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Messages - memeextremist

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2
Modding / Re: [0.97][WIP] United Aurora Federation 0.75c ( Hotfix 3 )
« on: March 17, 2024, 09:35:50 AM »
I'm having a problem with the 0.7.5c with the mod_info.json. The mod does not show up on the mod screen, moreover when I try to open it on my pc (linux) the file just crashes instantly. I do not have this problem with 0.7.4, the mod_info.json there opens correctly.
For some reason that file is failing to read.

Attempting to frankenstein the old working mod_info file allows the mod to show up correctly on the mod list, but then my starsector just crashes when I hit launch.

Edit: I got curious and opened it in VS Code and got: "The file is not displayed in the text editor because it is either binary or uses an unsupported text encoding." What happened? This is literally a fresh download from the link. Also worth noting that the file sizes are also a bit wack, 18kb for both mod_info.json and uaf.version whereas for 0.7.4a1 I've got 705 and 305 bytes respectively. Now that I look at it, my uaf.version on the most recent version is a binary? Is there a problem with downloading on linux or something?

Edit2: This might be a problem with my system, extracting the entire uaf folder is corrupting some files for reasons I do not know, extracting the files individually seems to be fixing the problem though.

Edit3: It's a linux issue, I suspect that .rar files extraction is very hit and miss and liable to corrupt files. I downloaded the mod on my windows laptop and transferred the extracted UAF directory to my mod folder and now everything is working fine. I did not have similar issues with other mods (including other faction mods like imperium and mayasura), those mods were all .zip.

I'm not sure how inconvenient this is for the mod authors but would it be possible for future releases to be provided through .zip files?
yeah, I had this problem too, and got stuck until I looked up a solution on my distro's forums. You just install unrar and 'unrar x UAF*'
..thank you based terminal commands. like why is this a problem with rars in fuggin 2024? earlier distros I've had never had a problem, and this one doesn't with some rars. weird

3
Blog Posts / Re: Simulator Enhancements
« on: March 13, 2024, 09:11:40 PM »
Nice update, Alex. I live in the simulator

4
Modding / Re: [0.97][WIP] United Aurora Federation 0.75b ( Hotfix 2 )
« on: March 11, 2024, 11:17:33 PM »
We're aware of the issue and I have another and hopefully, final hotfix to address the issue. I will distribute it after I playtest it myself.

That being said, wadaya guys think of the keycard shop? How are the prices? I'm aware that Kaysaar's bundle are severely overpriced by one '0' but what else should I know before I release the third hotfix?
Keycard shop is sick, man. GG. Also I discovered shunted Zeppy and the new cruiser with the cool missiles. very fun.

HOWEVER, I can't get the hotfix to be recognized in the modlist in linux at all. keep redownloading it and getting corrupt files/wrong archive suffix

5
General Discussion / Re: should we just nerf the Onslaught?
« on: March 09, 2024, 11:56:58 AM »
onslaught is only OP when it's shunted, player-piloted, and has either 4 PCL's or 4 jackhammers [or hammer pods... or reapers... or...]
y'know what else is OP?

* shunted legion
* shunted legion 14
* fusoreina from UAF
* locomotive from HMI
* gramada from xhan empire
* arsenal from DEX
* a zigg flown by... anyone that has played longer than a week
I've even seen a guy shunt a paragon and slap. disregard shields. acquire fearless player pilot behavior that is all

6
Blog Posts / Re: Skill Tweaks
« on: December 12, 2023, 08:21:06 PM »
sounds good to me, man. I'll be using NI to pilot my favorite modded ship in the game a bit easier, the [REDACTED] Solar from ship+weapon pack \o/

7
Mods / Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« on: November 16, 2023, 09:30:58 AM »
I just want to say, I did the Fragments quest again last night, and really like the hullmods. not sure how new of an addition they are, but a welcome one. Thanks!

8
Mods / Re: [0.96a] Tahlan Shipworks
« on: August 13, 2023, 07:34:33 PM »
I just met that girl, and I want to do missions for her. thanks Nia
edit: OOOH just got the update and she's a contact yayy

9
np Sir. get as much rest as you can!

10
same. HMI is great o>

11
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 15, 2023, 03:01:36 PM »
yeah, Alex. I just want to say that you adding scarabs and hyperions to the indies is the coolest flex for them. 'we have godfrigates but we won't bug you about your transponder. stick around and explore with us, starfarer!'

best faction gets better

12
Mods / Re: [0.96a] Nexerelin v0.10.6y (beta update 2023-05-12)
« on: May 12, 2023, 11:18:12 PM »
ahh, thanks. I scrolled right past that post herp. will report back
edit: it works, wewt! thanks again.

13
Mods / Re: [0.96a] Nexerelin v0.10.6y (beta update 2023-05-12)
« on: May 12, 2023, 09:45:10 PM »
hey Hist-san. I just got this crash that looks like it's related to a rebellion. thought you should know o>
Code
1163655 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.rebellion.RebellionIntel.addBulletPoints(RebellionIntel.java:1060)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.addBulletPoints(BaseIntelPlugin.java:211)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.createIntelInfo(BaseIntelPlugin.java:225)
at com.fs.starfarer.campaign.comms.C.recreate(Unknown Source)
at com.fs.starfarer.campaign.comms.C.<init>(Unknown Source)
at com.fs.starfarer.campaign.comms.oOOO.addMessage(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.addMessage(Unknown Source)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.sendUpdateIfPlayerHasIntel(BaseIntelPlugin.java:178)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.sendUpdateIfPlayerHasIntel(BaseIntelPlugin.java:168)
at exerelin.campaign.intel.rebellion.RebellionIntel.sendUpdate(RebellionIntel.java:653)
at exerelin.campaign.intel.rebellion.RebellionIntel.endEvent(RebellionIntel.java:685)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.endRebellionIfNeeded(GroundBattleIntel.java:1116)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.endBattle(GroundBattleIntel.java:1037)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.checkForVictory(GroundBattleIntel.java:1145)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advanceTurn(GroundBattleIntel.java:1176)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advanceImpl(GroundBattleIntel.java:1417)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advance(GroundBattleIntel.java:1382)
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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

14
yeah I don't see Kween or Greg on sindria with the 0.96 version

Are you still having this problem? Could you share your mod list and what was going on for this?
oh sorry, Sir. when I had just PAGSM active without nex, I couldn't see them, but adding nex fixed it!

15
Mods / Re: [0.96a] SpeedUp 1.0.0
« on: May 10, 2023, 03:41:55 AM »
Now with campaign integration!


Version 1.0.0:
- Updated for Starsector 0.96a
- Now works in the campaign!  Thanks Histidine!
- Caps Lock for 2x speed-up in campaign
- F1 for 6x speed-up in campaign
yay! thanks DR and Hist o7

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