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

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Messages - Dazs

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1
Modding / Re: [0.98a] The Second Battlegroup v1.0.1
« on: Today at 12:00:38 AM »
Hello again, I have not tested the ships yet, just went through the files and noted that you do not have files for them to show on the title screen or be available to fight against in the refit sim. Is this by design as they are a mystery to be found while exploring? If not you can take a look at any of my faction mods for an example, they would be located in data\campaign\sim_opponents.csv and data\config\title_screen_variants.csv (you would just need to replace my variants with yours.)

Also, and this is just my OCD I swear I am not being a meanie but in the mod's main page you state "Auxilitary Ships" but the standard Starsector apeliation is "Auxiliary Ships".

Keep up the good work, I look forward to future updates.

2
Modding / Re: [0.98a] The Second Battlegroup v1.0.0
« on: May 16, 2025, 04:45:07 PM »
Impressive especially for your first mod, the sprites are clean and crisp. Will give it a run when I have time but I'll defiantly be keeping an eye on this mod's development.

3
volt,
Out of curiousity, Trios has stated that version 3.30 is available and it is downloadable for a day now. However there is no listing on the unofficial discord or on this forum page so I was wondering if that is intentional and the actual release version?

4
Mods / Re: [0.98a] Ore Refinery v1.0 - 04/01/25
« on: May 13, 2025, 08:15:58 AM »
Hello again shakatu,
hi i want to report something, your compressed fuel f1 market supply and demand price is not working.
other than that its working fine.
It is a custom commodity and on its own demand tier - I tried putting on the fuel demand but it really messed up the markets. Try looking at various markets and you should see differing prices.
can i ask for QoL? when we compress the fuel it will detect if the fuel is still over capacity or not.
if it not overcapacity then the compressing process will auto stop.
No not really, that would have to be managed manually by the player.
yeah i just asking for auto stop function haha, btw thankyou for the mod.
I agree it would be a nice QOL feature but the problem with a stop limit is that the limit is variable by your fleet ships overall capacity so I could not put a hard number in the code. Also, tbh, if there is a way for the code to read your personal fuel tank limit then I have no idea how to implement that.

I am happy to hear you find the mod useful and apologize for my limited JavaScript skills.

5
I do hope that was meant jokingly, I have nothing but respect and appreciation for all the work you have put into this.
With the bus? Yes that was just a little joke :D but genuinely thank you for the support!
My apologies for misunderstanding your bus comment, it was out of left field from our previous correspondence so I guess it was just me not getting the joke, my bad.
I had not reached out to King Alfonzo (the HMI dev) as I was uncertain regarding the problem as it seemed to be Linux vs Windows issue and I know zero about Linux.
Well, the HMI is throwing errors in logs (it's just not crashing the game on its own from my understanding), so something is wrong with it either way (or maintainers just used wrong log level).


However it is not needed now because I used your updated version combined with the stelnet files added back to Hiver Swarm and was able to:
Load an existing game - all works no issues
Start a new game with only the related mods installed - all works no issues - woo hoo!
Start a new game with all my entire mod list activated - same as above, I believe we have a winner  ;D
Wait WUT? Which version? You mean from the GH issue (stelnet-3.2.3-gh134.zip)?
I just added few logging lines (is this a Schrödinger's cat?), if that file from GH is the one that is working for you, can you provide the log file from a successful run?
That's not a fix and is not in the release, because I don't know what's happening, I asked Alex if he can think of anything, until then....
I may try and see if I can run the game on Windows in VirtualBox to reproduce it, but that will take some time, so no ETA for the fix.
Otherwise I will put "what exact info" I need on the GH issue, and if someone with Windows machine can provide that info, maybe will try to fix it that way - Stelnet and HMI (and Hiver?) incompatibility
I am using the latest version of HMI, Hiver Swarm v1.3.1 but with the stelnet files added back and Stelnet version 3.2.3-gh134. I have run multiple scenarios and have had no crashes plus the commodity view now no longer shows Hiver markets. This is in normal mode as well as random core worlds, figured I would generate systems in both modes with a new game in each to be absolutely sure. I see you have other requests so no rush but if you were to release version 3.2.3-gh134 to the public I feel confident that I can release the version of Hiver Swarm I am currently testing with.

