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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Topics - Pokpaul

Pages: [1]
1
General Discussion / Removing decivilized subpopulation
« on: April 08, 2021, 11:55:12 AM »
 So creating and then abandoning a colony doesn't remove the devicilized subpopulation anymore, is there any way to do it?

2
General Discussion / Raider activity
« on: January 10, 2021, 01:52:13 PM »
My colonies in a system were being raided, and had the raided status affecting stability and accessibility.

My faction made peace with raiding faction (Rust Belt), and so the raiding stopped (not noted in intel any more) but the raid status on the planets persisted.

I raised relations with Rusters, raid status persists. No idea what station raids are based out of either or I'd destroy it to check.

Is there a console command to remove the status?

edit: found it, removecondition

3
Modding / system governors?
« on: January 10, 2021, 09:43:53 AM »
I've been playing Starsector while listening to the soundtrack from Pax Imperia, Eminent Domain, and I started wondering if it was possible to have administrators and administration skills be at the system level as opposed to the planetary level.

For those who don't know, governors in Pax governed systems, so impacted all of your colonies in the same system.

4
Bug Reports & Support (modded) / Save game null error
« on: October 17, 2020, 06:26:56 AM »
This is the first time I've run into trouble saving before everything comes to a screechy, laggy halt overall.

Not noticing any other issues while playing. I've got plenty of RAM, 32gb, with 12 allocated in vmparams.

Spoiler
1071153 [Thread-13] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 1.0
1071153 [Thread-13] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Releasing context
1071156 [Thread-13] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Released context
1072889 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error saving game
1072889 [Thread-4] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  -
java.lang.StackOverflowError
   at com.thoughtworks.xstream.converters.reflection.FieldDictionary.buildMap(FieldDictionary.java:123)
   at com.thoughtworks.xstream.converters.reflection.FieldDictionary.fieldOrNull(FieldDictionary.java:106)
   at com.thoughtworks.xstream.converters.reflection.FieldDictionary.field(FieldDictionary.java:86)
   at com.thoughtworks.xstream.converters.reflection.PureJavaReflectionProvider.getFi eld(PureJavaReflectionProvider.java:183)
   at com.thoughtworks.xstream.mapper.AttributeMapper.shouldLookForSingleValueConvert er(AttributeMapper.java:110)
   at com.thoughtworks.xstream.mapper.LocalConversionMapper.getLocalSingleValueConver ter(LocalConversionMapper.java:72)
   at com.thoughtworks.xstream.mapper.LocalConversionMapper.getConverterFromItemType(LocalConversionMapper.java:62)
   at com.thoughtworks.xstream.mapper.MapperWrapper.getConverterFromItemType(MapperWrapper.java:210)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$1.visit(AbstractReflectionConverter.java:119)
   at com.thoughtworks.xstream.converters.reflection.PureJavaReflectionProvider.visit SerializableFields(PureJavaReflectionProvider.java:142)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:101)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:90)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hallField(AbstractReflectionConverter.java:274)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:250)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:213)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:144)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:90)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:43)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:88)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.wri teItem(AbstractCollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.marshal(CollectionConverter.java:74)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hallField(AbstractReflectionConverter.java:274)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:250)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:213)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:144)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:90)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
        .......(repeats a lot)
1072900 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 9 (exception)
1072900 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 10 (exception)
1072900 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 11 (exception)
1072901 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 12 (exception)
1072901 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 13 (exception)
1072901 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 14 (exception)
1072901 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 15 (exception)
1072901 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 16 (exception)
[close]

5
So in my current game saves have become unwieldy, taking a very long time and often failing, with errors indicating a memory issue, like GC overhead limit exceeded. My last successful save was 60mb (no backup).

Whenever I ctl-backspace it shows memory used is only 14-21% of the 8-12 gb  I have it set to in vprams (I have 32 gb physical). I have 8gb VRAM and an m.2 ssd. I have no issues starting the game or loading saves, no fps or performance issues while playing, and I've got the battle size cranked up to 1,000 with no issues.

