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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 - Histidine

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Modding / Re: Error code causing crash. Need help!
« on: Today at 06:18:50 AM »
Tried running the mod, figured out the problem:

BaseScienceHullMod has a static field
Code: java
public static int MAX_MODS = Global.getSettings().getInt("maxScienceHullmods");
There is no settings.json file containing maxScienceHullmods, so trying to get the value throws an exception
causing BaseScienceHullMod to silently fail to load
which broke the hullmods whose Java classes derived from BaseScienceHullMod

Fixed by adding a file data/config/settings.json to the mod with the required value.

Code: json

Modding / Re: Error code causing crash. Need help!
« on: November 26, 2022, 06:12:05 PM »
Is the zip deliberately incomplete? The mod_info.json references a LogisticsOverhaul.jar but no jar file exists in the zip; also there's no hull_mods.csv.

BaseScienceHullMod itself looks fine.

You're already on the Discord server so see if you can get someone to help you in real time; I'd do it but I'm tired.

Modding / Re: Error code causing crash. Need help!
« on: November 25, 2022, 11:11:29 PM »
Just post the mod.

Also search the log for data.hullmods.BaseScienceHullMod, it may be writing an error when it fails to load.

Mods / Re: [0.95.1a] Console Commands v2021.12.25
« on: November 25, 2022, 09:19:10 PM »
Been asked a few times so I figured I may as well mention it here:
There's a vanilla devmode command in dialog (>> (dev) options) to raise (or lower) reputation with the person you're talking to.

Suggestions / Re: Improvement for early and late game: Increase weapon loot
« on: November 24, 2022, 06:23:55 PM »
Battle loot is already easily the best non-modded source of weapons in the long term, excepting rare weapons that you happen to have a blueprint and heavy industry for. It's the market selection that's pretty limited.

Suggestions / Re: On second thought... Option 3 for battles, etc
« on: November 21, 2022, 05:24:23 PM »
Being able to change your mind and go back already exists when joining ally battles (and in devmode), so not having it normally is pretty odd. It's annoyed me a few times too.

(At least sometimes you can just enter the battle, deploy nothing and full retreat. Hope the other fleet doesn't decide you're an enemy afterwards :-X)

Bug Reports & Support (modded) / Re: Nexerelin - How do I get fleet points?
« on: November 21, 2022, 05:10:40 PM »
Why was this posted here

Point storage for fleet requests comes from Patrol HQs, Military Bases and High Commands. Point generation is from colony availability (ideally same-planet supply) of ship parts, marines, fuel and supplies.

Bug Reports & Support / Re: Odd massive loss of performance
« on: November 21, 2022, 05:04:53 PM »
They should be the same JREs as from Oracle's site, just rehosted so people don't have to register there or figure out which download page circumvents that requirement.

Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« on: November 21, 2022, 07:00:48 AM »
Posting this here since someone else had this issue but can't post on forum (and it's kinda my fault for giving incorrect code previously)

Using a planetkiller causes Nex's commission intel to NPE, since it expects a non-null actionData arg for reportSaturationBombardmentFinished:
479122 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
    at inished(
    at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportSaturationBombardmen tFinished(
    at data.campaign.econ.boggledTools.decivilizeMarketWithPlanetKiller(
    at data.campaign.econ.boggledTools.applyPlanetKiller(
    at data.campaign.econ.abilities.Deploy_Planet_Killer.activateImpl(

I'll add a safety check in my Nex update when I get around to actually doing the said update; other than that, you should pass it a non-null value since the listener reasonably expects it, and fill it with relevant data.
Something like:
Code: java
MarketCMD.TempData actionData = new MarketCMD.TempData();
actionData.bombardType = BombardType.SATURATION; /* probably not needed but just in case someone forgot which listener method they were using */
actionData.willBecomeHostile = hostile; /* PLACEHOLDER: fill this with factions that will get mad */
ListenerUtil.reportSaturationBombardmentFinished(null, market, actionData);

Mods / Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« on: November 20, 2022, 03:37:25 AM »
Is there a way to auto-vote no for peace votes, as well as automatically decline all peace/cease-fire proposals?
Not currently, sorry! Maybe as part of a planned voting rework.

Not sure if this crash is related to Nexerelin or not.
If you haven't already found out: It's from IndEvo, looks like a 'drones' consumable which I haven't encountered myself. (Maybe it's not supposed to be usable yet?)

Hi. Thanks again for this great mod.

Just tried a new run, and again and as virtually always, Sindria falls as the first planet very early in the game.

Thanks for fixing this.
Funny how my Sindria always sticks around pretty long even if Volturn and Cruor go down :thinking emoji:

I might just put an alpha core on the station and/or the LG HQ at some point; in the meantime use Diktat Enhancement if your Sindria is dying off too easily.

Last Nex version for Starsector 0.9.1 was v0.10.3g, available here
Dig around in the LazyLib or MagicLib threads for the older versions of those mods.

Mods / Re: [0.95.1a] Combat Chatter v1.12 (update 2022-06-25)
« on: November 15, 2022, 05:24:03 AM »
Hmm, can't say what's going wrong, it works for me in that it at least writes the intro line if I enter combat and deploy only my flagship (victory line also works).

The save also shouldn't store anything related to this, other than the captains' chatter character IDs and a list of previously used characters.
Random thing to try?: ClearChatterChars console command to reset the above data

Just wondering where the values for the fluff text and actual scripts are for the "deal with prisoners" skill/ability?

(Working on a mod that gives the option of trying to recruit prisoners either as crew or marines for credits, instead of torturing them into serving you.)
(Named) prisoners are a mod feature, so you'll want to adapt one of the two mods (a specific one) that implement this functionality.

Capture Officers and Crew doesn't have a public source that I could find in 15 seconds. Although you shouldn't be working from this mod anyway.
For Take No Prisoners, look in the src folder for the code (maybe ask presidentmattdamon for help if you can't find a specific function). Dialog text is in data/campaign/rules.csv.

Bug Reports & Support (modded) / Re: Null Crash with Modded Star Sector
« on: November 13, 2022, 04:57:07 PM »
I think this is from Special Hullmod Upgrades? Try updating that mod if it's not on the latest version, but it may just not work with main menu missions.

Bug Reports & Support (modded) / Re: Graphic Lib is not working
« on: November 13, 2022, 04:55:46 PM »
The GraphicsLib install folder has a bunch of folders missing from it. Did you try using 7zip to extract the .7z file you downloaded, as instructed?

At this point I'd recommend joining the unofficial Discord server so someone can help you in real time.

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