6
@volt woo hoo looks like we got some leads, [..] You got this!
Thanks for throwing me under the bus ;) but sersiously, thanks for the support, it always gives a push to try "one more thing".
I do hope that was meant jokingly, I have nothing but respect and appreciation for all the work you have put into this.
PS3 @Dazs have you tried asking HMI maintainers about this issue? If they have any "unfinished" work that is possibly referenced? Because (not sure if related but) I see this in my logs:
I had not reached out to King Alfonzo (the HMI dev) as I was uncertain regarding the problem as it seemed to be Linux vs Windows issue and I know zero about Linux. However it is not needed now because I used your updated version combined with the stelnet files added back to Hiver Swarm and was able to:
Load an existing game - all works no issues
Start a new game with only the related mods installed - all works no issues - woo hoo!
Start a new game with all my entire mod list activated - same as above, I believe we have a winner  ;D

As soon as you finalize a release version of Stellar Networks, I will test again to be absolutely sure and then release a new version of Hiver Swarm with the Stelnet files. This is such an awaited addition to the game for players who use Hiver Swarm. I am excited to share your work with the users of our mods, thank you!

7
Same crash with HMI too. I haven't worked with java since high school minecraft days, so grain of salt and all that.
Thank you so much for testing on your end. I was going loopy with the negative results.
The problem is stelnet isn't robustly handling cases where any market from any mod might temporarily have a null faction ID during game load. The fact it works for him on linux points to subtle environmental differences or sensitivities in the code rather than a straightforward bug that would appear everywhere, think like case sensitivities (linux is strict, windows is generally case insensitive but preserves it). There's also thread timing and race conditions, etc, where linux has different timing and luckily allows HMI to finish setting faction ID before stelnet reads it.
Interesting, I had not considered that. My experience with Linux is limited at best.
my thinking is, even if stelnetmod.java doesn't explicitly define onNewGameAfterEconomyLoad, stelnet's logic still has to engage around that point to process markets. I assume market.getFactionId() is being called and returning null somewhere causing it to crash if the faction mod doesnt load the ID immediately. there should be a null check somewhere but dont ask me where it should go
I'll leave that one to volt due to my admitted ignorance. :)
at any rate, i'm very pleased hivers and stelnet works, that was going to be the focus of my next game and it annoyed me when the hiver systems would take over stelnet while doing early game smuggling. Thanks guys :)
I truly hope we can figure it out; it is the most requested feature for Hiver Swarm and one I personally would like to see.

@Baikalsan you are the best thank you for taking a stab at the solution, not many players would step in like that and I am truly appreciative.

@volt woo hoo looks like we got some leads, I await your interpretation as this seems beyond my skill level. You got this!

8
Mods / Re: [0.98a] Hiver Swarm - V1.3.1 - 05/09/25
« on: May 09, 2025, 03:14:46 PM »
v1.3.1 released today - Save compatible
   -Deathfly: Added the missing HIDE_IN_CODEX tag -Ty TS360 / Hugh 359 for letting me know
   -Updated the code to the Blueprints from no_bp_drop to no_drop - Apparently that was updated at some point and BP were still dropping in standard and hard modes
   -Updated the hard mode replacement ships to have the hard mode hull mod - oversight on my part sorry
   -Updated the Vplus mode replacement ships to have the Vplus mode hull mod - oversight on my part sorry   
   -Removed the Hard Mode Hulls.zip and Vplus.zip files from the hard mode and Vplus versions as they are duplicative in these modes - Saves some disk space

@All - I am working with volt who is the maintainer of Stellar Networks to fix the exception function of that mod. We hope to have a working version soon that will exclude Hiver markets from the commodity view of Stelnet. Since this update fixes some oopsies I wanted to get it out ASAP however once Stelnet is updated (check the Stelnet forum if you are curious on our progress), I will hopefully have a quick update to make Hiver Swarm compatible.

