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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - Fordo

Pages: [1] 2
1
There is a Hypnos Cryosleeper but Habitats are player constructed there are no existing ones in the Sector Racoon just named the one he built Hypnos.
Ah! Thank you, I get it now. The screenshot is there as an example of the player's ability to build orbital habitats at stable points, not to represent any sort of quest or exploration objective.

2
Is the "Hypnos Habitat" as seen in the screenshots section in the mod presently, or has it been replaced with
Spoiler
the cryosleeper?
[close]
That's just what Racoon named it it's a normal Habitat.
I'm still confused. Is there BOTH a Hypnos Cryosleeper and a Hypnos Habitat?

3
Mods / Re: [0.95.1a] Amazigh's Ship Foundry v0.9.1
« on: February 08, 2023, 03:21:21 PM »
What's the backstory behind the Perytonne and Apologee anomalous bounties? Are they, dare I say, ghost ships? Neat inclusion, dig your work Amazigh.

4
Is the "Hypnos Habitat" as seen in the screenshots section in the mod presently, or has it been replaced with
Spoiler
the cryosleeper?
[close]

5
Modding / Re: Aardwolf & Zenith: ARRUS Hullmods 0.1.2
« on: February 02, 2023, 02:11:21 PM »
I still haven't been able to replicate those crashes you were having, have you gotten any more?
I ended up starting a new playthrough without ARRUS since it was about that time anyways, haven't gotten the crashes since. Perhaps it was an odd interaction with some other mod in my list? I wish the error made more sense.
I may try installing ARRUS again in a few days and keep some better save copies for before and after just to see if it's resolved itself.

6
HI Sir Hartley,

Updated to the new version and on a new game start I get the following error: -snip-

I first checked Tahlan's page but Niatahl told someone else it wasn't their problem and to check with you.
In the Ind.Evo original post there's a link to a beta of Tahlan Shipworks that should solve the artillery station issue. Look right below the download link at the top.

7
Modding / Re: Aardwolf & Zenith: ARRUS Hullmods 0.1.2
« on: February 01, 2023, 01:17:39 PM »
I know this mod doesn't exactly scream 'balance', but wouldn't it make more sense for Augmentation mods to have reversed progression? With Standard giving what Penultimate gives and Penultimate what Standard gives right now?
I think the diminishing returns scheme that ctuncks is going for makes the most sense. If you really want that extra bit of power, you're going to have to pay for it. There's similar systems in Starsector already, like salvage gantries being less and less useful the more of them you have.

8
Are you sure this only started happening with Exotica Technologies? In my experience, things can move around when you auto-sort them based on:
1) size and number of weapons (large weapons will go before medium and small ones; larger stacks go in front, smaller ones in back);
2) whether or not an item is legal on the market you're sorting on (all illegal commodities will go in the back of the inventory).

No, I never use the auto-sort button in my fleet's cargo screen. I'm not hitting any buttons or moving any of the items myself, it's after salvaging an exotica-equipped fleet that sometimes things will have moved around on their own.

9
Has anyone else noticed their inventory getting all shifted around sometimes? I'm pretty sure it's Exotica Technologies doing it, it only started once I installed. Items and stacks in the left columns of my inventory end up on the right, things go up a row, left a column, etc. If I had to guess it's some side-effect of the little exotica tech "chest" getting filled up from the individual chips that are only briefly in your cargo, though I haven't kept track of whether it only happens when the chips are involved or if it does it when regular salvage.

10
Getting some missing strings when I take a look at the Repair Docks in version 3.2.b.
Imgur album.

And somehow I completely missed this, but each of the D-modless ships also says Missing string: [cannotTransfer] instead.

Edit: Something unrelated. I used an Active Gate to go from the Aztlan System to the Thule System, and above my hotbar it still says "Chicomoztoc Mortar Artillery Station" instead of the actual one in the system, the Kazeron Missile Artillery Station.

11
General Discussion / Re: Fleet Size Cap Increase
« on: January 28, 2023, 09:27:15 PM »
The instructions in the other thread were correct, although a bit abridged.  You need to look inside the settings.json file, located in starsector-core/data/config/ directory, for the constant "maxsShipsInFleet".  You can open the json files with any text editor.  All settings intended to be easy to change outside of the menu are located in that file.
Question. Would this also affect non-player fleets as well?

