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Messages - Outlander

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1
Mods / Re: [0.95.1a] Carter's Junk Hull Mods - V 0.2 - 02/01/23
« on: February 14, 2023, 07:35:02 PM »
Are these hullmods included in the Carter's Freetraders faction mod? Or is this mod needed to have them?

2
From one of the previous threads on this:

Delete any autofit variants you've created for modular ships (or make the ships non-prioritised in player faction doctrine, if you can get to that screen without crashing).

Before doing this, carefully avoid mousing over any fleets other than your own (the crash happens when generating the fleet tooltip). If you can't do it with your current save, restore previous saves from the .bak file in the save folder.

I've never saved an autofit, let alone one for a modular ship. Also, I didn't have any ship prioritized on this save, only in my first ever playthrough that only had misc and utility mods.

I loaded the save and tried not to mouse over any fleet. It run smoothly and managed to get back to "base" (an outpost on Askonia). There I saved on a new slot and tried to mouse over fleets to see if I crashed. I actually did not crash. The fleets were Sindrian Diktat's fleets, so maybe the problem is with a fleet of a particular faction. I'll keep on testing to see if I can find out which one it is.

As for the autofit, the closest thing I could think of is me saving a particular "loadout" while testing ships on the testing missions, in particular the Wurgandal from ED Shipyard. What I mean is going to the testing mission, click refit and play with the ships using different weapons and such, since it's more convenient than doing it ingame. I remember that some time ago the Wurgandal started looking bugged, as if half of it's modules were missing and I couldn't click on them. I didn't pay it any mind since I had already tested what I wanted and it didn't seem to cause any more problems. Just in case I went to each testing mission and clicked on reset, in case it was causing problems. The Wurgandal seemed to have returned to normality (no longer missing half the ship).

As I said, I'll keep on testing to find out something more concrete. Thanks for the help.

3
Bug Reports & Support (modded) / CTD out of nowhere - First time it happens
« on: February 12, 2021, 11:16:01 AM »
What I was doing (not sure how helpful it will be, but I will include it just in case)
Spoiler
I was selling some goods on the luddic church star system (Canaan I think it was called?) when it happened.
First I went to Asher, sold the goods on the black market, then went to the other planet, I think it was called Gilead. Quicksaved the game, went to complete a trade for 200 fuel that I had picked up just as I was arriving to the system, and just as I completed the process, I noticed the help with unrest option.
I got curious about how it worked since I had never used it so I decided to try it. Since I had already completed the trade with that NPC and exited the market (iirc), I tried talking to the person that seemed to be in charge of the colony, saw that I needed 100 food and created it with the console (for the sake of testing the feature). After exiting the market the game froze and then crashed. After that I started up the game again, loaded the save and as soon as I hit space to unpause the game and move correction, as soon as it finishes loading, showing the campaign screen with my fleet in space next to Gilead, it crashes. Whatever causes the crash seems to have happened before saving.
It is fairly early in the playtrough. The stipend from the academy was over like 2 months ago or something like that.
[close]

Error in log (first crash)
Spoiler
Code
1673942 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.ui.A.new.super(Unknown Source)
at com.fs.starfarer.ui.A.new.<init>(Unknown Source)
at com.fs.starfarer.campaign.ui.String.<init>(Unknown Source)
at com.fs.starfarer.ui.P.super(Unknown Source)
at com.fs.starfarer.campaign.ui.oOOo.addIconFor(Unknown Source)
at com.fs.starfarer.campaign.ui.oOOo.<init>(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2$9.public.float(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2$9.beforeShown(Unknown Source)
at com.fs.starfarer.campaign.C.o00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]

Error in log (second crash, seems identical to me)
Spoiler
Code
499380 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.ui.A.new.super(Unknown Source)
at com.fs.starfarer.ui.A.new.<init>(Unknown Source)
at com.fs.starfarer.campaign.ui.String.<init>(Unknown Source)
at com.fs.starfarer.ui.P.super(Unknown Source)
at com.fs.starfarer.campaign.ui.oOOo.addIconFor(Unknown Source)
at com.fs.starfarer.campaign.ui.oOOo.<init>(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2$9.public.float(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2$9.beforeShown(Unknown Source)
at com.fs.starfarer.campaign.C.o00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]

Also, I noticed that this line seemed to be right before both errors, tho the .ogg file were different in each case.
Spoiler
Code
1664652 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [Seeking_Answers.ogg]
[close]

