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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - Ontheheavens

Pages: [1] 2 3 ... 10
1
Mods / Re: [0.97a] Fleet Journal v1.1.3
« on: June 26, 2024, 07:51:08 AM »
Considering the nature of this crash and looking at the stack trace, I'm afraid I won't be dedicating the time to fix this.

  • The stack trace doesn't have any lines specifically from my codebase, so there's easy place to start in the code.
  • Reproduction behaviour is not entirely clear - all that I understand is that some questline from Nexelerin is likely to blame.
  • I don't have much free time (or desire) to install Nexelerin and go look for said questline in order to pinpoint the crash circumstance myself.

While it's possible to ascertain the nature of the problem with some time investment, I'm sorry to say I cannot afford it. Seems like players would have to either play without Fleet Journal, or just avoid that strange questline going forward.

2
Modding Resources / Re: [0.97a] Ship Editor v0.7.6
« on: June 26, 2024, 07:32:16 AM »
Quotes

When Selecting weapon slots, the data seems to be the last selected slot, and not the current selected slot.

I'm not really sure I understand - on my end I don't see any such behaviour, slots are getting selected as expected. Could you provide steps to reproduce?

[close]

https://imgur.com/a/2q3Iqxk

Thanks for the visual (I only tested viewer space for selection, didn't thought to check slot list as well...), fixed:

https://github.com/Ontheheavens/Ship-Editor/commit/6394f9341a4f09fd4b1fb582ad8bf693b4243525

The JAR can be swapped for updated version:

https://github.com/Ontheheavens/Ship-Editor/blob/master/ship_editor.jar

3
Mods / Re: [0.97a] Fleet Journal v1.1.3
« on: June 12, 2024, 01:21:20 AM »
getting a ctd when i try to open the fleet log.

Fatal: Cannot invoke "com.fs.starfarer.ui.o0O0highlight()*" because the
return value of "com.fs.starfarer.campaign.comms.v2.oOOO.getButton()*"
is null

*not actually (), but was a 0 that was taller and thinner than a 0

is this something that can be fixed, or do i gotta load my backup from several days ago to continue playing this save?

I am at a loss as to what could be causing this; to pinpoint the issue I would need:

  • Full crash stack trace.
  • Steps to reliably reproduce the crash.
  • Optionally: full mod list.

4
Modding Resources / Re: [0.97a] Ship Editor v0.7.6
« on: June 09, 2024, 08:54:56 AM »
Wasn't paying attention to Starsector stuff lately - sorry about that!

Edit: should you already have the editor on your machine, it is possible to just swap the JAR and peruse the new additions.
Would probably be a nice QoL thing to have this spelled out in the release descriptions on GitHub as well as a link (or something) directly to the .jar as a standalone download in said release. A very minor thing, admittedly but when the changes are very minor, knowing you just have to swap out the .jar definitely makes me update immediately if I'm not in the middle of a large project.

Noted, thanks!

Hey I don't know if I'm just a little dense or smth, but is it possible to load sprites from the /mod folder? Everytime I try to do that I got an error saying its not part of the game's folder. Runnin it in a Mac if that helps with troubleshooting.

One way this could transpire is if you were trying to load a sprite directly from Starsector.app/mods folder.

This was originally a design decision - since sprite path values are defined in ship files as, say "graphics\ships\aurora\aurora.png", loading a sprite from root mod folder will (theoretically) result in a path value that will be erroneous. This is because game searches for sprites by appending sprite path name, first to a core data folder, then to all mod data folders. I understand that sometimes you just want to test some sprite outside of any of those packages, maybe even from desktop - so I added a toggle to turn this error message off and load sprites from anywhere you want. Toggle it from a main menu bar under new "Settings" submenu.

