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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Topics - FasterThanSleepyfish

Pages: [1] 2
1
Modding / Game not loading an Everyframe script?
« on: September 11, 2022, 05:51:45 PM »
Previously, I had all of my scripts stored in their intended location, even WHILE compiling them into a jar. For example, a script named fed_shipDeath, whose package was data.scripts.everyframe, was literally sitting in data/scripts/everyframe.

Recently I aspired to move all code to jars/src/data/scripts/everyframe. I didn't know if the game would go through the extra work of compiling the loose-files, so I thought it better to keep it all in the .JAR. Most scripts transferred just fine! A new ship system creates an explosion using a newly-JAR-contained script, the new onFires successfully create shotgun blasts, and even the piercing beam effects work as intended. However, fed_shipDeath, which is an everyframe post-death shatter effect, does not work at all.

I have added Logger outputs in the init() method and explosion-or-non-explosion logic statements, but none of them trigger. The ships simply don't explode, or apparently even load the script. I have also tried placing the script back into data/scripts/everyframe, but it didn't work either.

Is there anything I'm doing wrong? I thought the game should load JARs, but it's weird that everything else works. Even other mods like Interstellar Imperium and ORA have their everyframe scripts matching the placement of the fed_shipDeath script in their src folders.


Nevermind, this thread answers it all.

2

Hey kids, remember that silly little game called FTL: Faster than Light? Now you can play a Starsectortm mod that is vaguely modeled after said popular franchise!




The Star Federation sought the same thing many other rebels wanted: freedom from the Domain of Man's brutal and ambitious rule. Somehow coming upon the means of an alternate method of FTL travel, the nascent polity survived numerous Domain assaults using a network of "dark" colonies only accessible via their exclusive jump-drive. All was for naught when their warp beacons fell as dead in the gates, making it pointless to try and reach their once invaluable allies.

Suffering the same fate as all outer-periphery worlds, the Federation has all but rotted away in the Sector's dire state. You can visit them in their lonesome star system Octavia VIII, located roughly north of the core systems!


Often, Star Federation ships generally have:
+ Average to impressive weapon mounts
+ Specialized hulls with high performance
+ Secondary shields on capital-class ships


However, their technology isn't perfect:
- Fewer PD mounts, mostly energy-based
- Shield arc shrinks as hard-flux increases
- Poor durability, but with a few exceptions



Reach 25 Reputation with the Star Federation to be assigned a most important mission. It is given in secret through an unofficial bounty board, located in any Star Federation bar.
"Classified Information: Anomolus Hyperwave-Emitting Entity"
[close]

RECOMMENDED: Lazywizard's Version Checker mod. Click HERE to download Version Checker

REQUIRED: MagicLib. Click HERE to download MagicLib

REQUIRED: LazyLib. Click HERE to download LazyLib



NOT SAVE COMPATIBLE with previous Star Federation versions!
WILL BE ADDED TO EXISTING non-Star Federation saves!

Click the image to download! 0.99 RC5 as of May 23rd 2023.
Alternate Download via Google Drive




Special Thanks!
Starsector Unofficial Discord............... for their patience
MesoTronik................. for missions, sounds, and advice
Histidine....................... for mission code, and code help
Avanita................................. for playtesting and advice
Dark.Revenant......................................... for code help
Tartiflette............................. for code and backgrounds
Ben Prunty........................ for faction interaction music
FlyingFlip...................................... for sprite assistance
Soren................................ advice and new faction flag
Techpriest............................................. for coding help
TheSoldier........................................... for proofreading
Nia Tahl................................................. for coding help
CABLES............................................... for proofreading
Matt Damon (discord)............................ for coding help
SirBucketKicker.............. for playtesting and coding help
And probably many more!
CHANGELOG

==========RC5===========

________GENERAL_________

-Added custom relation texts in the campaign

-Shortened planetary descriptions and docking prompts

-Legion (SF) should actually appear as a derelict in new games
   -Can still be a historian BP drop in saves using RC4
   -Stoopid fishe

-Federation Construction
   -Shield arc losses from 50/60/80/65% -> 45/50/55/60%
   -Weapon RoF changer no longer affects missiles
   -Removed debug floating-texts on disabled engines

-Probably some other things I forgot

_________SHIPS__________

-Legion (SF)
   -Reduced armor from 1550 -> 1400
   -Increased flux dissipation from 550-> 750
   -Increased flux capacity to 12000(?) -> 16000

-Accordant-class Battlecruiser
   -Trying to make it feel more tanky, but still mobile enough
   -Armor/hull increased to 1400/12500 respectively (about 20%)
   -Speed reduced from 60 -> 50
   -Increased shield efficiency from 0.9 -> 0.8
   -Increased flux capacity to 17000
   -Interdictor Array base range increased from 1000 to 1200

-Rebellion-class Battleship
   -Gained Missile Micro-replicator hullmod
   -Power Surge range increased from 1000 -> 1500

-Mod Rebellion-class Battleship
   -Large ballistic turrets changed to energy
   -Lost Heavy Ballistics Integration hullmod
   -Gained Integrated Burst Capactiors hullmod
   -Gained Missile Micro-replicator hullmod
   -Power Surge range increased from 1000 -> 1500

-Kestrel-class Cruiser
   -4 frontal small energies changed to ballistic
   -Universal mediums changed to ballistic
   -Flux dissipation increased from 550 -> 600
   -Removed Missile Microforge hullmod
   -Armor increased from 800 -> 1000
   -Hull increased from 7000 -> 10000
   -Armored Prow reflects changes to durability
   -Increased shield efficiency from 1 -> 0.9
   -Added Missile Autoloader hullmod
   -Added a rear small hybrid turret

-Nesasio-class Infiltrator
   -Sprite updated
   -Added one small energy mount replacing front coil
   -Changed small hardpoints from universals to missiles

-Cormorant-class Bomber Destroyer
   -Central ballistic turret is now Composite
   -Added Missile Micro-replicator hullmod.

