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Messages - ktarn

Pages: [1]
1
Mods / Re: [0.95.1a] Nexerelin v0.10.4b "Dissonance" (hotfix 2022-01-30)
« on: February 05, 2022, 07:44:45 AM »
Quote
* Add player version of the special task group

I really like this feature, noticed a few bugs with it though.

Told my task force to to patrol my system and followed him around and he kept trying to fly into the sun.

Also, even though I have the independent orders thing toggled off so I can have him orbit my main planet, he will still randomly go off to patrol a planet (often in another system) on his own after a while.

Keep up the great work   ;D

2
Mods / Re: [0.95.1a] Nexerelin v0.10.4 "Dissonance" (update 2022-01-29)
« on: January 30, 2022, 06:52:34 AM »
Oh, my mistake, I was storing the problematic memory value in the enemy fleet, not the ally fleet.

New possible solution: Console kill command on the enemy fleet, do the rest of the mission, go on your merry way.

I updated and also ran the kill command, it worked!

Thanks!

3
Mods / Re: [0.95.1a] Nexerelin v0.10.4 "Dissonance" (update 2022-01-29)
« on: January 29, 2022, 08:24:03 PM »
Thanks! It looks like the same error I got, but I can't reliably reproduce with the save I had (and when I can, I can't figure out what causes it).

Have you increased the game's RAM allocation in vmparams? That modlist looks like it needs an increased allocation to work at all, but try increasing it further and see if that allows saving. Meanwhile, I suppose I could keep poking the save I have to maybe figure it out.

EDIT: Quick thing you can try:
Spoiler
When fighting the enemy fleet, do it away from the mothership (or just don't plug in the AI core) so the ally shards don't spawn.
[close]

I had it set to 8 gigs, I bumped it up to 16gigs just to see if it would make a difference, it didn't.  I've managed to isolate the save issue down to this exact point:

Spoiler
Fighting the Tri Tach Group
[close]

I can save right before it, and once I'm past that point I can't save anymore.

Spoiler
I've tried it both with and without the ally shards (by plugging in an alpha or not plugging in any cores), it makes no difference. 
[close]

I may just have to start a new game possibly, since this was an upgrade mid game and see if I still run into this issue.

4
Mods / Re: [0.95.1a] Nexerelin v0.10.4 "Dissonance" (update 2022-01-29)
« on: January 29, 2022, 07:00:22 PM »
Hmm, try finishing the mission and then playing for some time more (return to home system or whatever) and try saving then.
If it fails again, could you zip the full log and upload it? It might be the same issue as the one I spotted once before.

Sure, I started a new log for you: https://drive.google.com/file/d/1jt38qK6zDtPCgnA8PASTVfxKR4uGCWrK/view?usp=sharing

From my most recent save point, I went through the mission and returned all the way back to Midnight and reported progress but did not take the next mission and attempted to save and got the same error.


5
Mods / Re: [0.95.1a] Nexerelin v0.10.4 "Dissonance" (update 2022-01-29)
« on: January 29, 2022, 10:29:15 AM »
What's your full modlist? And is Beyond The Sector on it?

Yes it is.

Here is my modlist:

Spoiler
{"enabledMods": [
  "$$$_lightshow",
  "pantera_ANewLevel40R",
  "adjustable_skill_thresholds",
  "anotherportraitpack",
  "lw_autosave",
  "beyondthesector",
  "CaptainsLog",
  "chatter",
  "lw_console",
  "istl_dassaultmikoyan",
  "DetailedCombatResults",
  "diableavionics",
  "fleethistory",
  "gladiatorsociety",
  "hte",
  "hm_barratry",
  "sun_hyperdrive",
  "JYD",
  "lw_lazylib",
  "ArkLeg",
  "lockedAndLoaded",
  "exshippack",
  "MagicLib",
  "missingships",
  "wisp_NeutrinoDetectorMkII",
  "nexerelin",
  "pn",
  "TAR",
  "roider",
  "tahlan_scalartech",
  "shadow_ships",
  "swp",
  "speedUp",
  "sun_starship_legends",
  "stelnet",
  "superweapons",
  "tahlan",
  "Terraforming & Station Construction",
  "transfer_all_items",
  "underworld",
  "US",
  "vic",
  "whichmod",
  "audio_plus",
  "shaderLib"
]}
[close]

