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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?
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
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.
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)
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)
1664652 [Thread-4] INFO sound.oo0O - Cleaning up music with id [Seeking_Answers.ogg]
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
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.
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:CodeAnd 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.)planet.getSpec().setShieldThickness(0.1f);
planet.getSpec().setShieldColor(new Color(255,255,255,175));