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Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)

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Messages - CompMakarov

Pages: [1]
1
Modding / Re: [0.97][WIP] United Aurora Federation 0.75b ( Hotfix 2 )
« on: March 13, 2024, 09:25:28 AM »
I just updated the mod and this came up when I tried to run starsector

19804 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [uaf_slvv_core] not found!
java.lang.RuntimeException: Ship hull spec [uaf_slvv_core] not found!
   at com.fs.starfarer.loading.do.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.oO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore. O0000(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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Did I go wrong somewhere?

I am unfortunately getting the same error this dude keeps getting except in my case deleting the OG folder and installing new one doesn't fix the problem. My log is different however despite it being the same error of uaf_slvv_core not found

java.lang.RuntimeException: Ship hull spec [uaf_slvv_core] not found!
   at com.fs.starfarer.loading.do.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getHullSpec(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:502)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:496)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onGameLoad(CoreLifecyclePluginImpl.java:473)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
   at com.fs.starfarer.title.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.new(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.o00000(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)

Perhaps you put too many mods?
Putting too many mods can cause the problem.
Currently, I remove HMI to reduce the CPU stress.

***Most computers have low VRAM and the computer will take some RAM to compensate for it.
But using RAM instead of proper VRAM causes instability and likely ruins your gameplay when you reach a late game.
****Late game every faction fights full-blow war and because Starsector has real-time market and fleet combat at the same time without a loading screen. So, it uses a lot and your playthrough can no longer be playable and the game will no longer load mod contents and cause ERROR.

*UAF mod uses a lot of VRAM, I mean A LOT*

Makes literally no sense because my game was working perfectly fine before I updated to the new version. I also run a *** GTX 3070ti plus I pretty much allocated max VRAM via the vmparams. Something in the new mod update *** with my game there's literally no other explanation because my game was working perfectly fine before I updated the mod. It's also the only mod I updated so its def the issue.

2
Modding / Re: [0.97][WIP] United Aurora Federation 0.75b ( Hotfix 2 )
« on: March 12, 2024, 07:24:57 PM »
I just updated the mod and this came up when I tried to run starsector

19804 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [uaf_slvv_core] not found!
java.lang.RuntimeException: Ship hull spec [uaf_slvv_core] not found!
   at com.fs.starfarer.loading.do.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.oO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore. O0000(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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Did I go wrong somewhere?

I am unfortunately getting the same error this dude keeps getting except in my case deleting the OG folder and installing new one doesn't fix the problem. My log is different however despite it being the same error of uaf_slvv_core not found

java.lang.RuntimeException: Ship hull spec [uaf_slvv_core] not found!
   at com.fs.starfarer.loading.do.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getHullSpec(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:502)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:496)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onGameLoad(CoreLifecyclePluginImpl.java:473)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
   at com.fs.starfarer.title.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.new(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.o00000(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)

3
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.4)
« on: March 07, 2024, 03:21:37 PM »
The special item crafting via domain artifacts seems to be busted. The option doesn't pop-up despite me having a pristine nanoforge on a 6 pop planet with more than 3000+ domain era artifacts. I do not have Ashes of the Domain installed but I do have Nexerellin installed.

4
Mods / Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« on: February 13, 2024, 12:39:40 PM »
Anyone know how marines getting xp in Monasteries work? Like how much xp do marines actually gain when stationed there and is there a way to change it?

5
Mods / Re: [0.97a] SpeedUp 1.0.1
« on: February 10, 2024, 12:18:04 PM »
Minor update!


Version 1.0.1:
- Updated for Starsector 0.97a
- Removed default binding for 6x speed-up

Arguably one of the worst mod changes I've seen. Nobody asked to remove the default binding for 6x, and removing it is literally just an extra inconvenience on most people who now have to find out how to add it back (because there's no tutorial on how to do it and it doesnt work with the mod loader/manager).

6
NGL with the new Crises system I'm considering turning off 90% of Nex beyond the 'assign your own fleets' and 'custom start' parts because it seems like the promise of a 'living' colony response is here.