Relevant code:
Code

// From oth.shipeditor.parsing.loading.OpenSpriteAction.java

    public static void openSpriteAndDo(Consumer<Sprite> action) {
        JFileChooser spriteChooser = FileUtilities.getImageChooser();

        int returnVal = spriteChooser.showOpenDialog(null);
        FileUtilities.setLastSpriteDirectory(spriteChooser.getCurrentDirectory());

        if (returnVal != JFileChooser.APPROVE_OPTION) {
            log.info(FileUtilities.OPEN_COMMAND_CANCELLED_BY_USER);
            return;
        }

        File file = spriteChooser.getSelectedFile();

        boolean loadingFromAnywhere = SettingsManager.isLoadingSpritesFromAnywhereEnabled();
        if (FileUtilities.isFileWithinGamePackages(file) || loadingFromAnywhere) {
            Sprite sprite = FileLoading.loadSprite(file);
            action.accept(sprite);
        } else {
            log.error("Selected file is outside of any game packages. Image loading aborted.");
            JOptionPane.showMessageDialog(null,
                    "Selected image is outside of any game packages: " + file,
                    StringValues.FILE_LOADING_ERROR,
                    JOptionPane.ERROR_MESSAGE);
        }
    }
[close]

When Selecting weapon slots, the data seems to be the last selected slot, and not the current selected slot.

I'm not really sure I understand - on my end I don't see any such behaviour, slots are getting selected as expected. Could you provide steps to reproduce?

Also, Renaming Wepaon slots will alwayd append a 000 number to the end for some reason.

Right, that's another (maybe shortsighted) design decision. Added a checkbox to turn numeric suffixes for weapon slots off - right above ID text field.

Updated JAR is at the usual place - should be good to go with a simple swap (worst case, you'll need to fiddle with your editor settings file because of new options):

https://github.com/Ontheheavens/Ship-Editor/blob/master/ship_editor.jar

Thank you everyone for your feedback.

5
Mods / Re: [0.96a] Forge Production v1.1.3
« on: April 17, 2024, 06:32:09 AM »
I will not be maintaining this project moving forward; AlaricDragon has agreed to assume ownership over the project and as such, I relinguish rights to code and assets of this project to him.

Link to the new thread containing 0.97 update:

https://fractalsoftworks.com/forum/index.php?topic=29778.0

6
Mods / Re: [0.96a] Forge Production v1.1.3
« on: April 10, 2024, 08:01:30 AM »
Will this mod be updated for 0.97?

Should be good to go with just a simple version change in mod_info.json, I reckon.

7
Mods / Re: [0.97a] Fleet Journal v1.1.3
« on: April 10, 2024, 07:47:26 AM »
Thanks everyone for your helpful reports. Present update should hopefully resolve majority of the crashes - if more errors appear, please post stack traces here.

Updated to 1.1.3: save-compatible.
  • Additional error catching for orbit NPEs and class cast exceptions pertaining to makeDoubleWithSameOrbit().

8
Modding Resources / Re: [0.97a] Ship Editor v0.7.6
« on: March 11, 2024, 05:22:47 AM »
Hi hi, I wonder if its possible to add colored background to the ship editor? It's so that it doesn't burn my eyes all the time.

EDIT: Just saw my friend checking out the ship editor with me watching his stream. It's there alright, thanks for the brand new modern ship editor! Time to migrate to the new one.

Yes, there are options for color and checkered background, which can be combined together. Thanks.

This ship editor is really nice. Used it a bunch on KoL. One thing though, typically I needed to manually align several ship layers with modules in each one to another layer with a parent ship, as you cannot edit the module ships themselves when loading a variant data. when loading a variant data could you put an option to also load the module ship on separate layers in the correct place in global coordinates? It would save me from having to manually pixel line them up every time.

That's a comprehensive suggestion, thanks. Updated to v0.7.6:
  • Options for quick module-to-layer loading: both selective from module list right-click option and bulk loading through button widget.
  • Fast layer selection, handy when working with dozens of layers: hold ALT and move mouse to select closest layer to mouse point (compared by layer sprite center point).
  • Performance tweaks.

Module to layer widgets, background options
[close]

Edit:
should you already have the editor on your machine, it is possible to just swap the JAR and peruse the new additions.

