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Messages - gofastskatkat

Pages: [1] 2 3 4
1
Modding / Re: [0.9.51a-RC6][WIP] SCY Utility Ship Pack 0.11a
« on: January 31, 2023, 11:02:57 PM »
works now, havent tried any of the ships yet but they do look really nice

2
Modding / Re: [0.9.51a-RC6][WIP] SCY Utility Ship Pack 0.1a
« on: January 28, 2023, 09:25:09 AM »
not sure if Im having a weird download/install issue, but whenever I enable this mod, I get an error saying

"88916 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod with id [SCY_militarized] not found
java.lang.RuntimeException: Hullmod with id [SCY_militarized] not found
   at com.fs.starfarer.loading.specs.g.isDHull(Unknown Source)
   at org.sutopia.starsector.mod.concord.adv.ConcordAssembly.onApplicationLoad(ConcordAssembly.java:52)
   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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)"

and I deleted and reinstalled the base SCY mod too

3
Mods / Re: [0.95.1a] ED Shipyards 2.5.6 (2022-12-11)
« on: January 22, 2023, 09:05:23 AM »
hey, sorry for semi-necro, but Im getting this error/crash on launch

37782 [Thread-3] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [edshipyard_wurg_sensor] not found in ship_systems.csv
37925 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
   at com.fs.starfarer.loading.SpecStore.ôO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.public(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


What version did you upgrade from?  Did you delete before you copied in the new bits?

Thought I did a fresh install of everything, but deleted and redownload the mod and no longer have that issue... Weird lol

4
Mods / Re: [0.95.1a] ED Shipyards 2.5.6 (2022-12-11)
« on: January 21, 2023, 11:18:50 PM »
hey, sorry for semi-necro, but Im getting this error/crash on launch

37782 [Thread-3] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [edshipyard_wurg_sensor] not found in ship_systems.csv
37925 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
   at com.fs.starfarer.loading.SpecStore.ôO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.public(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

5
Modding / Re: How to add stable locations to existing save?
« on: December 14, 2018, 09:10:34 PM »
I kinda want to piggyback off the op since my question is similar, but instead of stable locations, how would you spawn a planet? Ive found a star system where I want my main planet to be but no suitable planets for colonization...

6
Not sure what Im doing wrong (if I am doing anything wrong that is) but when I run the settings command and try to make it to where all the ships and stuff gets sent to my "Home" planet, its kinda darkened and I cant toggle it, I used the sethome one to set my home to one of my colonies, but it still wont work. What should I do or is it an issue with the .9a dev version of CC?

7
Downloaded the new main version, but the game crashes on startup because theres still references to the omega

8
Mods / Re: [0.7.2a] BDS Bismarck - Battlespace Dominator Ship
« on: June 01, 2017, 11:28:45 AM »
Its a 7.2a mod? Not the latest 8.x release? I would love to have this but if it's outdated then... yeah

9
Its working now, looked through the ships, and pretty sure that all the flux/hulls/armor stats for the ships are placeholder? And also for the fighters, the TIE/IN is 50 units faster than the A-wing, though in both's description it says the A-wing is supposed to be faster

10
To be fair, I only tried out the EZFaction stuff to see how well it works, have disabled them. Otherwise, yup, allocated 14gb of ram to SS so that shouldnt really be that much of an issue. And too many mods is almost enough haha. Also, JRE 7u79 is out of date now, so they wont let you download it from their website anymore

11
Dont know if its because of the other mods I have, but it seems a market in the coruscant system cant be added?

I haven't tested my mod extensively with other faction mods for example so sadly such errors may occur :/
Could you provide a list of your installed mods?
And thanks for the log message, I am almost certain of what is causing the error just by looking at it but to be sure I'd like to have a mod list and also try it myself.

Its a long list, but good luck. Also what I post in it is what theyre called when you put them into the mod folder, so you'll probably have to look them up.

Spoiler
EZFaction, Starsector FX, Arkandian, ATX, Audio Plus, Autosave, Better Beginning, Combat Alarm Sounds, Combat Chatter, Console Commands, Dassault-Mikoyan, Degenerate Poitrait, Diable, Discount Ships, EZFaction Explorer, Galatia Complete, GKsec, Graphicslib, IBO Mobile Suits, Ifed Legacy, Industrial Officers (Not sure but think this also has an error), Interstellar Imperium, Lazylib, Leading Pip, Neutrino, Oculian Berserks (from the Red Mod), ORA, Parrot, Potrait pack, both power Dolls portrait packs, Raccoon's Arms, Shadowyards, SS+, Templars, TheSilentArmada, Tore Up Plenty, UnknownSkies (potential mod compatibility error as well), UpgradedRotaryWeapons, Useable [REDACTED], Venture (A), and finally Version Checker
[close]

Just be prepared for a long load time. Also fair warning, your mod's not the only one that's causing me issues, but this one is the only that spits up an error, the others just cause the game to freeze on new game start

EDIT: Just realized that the Parrot Battlecruiser is in the discount ships pack, so you can take the Parrot mod out

12
Dont know if its because of the other mods I have, but it seems a market in the coruscant system cant be added? Error log:
Spoiler
206515 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.scripts.world.AddMarketplace.AddMarketplace(Ljava/lang/String;Lcom/fs/starfarer/api/campaign/SectorEntityToken;Ljava/util/ArrayList;Ljava/lang/String;ILjava/util/ArrayList;Ljava/util/ArrayList;F)Lcom/fs/starfarer/api/campaign/econ/MarketAPI;
java.lang.NoSuchMethodError: data.scripts.world.AddMarketplace.AddMarketplace(Ljava/lang/String;Lcom/fs/starfarer/api/campaign/SectorEntityToken;Ljava/util/ArrayList;Ljava/lang/String;ILjava/util/ArrayList;Ljava/util/ArrayList;F)Lcom/fs/starfarer/api/campaign/econ/MarketAPI;
   at data.scripts.world.systems.CoruscantSystem.generate(CoruscantSystem.java:40)
   at data.scripts.world.StarWarsGen.generate(StarWarsGen.java:16)
   at data.scripts.SWRebalancedPlugin.onNewGame(SWRebalancedPlugin.java:56)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.while.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.j.o00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.j.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.fornew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.fornew.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.o0oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.fornew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.fornew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.D.oooO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.fornew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.fornew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.while.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.save.if.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.fornew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.fornew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.processInput(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

13
Modding / Re: Hullmod Request
« on: May 10, 2017, 10:43:20 AM »
Im not a modder myself, but the Appro-light mod has a frigate that has a hullmod in it that makes the ship produce food. I would ask the dev of that mod to see if you can use it or for tips on how to make your own, though fair warning, he's Chinese (I think) so there may be a language barrier

14
Nice update, everything seems to be working fine. I only have one request that deals with LPC's, since they arent like the old wings now, could there be a way to add multiple LPCs of the same kind into the inventory/selected station since they stack like weapons now? I understand that this is picky to ask of, but it'd make outfitting fighter bays less annoying by having to constantly go out, re-enter allwings and storage, and go back in. Either way, thanks for the new update and keep them coming :D

15
Mods / Re: [0.7.2a] Console Commands v2.7b (released 2017-03-16)
« on: April 26, 2017, 01:28:50 PM »
Oh yeah, just remembered that not only does the allwings not give you the wing lpc's, allcommodities doesnt give all the modspecs which are the hullmods that you need to find and buy to learn them

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