Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - DerpFaceCake

Pages: [1]
1
Mods / Re: [0.96a] Ashes of The Domain
« on: January 10, 2024, 07:42:00 AM »
Hey, I think I might've stumbled on a hard crash bug with the Coronal Hypershunt colony

If for some reason the Coronal Shielding was not completed before the emergency power runs out, the game will hard crash.

I circled in on this mod because the crash always consistently happened at a certain date that lined up with the hypershunt running out of emergency power.

I used console commands to force complete the shielding instead of waiting for the repair and the game managed to continue past the date I would constantly crash at.
(I used removeindustry and addindustry as a duct tape solution)
Code
633522 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
at java.util.ArrayList$Itr.checkForComodification(ArrayList.java:911)
at java.util.ArrayList$Itr.next(ArrayList.java:861)
at com.fs.starfarer.campaign.econ.Market.reapplyIndustries(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.MainWorkTask2.doNextBatch(Unknown Source)
at com.fs.starfarer.campaign.econ.contract.iter.MultiFrameTask.advance(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.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(Thread.java:750)
Context: I was relying on Hegemony Chicomoztoc for Refined Metals and it suffered a disruption which delayed repairs till emergency power ran out
I assume its something to do with multiple industries having to be removed at once.

Addendum: Using addindustry for the coronal shield only bought me about a week extra before crashing (everything looked fine), this time with a more explicit error pointing here instead.

Only solution left was to abandon the Hypershunt Colony and so far so good. But Terraforming and Station Construction prevents (?) proper recolonization into a 'Hypershunt' Colony
Code
1205650 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.rulecmd.AoTDHypershuntColonization$2.advance(AoTDHypershuntColonization.java:105)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.CustomCampaignEntity.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(Thread.java:750)

Addendum 2: Unrelated additional(?) bug
I can't seem to upgrade Refining into a Crystallizator after updating from 2.0.4 to 2.0.6 despite having a Catalytic Core
It seems to play the Invalid mouseclick sound and does not highlight when I try to click it as the upgrade option, same for the Isotope Seperator

2
Just wanted to point out that the Solvernia V given out at the end of the mod for 60mil has mismatched engines.
The port engine appears to be classified as a cruiser and the starboard engine appears to be capital sized.
Also the composite slots on the engines don't seem to be aligned.

Loving the mod so far and I'm definitely excited to see what the final version would become!  :D

3
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.15a
« on: March 27, 2020, 09:27:34 PM »
Minor gripe, but the Hresvelgr X description does not match its stats. The description states that it has a phase skimmer but its ability is actually a fortress shield

4
Mods / Re: [0.9.1a] Scy V1.58RC4 (2019/11/26)
« on: March 12, 2020, 08:02:29 PM »
For some reason, the external modules on ships such as the Keto or Nemean Lion are vulnerable and prone to destruction despite being covered by a shield. I ran a sim match in a Keto with a Cyclone Reaper Launcher. The Keto's shield was deployed and had made physical contact with the enemy and the reapers were launched. I noticed that the external modules had taken damage despite the explosion taking place outside the shield. It is the same case with the Nemean Lion where the external armor modules are at danger from being destroyed by reapers launched by the Nemean Lion's frontal mounts when near an enemy. Has this been reported before? (Maybe the hitbox for the modules are too large (I can imagine maybe a single pixel extending out being responsible for it) or the shield radius needs to be larger.

5
I know it's your mod and any changes are up to your decision (The author). But I don't see why a Supercomputer would require AI cores to use as of 1.3? Specifically, since the description mentions them being 'barely tolerated' by the Hegemony. Because by logic if a supercomputer integrates an Alpha core to itself for usage, doesn't it become an Alpha core already?

6
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
« on: December 13, 2019, 05:22:00 AM »
Aww, didja really have to remove "Divine Might" from the Scathach? D-:

7
Mods / Re: [0.9.1a] Kingdom of Terra (v0.4) - This one's Monster
« on: December 05, 2019, 03:33:31 AM »
*looks at Quetzalcoatl*
Hmm, needs more snek. At least enough to fully encircle a paragon! :-D

8
Mods / Re: [0.9.1a] ED Shipyard 1.9.7 (updated 28/11/2019)
« on: December 03, 2019, 02:04:03 AM »
The Dobermann is a good ship, but the ai piloting it is atrociously bad. It often never properly gets into range of enemies and turns the whole ship to face mines instead of just shifting the omni shield. Also i can never deploy the Dobermann in large scale or concentrated fleet battles because of the ai's conservative positioning, making it ass blast friendlies from the backlines when the ai decides to unleash 'Grand Salvo'.

9
Mods / Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« on: September 28, 2019, 09:39:21 PM »
I seem to have a problem with spawning in factions to colonise. When i use the command spawnrespawnfleet it says "unable to spawn fleet" and when i open nex config in the console and toggle "Allow respawn for factions currently not present" to true, the next time i check its been set back to false. I have set the respawn limit to unlimited so i do not know how to introduce new factions.

Pages: [1]