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Messages - barackollama

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1
Mods / Re: [0.95a] Iron Shell 1.04
« on: November 05, 2021, 10:00:57 PM »
Great Job! You've sated my thirst for orange boats!

2
Modding / Re: Mod I'm making crashing for no clear reason
« on: November 01, 2021, 06:20:17 PM »
I take that back. it's still causing crashes. Is there any more light that can be shed on this?

3
Modding / Re: Mod I'm making crashing for no clear reason
« on: November 01, 2021, 03:04:01 PM »
Looks like it was a combination of unneeded whitespace and a weird interaction between the names of the custom faction and the names of the vanilla ones. When I changed GENERAL-BARACK to GENBARACK I was able to start a new game (until a different namelist crashed it later). So I changed all the faction files and spawned in about 16000 FP worth of ships affected by the lists i changed and so far no issues other than me getting 10 FPS paused.

4
Modding / Mod I'm making crashing for no clear reason
« on: November 01, 2021, 02:23:13 PM »
Hey I'm making a namelist mod (posting it on the discord, was told to make a post here to get Alex's attention) and I'm experiencing a weird crash.

https://drive.google.com/file/d/1uMV77ztqrnox9TmIECoa3UHreJIsrJq_/view?usp=sharing

What my mod does is adds names to ship_names.json in data/strings and modifies several .faction files with entries to add weightings for certain lists from my mod. Weightings for vanilla namelists are unchanged. In ship_names.json, I have my ship names duplicated in (for example) SPACE and SPACE-BARACK, so that my modded names can be added to the ships of other mods as long as they use vanilla namelists. It appears based on my testing that when the game tries to grab a ship name from one of my lists it can't find anything and crashes. Here is a characteristic crash log for reference.

Spoiler
110354 [Thread-3] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
121926 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.ShipNameStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.ShipNameStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.Faction.pickRandomShipName(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.ShipRecoverySpecial$PerShipData.<init>(ShipRecoverySpecial.java:91)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.ShipRecoverySpecial$PerShipData.<init>(ShipRecoverySpecial.java:70)
   at data.scripts.world.systems.Galatia.addDerelict(Galatia.java:383)
   at data.scripts.world.systems.Galatia.generate(Galatia.java:176)
   at data.scripts.world.SectorGen.generate(SectorGen.java:65)
   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.J.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(Unknown Source)
[close]

This is happening at the start of a new game. Any help would be appreciated. Thanks!

5
Hey i was looking through the new bounties and I noticed that you misspelled "Rogue Tri-Tachyon Fleet" as "Rouge Tri-Tachyon Fleet". I realize it's a little nitpicky but rouge/rogue confusion is one of my personal bugbears. Thanks for your hard work on this mod regardless. The Photon Lens is one of my favorite weapons in the entire modiverse.

6
Mods / Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
« on: September 09, 2021, 11:09:31 PM »

IIRC that's how Orbital Works are supposed to work now after IndEvo rebalance of quality. You are supposed to have a supply line of salvaged components now to get the top quality. Which means you must have Salvage Yards yourself or have an allied faction (like indies) to supply the neccessary volume of components. Without Orbital Works you may want to actually stop the growth of your shipyard colony at some point to avoid shortages or invest into your own Salvage Yard.

Oh yeah, I understand how HI and OW are supposed to work with regards to ship components. The thing that is confusing me is the fact that nanoforges, when installed, both increase and decrease the supply of ship components by the same amount, +1,-1 for corrupted, +3,-3 for pristine. That's what strikes me as odd, because it sort of defeats some of the purpose of those nanoforges w.r.t. ship quality calculations.

7
Mods / Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
« on: September 08, 2021, 11:27:50 PM »
Hey I'm noticing in a clean install with only industrial evolution enabled (2.2.f) that nanoforges both add and subtract ship components from heavy industry. The tooltip (under units supplied) for Chicomoztoc's orbital works shows a +3 and -3 modifier to ship components due to their pristine nanoforge. is this intentional? If not, is there any way i can correct this in the code absent a hotfix?

Thanks! This is one of my favorite mods but that weird thing is making me scratch my head a little bit.

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