Edit 2: might as well revisit the hotkey issue:

]
After checking it a bit more, the only station that actually has that is station1 - small lowtech. I swear i saw it somewhere else, but i guess that's the only one i can find.

I looked into the custom width/height stuff - it would be a sizable bit of effort to try and accomodate this feature. Considering that Alex himself doesn't seem to use this, and hardly anyone in community does (you can just modify the sprite itself, right?), I don't think benefits justify the development effort here. For what it's worth, I would be willing to consider incoming pull requests should someone write the implementation, but I won't be working on it myself.

]
The general undo keybind on most systems is Ctrl+Z, which has an upside of being two keys next to each other.

After fiddling a bit and comparing behaviour with the Trylobot's editor, I figured out some wonkyness from ALT's focus behaviour does not outweigh benefits of old streamlined scheme.

Just went ahead and realigned hotkey arrangement: undo/redo is CTRL-Z/CTRL-X, layer drag/rotate is middle mouse button with SHIFT/CTRL, various instrument action hotkeys now only use SHIFT/CTRL/ALT and mouse buttons and gestures, while keyboard buttons like C, S, B and so on are now used with ALT to quickly switch between instrument tabs.

I shouldn't like to release another update with a change so trifling, so anyone wishing to test this has to swap the JAR: https://github.com/Ontheheavens/Ship-Editor/blob/master/ship_editor.jar

Feel free to post your feedback and suggestions. Thanks.

9
Modding / Re: [0.97a] Space Extraction v0.7.0
« on: March 02, 2024, 05:38:07 AM »
Good day Ontheheavens!  :)
To be honest with you this should be in base vanilla when you mine asteroids for raw resources for those who want to be space nomads.
Im still kinda curious why Alex still doesn't implement a simple asteroid mining mechanic to this day since we have salvage rigs and mining lasers in the game?

That is all and Thank you This should be featured in the mod index !

Haha, thanks! Yeah, Alex has a lot of untapped development room in this department, for sure.

How does one use this mid? Do I need certain equipment for the option to appear?

I believe you can just plug-and-play this one; there's code in place so that ability would be added to the player if they do not have it already. Only thing you would need to do then would be to place the ability on the quickbar.

I had a brief thought about doing some quick quest introduction for this, but space mining seems like an activitiy awfully close to salvaging, at least in-universe.  It follows that, since heavy machinery and crew is very well enough to deal with wrecks and salvage, shouldn't it be enough to cover mining activities as well? That was my reasoning, more or less.

10
Mods / Re: [0.97a] Fleet Journal v1.1.2
« on: March 02, 2024, 05:27:08 AM »
Getting this crash when doing Academy missions, with the fixed jar:
Spoiler
Code
5220694 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Texture [entry_ruins] from category [fleetjour_intel] not found
java.lang.RuntimeException: Texture [entry_ruins] from category [fleetjour_intel] not found
        at com.fs.starfarer.settings.StarfarerSettings.new(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.settings.StarfarerSettings$1.getSpriteName(Unknown Source) ~[port_obf.jar:?]
        at fleetjour.scripts.AutoWriterScript.reportPlayerSurveyedPlanet(AutoWriterScript.kt:105) ~[?:?]
        at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportPlayerSurveyedPlanet(ListenerUtil.java:76) ~[starfarer.api.jar:?]
        at com.fs.starfarer.campaign.ui.marketinfo.PlanetSurveyPanel.applySurveyResults(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.campaign.ui.marketinfo.PlanetSurveyPanel.advanceImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.campaign.ui.marketinfo.newsuper.advanceImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.campaign.ui.E.advanceImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.coreui.voidnew.advanceImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.newui.o0OO.advanceImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.O.advanceImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.newui.L.advanceImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.O.advanceImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
        at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
        at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
        at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
[close]

I don't recall anything in the code that would possibly cause this; my first advice would be to double-check whether you indeed have both settings.json in order and image file itself present.

