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Messages - tindrli

Pages: [1] 2 3
1
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: April 24, 2023, 08:12:35 AM »
greetings. Can anyone help me? main download page says 0.9BETA5 while version checker says BETA6. Can anyone point me with a link?

damnit its a mess.


thanx in advance

ok seems like i found something on discord.
its not called BETA6 its caled 0.9RC2 but SMOL is showing that everything is in order

2
Mods / Re: [0.95.1a] Roider Union - Expeditions - 1.4.5
« on: April 22, 2023, 03:22:39 PM »
Greetings. i just ha crash while trying to click on Raider tech expediditon tab in intel screen i get CTD with FATAL NULL
and this is a part of LOG

The market the expedition came from was destroyed. Best I can tell you is to avoid that intel item until it expires.

Next Roider Union version will be much less prone to NPEs (probably none) due to being coded in Kotlin which has much better null handling.
thanx for a quick reply

Great MOD

3
Mods / Re: [0.95.1a] Roider Union - Expeditions - 1.4.5
« on: April 22, 2023, 01:41:25 PM »
Greetings. i just ha crash while trying to click on Raider tech expediditon tab in intel screen i get CTD with FATAL NULL
and this is a part of LOG
Quote
336012 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.shared.PlayerTradeProfitabilityData  - Player accrued 1035 xp for selling hand_weapons (profit per unit: 397)
363478 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DetailedCombatResultsStrings_en.json]
363479 [Thread-3] INFO  data.scripts.combatanalytics.util.Localization  - Using Detailed Combat Report localization file: 'DetailedCombatResultsStrings_en.json'
363509 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: D:\games\StarSector.0.9.5aRC15\Starsector\starsector-core\..\mods\Stellar Networks-2.6.1 (data/l10n/storage.json)]
363511 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: D:\games\StarSector.0.9.5aRC15\Starsector\starsector-core\..\mods\Stellar Networks-2.6.1]
363515 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: D:\games\StarSector.0.9.5aRC15\Starsector\starsector-core\..\mods\Stellar Networks-2.6.1]
363545 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: D:\games\StarSector.0.9.5aRC15\Starsector\starsector-core\..\mods\Stellar Networks-2.6.1]
363550 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: D:\games\StarSector.0.9.5aRC15\Starsector\starsector-core\..\mods\Stellar Networks-2.6.1]
368834 [Thread-3] INFO  sound.public  - Cleaning up music with id [StellarRemnant.ogg]
368834 [Thread-3] INFO  sound.public  - Cleaning up music with id [RunningDark.ogg]
368840 [Thread-7] INFO  sound.public  - Cleaning up music with id [faction_hegemony_market_01_neutral_var01.ogg]
369031 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [faction_hegemony_market_01_neutral_var01.ogg]
369032 [Thread-9] INFO  sound.OooO  - Playing music with id [faction_hegemony_market_01_neutral_var01.ogg]
371192 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at scripts.campaign.fleets.expeditions.Roider_TechExpeditionIntel.addBulletPoints(Roider_TechExpeditionIntel.java:248)
   at scripts.campaign.fleets.expeditions.Roider_TechExpeditionIntel.createIntelInfo(Roider_TechExpeditionIntel.java:290)
   at com.fs.starfarer.campaign.comms.v2.A.recreate(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.A.<init>(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.õ00000(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.tagsChanged(Unknown Source)
   at com.fs.starfarer.campaign.command.oO0O.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.OoO0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.comms.F.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

4
Mods / Re: [0.95a] Roider Union - Expeditions - 1.3.3
« on: October 29, 2021, 07:17:08 AM »
yep. confirming version 1.3.3 is not compatible with previous versions..
anyway thanx for this great mod!!!!

5
thanx for this great mod.
Can anyone post a link for latest bounties expanded MOD?
im on discord but seems im too stupid to figure out where to go there to find it

thanx again

6
while exploring i found some "experimental" ship blueprints. Can anyone explain me how to produce and make them part of my fleet?
Leaving those blueprints in "hull deconstructor"  is not working. i must be doing something wrong

thanx in advance

7
Mods / Re: [0.95a] Luddic Enhancement Mod 1.2.5f
« on: September 19, 2021, 03:46:16 AM »
Bugs:

The Lector ship doesn't seem to be used by your faction fleets and marking them as priority has no effect on faction fleets.

The Fidem is classified as a carrier for the purposes of fleet construction, but is listed as a warship in the doctrine and custom production screens.

Alright, sorted the Lector not spawning in this update. Not quite sure how to resolve the Fidem issue because of it's weird niche.

Recent feedback regarding Luddic Enhancement has indicated that the Prometheus (LP IED) didn't really 'work'; either you killed it and it had no impact, or it killed you. In order to help resolve this issue, I reworked the Prometheus (LP IED). The explosion is smaller and less damaging, but it now comes fully stocked with missiles. This helps the ship be more 'manageable' in this regard.

Anyway, update time!

Changes with 1.2.5f:

-Added Mule (LP-X) and Starliner (LP-X); faster, tighter, angrier broadside versions of their originals.
-Fixed the Lector not showing up in LC fleets.
-Prometheus LP IED has been reworked; the explosion has been reduced in intensity, it has been made rarer, but now the vessel is loaded with missile mounts.
-Fixed Alexandretta spawning in Random Nexrellin mods (Needs a new Nexerellin Random mode game).
-Fiddled with some descriptions.