Mod list
Spoiler
Better Colonies 1.5
Commissioned Crews 1.99
Console Commands 3.0
DIY Planets 1.0.12
Disassemble Reassemble 1.6.9
ED Shipyard 2.1.2
Fluff Ship Pack 0.1.14
Fuel Siphoning 1.1.4
Galactic Markets 1.0.1
Gates Awakened 2.1.1
Hegemony Expeditionary Auxiliary 1.2
High Tech Expansion 1.2.2
HullMod Barratry 1.3b
Hyperspace Network 1.6.2
Industrial Evolution 1.8.c
Interesting Portraits Pack 1.0
Interstellar Imperium 2.3.0
LazyLib 2.4f
Logistics Notifications 1.3.2
MagicLib 0.29
Missing Ships 0.4
MoreHullmods 1.6.0
Nexerelin 0.9.8b
Planetary Shield: Access Control 1.2
Roider Union 1.1.0
Seeker - Unidentified Contact 0.407
Ship/Weapon Pack 1.12.2
SkilledUp 1.1
Starship Legends 1.4.3
Stellar Logistics 1.3.1
Supply Forging 1.3
Tahlan Shipworks 0.4.1
Terraforming and Station Construction 5.4.6
Unknown Skies 0.42
Upgraded Rotary Weapons 1.42
ZZ Audio Plus 1.1.2
ZZ GraphicsLib 1.4.4
[close]

I started the playthrough with all these mods already activated, so I didn't add anything extra once the playthrough started.
IIRC, I updated Nexerelin, Commissioned Crews and High Tech Expansion to their latest versions from the directly previous one. I started the playthrough aroung mid January, so any mods in the list that updated around or after that time, I updated them too. None of them said that the updates broke the saves and I asked a few times iirc.
I have the full log from the first crash, in case it would be helpful, but forgot to copy the second log before starting the launcher to make a list of the mods.
While it's not the first time my game crashes out of nowhere or fails to start up, it's the first time that an error persists. Not sure what to do. Does this mean that my save is broken and I have to start again?

4
Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: February 07, 2021, 03:44:46 AM »
Hello guies, I have a frozen planet with Abundant Rare Ore / Moderate Ore / Abundant Volatiles / Extreme Cold / High Gravity.

I built by half a stellar mirror to lower the hazard rate and have less Cold, but will I keep the volatiles if it transform my planet  ?? Same for N-Brane Oscillator, will I keep the volatiles and ores if the gravity of my planet is changing ?? I saw a planet called Scorn hold by the Ninth battle group having a Terran one with metals and abundant volatiles so I'm wondering... ! What is my interest if I want to keep the resources intact ? And is it the same for Cryovolcanic or Toxic planets ?? Thanks in advance for your answers

As far as I can tell, this mod does not take away resources once they are in the planet, and can even increase them. From what I've seen, the best method would be to create a planet from scratch and gradually terraform it into terran with mild climate. It will have the large ore deposits, the farmland and likely even organics. They will not have ruins or volatiles tho, so that's something to keep in mind.

5
I wanted to share a little trick that seems to work for me. Don't know how useful it will be for others.

What I did was closing down my antivirus software, which is Kaspersky Internet Security, latest version. Obviously, I'm playing "offline" as it were. I'm using a "potato" laptop and the difference is like night and day. Before, adding any content mods was a struggle, and faction mods I simply couldn't handle having more than 1 (plus Nexerelin) without having constant drops in performance and VERY long loading times when starting (and closing, though not as long) the game. Now, the loading part still takes a while, but not anywhere near the ~20 minutes it took before and, while I'm still testing just how much I can get away with, content mods seem to have almost no impact on performance and several (2 or 3) factions don't seem to impact much either. Maybe I'll post somethin more specific, but for now I just wanted to share my experience.

Needles to say, shutting down your AV software is not recommended in general and one should do that at their own risk.

If this post somehow goes against any of the forum's rules, please let me know.

Edit: By the way, I wanted to ask a doubt I had but forgot to. It's about this section of this post's guide.

Quote
Loading is extremely slow!
This is usually caused by your graphics driver forcing vsync on for Starsector, which will cause the loading screen to take an extremely long time (a half an hour or more).  Make sure that Starsector.exe and java.exe are set to not force vsync.

How do I do that exactly?

6
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: January 30, 2021, 04:10:20 PM »
Is it safe to add this mod to an existing save? Or does it requite a new game to function?

Edit: Oh, it's a faction mod, so I guess it needs a new save after all.

7
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: January 14, 2021, 10:43:05 AM »
I see. It's a pity though. There are things I really like about each mod.

DIY let's you be more specific and involved in the terraforming process, and it can take a while to complete because of the RNG aspect to it, but the progression is one-directional (they can only "improve") which is more "realistic" but cuts down on the options available for planet types to choose. And it has the ships to create planets and stars, which I wish were their own mini-mod, but understand why they are simply included into DIY.
Meanwhile TASC is more varied on the types of planets you can create (less realistic but more flexible options), has more features overall (except those ships), more customizable thanks to the settings file but the progression seems much more passive (as far as I can tell anyway, have not tried it yet).

