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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - snopey1

Pages: [1]
1
I recently took a system and between DIY Planets, and Stations and Terraforming I have 24 colonies in this one system. On every one of these colonies I put a Variable Assembler and installed the a Beta core and a production chip of some kind.

I turned "IndEvo_derelictDeliverToGathering" to true to see if they'd then auto stockpile in my main world, no. so I built a courier post and made 23 contracts to ship entire personal stashes from every colony in the system to the one I store everything else at.

I'd like to take an aside here and request a whole system transfer thing to a point. having it check for is destination in the system? yes, ignore it. that way I wouldn't have to set up 23 contracts, but 1. was very tedious to do 23. idk if it's possible or not, but a suggestion none the less. or just a "all other storages to this one place." as a second suggestion.

any ways. after setting up all these courier contracts I've been getting random crashes from time to time with the message "Check Starsector.log"

Spoiler
6977556 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.fleet.CourierFleetAssi gnmentAI.reportFleetDespawnedToListener(CourierFleetAssignmentAI.java:126)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.despawn(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.listeners.Shipment.fin alizeAndRemove(Shipment.java:87)
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.fleet.CourierFleetAssi gnmentAI$6.run(CourierFleetAssignmentAI.java:96)
   at com.fs.starfarer.campaign.ai.AssignmentModule.advance(Unknown Source)
   at com.fs.starfarer.campaign.ai.ModularFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

No idea what is causing this issue, other than it's related to the courier fleets.

Let me know if any thing is needed from me, until issue fixed I'm going to discontinue the auto flying of these fleets, and will just manually...hit them all if I want my variable assembler outputs from all my colonies.

Have a good day.

Edit: I looked at the settings.json again and found  "VarInd_deliverToProductionPoint": FALSE   setting that to TRUE and canceling the couriers entirely.

2
looking at change log post. and see this

"Adjusted - Terrible typo in Relic Components description (Made the mod hightly unplayable)"

highTly

made me laugh pretty hard, but good to see logistics core not install-able in light industries now, was confused about that one the first time tbh.

thanks for the hard work.

3
I'm making this post in both Kingdom of Terra and Apex Design Collective, as I'm not sure which of the two mods are causing this issue, but figured you both might want to know.

So experimenting with Grappling beam weapon on a modified Paragon and I wanted to see how effective using 2 beams on smaller ships will be so since my main armaments are shorter range and being able to pull in quick small ships means I'll be able to prevent the eternal kite even if they have no ability to break my shields.

At the top of my list of hostile ships when running a simulation are the Apex Design Collective ships, some of which have Geodesic Shield Matrix, which changes how shields work. I've tested my ship against Apex ships with and without the Geodesic Shield Matrix and it's only getting the effect from ships with the Geodesic shield matrix.

Upon the Grappling Beam hitting the shield, the sprite for the shield itself goes away, it still blocks all my shots, and emits particles like it is being shot. As well, the ship gains infinite flux being able to fire all of its weapons forever without gaining any flux at all. this effectively rendered them invulnerable to me.

If I send another ship to get behind the arc of the shield it still takes damage to the armor and hull like normal. so unless ship has a 360 shield I can kill it if I have 2 ships attack it.

Have a good [time of day].

4
Mods / Re: [0.95a] SAD: Sanguinary Autonomist Defectors
« on: May 19, 2022, 11:09:21 PM »
Using mod "Unpack Blueprints" and I modified the SAD blueprint pack to be unpack-able, that park works fine, however as soon as I scroll my inventory down and see the unpacked blueprints my game crashes with error "Fatal: Ship hull spec [sanguinary_autonomist_defectors_Anuket_Wing] not found! Check SS.log for more info."

Spoiler
142637 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [sanguinary_autonomist_defectors_Anuket_Wing] not found!
java.lang.RuntimeException: Ship hull spec [sanguinary_autonomist_defectors_Anuket_Wing] not found!
   at com.fs.starfarer.loading.oO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.Object.renderShipWithCorners(Unknown Source)
   at com.fs.starfarer.api.campaign.impl.items.FighterBlueprintItemPlugin.render(FighterBlueprintItemPlugin.java:95)
   at com.fs.starfarer.campaign.ui.trade.Object.render(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoStackView.renderAtCenter(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoStackView.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoDataGridView.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.oOoO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I have verified all files unpacked correctly. I doubt many other people will have this issue since it requires you to have installed another mod and edited files in each mod. while not hard it's not something I expect a lot to run into.

I saw that sanguinary_autonomist_defectors_Anuket.SHIP existed and that comes up as "hullsize": "FIGHTER", so I tried to change the file name to sanguinary_autonomist_defectors_Anuket_Wing and had no fix. I opened that file and added a _Wing to the hullid also did not help. tried deleting Anuket_wing line from wing_data.csv but crashed on continuing game.

I'm just going undo changes, and put the blueprint away and sell it later if a solution is said, else it'll collect dust forever.