6
Mods / Re: [0.95.1a] Nexerelin v0.10.4 "Dissonance" (update 2022-01-29)
« on: January 29, 2022, 07:54:52 AM »
Just updated Nex today, only mod that needed an update, found the new mission with N and completed it, but now I can't save my game or make a save copy, not sure if its related or not but seems likely?

Can you please take a look, stacktrace below:

Spoiler
627389 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error saving game
627389 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  -
java.lang.StackOverflowError
   at java.nio.charset.CharsetEncoder.encode(Unknown Source)
   at sun.nio.cs.StreamEncoder.implWrite(Unknown Source)
   at sun.nio.cs.StreamEncoder.write(Unknown Source)
   at sun.nio.cs.StreamEncoder.write(Unknown Source)
   at java.io.OutputStreamWriter.write(Unknown Source)
   at com.sun.xml.internal.stream.writers.XMLStreamWriterImpl.closeStartTag(Unknown Source)
   at com.sun.xml.internal.stream.writers.XMLStreamWriterImpl.writeCharacters(Unknown Source)
   at com.sun.xml.internal.txw2.output.DelegatingXMLStreamWriter.writeCharacters(Unknown Source)
   at com.sun.xml.internal.txw2.output.IndentingXMLStreamWriter.onStartElement(Unknown Source)
   at com.sun.xml.internal.txw2.output.IndentingXMLStreamWriter.writeStartElement(Unknown Source)
   at com.thoughtworks.xstream.io.xml.StaxWriter.startNode(StaxWriter.java:191)
   at com.thoughtworks.xstream.io.AbstractWriter.startNode(AbstractWriter.java:53)
   at com.thoughtworks.xstream.io.WriterWrapper.startNode(WriterWrapper.java:33)
   at com.thoughtworks.xstream.io.path.PathTrackingWriter.startNode(PathTrackingWriter.java:44)
   at com.thoughtworks.xstream.io.ExtendedHierarchicalStreamWriterHelper.startNode(ExtendedHierarchicalStreamWriterHelper.java:17)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:224)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:213)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:144)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:90)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
...
repeats a million times
[close]

My most recent save was just before I interacted with
Spoiler
the domain mothership
[close]
and that save point still seems to be fine, I can make copies/save with no issues.

Just a small update:
Spoiler
I went through the story again and did the fight with tri-tach and couldn't save the game again after that, same error.
[close]

7
Mods / Re: Machina Void Shipyards v. 0.50.1
« on: January 15, 2022, 06:19:21 PM »
You are using an outdated version.
Re-install the current. 0.50.1 update which does not have the Dronelib if you wish to avoid issues.
I will re-add Dronelib support once that mod is more stable.

Thank you for the quick fix and the awesome mod  ;D

8
Mods / Re: Machina Void Shipyards v. 0.50.1
« on: January 15, 2022, 09:24:00 AM »
Spoiler
crash to desktop if your piloting an Eloy with the drones out and your hull pops... good incentive not to die (:

745065 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.ai.dl_BaseSubsystemDroneAI.advance(dl_BaseSubsystemDroneAI.java:64)
   at data.shipsystems.scripts.ai.expsp_SubsystemDroneAI.advance(expsp_SubsystemDroneAI.java:44)
   at com.fs.starfarer.combat.entities.Ship$ShipAIWrapper.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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]

Not just your own ships, I got the NPE from blowing up a MVS AI ship:

2599981 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.shipsystems.scripts.ai.expsp_SubsystemDroneAI.advance(expsp_SubsystemDroneAI.java:71)
   at com.fs.starfarer.combat.entities.Ship$ShipAIWrapper.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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)

The drones are really cool but this is no good  :(

9
Mods / Re: [0.9.1a] Volkov Industrial Conglomerate 1.1.0
« on: January 29, 2021, 05:57:59 PM »
I found an.... interesting interaction with the Capaciton's Discharger and the Saluki-class Relativity Drive ability from ED Shipyards...

