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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - boggled

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1
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« on: December 01, 2024, 12:37:15 PM »
Ive come across an issue where it triggers if you have remnant fleets generated by the remnant battlestation still running but demolish the remnant battlestations

3305779 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at boggled.campaign.econ.industries.Boggled_Remnant_Station.spawnFleet(Boggled_Remnant_Station.java:303)
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.spawnAndDespawn(RouteManager.java:640)
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.advance(RouteManager.java:598)
   at com.fs.starfarer.api.impl.campaign.CoreScript.advance(CoreScript.java:132)
   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(Thread.java:748)


This is a known issue. Sorry for the inconvenience!

2
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« on: November 29, 2024, 10:02:37 AM »
this is definitely a nex thing, they're trying to set up 'special forces' fleets which are things like, if i'm reading this right, vengeance fleets, retaliatory fleets for stuff like mining where people dun want you,  and other tings...it's probably just a matter of "referencing nonexistent fleetmember...failing to spawn a ship somehow maybe?

Yeah, I suspect it's a Nex issue. I would suggest posting it over there and if Histidine thinks it's a TASC problem I can investigate further.

3
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« on: November 27, 2024, 05:57:22 AM »
I can't load my save after terraform and build some stations on a system.

Spoiler
---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.NullPointerException
cause-message       : null
method              : com.fs.starfarer.campaign.fleet.FleetMember.readResolve()
class               : com.fs.starfarer.campaign.fleet.FleetMember
required-type       : com.fs.starfarer.campaign.fleet.FleetMember
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 189330
class[1]            : exerelin.campaign.intel.specialforces.SpecialForcesIntel
class[2]            : java.util.LinkedHashMap
converter-type[1]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[3]            : com.fs.starfarer.campaign.rules.Memory
class[4]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[5]            : com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData
class[6]            : java.util.ArrayList
converter-type[2]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[7]            : com.fs.starfarer.api.impl.campaign.fleets.RouteManager
class[8]            : com.fs.util.container.repo.ObjectRepository
class[9]            : com.fs.starfarer.campaign.StarSystem
class[10]           : boggled.scripts.BoggledTerraformingRequirement$RequirementContext
class[11]           : boggled.campaign.econ.industries.BoggledCommonIndustry
class[12]           : boggled.campaign.econ.industries.BoggledBaseIndustry
class[13]           : com.fs.starfarer.campaign.econ.Market
class[14]           : com.fs.starfarer.campaign.CampaignPlanet
class[15]           : com.fs.starfarer.campaign.CircularOrbit
class[16]           : com.fs.starfarer.loading.specs.FactionProduction
class[17]           : com.fs.starfarer.campaign.Faction
class[18]           : com.fs.starfarer.campaign.econ.Submarket
class[19]           : com.fs.starfarer.campaign.CustomCampaignEntity
class[20]           : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[21]           : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[22]           : com.fs.starfarer.campaign.econ.Economy
class[23]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[24]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[25]           : com.fs.starfarer.campaign.Hyperspace
class[26]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.I
version             : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Failed calling method
---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.NullPointerException
cause-message       : null
method              : com.fs.starfarer.campaign.fleet.FleetMember.readResolve()
class               : com.fs.starfarer.campaign.fleet.FleetMember
required-type       : com.fs.starfarer.campaign.fleet.FleetMember
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 189330
class[1]            : exerelin.campaign.intel.specialforces.SpecialForcesIntel
class[2]            : java.util.LinkedHashMap
converter-type[1]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[3]            : com.fs.starfarer.campaign.rules.Memory
class[4]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[5]            : com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData
class[6]            : java.util.ArrayList
converter-type[2]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[7]            : com.fs.starfarer.api.impl.campaign.fleets.RouteManager
class[8]            : com.fs.util.container.repo.ObjectRepository
class[9]            : com.fs.starfarer.campaign.StarSystem
class[10]           : boggled.scripts.BoggledTerraformingRequirement$RequirementContext
class[11]           : boggled.campaign.econ.industries.BoggledCommonIndustry
class[12]           : boggled.campaign.econ.industries.BoggledBaseIndustry
class[13]           : com.fs.starfarer.campaign.econ.Market
class[14]           : com.fs.starfarer.campaign.CampaignPlanet
class[15]           : com.fs.starfarer.campaign.CircularOrbit
class[16]           : com.fs.starfarer.loading.specs.FactionProduction
class[17]           : com.fs.starfarer.campaign.Faction
class[18]           : com.fs.starfarer.campaign.econ.Submarket
class[19]           : com.fs.starfarer.campaign.CustomCampaignEntity
class[20]           : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[21]           : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[22]           : com.fs.starfarer.campaign.econ.Economy
class[23]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[24]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[25]           : com.fs.starfarer.campaign.Hyperspace
class[26]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.I
version             : not available
[close]

Hmm, I haven't seen this crash before. Can you give me a little background on when it happens, what you did right before it started occurring, etc.? I also see there's some Nexerelin entries higher up in the stack trace - have you posted this to the Nex thread as well?