________WEAPONS_________

-Red Drum launcher
   -Fires 3 shots, 1000 damage each
   -Changed sprite to reflect this

-Barracuda Torpedo Launcher
   -Damage changed from frag to energy
   -Torpedo acceleration increased from 25 to 150

-Hull Beam I, II
   -Decreased flux/damage ratio from ~0.9 -> ~0.4

-Most missiles
   -Increased HP to ~400

==========RC4===========

-Patched for Starsector update 0.96a
-Complied with MagicLib filename changes
-Minor stat adjustments here and there, nothing too big
-Definitely forgot some other minor things
   
-Accordant-class Battlecruiser
   -Sprite updated, mounts mostly the same
   -Speed actually increased to 60
   -Shield efficiency increased from 1.1 -> 0.9
   -Interdictor system no longer affects fighters

==========RC3===========
   
-Accordant-class Battlecruiser
   -Speed reduced from 70 -> 60
   -OP reduced from 300 -> 280
   -Capacity reduced from 20000 to 18000
-Union-class Battlecruiser
   -Changed mounts, only small energies are in plenty!
   -OP reduced from 285 -> 275
   -Hull/armor increased to 11000/1100
   -Deja vu?
-Resolute-class Battleship
   -Fixed an HE invulnerability bug
-Calvacade-class Battlecarrier
   -Speed increased from 45 -> 50
-Osprey-class Crusier
   -Shield efficiency reduced from 0.7 -> 0.8

-Hull Beam (all sizes)
   -Increased HE arc damage by 25%
-Glaive/Halberd Beam
   -Damage increased by ~10% all around
   -EMP component re-added
-Ion Flooder
   -Range reduced from 800 -> 750
   -Flux/shot 700 -> 880
-Artemis Array
   -Increased ammo to 32
   -Reduced cooldown to 6 seconds
-Artemis Launcher
   -Cooldown reduced to 12 seconds
-Pitch/Chisel/Carver
   -Reduced damage by 25%
-Light Overcharger
   -Flux and damage nerfed by 10%
   -Gains like 5% more ammo/second wow


==========RC2===========

-Accordant-class Battlecruiser
   -Increased speed from 60 -> 70,
   -Accel/decel increased from ~25% to ~40% of top speed/sec
   -Shield upkeep reduced from 0.4->0.3
   -Increased HP/Armor from 10000/1100 -> 12000/1200
-Union-class Battlecarrier
   -Dissipation reduced from 750 -> 700
   -Shield upkeep reduced from 0.4 -> 0.3
   -Shield efficiency increased 0.8 -> 0.7
   -Shield arc changed from 300 Frontal to 180 Omni
   -Weapon arcs changed to prefer a broadside
-Resolute-class Battleship
   -Fixed Auxiliary shield not removing HE resistence debuff
   -Dissipation increased from 650 -> 700
-Osprey-class Cruiser
   -Increased dissipation from 750 -> 800
   -Increased shield efficiency from 0.8 -> 0.7
-Jager-class Crusier
   -Fixed spelling error that prevented ZOLTAN shield effects
-Nesasio
   -Added Federation Construction hullmod (oops)
   -Added Integrated Burst Capacitors
-Stormwalker
   -Added Integrated Burst Capacitors
-Polyp
   -Added Integrated Burst Capacitors

-Interdictor Device
   -Added charges, second charge unlocks with System Expertise
   -Recharge rate slowed to 1 per 20 seconds (previously 1 per 16)

-Volley Fire shipsystem
   -Uptime reduced from 5 to 1.5
   -Cooldown increase from 14 -> 17.5

-Mooneye MRM missiles
   -HP reduced to 100/missile
   -Ammo counts reduced by roughly 20% or more.
-Dace MRM missiles
   -HP reduced to 200/missile
   -Ammo counts reduced by roughly 15% or more.
-Artemis torpedoes
   -Reduced ammo by one volley per launcher.

==========RC1===========

-Accordant-class Battlecruiser
   -Improved with custom Interdictor Device ship system
      -Custom EMP arcs come from emitters on ship
      -Should work more consistently than vanilla Interdictor
      -Fires out 2x2000 and 2x1000 EMP arcs at things that have no engines
-Jager-class Cruiser
   -Granted ZOLTAN shield module
   -Removed ECM hullmod
   -Added missing turret points on the sprite
-Additional descriptions fixed

=======PREVIEW 4=========

-Truly resolved the semi-rare "alpha" crash, thanks to SirBucketKicker on discord!

-MOST SHIPS HAVE FRONTAL SHIELDS
   -Adjusted many stats all around now that they have "bad" shields
-Rebellion-class Battleship
   -Increased projectiles from 180 -> 200 min, 360 -> 400 max
   -System overload infliction increased from 0 -> 4 sec min, 10 -> 12 sec max
-Accordant-class Battlecruiser
   -Speed increased to 60
   -System is now "Interdictor Array" to help pin down enemy ships
   -Removed built in Devastator, reverted to additional large energy mount
-Coordinated Strike system
   -Allowed zero-flux boost to function during system activation.
-Micromissile Forge system
   -Timers now need missing ammo to count down
   -Each timer only checks ammo counts for the missile damage range it affects
   -The 20% replenishment effect now uses base ammo, not modified ammo.
-Emerillion/Magenillion
   -Greatly increased recoil stats on the main weapons
   -Gave ~20% more flux stats overall
   -DP from 16 -> 18.
-Description/text changes continued
-As always, probably some more stuff slipped by


=======PREVIEW 3=========

-Properly redid shield color changes, value precautions are not relied upon.
-Fixed Jager shipsystem not removing buffs
-Fixed superbright shields for all Federation ships
-Nerfed Glaive beam w/ slightly higher flux generation
-Increased duration of all Hull beams by 0.2 seconds
-Increased cooldown of Ion Flooder by 0.7 seconds
-Maybe some other changes, but mostly focused on the shield crash.


=======PREVIEW 2=========

-Buffed Union shields from 1.0 to 0.8
-Fiddled with shield code, hopefully solves the bad RGB thing.
   -Never happens to me...! :(
-Now uses JRE7 (icky gross)
-Maybe some other things I forgot?

========WEAPONS==========
   
   -Added several new missile weapons, poor tracking but funny arcing damage.
      -Mooneye MRM - kinetic missile in S/M/L.
      -Dace MRM - HE missile with a minor HE arc effect in S/M.
            -Barracuda - Slow frag torpedo with big shock. BEEG SHOCK FOR MADAME.
      -Red Drum - HE torp, superheavy Dace kinda?
      -Swarm Battery got stronger but has limited ammo.

   -Beam changes, nerfs
      -Hull beams are frag with HE arcs
      -Glaive/Halberd damage nerfs, now pierce small things
      -New sounds all around
   
   -Removed a lot of itty bitty EMP values floating around various weapons.

