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News:

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

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Messages - SirBrodacious

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1
Mods / Re: [0.95a] Rebalanced Doom 1.0
« on: July 28, 2021, 05:43:10 PM »
As an avid Doom player I think this is great, given the fact that a single fully kitted doom can easily 1v1 whole fleets lol

2
Found out just as you replied, got suspicious of the drone text on closer examination. Definitely appreciate ya, not sure why this happened either

3
If you for some reason get the same issue, it was droneslib, dunno why but it was the problem.

Hi, so whenever I try to enter combat with my new hammerhead which is only running standard weapons and hullmods, I get a fatal null error after unpausing to start battle.
This is the end of the starsector.log

104784 [Thread-9] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]
107531 [Thread-3] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
107549 [Thread-7] INFO  sound.oo0O  - Cleaning up music with id [battle_ambience_01.ogg]
107647 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at org.lwjgl.util.vector.Vector2f.set(Vector2f.java:89)
   at org.lwjgl.util.vector.Vector2f.<init>(Vector2f.java:65)
   at data.scripts.subsystems.dl_BaseDroneSubsystem.guiRender(dl_BaseDroneSubsystem.java:91)
   at data.scripts.plugins.dl_SubsystemCombatManager.advance(dl_SubsystemCombatManager.java:137)
   at com.fs.starfarer.title.Object.L$Oo.super(Unknown Source)
   at com.fs.starfarer.combat.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.B.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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)
107787 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [battle_ambience_01.ogg]
107788 [Thread-9] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]

Modlist is:
  • Lightshow
    A New Level of Confidence
    Combat Chatter
    Console Commands
    Diable Avionics
    DroneLib
    Fuel Siphoning
    LazyLib
    MagicLib
    Practice Targets
    Speedup
    Starship Legends
    Unknown Skies
    Upgraded Rotary Weapons
    Weapon Arcs
    GraphicsLib

Anyone know why this might be happening?

4
General Discussion / Re: [0.9.1a] A Guide to (AI-Friendly) Ship Loadouts
« on: January 28, 2021, 09:05:38 AM »
Thank you so much for making this, since I pretty much couldn't play the game past a certain point since I'm a tad bit dumb when it comes to actual tactical games like this, being the person that just doesn't understand them much. This is so helpful!

5
Mods / Re: [0.9.1a] Nexerelin v0.9.4b "Mambo No. 9" (update 2019-09-07)
« on: September 07, 2019, 10:58:45 PM »
Hi, couldn't find anyone asking about it but does this use a custom version of the vanilla easy mode, or is the text when selecting just describing it based off what it used to be? I personally play with a modified easy mode (0.85x damage take, 1x damage done, +500 sensors, 1.2 times salvage), but the description for nexerelin's easy is like 0.5 damage taken, 1.5 damage done, etc. If this actually overrides vanilla easy mode, is there a file I can modify?

6
Mods / Re: [0.9a] Active Gates 0.2.0
« on: August 26, 2019, 07:43:38 AM »
Hi! I love this mod as it saves a lot of time, though I'm curious if there'd be a way for activated gates to be added to an intel page? I don't know a lot about modding, so my apologies if this isn't possible or a pain, but I think if it's possible it'd be a great way to keep track of all the active gates in the system. But again, thank you for the mod!

7
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.3
« on: August 15, 2019, 07:50:30 PM »
That'd be it! Should be an interesting playthrough with only one fighter, obviously not super difficult, but stuff like this is good mindless fun imo

8
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.3
« on: August 15, 2019, 07:34:53 PM »
So I can't seem to find anything really mentioning it, but is the arcade ship accessible by the console commands mod? Because it seems like a fun little mindless campaign idea, having one little OP ship against the world

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