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Messages - Nick XR

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Bug Reports & Support (modded) / Re: Heavy modded game crash
« on: January 29, 2023, 11:34:35 AM »
Fixed in 2.5.7:

Thanks for the report!

Mods / Re: [0.95.1a] ED Shipyards 2.5.7 (2023-01-29)
« on: January 29, 2023, 11:32:39 AM »
Version 2.5.7 Released
  • Fix for java.lang.UnsupportedOperationException on Nurse ship
  • Better Ambusher Swap description
  • Slight tweaks to Wurg burst damage for friendly fire and associated AI

Bug Reports & Support (modded) / Re: Heavy modded game crash
« on: January 29, 2023, 10:42:21 AM »
I'm surprised it took this long to be noticed.  I'll have a new build for this in an hour or so.

Mods / Re: [0.95.1a] ED Shipyards 2.5.6 (2022-12-11)
« on: January 22, 2023, 12:38:03 AM »
hey, sorry for semi-necro, but Im getting this error/crash on launch

37782 [Thread-3] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [edshipyard_wurg_sensor] not found in ship_systems.csv
37925 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
   at com.fs.starfarer.loading.SpecStore.ôO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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$ Source)
   at Source)

What version did you upgrade from?  Did you delete before you copied in the new bits?

Bug Reports & Support (modded) / Re: Sensor Array to Salvage Bug
« on: December 26, 2022, 10:04:17 AM »
If you're using ED Shipyards, make sure you're using the latest version.

It's save compatible.

General Discussion / Re: Dead Game?
« on: December 21, 2022, 11:45:09 PM »
Since its been over a year since the last content update, is the game now officially dead?

It's always about this long between releases, nothing abnormal.

Take up a serious modding addiction to tide you over.

As Hunter S. Thompson once said:  "once you get locked into a serious mod-collection, the tendency is to push it as far as you can."

Mods / Re: [0.95.1a] ED Shipyards 2.5.6 (2022-12-11)
« on: December 11, 2022, 10:42:35 PM »
ED Shipyards 2.5.6 Released

Fix for Magic Bounty issue
Prevent Wurg from venting while Maw is firing

Save compatible with anything after 2.4.X
Safe to add mid playthrough

Thanks everyone for the repro cases

Mods / Re: [0.95.1a] ED Shipyards 2.5.5 (2022-12-7)
« on: December 11, 2022, 02:47:16 PM »
im not even sure if its cause of that bounty. but here is the save and the mods i used. and nuking with console dont work cause i dont get pulled into a battle.
you have to wait some days in game to encounter it. i think its around day 23 in the current month

OK, I have a fix that will work, but I have to clean it up and package it, then I'll release a bugfix sometime tonight.  Sorry for the trouble
If you want a work-around, you can get console commands and use the magic lib command to force start the bounty edshipyard_Chupacabra_HVB

Mods / Re: [0.95.1a] ED Shipyards 2.5.5 (2022-12-7)
« on: December 11, 2022, 10:30:56 AM »
Hey Nick XR, i dont know if this is supposed to happen so i put it into a spoiler.
I got the crash cause of the ambush fleet. now i updated the mod and i dont get the crash but i get now contact with an invisible fleet and the popup from the contact
goes away after some milliseconds and i cant read it or respond to it. then my ships are in combat while i am still on the map. i get xp for my ships dying and my fleet gets killed
and i cant do anything against it.

if you need anything else if this is a bug im glad to help

If you could upload your save and mods to megadrive I'll take a look.  Or if you just want to get it working, you could install the mod ConsoleCommands and bring up the console in battle and type "nuke" a few times and you'll win.  That will hopefully get you past the encounter.

Mods / Re: [0.95.1a] ED Shipyards 2.5.5 (2022-12-7)
« on: December 11, 2022, 12:09:06 AM »
This mod either on its own, or in combination with one of my mods just eats all the ram i give it.

Update your Detailed Combat Results to the latest version (5.3.0)

Mods / Re: [0.95.1a] ED Shipyards 2.5.5 (2022-12-7)
« on: December 08, 2022, 11:03:58 AM »
thank you very much!! ;D

Thank you!  Only because of your repro was I able to fix it!

Mods / Re: [0.95.1a] ED Shipyards 2.5.5 (2022-12-7)
« on: December 07, 2022, 11:46:41 AM »
Version 2.5.5 Released
  • Fix for Wurg shield toggle oscillation (thanks emto demto for the feedback)
  • Wurg MAW reload time increased by 50%
  • Wurg is a bit more careful about freindly fire with the Maw
  • Detonator drones now spawn a bunch of arcs when they teleport to make them just a bit more survivable.
  • Fix for MagicBounty Chupacabra CME (problem is in MagicLib itself)
  • Fix for player owned ED Markets not working

Mods / Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
« on: December 06, 2022, 10:56:10 AM »

Still got the same error tho. Here are my mods and save

Thanks for the help!

Thanks, I've been able to repro it, I should be able to fix it, but might take a day or so.
Best way to prevent this from looking at the code is to accept the Chupacabra mission as soon as you see it.  That should prevent MagicLib from having issues.

Mods / Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
« on: December 06, 2022, 09:11:59 AM »
i just started a new run with the 2.5.4 version of ED Shipyards enabled. After a while i had an encounter in my planets bar asking if i wanted a ED submarket installed in my colony. i agreed and now i have these ED fleets doing trade or whatever. But the submarket is greyed out even though i have 100 rep with independents. is this intended? i originally thought i'd be able to buy/sell on those markets.

also thx for keeping this mod alive!

Try the beta patch a few posts earlier, it should be fixed in that.

Mods / Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
« on: December 05, 2022, 09:28:04 AM »
Hi, I managed to find some time to do more testing, started a new save and it went off without a hitch until I got the same error as the first time, this time using the old version of MagicLib. Then I installed the fixed version over the old one mid-save to try to fix it and got the same error again. Would just like to let you know in case it helps with any debugging.
Here's the error this time.

Would you try the beta build:
and see if that fixes this for you?  I can't repro the issue so I don't have great confidence.
after I tried the beta build and played for a while, I got this (For context, I also got the same problems as RandomSurvivor)

654158 [Thread-3] WARN  data.scripts.edshipyard.rulecmd.EDMagicBountyCommand  - NonFatal: Unable to get MagicBounty: 'edshipyard_Chupacabra_HVB' Current active bounties:
654158 [Thread-3] WARN  data.scripts.edshipyard.rulecmd.EDMagicBountyCommand  - tahlan_daemons : tahlan_daemons
654158 [Thread-3] WARN  data.scripts.edshipyard.rulecmd.EDMagicBountyCommand  - fed_omegaship_bounty : fed_omegaship_bounty
654158 [Thread-3] WARN  data.scripts.edshipyard.rulecmd.EDMagicBountyCommand  - edshipyard_Riptide_HVB : edshipyard_Riptide_HVB
654158 [Thread-3] WARN  data.scripts.edshipyard.rulecmd.EDMagicBountyCommand  - edshipyard_Gunslinger_HVB : edshipyard_Gunslinger_HVB
654253 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
at java.util.HashMap$HashIterator.remove(
at data.scripts.bounty.MagicBountyCoordinator.getActiveBounties(
at data.scripts.bounty.MagicBountyCoordinator.getActiveBounty(
at data.scripts.bounty.MagicBountyIntel.getBounty(
at data.scripts.bounty.MagicBountyIntel.advanceImpl(
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$ Source)

I've uploaded a new beta:
*might* fix your issue, would you try it again?  If you're up for it, if you could put on megaupload (or somewhere) a copy of your mods and save I can debug this locally and fix it pretty fast.


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