=========SHIPS===========

   -Wayyy too many changes overall
      -Balances, revisions, ect. Some notable ones below.
   -Resolute got big guns, big armor, big slow.
   -Accordant got wings clipped
   -Rebellion got slightly nerfed ship system
   -Perserverance got huge buff in nearly every department, costs more DP.
   -Major Jager rework, new missile buffing ship system

   -Fleet and ZOLTAN shields now give ships immunity to most damage
      -A green glow appears when a ship is "protected"

   -Federation station got more modules overall, variant work done.

   -Hopefully frigates seem better while everything else is moving sideways at most.
   

========HULLMODS=========
   
   -Federation Design got a tooltip fancy overhaul
      -Provides modest 100 range bonus to energy weapons
      -Provides Cruise Engines to all ships
   -Heavy Burst Capacitors/Integrated Burst Capacitors
      -No longer provides range
      -Chunky 30% more damage, -30% firerate.

========GENERAL==========
   
   -Huge description update in progress
      -Many thanks to friendly USC folks like CABLES and Wisp for editing help!
   -Scaria has a custom sprite, is terran eccentric
   -New weapon sounds sourced and modified from Muse, as per terms of use.
   -I probably forgor (skull emoji)
[close]

3
Suggestions / Damage Decals and the Placement Thereof
« on: May 04, 2020, 09:20:06 PM »
Heeeey so you know when your ship eats a fat volley of HVD and Mauler to face? The whole hull, depending on armor level, becomes a block of shredded metal cheese regardless of the contents of the sprite underneath. It is very clearly betraying the grievous damage and seriousness of losing hullpoints, but I can't help but want to enjoy the ship graphic while I'm still fighting in it.

I simply propose a less gorey version of damage occured in combat. Perhaps there is some way to observe similar areas of pixels in flat armor plates and only apply damage to those areas as to better preserve sprite integrity. This is very much not the best example, but in my small opinion, just easing up on the decal amount seems to help keep a bit of that tasty sprite intact. Perhaps I am crazy.



I don't know if there's a way, codewise, to look for big common areas of armor plating. Or simply avoid the pixels that have more contrast between them. Or even just restricting the 3 burn/crack/hole sprites to be less likely to overlap. I can't really say, other than suggest blindly.

4
Lore, Fan Media & Fiction / Starsector in Robocraft
« on: September 26, 2015, 02:14:15 AM »
Heya everyone, and welcome to this little niche of game mish-mash that combines... well, Starsector and Robocraft!



Creation

Clocking over 700 hours in Robocraft, I've got a pretty good grasp on how to play the game. Though instead of building yet another robust brick with guns or a flimsy spider-like sniper, I find myself occasionally undertaking these neat building challenges from time to time. Challenges as in "How am I going to make a ship from space work in a game about robots?" It boils down to two simple problems. The first priority is knowing a lot about how damage works, so that your ship doesn't fall apart at the first dusting of damage in the first place. After that, it comes to making the actual ship look good! It's probably the hardest of the two if you ask me.

  • First, create a shape of the hull that you desire. It'll have to be in the color that you want your ship to be in, but that should change in Robocraft's future with the promised removal of tier-locked colors on armor. Consider weapon placement here, as you need to build around the type of gun and make sure everything fits.
  • Second, create a stick-like superstructure on the inside of the hull, making sure that it doesn't contact any of the shell besides the underneath section. This stick like structure will hold all of the weapons, so you need to cut through the shell to the bottom of each weapon.
  • Third, stick hoverblades inside the shell on the superstructure to grant this ship floaty-powers. Make sure they're evenly spread out, because they need to balance the entire weigh of the craft equally for the best results.

(I should probably make an image guide... next time though!)

After all is said and done, you get a pat on the back! Err, not really, that's just me being lonely ;~; ANYWAYS, here's what I have so far!



Showcase

Eagle-Class
Spoiler
https://www.youtube.com/watch?v=dnWOseWEZmk

My first ship to follow the design principle of a superstructure attached to the light ablative armor hull, the eagle makes for a durable and surprisingly deadly robot. 9 plasma cannons give it a lot of long range firepower even after taking critical damage itself (six being the maximum guns that can fire per volley). In addition, powerful thrusters give it a high top speed, allowing it to chase down all but the most agile of enemies. And yet, despite lacking electroplate shields or a small size, this beast of a cruiser pretty much fits into its role as a line-cruiser even when mirrored to a faster-paced game like Robocraft; it stays fighting until the bittersweet end.
[close]


Falcon-Class
Spoiler
https://www.youtube.com/watch?v=HwYLp8fAjjs

Sporting a lighter plasma artillery armament than the Eagle above, the Falcon class is still a force to be reckoned with. Perhaps even more so due to its greater mobility! I achieved this after taking away the middle armor and fitting in a lot more hoverblades in the superstructure underneath the armor; it really boosted the Falcon's mobility compared to the eagle. A fast and deadly ship that I love to pilot, there's not a lot of places I can't go even on a hilly map such as the one feature in the video. Yes, it's a little more fragile, but the greater movement capabilities let me get in a lot more volleys off. Disclaimer: the enemies in the video are surprisingly lame. (Fun fact, the Falcon was my first cruiser in my first starsector playthrough!)
[close]

5
Bug Reports & Support / Launcher Glitch?
« on: September 29, 2014, 09:53:16 PM »
http://imgur.com/bl6YLU1

I am at a loss for words! Also a loss of time!

Spoiler
[
Code
2357 [AWT-EventQueue-0] INFO  com.fs.starfarer.launcher.ModManager  - Error loading mod from [mods\relics]
2358 [AWT-EventQueue-0] INFO  com.fs.starfarer.launcher.ModManager  - Unterminated string at 169 [character 0 line 7]
org.json.JSONException: Unterminated string at 169 [character 0 line 7]
at org.json.JSONTokener.syntaxError(JSONTokener.java:423)
at org.json.JSONTokener.nextString(JSONTokener.java:249)
at org.json.JSONTokener.nextValue(JSONTokener.java:349)
at org.json.JSONObject.<init>(JSONObject.java:210)
at org.json.JSONObject.<init>(JSONObject.java:311)
at com.fs.starfarer.loading.LoadingUtils.?0000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.super(Unknown Source)
at com.fs.starfarer.launcher.ModManager.super(Unknown Source)
at com.fs.starfarer.launcher.ModManager$1.accept(Unknown Source)
at java.io.File.listFiles(Unknown Source)
at com.fs.starfarer.launcher.ModManager.void(Unknown Source)
at com.fs.starfarer.launcher.new.<init>(Unknown Source)
at com.fs.starfarer.launcher.StarfarerLauncherUI$Oo.actionPerformed(Unknown Source)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source)
at java.awt.AWTEventMulticaster.mouseReleased(Unknown Source)
at java.awt.Component.processMouseEvent(Unknown Source)
at javax.swing.JComponent.processMouseEvent(Unknown Source)
at java.awt.Component.processEvent(Unknown Source)
at java.awt.Container.processEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Window.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$200(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue$4.run(Unknown Source)
at java.awt.EventQueue$4.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
[close]