Lets just say everything dies within seconds...

Spoiler
[close]

It also causes massive amounts of lag

10
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« on: January 21, 2021, 08:18:18 AM »
RiftGen Crash is fixed in the next version, thanks for the report!

Stuff

I understand the gripes, but do note that the printing defects you got were the result of the AI cores you installed. There are three tiers of defects, Minor, Normal, and Major. Every printed ship starts with normal, and the defects increase or decrease depending on AI core. If you got three charges from one ship, I'd say you probably also had major defects, which render a ship almost useless.

Minor defects are not noticeable at all, so using the appropriate cores is kinda important to avoid having issues.

The thing is made for you to experiment with, which is why it's obscure. Ancient tech, and so on.

As I said earlier, the next update will make it more likely for the Forge/Decon pair to spawn in one system, to make it a bit more approachable.

Thanks, I wasn't aware lesser cores may have different effects for those, though I should've expected it since they do different things in the other buildings.  I printed mine with no cores installed since I saw that alpha cores added defects, I guess I should have experimented with a regular ship first instead of the only copy I had  :P

I originally thought 'printing errors' were just d-mods I could remove, not a permanent unremovable dmod.

11
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« on: January 20, 2021, 02:08:18 PM »
I am not against this ship fabricator in ruins thing per se but so far it has been really disappointing. By the time I got a planet with a ruin I was already raking in half a million a month. By the time I used automatic plant from another ruin (first one only fixed broken blueprints) to print a Doom cruiser I already had 5 Paragons I built traditional way in storage gathering dust. I found other ruins, they probably allow making more ships or copying existing ones... but why bother? I already have blueprints to build almost everything in the game, worst case I can just go and spend money to buy them since I have nothing to do with those tens of millions of money anyway.

It is in my understanding that these ruins are endgame content, maybe allow ruin made ships to have beneficial hullmods to make them worth the hassle? Currently they only seem to be a way to make ships for players cheaper but with much more hassle around moving blueprints around and grant bonuses to industrial production.

I agree a lot with this.  I love this mod, I hope this comes across as constructive criticism, but here was my experience messing with the forge template and all that:

Spoiler
1.  There is a very high cost associated with finding not just one, but two ruins (1 deconstructor and 1 constructor).  This is fine, this is end game content.  By this point money is no issue, so even if the ship building cost was 5-10x I wouldn't care much.
2.  At this point I have blue prints to most of the faction ships or ships I want other than the unique/special variants.
3.  I find out I can't deconstruct unique ships (no problem, they're unique, afterall, slightly disappointed but understandable).
4.  I found a nice 'prototype' cruiser (Minokawa) that I wanted to make more of, this would be the perfect opportunity to do it.  I deconstruct the ONLY one I have at this point.
5.  Template made, horray, I take it over to my fab plant and stick it in...
6.  Some time later, out pops 3 of them but they all have printing defects (what the heck???)
7.  I thought to my self, ok, no problem, I'll just take them to the engineering hub to turn into a regular BP.
8.  Turns out I can't reverse engineer them due to the printing defects.  *sad face*

So  after all that setup, I basically scrapped a neat pristine one of a kind ship for useless copies that does me no good other than take up space, seems to be a great let down for end game content.

Maybe there should be a way to raise the price significantly or increase the printing time to remove the printing defects.

I really don't see the point of the forge template thing as it currently stands.
[close]

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