1. settings.json over at /FleetJournal/data/config/ should look like this:
Spoiler
{

    "graphics": {

        "fleetjour_intel": {

          "fleet_journal": "graphics/fleetjour/icons/intel/fleet_journal.png",
         "entry_cache": "graphics/fleetjour/icons/intel/entry_cache.png",
         "entry_debris": "graphics/fleetjour/icons/intel/entry_debris.png",
         "entry_derelict": "graphics/fleetjour/icons/intel/entry_derelict.png",
         "entry_entity": "graphics/fleetjour/icons/intel/entry_entity.png",
         "entry_exclamation": "graphics/fleetjour/icons/intel/entry_exclamation.png",
         "entry_station": "graphics/fleetjour/icons/intel/entry_station.png",
         "entry_stellar_body": "graphics/fleetjour/icons/intel/entry_stellar_body.png",
         "entry_probe": "graphics/fleetjour/icons/intel/entry_probe.png",
         "entry_cryosleeper": "graphics/fleetjour/icons/intel/entry_cryosleeper.png",
         "entry_ruins": "graphics/fleetjour/icons/intel/entry_ruins.png"  #COMMENT: - this is the entry that is supposedly absent!
      }

   }

}
[close]

2. And there should be an image file called "entry_ruins.png" over at /Fleet Journal/graphics/fleetjour/icons/intel/ - if both config file and image are not present, that would most likely be because the jar and the mod files themselves are from different versions, jar being the latest with code that depends on something that isn't there in the folders. One way this could transpire would be - taking latest jar from my previous message and applying it to any but the latest version of the mod.

Should config and image be in order, then I would need more info to reproduce this bug - specific circumstances in which it occured and steps one would need to undertake to reproduce the bug. I also would like to see the modlist.

Just a note, the automatic logging is pretty annoying, sometimes giving 20 entries for one system.  It would be nice to have all the notes in a system under one entry, but failing that, integrating the settings with LunaLib so we can change the settings from within the game would be much appreciated.

Thanks for the feedback! I'll consider what can be done, but no promises. Right now all I can offer is to toggle all automatic logging off entirely in config file.

11
Mods / Re: [0.97a] Fleet Journal v1.1.2
« on: February 23, 2024, 08:10:12 PM »
Probably one if not the best utility mod out there, amazing work, just one tiny thing: could you please add version checker support that way it's a lot easier to know when there's updates?

I'd rather not, sorry!

The game crashes when you go to the Knights of Ludd Singularity system:

Spoiler

7553646 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: class com.fs.starfarer.campaign.BaseLocation$LocationToken cannot be cast to class com.fs.starfarer.campaign.fleet.CampaignFleet (com.fs.starfarer.campaign.BaseLocation$LocationToken and com.fs.starfarer.campaign.fleet.CampaignFleet are in unnamed module of loader 'app')
java.lang.ClassCastException: class com.fs.starfarer.campaign.BaseLocation$LocationToken cannot be cast to class com.fs.starfarer.campaign.fleet.CampaignFleet (com.fs.starfarer.campaign.BaseLocation$LocationToken and com.fs.starfarer.campaign.fleet.CampaignFleet are in unnamed module of loader 'app')
   at com.fs.starfarer.campaign.CircularFleetOrbit.setEntity(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.BaseLocation$LocationToken.setOrbit(Unknown Source) ~[port_obf.jar:?]
   at fleetjour.scripts.objects.JournalEntry.makeDoubleWithSameOrbit(JournalEntry.kt:56) ~[?:?]
   at fleetjour.scripts.objects.JournalEntry.<init>(JournalEntry.kt:29) ~[?:?]
   at fleetjour.scripts.EntryWriter.writeQuickEntry(EntryWriter.kt:209) ~[?:?]
   at fleetjour.scripts.AutoWriterScript.reportEntityDiscovered(AutoWriterScript.kt:34) ~[?:?]
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEntityDiscovered(ListenerUtil.java:130) ~[starfarer.api.jar:?]
   at com.fs.starfarer.api.campaign.listeners.CoreDiscoverEntityPlugin.discoverEntity(CoreDiscoverEntityPlugin.java:47) ~[starfarer.api.jar:?]
   at com.fs.starfarer.campaign.SensorContactIndicatorManager.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
[close]