6
So I was in a Tempest, messing around and observing fleet movements for my mod, when I decided to take on a Diktat Garrison Fleet. Needless to say, I lost my ship after being hit with my own noCoolDown/infiniteAmmo missiles. Then I reclaimed a construction rig that I had blown up in the chase. I left the scene and engaged the last bits of the Garrison only to find myself faced with a invisible shuttle screen. (Also, the Garrison had another rig, like I had not even captured the one I was piloting.) It said my rig was deployed, but it really wasn't. The enemy deployed a tug in retaliation, which I thought was appropriate. Anyways, I left and tried the refit screen, and I got this bad boy.

Spoiler
1925670 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.combat.CRPluginImpl.applyCRToShip(CRPluginImpl.java:337)
   at com.fs.starfarer.campaign.fleet.RepairTracker.applyCRToShip(Unknown Source)
   at com.fs.starfarer.coreui.refit.A.??00(Unknown Source)
   at com.fs.starfarer.coreui.refit.A.new(Unknown Source)
   at com.fs.starfarer.coreui.refit.private.o00000(Unknown Source)
   at com.fs.starfarer.coreui.refit.F.float(Unknown Source)
   at com.fs.starfarer.coreui.refit.F.?0000(Unknown Source)
   at com.fs.starfarer.ui.O0OO.if$4.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.newsuper.super(Unknown Source)
   at com.fs.starfarer.B.??00(Unknown Source)
   at com.fs.oOOO.A.?0000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

7
Use the standard conquest variant for the following changes:

Step one: switch out Molinjr Cannons with MK9 Autocannons.
Step two: remove Pilums.
Step three: swtich out Heavy Autocannons with Heavy Maulers.
Step four: put in ITU.
Step five: dump the rest of the free OP into vents.

With this setup, your conquest can be the ultmate flagship on the battlefield! Unfortunately, this is not the case against the enemy's onslaught, so be careful of one sneaking up on your fleet after you've mauled a few of their smaller ships.

Score: 34% (with 100% damage to player ship on)

8
Suggestions / Optimization points
« on: February 15, 2014, 11:38:08 AM »
You know how ships have the ability to add vents, capacitors and hullmods? What if there were things called "opt" points that would decrease the supply usage of the ship by x/x/x/x (very small numbers) per OP.

If that idea is too powerful, how about just a hullmod that would decrease supply usage by x/x/x/x? This woud be more efficent than OPT points, but would cost as much as Augumented Engines would for the size class.

Maybe this this hullmod would not be able to be fitted on certain sizes as well, but it might ease up early game if you have a few OP to spare and are low on supplies.

9
Bug Reports & Support / Persistant No-Memory Starting Failure
« on: October 30, 2013, 04:40:21 PM »
Hi, I have a REALLY annoying problem with my memory allocation. Whenever there is a(re) big mod(s), specifically the Zorg, the game keeps running out of memory! This keeps on happening, and I hope you understand it's really p*ssing me off when I can't do one of the few things I love.

Latest 64 bit Java
Latest graphics drivers (I think)
5.43 GB of RAM
Literally ALL settings on everywhere set for maximum performance
Tried -512 and -512, as well as -1024 and -1024

[attachment deleted by admin]

10
Suggestions / Starting ships for newbies!
« on: October 26, 2013, 05:28:23 PM »
There would be an option in the settings menu to turn this easy start off. This is the suggestion for the second set of questions that you get, which determine your starting ship.

Adjutant in the Hegemony: Enforcer, Close Support (3 Arbalest autocannons)

Independent warship quartermaster: Medusa, Standard (2 pulse lasers version)

Helmed patrol ship: Hammerhead, Standard (2 chainguns version)

Did something else: Mule, Standard (the only one there is, one pulse laser)


This should make it easier for newbie players

11
Bug Reports & Support / Strange Crash
« on: October 22, 2013, 05:36:48 PM »
I was just outfitting some ships, when all of a sudden the game force closes! I lost some progress, but oh well.

Also, there was NO error log or message window thingy.

http://www.mediafire.com/view/a40eyedt08eyyem/starsector.log

12
Suggestions / Soft cap on ordnance points, CR penalties.
« on: October 07, 2013, 11:53:02 PM »
Greetings!

I did a quick lookaround for a topic like this, but found nothing. So, my propsal is a soft cap on ordnance points, which would have a direct impact on the ships individual CR rating. For example, a ship with less OP might have a boost in total CR limits, which could get you to the wonderful 100% CR rating. Vice versa, having an overflow would SEVERELY impact your CR rating, until around 150% of OP are used. That would result in a zero maximum CR rating. (I was thinking of a bell curve in terms of CR penalty)

That's all!

13
Discussions / Livestreaming! Modding for Starsector! (Offline)
« on: September 22, 2013, 09:13:12 AM »
http://livestre.am/4CBaF
Sorry, I got to go!
 :D

14
Mods / [0.7a] Citadel v0.8.3
« on: July 26, 2013, 08:36:07 PM »

A cringe old dead mod -  leave while you still can!



Features
The Citadel (corporation/fleet/conglomerate) is a new mercenary group in the sector. This mod adds 17 ships that tend to rely on greater mobility to survive. Most ships are designed to fill a specific role (Attack, Defense, ect), so their variants will reflect their strengths.



Ships
Pros
-Many universal weapon slots
-Hidden weapon slots are impossible to disable
-Good mobility
-Good flux stats

Cons
-Poor Hull
-Poor Armor
-High Logistics Recovery Cost
-High Deployment Cost
-High Credit Cost
Spoiler
Fighters
Arrowhead: Heak: Firewall: Neutron: Proton: Mako:


Frigates
Particle-Class Corvette: Porter-Class Drone: Aural-Class Skirmisher: Conduit-Class "Superfrigate": Rondure Standard Frigate: Stable:  

Destroyers
Ayre: Modem (and drone): Comet: Tacit:


Cruisers
Inland: Torus:  Nova: Driver: Adumbral:


Capitals
Projector: Monolith:
Misc

Hull-Meatship:
If you're wondering why this ugly thing is in here, then wonder no more! Meatships are primarily used for testing weapons and ships against since they have no speed or weapons. They also come in an armored and shielded version (not shown).
[close]



Weapons

Citadel also adds in 26 unique weapons for you smite your enemies with. Many of them try to fill niches not found in vanilla. (Note: the texts below each weapon are not the in-game descriptions.)