12
Modding / Re: Aardwolf & Zenith: ARRUS Hullmods
« on: January 28, 2023, 09:03:16 PM »
Dig the concept. Have you considered a hullmod that rectifies the penalties from converted hanger?

Anyways, here's my troubleshooting.
Installed this mod today, it's the only modlist change between today (where I'm having issues) and yesterday (where everything was fine). Added to an on-going campaign. I don't have any smoking gun pointing to it but y'know, occam's razor.

Fatal.Null Crash #1: I go to visit a lead on an equipment cache I got from the storyteller, loot the cache. It contains two ARRUS Hullmod blueprint-thingies, among other things. Right next to the equipment cache is a Hegemony Deserter bounty fleet, which I go to fight. Game crashes shortly into the battle not long after enemy ships are on screen and the shooting starts. When I restarted the game and went through the same sequence of events, I was able to complete the battle just fine. Odd. Did typical campaign stuff, modifying ships, and simulator battles. Simulator battles worked fine. I don't get into any more actual battles until the next crash(es). I never got around to installing any of the new hullmods despite unlocking two of them.

Fatal.Null Crash#2 and 3 and so on:
I go to destroy a Pirate Base. Engage a small armada of Pirate ships and the station itself. Not long after enemy ships are on screen and the shooting starts, fatal.null crash. Reboot the game, same exact sequence of events, game crashes about the same time.
While writing this up, I tried just fighting the pirate fleet (not the station) and deployed only my destroyer flagship, completed the battle with no problems. Go on to battle the station and a small group of ships, and deploy seven or eight ships of my own? Game crashes before anything has a chance to explode. I thought maybe it could be ARRUS hullmods on the enemy ships but when I examined their fleet on the pre-battle screen I didn't see anything out of the ordinary. Now I've been spawning enemy fleets and doing battles with different ships deployed and I can't seem to figure out what will consistentlycause it to crash, but it always does after a few, and the error is always the same.

Modlist/console commands bugreport dump:
Spoiler
System info:
---------------
Game version: Starsector 0.95.1a-RC6
Game resolution: 1920x1080 (60hz, 32bpp, fullscreen)
Java version: Java(TM) SE Runtime Environment 1.8.0_271-b09 (Java HotSpot(TM) 64-Bit Server VM)
Platform: Windows (64-bit)
JVM RAM: 411.84 MB / 3,758.00 (3,346.16 MB free, 3,758.00 MB allocatable)
System RAM: 6,559.53 MB remaining, 16,229.72 MB total
Launch args: -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms4096m -Xmx4096m -Xss2048k -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=.

 Graphics card info:
---------------------
GPU Model: NVIDIA GeForce GTX 970
Vendor: NVIDIA Corporation
Driver version: 4.6.0 NVIDIA 528.24
Free VRAM: 735.13 MB
Dedicated VRAM: 4,096.00 MB
Maximum VRAM:   4,096.00 MB