9
Mods / Re: [0.98a] Ore Refinery v1.0 - 04/01/25
« on: May 09, 2025, 10:24:28 AM »
yeah if possible to make the mod compatible with universal salvage hullmod would be nice. (can use any ship for your mod!)
btw when i explore the map i keep dumping metals everywhere.
can we turn metal into something else? everytime when salvaging, metal will be there just to be dumped haha.
May I humbly suggest:
https://fractalsoftworks.com/forum/index.php?topic=17503.0
It is the mod that helped inspire this one and yes it is .97 but just change the version in the mod_info and it works 100%.

10
Mods / Re: [0.98a] Ore Refinery v1.0 - 04/01/25
« on: May 09, 2025, 01:13:09 AM »
Hello there thanks for weighing in
https://fractalsoftworks.com/forum/index.php?topic=26224.0
to be honest i just install every mod i found haha..
because they all looks interesting! but only simple one. (i left complicated one alone)
Well the salvage ship expansion certainly fits that criteria, thank you for getting back to me about where your hull mods originated. I will look into the code used and see if they stack.
your mod fit me, i want to explore entire map for colonizing so all salvaging items can be compacted with your mod.
no need to get back to core sector and keep exploring!
Yep that is the core concept. I always disliked burning fuel and supplies to ferry back so often and dumping resources because I was so far away it was not worth the cost of the overload penalty.
edit : if only the compacted fuel can be used and last long too.
it would be awesome for exploration.
So to be clear, are you asking for an ability to reverse the process and turn compressed fuel back into useable fuel?

11
Did you try to unpack a fresh copy of starsector to a fresh directory with freshly unpacked mods matching the versions in screenshot? (try to clean up your registry as well)
Sorry but it seems like something must be wrong on your machine, if you can, try on a different machine, preferably linux ;p maybe something is up with your JAVA or registry - have a look here: https://fractalsoftworks.com/forum/index.php?topic=32544.msg478747#msg478747 - as you can see some unrelated mods can cause edge cases.

TIL Starsector for Windows contain an uninstall binary xD - https://fractalsoftworks.com/forum/index.php?topic=32544.msg478737#msg478737
I did a complete uninstall of Starsector even deleted the trios folder, defragged and cleaned my registry, reinstalled from the official download, kept the standard vprams (which I usually modify), and checked my java install. I then downloaded all the mods needed and freshly installed them with those being the only mods in the mod folder. Had to enter my registry key, so I know it was a complete uninstall, then I started a new game as Hegemony got past the initial stages and when I chose my ships the sector generation began and boom the same crash.

I think I have gone out of my way to fully insure nothing is corrupt on my end. Perhaps it is the difference in our operating systems but if that is the case then we still have an issue since most players use Windows over Linux. This feature has been the most requested since I released Hiver Swarm and it is so close to working I just know there is some silly thing preventing it. HMI does have a lot of factions in it and some custom commodities so since it is the only mod that is conflicting on my end I think the issue lays there.

I truly appreciate all the work you have put into this but at this stage I am going to finish up the Hiver changes and release it tomorrow afternoon. If you can think of anything else we can do between now and then I will do it and include it with that update. If not well if we ever figure this out, I can always do another update at a later time. THANK YOU for all you have done!

12
Game works just fine for me:
I thought maye it may be a compination of mods I had installed so I just tried running a new game with only those mods installed and though I got past character selection like normal, once I pick my ships and the sector begins to gernerate I get that crash.

Did you look over how I have the Stelnet integration to check I have it all corrrect? I have entries in the market_by_id and market_by_faction csv's. I doubt that is it since you state you ran a new game with no issues but at this stage I am grasping straws.