Spoiler



Revolver AC
    A space cowboy never parts with his trusty sixgun.

Copperhead Light Assault Gun (LAG)
    For when you need to poke the enemy into submission.

Meteor SRM
    Does not actually contain large amounts of space rock.

Viper Assault Gun (AG)
    Two barrels for twice the fun. Not fun for you enemies, though.

Diode PD
    What are you trying to do, tickle the enemy? At least it's cheap.

eFlak
    Disclaimer: Is not as awesome as real flak. Disclaimer: You'll learn to love it anyways.

Parabola MRM
    Funny things happen when you strap a calculator and a rocket together.

Calidity
    Whoa, what? A flamethrower in space? Oh, wait. That's just a plasmathrower.

K-Barrage
    Good things come in small packages. Small packages with serious drawbacks.

E-Barrage
    Im'ma firin' my lazors. Pew pew pew pew pew pew pew pew- I'll stop now.

Supernova (Built-in)
    We recommend MKIII Autoshades for the amount of pure awesome. And deadly radiation.

Aegis PD (Built-in)
    It's so ugly it makes missiles hesitate. Or it might just be the graviton beam it shoots.

Ion Repeater
    Oh dear god, why is it that big. -Everyone ever.

Striker SRM
    Like the Meteor SRM, but on steriods. Still does not contain rocks.

Rotunda Accelerator
    Ring around the rosey supermagnet... we all fall down the enemy's shields.

Cobra Autogun
    *BRRRRRRRRRRRRRR* It's never been more satisfying to destroy armor.

Plasma Blaster
    Receive plasma! Sort of like an upgraded pulse laser, but fires in volleys.

Plasma Projector
    Citadel is an equal opportunity weapon design company! A close support plasma weapon.

Blitz Torpedo Tube
    Fires a single ultra fast torpedo. What could be worse? A guided torpedo?

Rotunda Battery
    Three mass drivers? What could possibly go wrong?

Blitz Array
    If you've ever wanted some venting capital ship to explode, try this.

Large eFlak
    In this case, bigger is better. A lot better, in fact. Only on the Monolithtm-class.

Concussion Beam
    It'll give you much more than a concussion if you're hit by it.

Kinetic Chirped Pulse Laser (KCPL)
    It's the badass grandmother of graviton and phase beams.

Zeus
    Thunder, lightning, very very frighting! Perhaps the largest railgun ever designed.

Siege Beam(art still WIP)
    It's cyclopean gaze melts the armor of your foes with impunity.

-There's a handful more of built-ins for fighters.

[close]


<click the flag to download Citadel's development build for 0.7.2a; requires Blaze's patch below.>
Hi, Foxer here - I'm sorry to say this mod is on hiatus indefinitely due to life circumstances. Feel free to play/patch with this messy-excuse-of-a-mod just like this kind fellow did: Click here for Blaze's patch.

REQUIRED: Citadel needs Lazywizard's LazyLib mod. Click HERE to download LazyLib
EXTRA: Citadel is featured in Dark.Revenant's Starsector+ mod! Click HERE to check it out!
EXTRA: Citadel is compatible with Dark.Revenant's ShaderLib mod. Click HERE to download ShaderLib
EXTRA: Citadel is compatible with Histidine's Nexerelin mod. Click HERE to download Nexerelin


Changelog
Code
0.8.3
+Exerelin's Corvus mode compatible! Don't forget to change Nexerelin's mod_info (you'll see what to change).
+2 new random missions from MesoTroniK. Thanks!
+2 new Rip Drive system variants, light and heavy. Both have less charges, more cooldown and less time.
+New hull explosion sounds! CH-BOOOM! KRK-POW!
-Engine style changes. Now smokey instead of glowing!
-Ship balancing: Torus is more tanky, less offensively capable. Driver's flux stats boosted. Tacit buffed.
   -Many other changes in many fields. It's irresponsible of me to not document them. >.>
-Sound updates: Most medium/small weapons have new sounds as well as the Concussion Beam and Zeus.
-Sprite Updates: Porter-class and Ayre class.
-Significantly buffed Plasma Blasters. Now, they deal good damage and taper out as they fire for longer.
-Changed Meteor and Striker. Larger volleys, faster speed but a slow reload. Also improved graphics.
-Removed the Cobra's ammo mechanic. Not fun enough.
-Nerfed K-Barrage by decreasing its accuracy limit and increasing its accuracy loss rate. Also nerfed ammo.
-Nerfed Parabola's range from 6000 to 2000. Effectively an MRM, but still able to go very far (with inertia).
-Buffed Heavy eFlak. It now features a larger blast radius.
-Buffed Plasma Launcher on the Conduit with a larger blast radius. Still iffy on this one.

0.8a
-SHIPS
    Many universal slots removed, some slot size changes, some turret arc changes
    Shield efficiencies reduced across the board
    Flux values nerfed on some ships
    Hull values for a few ships redone
    Ship system changes for Aural, Comet, Nova and Monolith
    Rip Drive- Now allows for shield deployment and gives a efficiency bonus, but disables weapons
    Arrowheads: Replaced Burn Drive with Berserker system
    Improved art for Aural, Seirra, Nova and Torus
WEAPONS:
    Hypermatter: Higher ROF, less damage (sorta like a stat badass pulse laser)
    K/E-Barrage: Accuracy (now very low), range, DPS and ROF modified
    Rotunda Battery: Reduced flux cost, slower ROF, shorter charge-up
    Zeus: Higher ROF, reloads completely after a while
    Supernova: Grants one charge after a long period of time
OTHER:
    Increased Bastion Shield system cooldown by 5 seconds
    Increased Ionic Generator system cooldown by 15 seconds
    Reduced All fighter speeds substantially
    Increased FP cost for cruisers
    New sound: Rip Drive
    Modified Plasma Blaster sounds to be shorter