 Active mod list:
------------------
Regular mods (40):
 -  Phillip Andrada: Gas Station Manager 1.9 by WMGreywind
 -  Slightly Better Tech-Mining 2022-09-30 by Yunru
 - Aardwolf & Zenith: ARRUS Hullmods 0.1 by ctuncks
 - Amazigh's Ship Foundry 0.8.1 by Amazigh
 - Angry Periphery 1.5 by Great Wound
 - Apex Design Collective 1.1.0b by theDragn
 - Arsenal Expansion 1.5.5 by Inventor Raccoon
 - BigBeans Ship Compilation 0.1.97.6 by BigBeans
 - BigBeans Ship Compilation - IP ship Submod 0.1d by BigBeans
 - Bricky Construction 1.3.0 by Lortus
 - Captain's Log 0.1.6 by stormbringer951
 - Commissioned Crews 1.999999ggg by Techpriest
 - Dassault-Mikoyan Engineering 1.6a by Harmful Mechanic
 - Deluxe Player Flags 1.01a by Harmful Mechanic
 - ED Shipyards 2.5.6 by Ed, Nick XR
 - Exotica Technologies 1.2.16 by President Matt Damon
 - Fluff Ship Pack 0.2.3-1 by MrFluff
 - FuzzyPack 1.5.2 by SirFuzzWuzz
 - Hazard Mining Incorporated 0.3.5f by King Alfonzo
 - High Tech Expansion 1.4.10 by theDragn
 - Industrial.Evolution 3.1.f by SirHartley
 - Iron Shell 1.181 by Techpriest & Selkie
 - Jackundor's Advanced Arms 0.4.0 by Jackundor
 - Mayasuran Navy 8.3.8 RC3 by Knight Chase
 - Nes's ship and weapon 1.9d by Nes
 - Neutrino Detector Mk.II 1.3.0 by Wisp
 - Nexerelin 0.10.6b by Histidine (original by Zaphide)
 - Objects Analysis 002 by Harpuea
 - RotcesRats 0.22 by Amazigh
 - Seeker - Unidentified Contact 0.51 by Tartiflette
 - Ship/Weapon Pack 1.13.0 by DarkRevenant
 - Space Truckin' 0.9.1 by Capt Dash
 - Starship Legends 2.2.1 by Sundog
 - Support Ships Pack 0.6.0 by ForestFighters
 - Tahlan Shipworks 0.8.666a by Nia Tahl
 - The Star Federation 0.98-RC6 - Bugfixes and Beams by Sleepyfish
 - United Aurora Federation 0.7.2g1dc by Created by CY / Milkydromeda, Co-developed by Vermillion, Assisted by Yimie, Naggy, Nova Sunshine and Tim & Selkie N Co'!
 - Unknown Skies 0.43 by Tartiflette
 - Vayra's Ship Pack 1.2.3 by Vayra
 - WhichMod 1.2.1 by theDragn
Utility mods (12):
 - AdvancedGunneryControl 1.7.1 by DesperatePeter
 - Autosave 1.2 by LazyWizard
 - Combat Chatter 1.12 by Histidine
 - Console Commands 2021.12.25 by LazyWizard
 - Detailed Combat Results 5.3.0 by Nick XR
 - Everybody loves KoC 1.03.40b by Vikta
 - Fleet Action History 1.0.8 by briansd9
 - LazyLib 2.7b by LazyWizard
 - Leading Pip 1.9.1 by DarkRevenant
 - MagicLib 0.45.2 by Modding Community: Dark.Revenant, LazyWizard, Nicke, Originem, Rubi, Schaf-Unschaf, Snrasha, Tartiflette, Wisp, Wyvern...
 - SpeedUp 0.7.2 by DarkRevenant
 - zz GraphicsLib 1.6.1 by DarkRevenant
[close]

Below is an excerpt from the starsector.log from my latest fight with the pirates. The error itself is identical each time:
Spoiler
203965 [Thread-3] INFO  fleethistory.BattleLogger  - Battle logger initialized
203965 [Thread-3] INFO  data.scripts.plugins.fed_shipDeath  - Star Federation fed_shipDeath: init successful
209554 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship IAS Crécerelle, isEnemy 0
209554 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Pulaski, isEnemy 0
209554 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS McLeod, isEnemy 0
209554 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Jarvee, isEnemy 0
209555 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Pickaroon, isEnemy 0
209555 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship IAS Manchester Wack, isEnemy 0
209556 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Nantosvelta, isEnemy 0
221528 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.movement.maneuvers.AttackRunManeuver.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.movement.maneuvers.int$o.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.movement.maneuvers.int.super(Unknown Source)
   at com.fs.starfarer.combat.ai.FighterAI.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]

13
Mods / Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« on: January 28, 2023, 12:45:37 PM »
hey, is there a updated verison of this mod anywhere, and also could i get in touch with a admin/mod to appeal my discord ban? :o
If you mean updated to work with the latest Magiclib, the solution is currently to just remove the dependency on magiclib from Seeker's mod_info.json.

14
how to fix? havent played in almost a year.
See SirHartley's post on page 114 of this thread. There's a temporary incompatibility with Tahlan Shipworks. A beta update for Tahlan Shipworks that will fix this issue is available in his post.

15
Finding: A ship I sacrificed to an Engineering Hub from Industrial.Evolution was rediscovered by a storyteller floating in a nearby system. I recovered it and took it back to a Repair Dock, also from Ind.Evo, and I got another storyteller for the same ship while it was sitting in that "storage". This is probably an obvious limitation -- Starship Legends can't be expected to account for new storage facilities and ways of losing/sacrificing ships in every other mod -- but it was amusing so I figured I'd share.

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