13
Have you attempted to reach out to King Alfonzo to see if something can be done
No, because done about what? :) I can't reproduce the error you are seeing, I even tried downloading HMI but still no problems on my side.
When I run a game with HMI, Stelnet and Hiver Swarm with the exception files if it is an existing save it all loads with no problems. However if I try to start a new game with all three enabled I receive a crash at sector generation, our old friend:
Spoiler
240827 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "String.equals(Object)" because the return value of "com.fs.starfarer.api.campaign.econ.MarketAPI.getFactionId()" is null
java.lang.NullPointerException: Cannot invoke "String.equals(Object)" because the return value of "com.fs.starfarer.api.campaign.econ.MarketAPI.getFactionId()" is null
   at stelnet.StelnetMod.lambda$onNewGameAfterEconomyLoad$0(StelnetMod.java:58)
   at java.base/java.util.ArrayList.forEach(Unknown Source)
   at java.base/java.util.Collections$UnmodifiableCollection.forEach(Unknown Source)
   at stelnet.StelnetMod.lambda$onNewGameAfterEconomyLoad$1(StelnetMod.java:56)
   at java.base/java.util.ArrayList.forEach(Unknown Source)
   at stelnet.StelnetMod.onNewGameAfterEconomyLoad(StelnetMod.java:55)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.oo0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.o0OO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.A.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.new(Unknown Source)
   at com.fs.starfarer.ui.int.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.base/java.lang.Thread.run(Unknown Source)
[close]

Here is a copy of the working version of Hiver Swarm that I am using that has the Stelnet folder and exception files I am using as well as a couple other changes to be implemented in the next release:
https://www.dropbox.com/scl/fi/ej606tkewj58mfwjw1miw/Hiver-Swarm-1.3.1.zip?rlkey=sr62s4mlpovtxal9zwbwx6ns6&st=qafpxye7&dl=0

Please look it over and maybe install it with HMI and Stelnet, make a new game and see if you recieve the same crash.

14
Mods / Re: [0.98a] Ore Refinery v1.0 - 04/01/25
« on: May 08, 2025, 10:07:12 AM »
Hei when you activate the refinery without enough ore, the ore will just dissapear and you won't get anything for it. I think you need to add a check that the player actually has enough ore in the inventory.
Hello, sorry for the late reply, I was not notified which is odd. Anyway, that is mostly due to the change I made in the previous patch where I increased the consumption due to the nature of being dumptrucked by mining stations. The way I saw it, yes you may lose some ore but the overall gain of not having to leave thousands of ore as floating cargo outweighed the benefit of compressing it. It is a limitation of the code used, I will look into whether or not a stoplimit can be added.
hello, can i ask if other salvage gantry works? (see attachment)
what happen if i use 10 salvage gantry?

thanks
Hello, interesting question. I have it set to recognize standard salvage gantries and nanoforges. I do not recognize some of what is on your image and I assume they are all added by mods. I would have to look into how they implemented their code but off hand I would assume they have code that stacks theirs with the standard so in theory it would stack with ore refinery. Mind replying with the mods you use to get those hullmods so I can look into it better?

15
My guess is that probably there is a file referencing a non-existent faction - similarly to Nightcross Armory, which was referencing a ship that did not exist in the faction config - they just removed that reference.
hMM OK, I know HMI is fairly complex and that is unfortunate.
I can't confirm this though because unfortunately HMI does not have public repository to view the mod's codebase.
I have been watching your correspondence on the misc questions thread and know you've been digging as best as you can and I appreciate it.
PS I updated GitHub readme in upcoming release to clarify where to put the exclusion file, so hopefully there won't be confusion in the future.
That is helpful but unless you figure why HMI is causing a crash, the function is not really usable as HMI is a fairly popular mod. Have you attempted to reach out to King Alfonzo to see if something can be done, it is a shame because it is just that one mod as far as I can tell. I even downloaded mods I do not use and tested them and it is just HMI that causes that crash at sector generation.

I have a Hiver update staged for release and I was hoping to include the Stelnet feature but at this stage I do not feel I can because with HMI a new game crashes. I will certainly stay tuned to this channel but I am staged to release that Hiver update tomorrow as it address a flaw that I need to put a fix out for. Thank you so much for your work on Stelnet and especially attempting to make the exclusion files work. I look forward to any further development you do to it!

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