0.7.6
~SHIPS
   -Bastion Shield AI fixed
   -Ionic Generator AI fixed

~WEAPONS
   -Updated nearly all weapon descriptions

~MISC
   +Version Checker mod is now compatible with Citadel
   *Reduced overload/vent speed boost for Flux Alligned Engines
   *Changed the scale of the Citadel system
   *Buffed all of the markets in Citadel
   *Missing market descriptions... again!   
   *Updated market descriptions
0.7.5   
~SHIPS
   +New Rodure class frigate. A more stereotypical jack-of-all trades frigate.
   -Added "High Maintenance" hullmod to Nova.
   -Added "High Maintenance" hullmod to Conduit.
   -Bastion Shield has been changed so that it will deploy immediately for 5 seconds. Still powerful, but       requires some careful thinking to use.
   -Buffed Vixen Drone's shield and speed

~WEAPONS
   -Nerfed Conduit's main weapon charge range.
   -Buffed all Blitz Torpedo tracking/turn speed.
   -Reduced Heavy eFlak's charge regeneration rate.
   -Buffed Plasma Projecter from 300 damage per shot to 500 damage per shot
   -Buffed Meteor missile: Faster projectiles and a very slow ammo regeneration.
   -Diode has slower ROF. Balance of stats is roughly the same though.
   -Plasma Blaster now fires slower and has an interruptable burst.
   -The Seige Beam (you are lucky if you find this) can now turn slowly.
   -Revolver AC fires slower yet more powerful volleys. Reduced to 4 OP from 7 OP.

~MISC
   +Flux Alligned Engines now gives you ship a signifigant engine boost when overloaded/venting.
   *Planet/Station Illustrations would not show up
   *Missing market descriptions.
   *Citadel flag becomes red/black

0.7.4 (WIP)
+Added Citadel Prime/Citadel Station interaction dialogue pictures, courtesy of tryingtofly @ deviantart
-Adjusted ship stats to match vanilla changes
-Nerfed the Bastion Shield system by increasing the hard flux generation rate
-Improved the stats of the Seirra to compensate for the Bastion Shield nerfs.
-Updated missile engines to use new trails
-Buffed all missiles to match vanilla
-Buffed Diode PD to match vanilla missile buffs
-Fixed Plasma Blaster hardpoint barrel offsets
-Buffed Neutron/Proton bomber wings to be faster/flux capable
-Zeus is now a large energy
*Fixed Power Cruise AI Bug
0.7.3 dev 3
-Java integration of the market systems provided by the amazing David.
0.7.3 dev 2
+Added a pirate base in the asteroid belt of the Citadel system
-Made Citadel hostile to Hegemony, Diktat and pirates
-Changed Conduits Berserker system to have a beam damage bonus, added some description in the status
0.7.3 dev
+Now compatible with 0.65a (barely)
-Another Vixen Drone nerf, substituted Ion Repeater for Ion Cannon
-Comet now has the Power Cruise system
-Fixed Zeus/Plasma Blaster offsets, fixed plasma blaster turret barrels not showing up
-Reduced KBarrage flux to make it a viable option
-reduced detonation range of eFlak, reduced its damage, increased projectile speed
-reduced EMP of plasma projector
-Ion Repeater now fires bursts
-Revolver now has a longer burst delay and thinner shell.
-Parabola has a 2x longer cooldown
-Concussion Beam has more DPS and more charges
-Buffed shield efficiency of a few ships
-Tacit is now less wacky in base flux stats
-Ionic Generator system now states it does friendly fire
0.7.3
+Now compatible with 0.65a (barely)
-Another Vixen Drone nerf, substituted Ion Repeater for Ion Cannon
-Comet now has the Power Cruise system
-Fixed Zeus/Plasma Blaster offsets, fixed plasma blaster turret barrels not showing up
-Reduced KBarrage flux to make it a viable option
-reduced detonation range of eFlak, reduced its damage, increased projectile speed
-reduced EMP of plasma projector
-Ion Repeater now fires bursts
-Revolver now has a longer burst delay and thinner shell.
-Parabola has a 2x longer cooldown
-Concussion Beam has more DPS and more charges
-Buffed shield efficiency of a few ships
-Tacit is now less wacky in base flux stats
-Ionic Generator system now states it does friendly fire

0.7.2
+New trading station in the Corvus system for easier access. Orbits next to the abandonded storage.
-Moved the Citadel system a bit closer to all of the rest of the systems
-Fixed Hypermatter sprites. What was I thinking!?!
-Probably forgot some other minute change.

0.7.1
+Normals, Materials and Surface maps added thanks to Dark.Revenant.
-Viper, Copperhead and Hypermatter sprites from HELMUT
-Various placements of ship engines, shields and weapons have been fixed.
-Balances!
  =Porter has been nerfed via supplies being increased to 2/day
  =Parabola has had its ammo count reduced
  =The Vixen drone is no longer stupidly broken with a fortress shield. Now has a phase skimmer.
  =Inland's Ionic Generator is now MUCH quicker to fire and resets your flux. Kinda fun to pilot the carrier now!
-Bug fixes of the boring sort!

0.7
+Gedune mod interactions! Gedune station will now spawn in the Citadel system.
+New ship: Sierra-Class Battlecruiser (Sub-Capital). Two flight decks and a powerful weapons array.
+New wing: Firewall H?fing: An heavily shielded pair of fighters outfitted with a Heavy eFlak.
+New bomber: Neutron bomber. A fragile bomber that carries a single Blitz torpedo.
+New bomber: Proton bomber. A hardier bomber equipped with a plasmathrower. Better than the Neutron.
+New weapon: Rotunda Battery: An kinetic autopulse equivalent. Generates massive flux and damage.
+New weapon: Plasma Projector (A energy based Hypervelocivty Driver)
+New weapon: Heavy eFlak: An energy based flak cannon with a huge flux cost. It is very effective though.
+New weapon: K-Barrage: An expensive small weapon designed to offer supreme kinetic DPS.
+New weapon: E-Barrage: An expensive small weapon designed to offer supreme energy DPS.
+New weapon: Calidity: A small mount flamethrower akin to the Anitmatter Blaster.
+New weapon: Diode PD: A weak and cheap PD that only offers slight armor peircing  and a small impact force.
+New weapon: Parabola LRM: A missile launcher that uses flux to fire two kinetic warheads with a long range.
+New text all around.

