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Messages - Dal

Pages: [1] 2 3 ... 11
1
Mods / Re: [0.97a] The Knights of Ludd
« on: April 21, 2024, 07:15:05 PM »
Good Day,

Really loving the mod, which tbf feels like an extension DLC of vanilla.  I also just entered the First Trial but get this CTD:

569712 [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) ~[?:?]
   
Would appreciate any help or insight, thank you in advance!

Grab the updated Fleet Journal copy from its thread and the issue should resolve  :)

2
Mods / Re: [0.97a] The Knights of Ludd
« on: April 21, 2024, 11:29:54 AM »
CTD when entering First Trial jump point

Spoiler
2735993 [main] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.starfarer.util.ReplaceableSprite.update(Unknown Source)
   at com.fs.starfarer.campaign.BackgroundAndStars.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.BackgroundAndStars.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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.<init>(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.main(Unknown Source)
[close]

This is a very non-specific error, but it's the graphics loader so my guess would be some edge case when the mod was extracted - try reinstalling with a different archive unpacker.

When I try to use the salvation class system it just blows up on top of myself and the infernobores don't do anything. Am I missing something?

Point toward enemy  ;) (The system checks that there are some targets in front to decide which explosion to use)

3
Mods / Re: [0.9.1a] Blackrock Drive Yards
« on: April 21, 2024, 11:27:16 AM »
13900931 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: data/hullmods/TEM_LatticeShield
java.lang.NoClassDefFoundError: data/hullmods/TEM_LatticeShield
        at data.scripts.weapons.ShardOnHitEffect.onHit(ShardOnHitEffect.java:38) ~[?:?]
        at com.fs.starfarer.combat.entities.BallisticProjectile.setDidDamage(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.combat.entities.BallisticProjectile.notifyDealtDamage(Unknown Source) ~[port_obf.jar:?]
        at ...
someone needs to remove the old peer pressure compatibility for templars in some of the weapons on hit effects for lattice shields

This looks like a problem with a badly bootlegged Templars copy, you shouldn't be seeing that code otherwise.

4
Changing the settings csv WILL change the values ingame, unless you have LunaLib, in which case LunaLib's own settings will take priority; you can change those ingame or in saves/common/LunaLib.

Quote
228838 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.characters.SkillSpecAPI.setName(String)" because the return value of "com.fs.starfarer.api.SettingsAPI.getSkillSpec(String)" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.characters.SkillSpecAPI.setName(String)" because the return value of "com.fs.starfarer.api.SettingsAPI.getSkillSpec(String)" is null
   at dal.plugins.Captains_Utils.blankMilestones(Captains_Utils.java:747) ~[?:?]
   at dal.plugins.Captains_ModPlugin.onApplicationLoad(Captains_ModPlugin.java:21) ~[?:?]
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source) ~[port_obf.jar:?]

This is a pretty odd edge case. I see that it's from my code, but I can't see why it would be breaking. Glad you got it figured out, I can only really recommended double checking that your game and QC versions match.

5
Mods / Re: [0.97a] The Knights of Ludd
« on: April 18, 2024, 11:35:45 AM »
this is a minor and possibly silly question... but how do i hide the battlestation liba [sic] from my colony build list? from reading this thread i figured out you arent supposed to be able to build it, but looking at the industries.cvs i didnt see any simple way to hide this. i know its petty, but its the kind of thing i like to tidy up for my own immersion

Requires a bug fix due soon.

6
Mods / Re: [0.97a] The Knights of Ludd
« on: April 15, 2024, 11:58:17 AM »
Mod Looks amazing! Very excited to try it out, but i am running into a crash upon startup.

I hope this is the correct part of the log.

...

Notes: Have tried reinstalling the game completely, reinstalling each mod multiple times, i've tried different versions of the mods all to the exact same result.

Hmmm, not typical. What OS? Are you using a particular archive extractor (eg. Windows, Winrar, 7zip)? I would recommend trying an alternate just in case.

7
Mods / Re: [0.97a] The Knights of Ludd
« on: April 11, 2024, 04:48:26 PM »
Quick question, is there currently any way to legitimately obtain any of the 3 special cores?
I can see they have item icons etc but I imagine those may just be like Omegas, which technically exists as an item but isn't obtainable normally

They're completely unimplemented.