Not sure if that system is vanilla or modded, can't readily reproduce. Added a quick fix, you can download an updated jar here and swap it with the existing one (in the Fleet Journal mod folder, subfolder "jars")- should be totally save-compatible. I'll do a proper update if the fix resolves the issue.

https://github.com/Ontheheavens/Fleet-Journal/blob/master/jars/fleet_journal.jar

12
Mods / Re: [0.97a] Fleet Journal v1.1.2
« on: February 16, 2024, 05:51:54 AM »
The game crashes when trying to enter the "Mirage-Truth" binary star system at the galactic core.
Spoiler
511093 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: Sindrian Fuel
512376 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalStateException: shipVariant must not be null
java.lang.IllegalStateException: shipVariant must not be null
   at fleetjour.scripts.panel.Common.getVariantOfDerelict(Common.kt:57)
   at fleetjour.scripts.AutoWriterScript.checkDerelictValidity(AutoWriterScript.kt:67)
   at fleetjour.scripts.AutoWriterScript.checkLoggingValidity(AutoWriterScript.kt:52)
   at fleetjour.scripts.AutoWriterScript.reportEntityDiscovered(AutoWriterScript.kt:28)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEntityDiscovered(ListenerUtil.java:130)
   at com.fs.starfarer.api.campaign.listeners.CoreDiscoverEntityPlugin.discoverEntity(CoreDiscoverEntityPlugin.java:47)
   at com.fs.starfarer.campaign.SensorContactIndicatorManager.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
   at com.fs.starfarer.campaign.CustomCampaignEntity.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   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$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]

Reproduced and fixed, thanks.

Updated to 1.1.2: save-compatible.
  • Now only important entries should have map arrow pointers.
  • Fixed crash for derelicts with null variants (Empty derelict orbiting Fort Toxx in Mirage-Truth).

13
Modding / [0.97a] Space Extraction v0.7.0
« on: February 14, 2024, 09:38:16 AM »


Requires no libraries.
Can be safely added to existing save games.
Cannot be removed from games in which it was already used.

Description:

Let's not beat around the bush: this simple thing is for those who want some raw ores without all the baggage that comes with Nexelerin.

NB: some finishing touches and fleshing out are still in order, balance is subject to change, feedback welcome.

Content:

Dialog Screen and Ability
[close]

14
Mods / Re: [0.97a] Fleet Journal v1.1.1
« on: February 14, 2024, 07:34:39 AM »
I'm not sure what is the point of linking to my current locations all the notes I add?
Spoiler
[close]

An apt observation, thanks for your feedback! Made it so that only the important note entries have an arrow, will be in the next update. To be honest, it would be preferable that only selected entry has an arrow, but the API doesn't provide an easy way for that. Regrettably.


Hi great idea, starred the repo.

Can I safely:  add and activate this mod to a game instance in progress?

(also might recommend to let players know the answer to this question as well on page one of the mod)

Yes, it is absolutely safe as far as I am aware. Have added some hints to the OP post according to your suggestions. Thank you!

15
Mods / Re: [0.97a] Fleet Journal v1.1.1
« on: February 13, 2024, 04:02:54 AM »


This was a known bug in 1.1.0 which I had fixed in 1.1.1 - there shouldn't be any calls to assembly in the beginEntryRewrite() method at all. Can you reproduce the issue on a new save with the latest version?

Yep, even on a new game. On the latest 0.97a-RC9 version, with the latest 1.1.1

I even tried disabling every other mod except for Fleet Journal. The game still crash.

Unable to reproduce the bug on my end, unfortunately. If you want, feel free to hit me up on Discord, perhaps we can pinpoint the source of issue together. No pressure though.

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