-New color scheme on all ships.
-Driver, Inland, Conduit and Stable have completely redesigned sprites.
   -Inland now has a powerful Ionic Generator, which charges up to release an EMP shockwave.
-Rip Drive behavior changed, Longer, but slower, bursts of speed. The system has been given 3 charges from 2.
-Power Cruise behavior changed, on activation it drops the speed to zero, then slowly gets to 230 SU.
-Beserker system changed, signifigantly nerfed in speed and firepower.
-Weapon Balance Changes;
   Plasma Blaster (Hypermatter) now fires weaker bursts, but generates less flux.
   Rotunda buffed to 189 DPS.
   Viper, Copperhead both have increased ammo storage. (Their projectiles are more visible now too)
   Revolver Autocannon fires faster, deals more damage and has siginifigantly reduced range.
   Plasma Launcher (Plasma Lance) is now a massive energy flak gun. Fighters beware...
-A whole lot of little changes everywhere else. Y'know, the Torus's flux capactiy has been buffed, ect ect...

*REMOVED Parlance-Class cruiser. Go find it in the Gedune mod!

0.6.4
+Lights update! Citadel now requires ShaderLib.
-Fixes under the hood for future updates.
-No more custom Exerelin files, use the url: https://bitbucket.org/Zaphide/exerelin/get/master.zip

0.6.3
+You can now use these very mod files to play in Dark Revenant's Starsector+ mod! Check it out!

-Revolver NERFED, now it deals 38 DPS but is highly accurate (very fast projectiles).
-Zeus NERFED, 1500 from 3000 energy damage.
-Striker Pod BUFFED, more projectile HP and launch speed (projectile look also changed).
-Driver-Class Seigecraft has less engines, and won't spin furiously if hit by a salamader.
-Changed some ship stats
   -Driver has slightly different turret arcs, built in Meteor missiles changed to swarmers.
   -Parlance has 650 from 600 flux dissipation, 75 from 50 top speed, and .7 from .8 shield efficiency
   -Porter has 200 top speed from 130, flux buffs, shield buffs.
   -Conduit's Berserker buffs reduced from 200% to 150%
   -Monlith's Bastion Shield system now absorbs 1.5x damage, or 50% less damage.
   -Meathships now have a system that burns them directly to the player.
   -Shielded Meathship will not blow up when hit by asteroids anymore, hull and armor buffed.

0.6.2
+New ship, the Parlance-class Prototype cruiser. A certain alien race cooperated with the Citadel shipbuilders,
and the color scheme of green and purple should indcate which race. Anyways, it is a slower but more
maneuverable ship compared to the previously spotlighted Nova-class. It also boasts more weapons,
 better turret coverage and a decent shield generator. Although, it is pretty "squishy" for a cruiser.
+New ship, Arye-class light carrier. It has a good sheild, OP, but poor speed, poor health and only one flight
deck. It also has a medium universal for any kind of weapon you could want.
+New ship, the Hauler-class freighter. It's a small freigter that tries to get through in numbers. It is slightly
faster than the tarsus, but has no shield. The only weapon slots are two small energys, along with 4 built
in tac-lasers for some attack strength.
+New Large Weapon: Seige Laser. A powerful HE laser that has quite a large charge up time. It cannot turn
and has a very expensive OP cost (30 OP). It is very flux hungry too, the Sunder cannot handle it.
+New Small Weapon: Copperhead. A single barrel version of the Viper. It is easier to fit on ships, as well as
slighly better in everything but DPS.
-New art for ships and weapons! Ships courtesty of HELMUT.
-The Monolith has been nerfed. It only has 3 avalible large mounts, and lots of mounts have built-in mining
weapons to show it is a civillian ship. It's only a mobile autofactory, not a ROFL-stomper.
-New sounds for some weapons from SniZipGun.
-Even more ship stat tweaking! (I could still use some more input, pretty please)
-Weapon stat tweaking
   -Meteor is more useful, now kinetic damage.
   -Striker pod is also more useful, also changed to kinetic damage.
   -The Hypermatter is buffed, but the accuracy decreases noticably during extended firing periods.
-Campaign fleet  composition tweaking. They should actually go in systems now, if they stop chasing pirates.
Sorry for being so vague, but a LOT of the content was changed.
0.5.4
* 0 Flux beam weaponry glitch!
- Major ship balance pass
- Plasma Lance is now a beam
- Cleaned up the Light Destroyer sprite a bit
+,- Misc. Stuff
-----
0.5.3
Changed the Campaign fleet indicator color to the a light blue. Very flashy!
Stats changed across the board. Is it good? Any changes you would recommend changes of any sort? Please do!
 -Armor standardized
 -Shields reduced, some shields nerfed/improved
Weapon price changes!
Fixed weird projectile behavior with Rotunda Accelerator!
The viper has a much beefier sound now!
Added a new ship, the Quasar strike frigate. It won't be in Exerelin until there is an update on Zahpide's part. (Dude, it has a plasma flamethrower!)
Changed the weapons for the Arrowhead wing into something less pathetic.
Switched up some things here and there...
-----
Version 0.5.2 BETA
Small weapon changes
Bugfix for campaign
All variants now make sense!
-----
Version 0.5.1 BETA
New weapon for the Supernova cruiser. Giant kinetic lances are awesome!
Meteor missile is now a large EMP burst. I will flesh out this line of AOE EMP missile next time!
Slight changes to Rip Drive behavior
More changes all around the block
-----
Version 0.5 BETA
Exerelin compatibility, at last!
New weapon: Ion Repeater, an attempt to make EMP damage useful until feature mechanics.
Carrier has gotten plastic surgery!
Minelayer has gotten a face lift!
A slight redo of all ship stats for hull, armor, flux dissipation, and flux capacity.
Cocktail Party is now a bit harder, you must do more with less now.
Slight weapon changes for projectiles, stats and behaviors.
There is more, but they are relatively unimportant.
------
Version 0.3 BETA
New weapons! Rotunda Accelerator, Cobra Autogun and the Meteor Rocket!
New ship, Marathon-class Medium Destroyer! (Plus a little experiment, which is hidden!)
Updated Art: Nebulae-class PD Platform and the Juggernaut-class Seige Cruiser!
Tweaks: Stats for weapons and ships.
YAY! Lazywizard has helped me fix up the new system for this mod: Citadel! (It's quite a trip, bring some fuel!)
Many small tweaks, that I can't remember!
------
Version 0.9
Redid art; now a small mod in terms of content!
New weapons! Supernova Rocket, Zeus Railgun, Mini-Flak, Light ACEL (Available at Defenders Station)
Buffed Supernova Cruiser with built-in weapons
New dialog, still WIP.
New mission, Defenders VS Defenders
Changed mission, Cocktail Party is now easy!
------
Version 0.7
One new mission, random battle with a random vanilla fleet
Redid art effects, used paint.net dream effect.
Rebalanced some prices a bit.
Strengthened the Resonance destroyer.
Redid the frigate art, looks much better now.
------
Version 0.6
Fixed convoy.
Fixed Station orbit.
Balanced spawning rate.
Added a new WIP minelayer ship.
Rebalanced all of the ships and their turret mounts.
Added station inventory.
Updated the variants.
New non-stereotypical names!
One new mission.



