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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Messages - MrMagolor

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1
Mods / Re: [0.95a] The Mayorate v1.1.0 (2021-11-25)
« on: July 02, 2022, 04:14:35 PM »
There appears to be a NPE relating to the Phase Leap system and onhit weapons (I asked Amazigh about it on the discord and he said it was a standard onhit). Logs in spoiler:

Spoiler
63603285 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.kyeltziv_fusionOnHitEffect.onHit(kyeltziv_fusionOnHitEffect.java:49)
   at com.fs.starfarer.combat.entities.BallisticProjectile.setDidDamage(Unknown Source)
   at com.fs.starfarer.combat.entities.BallisticProjectile.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.applyDamage(Unknown Source)
   at ilk.shipsystems.PhaseLeapStats.applyJumpDamage(PhaseLeapStats.java:185)
   at ilk.shipsystems.PhaseLeapStats.apply(PhaseLeapStats.java:95)
   at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.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(Thread.java:748)
[close]

2
There's an issue with the P9 Starliner-Mod: It still counts as a civilian-class ship in spite of being suitable for combat, meaning it might as well have a Timid officer in combat.

3
Mods / Re: [0.95.1a] Unofficial New Game Plus 1.6.4 (2022/3/4)
« on: March 31, 2022, 05:51:37 PM »
Bug issue with Nexerelin interaction with the Trade Embargo and/or Spy rules: markets that the player successfully invades, but transfers to another faction, will keep the negative effects from the aforementioned rules.

I had transfered this market to Blade Breaker Deserters after capturing it, however, it keeps the negative effect to accessibility (and since it is within the core worlds the penalty is quite severe)

4
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: February 18, 2022, 07:48:27 PM »
Does this mod allow the building of the void extractor? I can't find any documentation on it.

It should, at any rate: works fine for me at least.

5
Mods / Re: [0.95a] Adjusted Sector
« on: January 30, 2022, 06:22:27 PM »
This will eventually need an update to be compatible with the Agni from prv, as currently their systems do not generate with Adjusted Sector enabled.

6
Mods / Re: [0.95a] Kyeltziv Technocracy [1.0]
« on: November 19, 2021, 06:01:41 PM »
I'm not sure how much you care about Chinasector, but I know that Yinglong is already used by Approlight+.

7
Mods / Re: [0.95a] Red - the Oculian Armada (0.9.1a) Mod
« on: September 26, 2021, 05:33:07 PM »
I've found that the Ocutek blueprint package still spawns even though it doesn't have anything on it - unless that's an artifact of this save being initially made from an older version.

8
Mods / Re: [0.95a] Mayasuran Navy 8.3.5
« on: September 19, 2021, 11:32:02 AM »
Found a bug(?): the Stormhawk fighter bays do not count as normal ones (at least on the Nebulosa (SR)), so you cannot install Expanded Deck Crew.

9
Mods / Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« on: September 19, 2021, 07:57:51 AM »
Yeah, but I've noticed that you can't even install them into (when cheated in) Cataclysm or the like. Not to mention, couldn't you still be able to install a Quarantined Flight Deck on an automated ship, since for at least some of them it's mentioned they're maintained by drones?

10
Mods / Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« on: September 17, 2021, 11:03:27 AM »
Also, the Plague-bearer LPCs do not count as drones properly, meaning you can't fit them to i.e. a Scintilla or Brilliant.

11
Mods / Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« on: September 12, 2021, 12:06:35 PM »
Also, I think there is a bug with White Dwarf where destroying the gun pods doesn't actually remove the chain lightning weapons (they're mounted on the base chassis for some reason) - I say it's a bug because the weapon FX is clearly supposed to show where the gun pod is which looks really weird once it's removed.

12
Mods / Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« on: September 10, 2021, 03:15:10 PM »
I think there's a bug where the game doesn't take Ancient Military Ruins into account when deciding which colony to use for highest ship quality.

Then again it still chooses one with a corrupted nanoforge over a pristine in this case, so it probably isn't that, actually.

EDIT: I think it's that it chooses whichever has the highest number of ship hulls available.

13
Mods / Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
« on: September 10, 2021, 02:18:24 PM »
Another bug - if you have stellar shades/mirrors in orbit of a planet with a Rift Generator (in this case, courtesy of DIY Planets) you will be unable to activate the rift generator due to interference.

14
Mods / Re: [0.95a] Combat Chatter v1.11.2 (update 2021-05-26)
« on: September 10, 2021, 01:44:21 PM »
While this is obviously a very low priority, it would be neat to see faction graphics support for other mods, (unless it is supported already).

Off the top of my head,
Spoiler
the Abyssal Horror and Mess
[close]
from Hazard Mining would be pretty good candidates.

15
Mods / Re: [0.95a] Diable Avionics 2.63RC3 (2021/09/08)
« on: September 08, 2021, 11:58:48 AM »
Noticed a bug where if you scuttle the Virtuous for some godforsaken reason, its arm mounts end up in your inventory.

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