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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - boggled

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1
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« on: September 29, 2024, 07:04:43 AM »
boggled, you are a hero for maintaining this mod the way you do.

Haha, thank you!

2
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« on: September 22, 2024, 05:25:54 PM »

I made a band aid fix for the No Atmosphere bug, if anyone wants it. 

https://github.com/MildlyFootwear/starsector-TASCNoAtmoBandaid/releases/tag/0.1.0

It's just a script that checks all colonies once a month and then remove the "No Atmosphere" hazard from a station if it has it and should be safe to remove whenever boggled gets around to properly patching it.

FYI this should be fine, except special items that require no atmosphere to be installed will no longer be able to be installed

For the most part, probably, but for example when repairing the Hypershunt in AotD it can turn -200k credits a month into -300k which can be pretty brutal if doing it early. 
Otherwise, in my own save a lot of my economy is bankrolled by stations and the sudden increase in hazard can eat 20-40% of my monthly income and running around to fix with console commands can be annoying.

Sorry, I didn't mean that the bug is fine, I meant that fixing it by removing the no atmosphere condition shouldn't cause bugs. Of course it's not OK that the bug is increasing hazard and I intend to fix it.
 
Ahh, I gotcha, words can be hard to read sometimes. 

I believe my no atmo colony items are still working on the stations even with my listener patch, actually. Could just be because I never swap them, though. I should take a look at that myself too.

They should continue to work if they're already installed, but you won't be able to install new ones. If your testing shows something different happens, let me know!

3
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« on: September 22, 2024, 01:35:25 PM »
Spoiler
Greetings, Boggled,

One of the players of my mod reported the following bug when he was running my mod ('Domain Phase Lab') concurrently with your great mod ('Terraforming and Station Construction').

Here is the report given by the player: "I noticed that whenever I try to enter the market on one of the Phase Lab planets my game crashes."

Update: He encountered this bug at one of my planets that have stellar mirrors spawned by codes in my ModPlugin file. And he was running with version 9.0.10 on a save generated by version 9.0.9. He didn’t build any remnant stations or so. I also did some independent tests, and if I start a new save using version 9.0.10, then this bug disappears. I hope this information would be useful.

I took a look at the log, and it was caused by a method in your mod. So I think I should forward this bug report to you.

This bug seems to be extremely strange, would you please take a look at this bug and give me some feedbacks? Thank you very much!

The log:

1046357 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "java.util.Map.get(Object)" because "boggled.campaign.econ.boggledTools.planetTypesMap" is null
java.lang.NullPointerException: Cannot invoke "java.util.Map.get(Object)" because "boggled.campaign.econ.boggledTools.planetTypesMap" is null
   at boggled.campaign.econ.boggledTools.getPlanetType(boggledTools.java:1838) ~[?:?]
   at boggled.campaign.econ.boggledTools.getCreateMirrorsOrShades(boggledTools.java:1888) ~[?:?]
   at boggled.campaign.econ.conditions.Boggled_Solar_Array_Overwrite.getIconName(Boggled_Solar_Array_Overwrite.java:100) ~[?:?]
   at com.fs.starfarer.campaign.ui.oooo.void.for(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.ui.oooo.sizeChanged(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.L.set(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.m.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.ui.MarketConditionsWidget.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.ui.o0oO.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.ui.E.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.coreui.voidnew.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.o0OO.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.L.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]

Hello Vladimir,

Thanks for taking the time to let me know about this. I don't think this is related to Domain Phase Lab in any way. I believe it's caused because a player upgraded from TASC 9.0.9 to 9.0.10 mid save even though 9.0.10 is not backwards compatible. If you see this issue happening on a save that was started on TASC 9.0.10, please let me know and I will investigate further.

Small question, would it be possible for people with AoTD installed to be able to switch the demand of buildings from domain era artifacts to domain grade machinery in a similar manner as you could switch the output of farming in the earlier versions of AoTD? Same with domain era stable location buildings.

Hmm, I think this should be doable. I'll make a note to investigate it for a future patch.

Thanks for taking the time to report this! This is a known issue and previous reports have linked it to an interaction with Nexerelin. I'm going to fix this in an upcoming patch. Sorry for the inconvenience!

Thank you.  ;)

Is there an approximate release date for the next patch or will it be backwards compatible?

I'm going to release a patch tonight to fix all the bugs with the Remnant Station. There's no ETA for a patch to fix the station issue, although probably it will be in the next couple months.
 

I thought I should let you know that this is happening with the Hypershunt colony while using AotD as well. 
I'd imagine it's the same cause, though, so...

Thanks, I will be sure to fix the issue for all station types.

I made a band aid fix for the No Atmosphere bug, if anyone wants it. 

https://github.com/MildlyFootwear/starsector-TASCNoAtmoBandaid/releases/tag/0.1.0

It's just a script that checks all colonies once a month and then remove the "No Atmosphere" hazard from a station if it has it and should be safe to remove whenever boggled gets around to properly patching it.

FYI this should be fine, except special items that require no atmosphere to be installed will no longer be able to be installed.

I'm still on 9.0.9 but...  why does terraforming to Terran add trace volatiles to a planet? I had a planet which only had minerals and wanted to make it Terran (because food production go brrrrr) but then when it was done the planet suddenly has trace volatiles (which makes it incompatible with soil nanites). Is this intended to make it less OP or an oversight?