4
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« on: November 26, 2024, 10:03:07 AM »
Bug report:

Dismantling all your AI battlestations will eventually cause a crash when you attempt to return to your home system, the crash occurs when nearing your home system in hyperspace or entering it directly via gate/console. Couldn't figure out a fix even clearing all the fleets in the sector with clear console command. Also unsure if you need to dismantle all of them as I did or just dismantling one can potentially cause this.

Spoiler
107601 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at boggled.campaign.econ.industries.Boggled_Remnant_Station.spawnFleet(Boggled_Remnant_Station.java:303)
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.spawnAndDespawn(RouteManager.java:640)
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.advance(RouteManager.java:598)
   at com.fs.starfarer.api.impl.campaign.CoreScript.advance(CoreScript.java:116)
   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]

Hi, this is a known issue and I'm going to fix it in the next patch. Sorry for the inconvenience!

5
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« on: November 24, 2024, 08:55:24 AM »
Hi, I have a slight issue with station recolonization.
Whenever a station decivs and you recolonize it, none of the old bosses and leaders for that colony remain; instead random ones are assigned to the station even if it is given back to the proper faction who originally owned it. Is there a way to keep or restore the old people in charge?
Example: UAF adds a station marketplace called Nur Processing, which has a unique NPC as the boss who can also act as your contact. You get a special ship when you eventually reach maxed relationship with that contact. However if the station decivs or gets sat bombed by other factions there is no way to restore and get that NPC contact back even when using this mod for station recolonization. Looking at other mods that have station marketplaces I realized this could happen to any of them and quests/contacts for those mods may break or be lost for the rest of that campaign.
Of course they are. Decivilising destroys the colony and all associated NPCs. That's just the game.

There's not much TASC can do to fix that. There just isn't anything to bring back.

Yeah, I think for both technical and gameplay reasons it wouldn't make sense to try to deviate from the vanilla behavior.

6
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« on: November 19, 2024, 10:43:18 AM »
Bug report:

The "Domed Cities" description in the OP says that it suppresses certain Unknown Skies conditions, but I cannot get this to work. It suppresses vanilla effects as normal—Thin Atmosphere, Extreme Weather, Inimical Biosphere, etc—but not the virus nor the psychoactive fungus, and likely not the other options either.

I had a look through the LunaLib config and I can't find a toggle for it, so I'm currently assuming something's bugged.

Does it suppress the Unknown Skies dust storm condition for you?
I just checked, and yes it does.

Ok, I think by default it only suppresses the dust storm condition and not the other ones. That can be modified using the terraforming CSV files.

7
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« on: November 19, 2024, 10:27:54 AM »
Bug report:

The "Domed Cities" description in the OP says that it suppresses certain Unknown Skies conditions, but I cannot get this to work. It suppresses vanilla effects as normal—Thin Atmosphere, Extreme Weather, Inimical Biosphere, etc—but not the virus nor the psychoactive fungus, and likely not the other options either.

I had a look through the LunaLib config and I can't find a toggle for it, so I'm currently assuming something's bugged.

Does it suppress the Unknown Skies dust storm condition for you?

8
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« on: November 18, 2024, 07:24:11 AM »
Yes deleted and reinstalled
Without TASC its worse it just blackscreens , with it loads until almost done then error
Without example plugin I get error instantly
Just a handfull of extra mods (94 acording to TriOS)
I have all Ashes of the Domain mods
sorry for the delay

If the game is unable to load without TASC enabled, it sounds like the problem is with the game itself and not TASC. Try deleting the entire game folder and redownloading.

9
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« on: November 18, 2024, 05:55:40 AM »
no save can't start the game
yes I reinstalled the last version

Are you able to start the game without TASC enabled? Do you have other mods besides TASC?

To be clear, did you delete the entire TASC folder and then redownload it, or just copy/paste the new folder in?