5
Playing with a fair number of mods installed (24 active factions at start) and I am currently doing the Showdown quest. I gated over to the system it's meant to start out of and sat in a belt within sight and sensors of the station. Quest updates to "Defend" and I only see patrols around the station. I tried reloading (saved after getting into system for this reason) and waited again. nothing.

hm. okay I'll wait in hyper space, no Heg fleets come out of system after waiting 3 weeks. tried this twice in case I missed it.

okay. Console commands Reveal (I raised sensor strength limit to 200mil in my settings long ago) okay I can see everything in system. no heg fleets aside from patrols. big group of Roiders and Scy ships at war. lets wait. no new ships after "Defend" pops. I'm pretty lost now. go to Hyperspace and wait once more after revealing a lot of hyperspace and see no heg ships, wait for Defend and no heg ships spawn even after waiting 2 weeks.

I've seen no one else have issue of no fleets spawning when I look into google/this post, I don't want to use the runcode you provided to finish it instantly unless I have to.
I saw "put it into dev mode and add a file to Starsector > Saves > Common named nex_dev.data" but not sure how to get it to populate with system information about this quest. Or I'm not sure how to put Nex into dev mode.

Any help is appreciated, I'm off to bed for now, but will check once off work. Thank you!

Edit: I saw in a patch note that if I wait 45 days it'll auto complete and reward me. so I waited 45 days and got it a win. I'll make a copy of save if your interested.

6
Mods / Re: [0.95a] Adjusted Sector
« on: May 10, 2022, 01:05:24 AM »
Hello, I've been trying to make a sector that is overrun with Remnant, I've been trying to get preferably 50-90% of the systems not seeded at the start to have medium/hard remnant with lower ruins around and some Sanguinary for extra flair. I've tried to lower rings in case that was cause no change.

These settings have been higher for me, but only getting what feels like 30% of the worlds right outside center area  (1-3 lyr) but then falls to basically 0 after that. Random Core Worlds disabled its even worse.
Am using Nex but have been seeing this mod work for increasing/lowering remnant and everything else.

I've even tried setting the remnant min/max to 9999, thought maybe it's a % so did 70-90 and nothing I change seems to be adding more remnant. I've tried changing every stat aside from Storms, Arcs (whatever these are), and access bonus.

FYI for 300 constellations I'm getting about 3000-3300 planets in 1100-1300 systems.

Any help/suggestion is appreciated.

Spoiler
{
   
   "plugins":{      
      "newGameSectorProcGen":"data.campaign.procgen.SectorProcGenMod",
   },
   #Change the number below to increase or decrease the size of the Sector
   #"sectorWidth":164000,
   #"sectorHeight":104000,
   #"sectorConstellationSize":100,
   #"sectorConstellationCellSize":10,
   "sectorWidth":144000,
   "sectorHeight":144000,
   "AdjustedSectorConstellationCount":300,
   "AdjustedSectorConstellationSize":1000,
   "AdjustedSectorConstellationCellSize":8,

   "sectorConstellationRemnantMin":1000,
   "sectorConstellationRemnantMax":1250,
   "sectorConstellationRemnantSkipProb":0,
   # zero means - they wont spawn
   "sectorRemnantPresenceLow":0,
   "sectorRemnantPresenceMed":0,

   "sectorConstellationRuinsMin":1000,
   "sectorConstellationRuinsMax":1500,
   
   "sectorDerelictMotherships":0,
   "sectorDerelictCryosleepers":2,

   # this field controls the amount of Coronal Taps, default = 2
   "sectorCoronalTaps":4,

   # this fields control the amount of Gates outside of Core Worlds, default is 15 and 20
   "minNonCoreGatesInSectorMod":200,
   "maxNonCoreGatesInSectorMod":300,

   # this fields control the amount of XIV Legion-class ships you can encounter outside of the Core Worlds, default is 2, 3, 1, 2
   "XIV_LEGION_NON_SALVAGEBLE_MIN":0,
   "XIV_LEGION_NON_SALVAGEBLE_MAX":0,
   "XIV_LEGION_SALVAGEBLE_MIN":0,
   "XIV_LEGION_SALVAGEBLE_MAX":0,
      
   #Random number of arcs apply to map
   #Vanilla value 20
   "AdjustedSectorRndArcs":20,

   #Generate hyperstorms options.
   #"true" for generating hyperstorms, "false" to not generate hyperstorms.
   "AdjustedSectorHS":true,

   #Accessibility will be base - 1 at that many light-years from center of mass
   #"accessibilityDistFromCOM":50,
   #"accessibilitySameFactionBonus":0.50,
   "accessibilityDistFromCOM":50,
   "accessibilitySameFactionBonus":0.5,

   #If SAD is enabled, you can change the amount of SAD-themed constellations
   #"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
   #"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
   "SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":30,
   "SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":60,

   #If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
   #"BladeBreakerThemed_ConstellationMin_AS":3,
   #"BladeBreakerThemed_ConstellationMax_AS":5,
   #"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
   "BladeBreakerThemed_ConstellationMin_AS":13,
   "BladeBreakerThemed_ConstellationMax_AS":25,
   "BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}
[close]

Edit: Found a better settings closer to what I want, was able to find 40 Remnant beacons fairly quickly in testing. Idk why raising ruins raised remnant when everything I've seen on forums say more  ruins = less resources for remnant.

Pages: [1]