8
Mods / Re: [0.97a] The Knights of Ludd
« on: April 10, 2024, 11:38:40 AM »
Got it, thanks! That's kinda unfortunate though, was really looking forward to learning more about these mysterious factions. Is there more lore stuff or just fights from now on?

The factions can drop a few lore datachips, and there's some exploration lore to find, however the information is more circumstantial than definitive. It should be juuuuust enough to figure out the chain of events.

(Much) more is planned.  ;)

9
Mods / Re: [0.97a] The Knights of Ludd
« on: April 09, 2024, 11:14:51 PM »
I have a question about the storyline:
Spoiler
What do I do after The Devourer? I was led to him by the series of clues ("dark deeds" on Intel screen), but no clue was given after his defeat. Is that it? Is he like the final boss? Or am I missing something?
[close]

That's where the formal guidance ends. The rest of the content can be found by searching out anomalies on the starmap.

Sorry if this has already been answered, but is this mod compatible with luddic enhancement?

Luddic Enhancement is fully compatible :)

10
Mods / Re: [0.97a] The Knights of Ludd
« on: April 07, 2024, 06:05:53 PM »
Please use the latest Fleet Journal version.

11
Mods / Re: [0.97a] The Knights of Ludd
« on: April 05, 2024, 07:19:22 PM »
2. I found a text file simply titled "starsector" and decided to open it. I think this is what you're looking for:
Spoiler
Code
162837 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.AbstractMethodError
java.lang.AbstractMethodError
at com.fs.starfarer.api.util.Misc.getMemberStrength(Misc.java:4773)
at com.fs.starfarer.campaign.fleet.FleetData.updateFleetPointsUsed(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
at data.scripts.campaign.plugins.dustkeepers.SotfDustkeeperFleetCreator.createFleet(SotfDustkeeperFleetCreator.java:292)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV3.createFleet(FleetFactoryV3.java:156)
at data.scripts.campaign.abilities.SotfCourserProtocolAbility$1.doAction(SotfCourserProtocolAbility.java:184)
at com.fs.starfarer.api.util.DelayedActionScript.advance(DelayedActionScript.java:18)
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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]

Okay this is useful. The current SOTF version is 14 Beta 6, what version are you running? Versions before 14 will almost certainly crash.

12
Mods / Re: [0.97a] The Knights of Ludd
« on: April 05, 2024, 02:05:44 PM »
Hi, to report potential crashes you'll need to provide the last few page of your starsector.log file from after the crash. The likeliest reason for anything related to KOL is non-updated dependencies - we haven't had reports of any other weird circumstantial crashes.

13
Congrats Wisp on the launch! Looks super slick! Makes me want to try out Flutter.

14
Mods / Re: [0.97a] The Knights of Ludd
« on: March 25, 2024, 02:04:53 PM »
The [VERY REDACTED] are indeed an endgame threat. The systems themselves are designed as midgame content - take a stealth fleet and not a death fleet and you'll be able to grab the loot while playing with the campaign layer gameplay. Later you can come back and roll over the foes for weapons and ships  ;)

15
Mods / Re: [0.97a] The Knights of Ludd
« on: March 20, 2024, 01:48:26 AM »
Getting a crash when going near the hypershunt in the elysia system.
Spoiler
171291 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.campaign.BaseLocation$LocationToken cannot be cast to com.fs.starfarer.campaign.fleet.CampaignFleet
java.lang.ClassCastException: com.fs.starfarer.campaign.BaseLocation$LocationToken cannot be cast to com.fs.starfarer.campaign.fleet.CampaignFleet
   at com.fs.starfarer.campaign.CircularFleetOrbit.setEntity(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation$LocationToken.setOrbit(Unknown Source)
   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)
   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.fleet.CampaignFleet.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

There's a beta fix for this in the Fleet Journal thread.

Uhmm, I got a bit of weirdness going on after a crash.

I have done the second boss from Knights of Ludd, got the intel and everything, recovered the ship, etc. I saved, then went on to do something different since the new location was so far away, and crashed (unrelated to KOL and already fixed).

However, upon loading the save, I only have the intel for the second boss location, not the third one. I still have the ship, the station is still gone, etc.

Anyone got a console command line I could run to give me the 3rd boss' intel?

That's very odd. I can only recommend to double check, the intel is a little esoteric ("unknown location in unknown location") but should appear on the map fine. In any case, it's

Spoiler
in the southwest, right along the clouds by the edge of the abyss.
[close]

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