more, those were just the ones I noticed.

12
Mods / Re: [0.9.1a] Stop Gap Measure - Ships for Vanilla
« on: December 27, 2019, 07:27:06 PM »
You mentioned that you removed the cluster launcher, does this mean it will be incompatible with previous save files?

13
Mods / Re: [0.9.1a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« on: December 08, 2019, 09:13:23 PM »
Can't seem to find this on the forum; but what is the nanoforge(s) parameter for heavyindustry or oribtalworks?  I.E.  "addindustry orbitalworks prestine_nanoforge alpha_core" only adds an orbital works with an alpha core.  No setting for nanoforges seem to be set for this command (at least to the best of my abilities I have not been able to get any nanoforge type to spawn in with the addindustry command).

Are nanoforges set in the parameters for the addindustry command?  If so, what are they?

BUG REPORTS
1) I noticed a bug with the non-dev version recently released where if you increase the population; the industry max number does not increase with it.  This same thing happens whether I do a "RunCode" command or a simple "addcondition" command.
2) On rare occasions; increasing the population via console command will result in 2 population numbers in the UI.  Let's say you start out with a population of 3 for a settlement.  You use console commands to increase the population to 7.  However when you look at the settlement stats, it shows the 3 symbol still but a new population symbol representing the 7 is now next to it.  This seems to be purely a UI glitch as everything else changes in regards to the increased population.  Leaving the settlement and coming back does not make this glitch go away.
Not sure about the rest, but for the nanoforge issue I might have an idea. Not sure if you copy-pasted the code for adding the nanoforge, but you seem to have mispelled "pristine" as "prestine". Maybe that's it? Otherwise, it might be that the nanoforge code uses "baseItem_modifier" as that would keep them together when ordered alphabetically, so maybe try "nanoforge_pristine"? That logic doesn't make much sense when you compare it to the alpha core which does it the other way around, but I have no idea otherwise... Maybe the ordering needs to be different, like do the core then the nanoforge?

14
Is there a way to buy or sell stuff in player-controlled colonies? I need some supplies but can't get any since I can't buy them from my own colony.
you need to build a commerce first (takes 1 industry slot), then you'll be able to trade in your colonies.

Or if you just need supplies and fuel, you can build a Waystation. Doesn't let you sell stuff, and only allows you to buy supplies/fuel and whatever the colony produces, but doesn't cost an industry slot and improves accessibility, as well as being cheaper. Also the supplies will be cheaper, as it always sells at base price, eg. 100 per supply, 30 per fuel.

15
Hello. I'd like to start with well-deserved praise for this mod making Starsector a lot more replayable and entertaining. The different factions waging war against each other, conquering each others planets as well as making new colonies are all very welcome additions.

There is, however, one issue that I keep having. Whenever I get notifications about attempted invasions or raids, even after I prevent those by defeating the fleets, the notifications remain in my "Important" tab in the Intel screen, forever. This has been less annoying during a playthrough where I was having my own faction, however, during another one, where I had a commission, when I'd open my intel screen, and the "important" tab in particular, the entire map would be riddled with notifications about stuff that has been long, long dealt with and should not be cluttering my map. This is bothersome due to obstructing the view of actually currently relevant information or any contracts that I've accepted. Any idea how to deal with this?

Also, a question. I haven't messed with the randomly generated sectors yet, since I'm trying to prune out my current modded factions to keep just a few that seem worthwhile. Can anyone tell me if the randomly generated sector also includes free storage spaces? Like the abandoned terraforming platform in Corvus, right next to the independent base.

In the Intel screen, you can click on the gold ! mark in the top right of the entry on the left hand side. That removes the important flag, and you should no longer see it when you re-enter the important tab. I don't believe there is a way to do it to all of them at once, so it might take a while, but that should work for you.

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