10
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« on: November 18, 2024, 05:47:17 AM »
Hello
I keep getting a fatal error saing it can't load
 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain java.lang.RuntimeException: Error loading [evangel.tasc.ExamplePlugin] 263935   
java.lang.RuntimeException: Error loading [evangel.tasc.ExamplePlugin]                                                             
       at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)                                                         
       at java.base/java.lang.Thread.run(Thread.java:1575)                                                                         
Caused by: java.lang.ClassNotFoundException: evangel.tasc.ExamplePlugin                                                         
       at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:183)                                         
       at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:592)                                                             
       at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:525

Are you resuming a save made with a previous version of TASC? Have you tried deleting your entire TASC folder and redownloading it? Did you make any changes to the CSV configuration files?

12
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« on: October 29, 2024, 10:38:47 AM »
yeah I set the invert to true.

Got it, thanks for bringing this to my attention!

13
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« on: October 29, 2024, 07:57:00 AM »
i'm sure it's been said/requested a million times, but i'd love to see a structure that handles extreme heat.

maybe the stellar array reduces the heat down to just hot (+25% hazard) instead of outright removing it. or a unique structure that specifically cools the planet down, and it's only function is to negate extreme heat (for balance purposes).

i just really want to terraform some ex-heat barren planets in my system into arid/desert worlds while keeping it "legitimate" instead of resorting to some console command or json editing, because it wouldn't feel "earned".

love this mod. i've been using it since way before the story point system (iirc). absolutely necessary at this point, and it's surprising that something like terraforming isnt already in the base game by now

You can use the CSV files Evangel added to create terraforming projects to deal with Extreme Heat. At a later time I intend to create some example configurations that are more permissive than the default so players don't have to spend time figuring out how it works if they only want to make relatively common changes.

\TASC\data\campaign\terraforming\terraforming_requirements_OR.csv
find: terraforming_colony_has_atmosphere
set: inverse column: true

Just to clarify, you changed the changed the invert field from false (default) to true (non-default) and it fixed the problem? I can add this to the next patch.

14
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« on: October 25, 2024, 02:13:16 PM »
Hello and thank you for your dedication, this is a great mod.
Can I make a translation and carry this great mod to the Chinese forums, I want more players to know about this mod.
I'm going to be very specific about the author and the source.

Of course, anyone can make translations of TASC and release them. Thank you for your work on this!

15
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« on: October 21, 2024, 09:00:49 AM »
Hey boggled, I think I found a bug with the remnant AI battlestations.

I dismantled one on one of my colonies, and when I used a gate to travel away and back, I crashed with this log:

401234 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getContainingLocation()" because "this.stationEntity" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getContainingLocation()" because "this.stationEntity" is null
   at boggled.campaign.econ.industries.Boggled_Remnant_Station.spawnFleet(Boggled_Remnant_Station.java:303) ~[?:?]
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.spawnAndDespawn(RouteManager.java:640) ~[starfarer.api.jar:?]
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.advance(RouteManager.java:598) ~[starfarer.api.jar:?]
   at com.fs.starfarer.api.impl.campaign.CoreScript.advance(CoreScript.java:132) ~[starfarer.api.jar:?]
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]

This didn't happen if I waited at my colony until all the remnant patrols despawned; not a huge issue by any means, but just wanted to let you know!

Thanks for reporting this! Are you able to provide any additional information, such as whether it happens 100% of the time if you build a remnant station, or it only happened once randomly? Does it only happen if you're outside the system? Did you have to deconstruct the remnant station and wait until the patrols despawned before leaving the system?

Yes of course!

First, I created a new save running only the following mods to minimize the chance that this was caused by a mod conflict:
Console Commands
Nexerelin
TASC
(Libraries necessary for the above)


Next, I colonized a planet in System A, which has an activated gate. I then built the Autonomous AI battlestation and waited for Ordo fleets to spawn.

The following steps recreate the crash 100% of the time for me:
1. Shut down the AI battlestation
2. Use the gate to travel to a different system, System B
3. Immediately use the gate in System B to travel back to System A
*This also works if step 2 is done before step 1.

There is NO crash if I instead do this:
1. Shut down the AI battlestation
2. Use the gate in System A to travel to System B
3. Travel back to System A normally through hyperspace, instead of using the gate in System B

There is also NO crash if I wait a month before using the gate in System B to travel back to System A.

So it seems this is definitely an edge case!

(I also tried these same steps with a normal Patrol HQ instead of the AI battlestation, and no crash ever occurred)


Thanks for taking the time to provide all that detail! Just to clarify, this only happens if you deconstruct the remnant station? I think I know what's going on and I'll be sure to fix it in the next patch.

Yep, the station must be deconstructed for this crash to occur.

Got it, thank you!

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