There were a few other things I wanted to ask about. I tried to compile them in one post so I don't end up writing one for each question that pops in my head:

First would be Arcology worlds. What are their characteristics? Why would I want to create one? Advantages and disadvantages?
The other would be about certain industries that I found while reading through the settings file. In particular Hydroponics industry, Wilflife (I'm guessing it's a typo and you meant Wildlife) Exploitation industry and Spice Harvesting industry. What do they do? And why are they disabled by default? I can't tell at all to be honest.


8
Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: January 13, 2021, 01:18:43 PM »
It seems there's some kind of bug or something. A barren world is supposed to become barren-desert if no extreme conditions are applied, and from there you can gradually change it to the type you want. The thing is, in my game, once I added atmosphere to my barren worlds they jumped straight to terran worlds. Is there a reason for this? I remember reading about it somewhere but can't remember where exactly.

Edit: Found it in the changelog. It was supposed to be fixed. In other posts I read that maybe some mod is messing with planet types. Given my mod list for this playthrough I don't think so, since they are mostly utility mods.


I can tell that this mod is all about "improving" the planets it's used on. Is there a possibility to implement ways to make planets "worse"? For example, using Stellar Shade to make a planet colder, maybe even a Frozen planet? Just an idea I had.

9
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: January 13, 2021, 01:06:05 PM »
Hi. I've got a few questions here. Last changelog seems to imply that this mod and DIY Planets are compatible with each other. Is that true? How does that work?

Another one is that in the Better Colonies mod there's a warning about stations built from other mods not incorporating the station code from Better Colonies. Does that apply to this mod?

The last one would be about the Astropolis. Do they count towards the colony (market) limit, where you can only administrate X number before there's a penalty? And what is their function exactly? To have some extra space to build more industries?

10
Mods / Re: [0.9.1a] Planetary Shield: Access Control (1.2)
« on: January 09, 2021, 11:41:31 AM »
Ahh, that makes sense.

Well, adding an on/off switch is not a trivial effort... but just changing the shield graphic a bit is.

Here's how you'd do it: go into my mod, and dig down to data/scripts/wyv/PlanetaryShield.java - open that up with a text editor. (You may have issues if you're on windows and using its basic text editor, because its basic text editor is poorly programmed. I suggest Notepad++ if you're on windows.)

Find these two lines:
Code
		planet.getSpec().setShieldThickness(0.1f);
planet.getSpec().setShieldColor(new Color(255,255,255,175));
And play around with changing the numbers - specifically, the fourth number in setShieldColor should be a transparency value; modifying that ought to let you make the shield less visible (or even invisible, if you prefer.)

First time I do anything related to code. The pressure is on.

Spoiler
[close]

11
Mods / Re: [0.9.1a] Planetary Shield: Access Control (1.2)
« on: January 07, 2021, 04:00:06 PM »
To be honest, the main reason I suggested the switch function is appearance. Constantly having a red bubble around a planet takes away from its beauty, in particular when you have installed a terraforming mod and end up missing the gradual visual changes to the colony because you don't want to miss out on the shield's functionality. All the other aspects I mentioned were things I thought of after to make the change more interesting.

12
Mods / Re: [0.9.1a] Planetary Shield: Access Control (1.2)
« on: January 07, 2021, 11:49:42 AM »
Would it be possible to add an option to switch the shield on/off without shutting it down completely? That was the impression I had of the mod when I read the the name for the first time, so I was a little disappointed when that was not the case.

Lorewise, turning it on when there's a clear military threat to the colony and turning it off when it's over would make more sense than having it on all the time, given that such a massive shield must consume untold amounts of energy just to keep it running and having a permanently red sky must be unsettling and unsightly for many colonists. As for gameplay, it would make the structure more dynamic than just having it constructed or not. Even the upkeep cost could change depending on how long the shield was activated but, since I know nothing about modding, I don't know how feasible that is.

The mod as it is already makes the shield more interesting than a simple but massive boost to ground defense strength, so it's not like I'm complaining. Thanks for your efforts.

13
Mods / Re: [0.9.1a] Better Colonies 1.5
« on: January 05, 2021, 09:49:31 AM »
Hi there. I wanted to ask if there's any compatibility issue between this mod and Industrial.Evolution, in particular the Academy structure. It's supposed to train administrators increasing their skills, but seeing that this mod modifies the "tiers", I can't help but wonder if there would be any problems related to that.

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