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

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Messages - highIntensityGazer

Pages: [1] 2
1
Mods / Re: [0.96a] Captain's Log 0.2.0 - Note-taking and Reminders
« on: April 04, 2025, 10:13:25 AM »
Doesn't work with 0.98a-RC5, but if you add `getName` to whatever extends `BaseIntelPlugin` then it works, tested with:
Code
public class CustomMessageIntel extends BaseIntel {
    protected String getName() {
        return title;
    }
Code
public abstract class BaseIntel extends BaseIntelPlugin {
    protected String getName() {
        // Fallback to empty string to prevent game crashes.
        return "";
    }

Do you have Github release page for this to download from, or have you built it locally yourself? I'm a bit new to GHub Actions

2
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.11)
« on: April 04, 2025, 09:00:44 AM »
Hi, the current version is asking for an outdated lunalib, what do I do with it?
For a lot of mods you can find their github page and they will have older versions
https://github.com/Lukas22041/LunaLib/releases/

3
Announcements / Re: Starsector 0.98a (Released) Patch Notes
« on: March 28, 2025, 12:30:31 AM »
Is the download link refusing to connect for anybody else? I play on Win but all three download links point to connection errors.

4
So right now whenever you get a notification or warning for low CR, low supplies or fuel, the pop-up already has that checkbox checked, - the one labeled "ignore for the rest of the game" (or something like that). I figure it would be sometimes useful to have a huge notification for vital game mechanics pop up, so I would prefer to not ignore those. Right now I would need to uncheck that box every time it popped up and that gets quite tedious after a few times, so the natural solution is to turn to mods that provide that information / warning. This would be a quick and simple fix for the devs tho. Please, Alex and team :D

Another idea is to add a options menu button that resets all the new player messages so if you did accidentally check the ignore checkbox you could still revert the effect.

5
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« on: February 04, 2025, 11:23:47 PM »

Update. I think I have fixed it by updating Nexerelin from 11.2c to the newest version. Now it's all fine. Probably makes this even weirder but at least I can play it again.

Hmm, that's weird. Sometimes other mods have a bug in them, and TASC throws a null pointer exception because something that should always exist doesn't and I'm not checking to make sure it exists before trying to access it.


I take it back. The bug is still there. It is really inconsistent. Sometimes it crashes the game and sometimes it does not. If you encounter it at game startup then it keeps doing it, something about long sessions makes the problem go away, so I could just ignore Eochu Bres for 20 min and then return to it, save, and go in without a problem.

6
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« on: February 03, 2025, 04:43:31 AM »
No, I don't see how custom music could possibly impact it. Let me try to replicate this later, since changing the autoplacement setting is probably pretty uncommon so maybe you're the first to do it.

Update. I think I have fixed it by updating Nexerelin from 11.2c to the newest version. Now it's all fine. Probably makes this even weirder but at least I can play it again.

7
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« on: January 30, 2025, 06:52:23 AM »

That's interesting, you're the first person to report this. Let me see if I can replicate it on my system. Are you running any other mods that replace or modify vanilla markets like Eochu Bres?

Let's see... All three parts of AotD, IndEvo, VIC, Underworld. I have a few other faction mods too like Hivers and Iron Shell but afaik they don't modify the vanilla markets, at least when Tri-Tach is involved.
- Just to be certain, adding your own custom music separately doesn't contribute to this does it?

8
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« on: January 30, 2025, 03:22:00 AM »
There's something weird about Eochu Bres causing crashes. Specifically accessing the market. It's still fine in the docking menu.