Downalod HERE!

Thanx for updating this gread MOD.
Just one question is it compatible with existing save?
Im just gona find that out anyway since im not good with patience but its good to know

thanx again

8
just a quick noob question. is it possible to start a Nexerelin game but with main tutorial and story missions?

9
Mods / Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« on: August 31, 2021, 06:40:10 AM »
So to 'update' this mod, to atleast play with it all you have to do is...

1. locate "mod_info.json" a JSON file
2. open it with notepad
3. locate the line "game version"
4. set the version name (which as of writing this is "0.95a-RC8")
5.save
6. execute game file/exe
7. open mods
8. activate mod

Done


P.S i can not guarantee stability nor proper functionality so your decision

will it work on "0.95a-RC15"?

10
Mods / Re: [0.9.1a] Version Checker v2.0b (released 2020-08-28)
« on: August 31, 2021, 01:24:31 AM »
now that version checker is not working how do you people check for new versions of mods?

11
Mods / Re: [0.9.1a] The Xhan Empire, version 1.6 war(minipatch)!
« on: April 05, 2020, 08:44:44 AM »
hi. can anyone confirm if 1.5 will break the save? the version checker seems to telling me that i have 1.4
btw do you plan to include this great mod to version checker?

thanx again for sharing

12
i wonder if you have plans to include this great mod to version checker?

thanx again for sharing

13
Mods / Re: [0.9.1a] Adjusted Sector
« on: April 05, 2020, 08:27:25 AM »
now.just one more question. is it true that SUM of the rest of the options in config , like ruins and remnants and derelict can not surpaas total number of "ConstellationCount" or its not how it works.
THanx again sir and have a good day
Yes, that's exactly how it works. To test this, after creating new game, use console commands - type in "devmode on". Exit console commands panel, press ctrl+z. Go to hyperspace - you will instantly reveal all remnant beacons. Check their total numbers - if it's ~=said number in config file - you good to go.
hi bro. its me again. i didnt follow your advice regards console command but after seceral cycles in my map i didnt find any star with remnants in it. i did found some stars with domain probes and domain cryosleepers but no stars with remnant ships.
so i started console commands and i did what you suggested but im little bit confused with results. can you chek it out when you have time.
i got this
Spoiler


[close]
my config is
Spoiler
{
   
   "plugins":{     
      "newGameSectorProcGen":"data.scripts.SectorProcGenMod",
      "newGameCreationEntryPoint":"data.scripts.world.SectorGenMod",
   },
   #Change the number below to increase or decrease the size of the Sector
   #"sectorWidth":164000,
   #"sectorHeight":104000,
   #"sectorConstellationCount":100,
   #"sectorConstellationCellSize":10,
   #"sectorConstellationSize":2000,
   "sectorWidth":164000,
   "sectorHeight":104000,
   "AdjustedSectorConstellationCount":200,
   "AdjustedSectorConstellationSize":1250,
   "AdjustedSectorConstellationCellSize":10,

   "sectorConstellationRemnantMin":60,
   "sectorConstellationRemnantMax":80,
   "sectorConstellationRemnantSkipProb":0,

   "sectorConstellationRuinsMin":33,
   "sectorConstellationRuinsMax":50,
   
   "sectorDerelictMotherships":10,
   "sectorDerelictCryosleepers":64,
     
   #Random number of arcs apply to map
   #Vanilla value 20
   "AdjustedSectorRndArcs":20,

   #Generate hyperstorms options.
   #"true" for generating hyperstorms, "false" to not generate hyperstorms.
   "AdjustedSectorHS":true,

   #Accessibility will be base - 1 at that many light-years from center of mass
   #"accessibilityDistFromCOM":50,
   #"accessibilitySameFactionBonus":0.50,
   "accessibilityDistFromCOM":100,
   "accessibilitySameFactionBonus":0.75,

   #If SAD is enabled, you can change the amount of SAD-themed constellations
   #"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
   #"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
   "SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":1,
   "SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":5,

   #If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
   #"BladeBreakerThemed_ConstellationMin_AS":3,
   #"BladeBreakerThemed_ConstellationMax_AS":5,
   #"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
   "BladeBreakerThemed_ConstellationMin_AS":20,
   "BladeBreakerThemed_ConstellationMax_AS":30,
   "BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}
[close]

thank you again

14
The option to enable/disable factions is grayed out. I have the Dassault mod installed and want to keep its weapons, ships and blueprints but don't want the faction to spawn. How do I enable the enable/disable function at start?
i didn't know that you can disable faction spawning but keep the weapons and ships. i must be missing something? if faction is disabled where can you buy their ships and weapons beside maybe creating them from blueprints

15
Mods / Re: [0.9.1a] Hazard Mining Incorporated (Tweaks Ed., 0.2.2g)
« on: March 24, 2020, 10:48:36 AM »
is the update working. the game is constantly reporting new update but the download link is HMI_0_2_2g and after uopdating mod game reports an update again

It's on the Discord in the mod_updates channel, but it's a beta version and apparently a major rework of the mod, so I would suggest if you were to update it, you would also probably need a new game?

Thread for the Discord invite link is here:
https://fractalsoftworks.com/forum/index.php?topic=11488.0

thank you

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