Credits:
Interaction Paintings: tryingtofly (http://tryingtofly.deviantart.com/)

Sounds:
-Dartoxian Space Weapons: jonccox
-Rotunda Accelerator Chargeup: Dan Oberbauer
-MesoTroniK
-Freelancer
-Cycerin
-SniZipGun

Coding: Lazywizard, Dark.Revenant

Sprite Improvement: HELMUT

Advice: Dark.Revenant, MesoTroniK, the mod squad (you know who you are)

Original Game: Alex, David, Stian

Ship Editor:

15
Modding / Starsector texture bug?
« on: July 19, 2013, 07:10:51 PM »
Nevermind, Moderator: Please delete this thread.
Spoiler
29141 [Thread-10] ERROR com.fs.graphics.K  - Error loading [graphics/ship/MultiGunship.png] resource, not found in [C:\Program Files (x86)\Fractal Softworks\New folder (2)\Starsector\starsector-core\mods\Blackrock Drive Yards,C:\Program Files (x86)\Fractal Softworks\New folder (2)\Starsector\starsector-core\mods\Console,C:\Program Files (x86)\Fractal Softworks\New folder (2)\Starsector\starsector-core\mods\interstellarFederation,C:\Program Files (x86)\Fractal Softworks\New folder (2)\Starsector\starsector-core\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\New folder (2)\Starsector\starsector-core\mods\Neutrino corp,C:\Program Files (x86)\Fractal Softworks\New folder (2)\Starsector\starsector-core\mods\xxtadd Faction,C:\Program Files (x86)\Fractal Softworks\New folder (2)\Starsector\starsector-core\mods\shadow_ships,C:\Program Files (x86)\Fractal Softworks\New folder (2)\Starsector\starsector-core\mods\Gedune,C:\Program Files (x86)\Fractal Softworks\New folder (2)\Starsector\starsector-core\mods\Tore Up Plenty,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/ship/MultiGunship.png] resource, not found in [C:\Program Files (x86)\Fractal Softworks\New folder (2)\Starsector\starsector-core\mods\Blackrock Drive Yards,C:\Program Files (x86)\Fractal Softworks\New folder (2)\Starsector\starsector-core\mods\Console,C:\Program Files (x86)\Fractal Softworks\New folder (2)\Starsector\starsector-core\mods\interstellarFederation,C:\Program Files (x86)\Fractal Softworks\New folder (2)\Starsector\starsector-core\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\New folder (2)\Starsector\starsector-core\mods\Neutrino corp,C:\Program Files (x86)\Fractal Softworks\New folder (2)\Starsector\starsector-core\mods\xxtadd Faction,C:\Program Files (x86)\Fractal Softworks\New folder (2)\Starsector\starsector-core\mods\shadow_ships,C:\Program Files (x86)\Fractal Softworks\New folder (2)\Starsector\starsector-core\mods\Gedune,C:\Program Files (x86)\Fractal Softworks\New folder (2)\Starsector\starsector-core\mods\Tore Up Plenty,../starfarer.res/res,CLASSPATH]
   at com.fs.util.C.Ò00000(Unknown Source)
   at com.fs.util.C.Object(Unknown Source)
   at com.fs.graphics.K.String(Unknown Source)
   at com.fs.graphics.K.Ò00000(Unknown Source)
   at com.fs.graphics.K$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


22145 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ship/multigunship.png] as texture with id [graphics/ship/multigunship.png]
22185 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.characters.skills.scripts.DamageControlPerk2_2] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
22215 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error loading [graphics/ship/multigunship.png] resource, not found in [C:\Program Files (x86)\Fractal Softworks\New folder (2)\Starsector\starsector-core\mods\Blackrock Drive Yards,C:\Program Files (x86)\Fractal Softworks\New folder (2)\Starsector\starsector-core\mods\Console,C:\Program Files (x86)\Fractal Softworks\New folder (2)\Starsector\starsector-core\mods\interstellarFederation,C:\Program Files (x86)\Fractal Softworks\New folder (2)\Starsector\starsector-core\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\New folder (2)\Starsector\starsector-core\mods\Neutrino corp,C:\Program Files (x86)\Fractal Softworks\New folder (2)\Starsector\starsector-core\mods\xxtadd Faction,C:\Program Files (x86)\Fractal Softworks\New folder (2)\Starsector\starsector-core\mods\shadow_ships,C:\Program Files (x86)\Fractal Softworks\New folder (2)\Starsector\starsector-core\mods\Gedune,C:\Program Files (x86)\Fractal Softworks\New folder (2)\Starsector\starsector-core\mods\Tore Up Plenty,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/ship/multigunship.png] resource, not found in [C:\Program Files (x86)\Fractal Softworks\New folder (2)\Starsector\starsector-core\mods\Blackrock Drive Yards,C:\Program Files (x86)\Fractal Softworks\New folder (2)\Starsector\starsector-core\mods\Console,C:\Program Files (x86)\Fractal Softworks\New folder (2)\Starsector\starsector-core\mods\interstellarFederation,C:\Program Files (x86)\Fractal Softworks\New folder (2)\Starsector\starsector-core\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\New folder (2)\Starsector\starsector-core\mods\Neutrino corp,C:\Program Files (x86)\Fractal Softworks\New folder (2)\Starsector\starsector-core\mods\xxtadd Faction,C:\Program Files (x86)\Fractal Softworks\New folder (2)\Starsector\starsector-core\mods\shadow_ships,C:\Program Files (x86)\Fractal Softworks\New folder (2)\Starsector\starsector-core\mods\Gedune,C:\Program Files (x86)\Fractal Softworks\New folder (2)\Starsector\starsector-core\mods\Tore Up Plenty,../starfarer.res/res,CLASSPATH]
   at com.fs.util.C.Ò00000(Unknown Source)
   at com.fs.util.C.Object(Unknown Source)
   at com.fs.graphics.TextureLoader.Ò00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.OOoO.super(Unknown Source)
   at com.fs.starfarer.loading.H.super(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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