Spoiler
205066 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Added officer at eochu_bres
206522 [Thread-9] INFO  sound.O  - Creating streaming player for music with id [faction_tritach_market_01_neutral.ogg]
206522 [Thread-9] INFO  sound.OooO  - Playing music with id [faction_tritach_market_01_neutral.ogg]
210470 [Thread-3] INFO  sound.O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
210477 [Thread-7] INFO  sound.O  - Cleaning up music with id [faction_tritach_market_01_neutral.ogg]
210527 [Thread-9] INFO  sound.O  - Creating streaming player for music with id [faction_tritach_market_01_neutral.ogg]
210527 [Thread-9] INFO  sound.OooO  - Playing music with id [faction_tritach_market_01_neutral.ogg]
210691 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at boggled.campaign.econ.boggledTools.getPlanetType(boggledTools.java:1838)
   at boggled.campaign.econ.boggledTools.getCreateMirrorsOrShades(boggledTools.java:1888)
   at boggled.campaign.econ.conditions.Boggled_Solar_Array_Overwrite.getIconName(Boggled_Solar_Array_Overwrite.java:100)
   at com.fs.starfarer.campaign.ui.oooo.void.for(Unknown Source)
   at com.fs.starfarer.campaign.ui.oooo.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.L.set(Unknown Source)
   at com.fs.starfarer.ui.m.o00000(Unknown Source)
   at com.fs.starfarer.ui.o0O0.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.MarketConditionsWidget.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.o0oO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.E.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.coreui.voidnew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.O.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.O.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

[close]

edit 1: I have disabled Solar Shades / Mirrors construction and the "autoreplacement" option in the LunaLib options. Would that be a reason?

9
Mods / Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« on: September 24, 2023, 09:10:34 AM »
That's a vanilla bug!
The thing is, it worked fine when I still had IndEvo version 3.3.A. It stopped working when I updated IndEvo and nothing else was touched.

10
Mods / Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« on: September 19, 2023, 12:17:02 PM »
I think the newest version broke the system of paying pirate stations protection money. I've updated from 3.3.A to 3.3.C and I cannot get the next dialogue options past "We've got business to discuss" anymore.

11
Are the Mining industry specialisations from this newest update of IndEvo? They feel kind of OP since you can easily get +4 output bonus to any ore/organics/volatiles of your choosing. This is even more than those vanilla Mantle Borer / Plasma Dynamo without any of their planet type restrictions.

12
Hostile Activity they introduced is quite badly balanced, since if you have 1 patrol station or 10 with cryo engines and alpha in a sytem doesnt change anything. In fact adding alpha cores to the patrol station is a detriment since ludic path gets for some reason lumped together with the pirates.

Is there a way to make the game count each patrol station seperately and also change how much patrol stations and military headquartes give you in terms of counter to hostile activity?

Having any degree of technology is impossible without alpha core + chameleon because of this. However I think there is a lot of discussion on the vanilla board I think as this more of a vanilla problem.

In Nexerelin your defence fleets also decrease hostile activity. That is one way to deal with it. AFAIK Chameleon is from Terraforming and Station Construction and not IndEvo, since it uses Domain Artefacts.

13
Anyone else get softlocked at the pet station around Gilead if they accidentally try to exit the screen using ESC instead of G?
Also, trying to activate a pet while the game is paused doesn't consume the item, allowing as many copies to be assigned as you wish by just going back to the fleet inventory again as long as you don't unpause.
Aside from that, overall a must-have mod, well done and thanks!

I use ESC regularly and I also am getting softlocked when I use the pet assignment screen, - the one you get when you click "manage pets" in the colony buildings page, and press ESC. This is quite upsetting if you don't save often (rip 45 mins of big trades).

14
It seems that when you leave marines in a detached fleet they lose their experience which, at the moment, will force the player to bring their marines (and ships that can carry them) with them on stealth detachment missions.

One particular use I've found for detachments is to detach my fleet to approach in salvage ships with solar shielding so I can hit up corona facilities with less supply loss. You don't need to bring the cargo ships, just do the salvage and let the pods float out. I do the same thing with minefield planets, just let the pods float out. At least until cargo pods start triggering mods anyway

The workaround I'm using is to always leave one marine in your own fleet. I dunno how the game actually saves "marine experience" but as long as there are any number of marines in your inventory, it will remember how many experienced marines there are in total.

15
Mods / Re: [0.95a] Automated Commands
« on: April 29, 2023, 10:31:09 AM »
I was looking for a solution on the problem of these hullmods getting built in, - because of those automated Hull Forges from Industrial Evolution.
Well it seems to be quite easy to fix yourself. You can edit the csv file and add the tag "no_built_in" under "tags", which by default have the values "automated" or "automated, personality"

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