Plus, everyone going to war at the drop of a hat was weird.
Ngl I too am interested to see how OP is going to go forward with this mod. The new update and the Crisis system has now seriously encroached on a lot of what made Nex unique and for the longest time, basically mandatory to run. Very high chance the devs took significant inspiration from this mod considering how long its been here and how many people use it by default; I straight up forgot that 90% of the stuff in this mod came from this mod and not vanilla starsector. This mod is the literal definition of suffering from success lol.

7
Mods / Re: [0.95.1a] Modern Carriers 1.9.5
« on: February 04, 2024, 03:15:23 PM »
just wanted to know what was this bad rep for Sutopia mods are?
I like this his mods especially this one cause I felt carriers were a bit lackluster with their hull mods in vanilla.
was it the Concord thing being unstable?
also curious about the bad rep thing since I always loved this guys mods

He had a bad rep as a modder mainly due to how differently his stuff was coded relative to other modders (to the point where he needed his own library called CONCORD specifically for his own mods only) which made him difficult to work with. I personally think its undeserved but I can see why you'd be annoyed by the one guy who basically makes mods on an island (metaphorically speaking). I'm just bummed out he stopped updating his mods (and more importantly his library) as literally all of his mods are completely unusable since 0.96 and they were good mods (especially this one).

8
Mods / Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« on: February 04, 2024, 03:10:26 PM »
Anyone tested this mod out with 0.97? I know it worked alright with 0.96 but this thing hasnt been updated in ages and im scared the new update might have finally bricked it.

9
Mods / Re: [0.95.1a] Modern Carriers 1.9.5
« on: September 10, 2023, 02:16:22 PM »
That said, I checked the github page to find the v1.6.2 to see if there really wasn't any source available. There is. Here's the link to the v1.6.2a tag: https://github.com/Sutopia/-StarSector-0.95a-Modern-Carrier/tree/v1.6.2
I stand by my original claim; there are no non-compiled (*.java) files to look through. The SutCarM.jar file contains .class files, which are already compiled.

While manually de-compiling them IS an option, it would be an enormous exercise in patience to figure out exactly what does what.

I mean could anybody contact Sutopia himself and ask for the uncompiled stuff? He must have it in some back corner of his PC like a lot of modders do. This is also an open call to anybody who has contact with Sutopia to contact and please tell him that there are people who genuinely loved the content he made and to maybe try and pass on the torch to someone else, rather than the current situation (e.g., giving the OG non-compiled files to make life easier for them).

10
Mods / Re: [0.95.1a] Modern Carriers 1.9.5
« on: August 05, 2023, 09:16:13 PM »
If anyone wants to adapt this mod to 0.96a to make a bootleg, I've been told from the grapevine that there's a version (older one) that apparently doesn't have a dependency on Sutopia's notorious Concord library. If this could get adapted to 0.96a without Concord it would be actual godsend. The mod itself is insanely good but god Concord just makes me crash so much.
The version in question is 1.6.2b, which does work by merely changing the 'gameVersion' value in mod_info.json to '0.96-RC8':

https://github.com/Sutopia/-StarSector-0.95a-Modern-Carrier/releases/download/v1.6.2/Modern.Carrier.1.6.2b.7z

That said, there isn't any source code available, regardless of version... so some of the hullmods may be OP and unchangeable.

FOR THE LOVE OF GOD, DO NOT DO THIS, I REPEAT, DON'T DO THIS. This will irreparably brick your game and make several missions unplayable as well as the campaign. You get the ACCURSED "check starfarer.log" mission description bug which will makes the missions that have this description unplayable as well as the campaign. Until somebody actually digs through the code and adapts this mess into something that doesn't require CONCORD to function, do not use this (or any of Sutopia's) mods.

11
Mods / Re: [0.95.1a] Modern Carriers 1.9.5
« on: June 11, 2023, 11:07:23 AM »
If anyone wants to adapt this mod to 0.96a to make a bootleg, I've been told from the grapevine that there's a version (older one) that apparently doesn't have a dependency on Sutopia's notorious Concord library. If this could get adapted to 0.96a without Concord it would be actual godsend. The mod itself is insanely good but god Concord just makes me crash so much.

Pages: [1]