My most recent log file has the following repeated over and over again, almost 600,000 lines of just data.scripts.OfficerLevelupPluginImplMod repeating and the log file is 50mb itself:

5218459 [Thread-4] INFO  data.scripts.OfficerLevelupPluginImplMod  - Officer's skill list.
5218459 [Thread-4] INFO  data.scripts.OfficerLevelupPluginImplMod  - ordnance_expert
5218459 [Thread-4] INFO  data.scripts.OfficerLevelupPluginImplMod  - strike_commander
5218459 [Thread-4] INFO  data.scripts.OfficerLevelupPluginImplMod  - End of list.
5218459 [Thread-4] INFO  data.scripts.OfficerLevelupPluginImplMod  - Officer's skill list.
5218459 [Thread-4] INFO  data.scripts.OfficerLevelupPluginImplMod  - ordnance_expert
5218459 [Thread-4] INFO  data.scripts.OfficerLevelupPluginImplMod  - defensive_systems
5218459 [Thread-4] INFO  data.scripts.OfficerLevelupPluginImplMod  - missile_specialization
5218459 [Thread-4] INFO  data.scripts.OfficerLevelupPluginImplMod  - End of list.

Mods:
"enabledMods": [
  "$$$_lightshow",
  "Adjusted Sector",
  "timid_admins",
  "blackrock_driveyards",
  "chatter",
  "lw_radar",
  "lw_console",
  "istl_dam",
  "diableavionics",
  "gates_awakened",
  "Imperium",
  "kadur_remnant",
  "lw_lazylib",
  "logisticsNotifications",
  "luddenhance",
  "MagicLib",
  "More Officer Skills",
  "nexerelin",
  "ORA",
  "portrait",
  "roider",
  "SCY",
  "shadow_ships",
  "bonomel_skilledup",
  "speedUp",
  "StopGapMeasures",
  "THI",
  "underworld",
  "US",
  "vayrasector",
  "vayrashippack",
  "toggleWeapons",
  "audio_plus",
  "shaderLib",
  "prv"

6
Suggestions / Small QOL with refit from blueprints
« on: October 05, 2019, 03:34:04 PM »
When refitting a ship you can see items owned, buy legally and buy illegally.

It would be nice to have an additional option to see known blueprints to see what items you could make for that slot, especially when you've got a lot of blueprints from faction mods and are staring at a list of 200+ weapon blueprints.

I would find it much easier to decide what to put in my ships working off the refit screen than scrolling through blueprints.

Ideally the items you chose from the refit screen would automatically be put in your custom production queue.

7
It seems to me that the colony that produces the most heavy machinery gets chosen to provide the bonus, as opposed to the colony that would provide the better overall bonus.

My first colony has parasitic spores, which are great for pop growth but provide a ship quality malus. It and my third colony both have orbital works with pristine nanoforges, yet whenever my first colony has a pop size two greater than my third it becomes the one deciding my empire-wide ship quality bonus and boom, d-mods.

So then I have to swap out the pristine for a corrupted at my first colony in order for the third to outproduce it and set the empire-wide ship quality.

Not the biggest deal, but a bit of a pita.

8
Modding / How to mod colony administrators
« on: October 01, 2019, 04:10:23 PM »
Hello, looked around, both in the forums and in the Star Sector files, and I can't see how to mod colony administrators.

Specifically, I want to make them less irrelevant compared to alpha cores by giving them a chance to have all 3 colony admin skills and not cost so much.

9
General Discussion / Pre-collapse military base
« on: September 27, 2019, 04:52:42 AM »
I'm not sure if this colony modifier comes from vanilla or a mod, but I built a colony on a planet with one, built heavy industry then orbital works on it, installed a pristine nanoforge on it, but I'm still not seeing the ship quality bonus from the pre-collapse base anywhere.

Does anyone know if/how this modifier works?

10
General Discussion / In the ruins on planet Tartiflette I found.....
« on: September 25, 2019, 10:21:47 AM »
over 2000 units of recreational drugs.

 :o

11
Suggestions / Surveying equipment tooltip and small QOL suggestion
« on: September 18, 2019, 04:27:22 AM »
It would be nice if the tooltip popup when you look at surveying equipment would total the effect of all surveying equipment in fleet, just like it does for salvage gantry and resource recovery bonus.

Pages: [1]