Hello, this is intentional and I did it for balance purposes. You can modify the terraforming CSV files to change this if you don't like how it works by default.

Hey, I was wondering if the Domain Archaeology building art might be due for an update? The current icon doesn't really match the style of vanilla buildings or even the other structures in the mod.

Maybe the new art could be something like this, a variation of the core swap mission art with the brightness turned up a bit to make it easier to see. The original can be found in the Salvors in the Ruin blog. Feel free to use it if you decide it's a good fit.



Hmm, you're right that the icon for Domain Archaeology doesn't match the vanilla industries. In a future patch I intend to change it, but I think the image you provided might not be ideal either. I would probably want to depict some sort of mining or excavation activity like with the vanilla techmining industry.

Been having an issue that I'm rather confident relates back to this mod. And it probably has to do with the previous version (v9.0.9). Originally I was thinking I was crashing to desktop seemingly at random, but since updating the mod (I know the versions are technically incompatible, but I never made a Remnant Station in my save) the crashes are significantly less frequent. However, I notice that the crashes are a lot more frequent when interacting with the Eochu Bres market. I think weirdly that it is specifically this market that's causing a crash, since I can't recreate the crash on any other market that have reflector arrays.

Heres the crash log, for reference I jumped into the Hybasil system and went straight to Eochu Bres, I interacted with the market, left, then interacted again because I forgot to buy something and immediately crashed to desktop.

144917 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at boggled.campaign.econ.boggledTools.getPlanetType(boggledTools.java:1838)
   at boggled.campaign.econ.boggledTools.getCreateMirrorsOrShades(boggledTools.java:1888)
   at boggled.campaign.econ.conditions.Boggled_Solar_Array_Overwrite.getIconName(Boggled_Solar_Array_Overwrite.java:100)
   at com.fs.starfarer.campaign.ui.oooo.void.for(Unknown Source)
   at com.fs.starfarer.campaign.ui.oooo.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.L.set(Unknown Source)
   at com.fs.starfarer.ui.m.o00000(Unknown Source)
   at com.fs.starfarer.ui.o0O0.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.MarketConditionsWidget.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.o0oO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.E.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.coreui.voidnew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.O.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.O.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I understand that my save is probably cooked, or maybe I just save every time before I interact with Eochu Bres lol, but is there anything I could do to fix the crashes? Thanks in advance.


My apologies, it seems I was incorrect that 9.0.10 might work with 9.0.9 if you never built a Remnant Station. It is in fact not backwards compatible, period. I will update the original post. Sorry for the inconvenience!

I'm still on 9.0.9 but...  why does terraforming to Terran add trace volatiles to a planet? I had a planet which only had minerals and wanted to make it Terran (because food production go brrrrr) but then when it was done the planet suddenly has trace volatiles (which makes it incompatible with soil nanites). Is this intended to make it less OP or an oversight?

While you wait for a reply from the mod author, a bandaid fix would be to use console commands to remove the trace volatiles condition.

It's apparently in the configs. I've also now encountered an unkillable remnant station... which managed to get taken over before it was built. YAAAAY.

Just to clarify, you encountered the invincible Remnant Station on 9.0.9, not 9.0.10, right? Either way, sorry about the bug!

I'm still running 9.0.9 (because my save is late game and I excessively used AI stations). I tried to turn on the planet killers mid run (whilst the game may've been running) and it's now crashing on startup. Disabling the planetkillers still causes my game to brick though:
58185 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ExceptionInInitializerError
Spoiler
java.lang.ExceptionInInitializerError: null
   at java.base/jdk.internal.misc.Unsafe.ensureClassInitialized0(Native Method) ~[?:?]
   at java.base/jdk.internal.misc.Unsafe.ensureClassInitialized(Unsafe.java:1160) ~[?:?]
   at java.base/jdk.internal.reflect.MethodHandleAccessorFactory.ensureClassInitialized(MethodHandleAccessorFactory.java:340) ~[?:?]
   at java.base/jdk.internal.reflect.MethodHandleAccessorFactory.newConstructorAccessor(MethodHandleAccessorFactory.java:103) ~[?:?]
   at java.base/jdk.internal.reflect.ReflectionFactory.newConstructorAccessor(ReflectionFactory.java:173) ~[?:?]
   at java.base/java.lang.reflect.Constructor.acquireConstructorAccessor(Constructor.java:549) ~[?:?]
   at java.base/java.lang.reflect.Constructor.newInstanceWithCaller(Constructor.java:499) ~[?:?]
   at java.base/java.lang.reflect.ReflectAccess.newInstance(ReflectAccess.java:132) ~[?:?]
   at java.base/jdk.internal.reflect.ReflectionFactory.newInstance(ReflectionFactory.java:259) ~[?:?]
   at java.base/java.lang.Class.newInstance(Class.java:804) ~[?:?]
   at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.getCommandClass(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.loading.SpecStore.ÓO0000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
Caused by: org.json.JSONException: JSONObject["fieldName"] not found.
   at org.json.JSONObject.get(JSONObject.java:406) ~[json.jar:?]
   at org.json.JSONObject.getString(JSONObject.java:577) ~[json.jar:?]
   at lunalib.backend.ui.settings.LunaSettingsLoader.loadDefault(LunaSettingsLoader.kt:71) ~[?:?]
   at lunalib.backend.ui.settings.LunaSettingsLoader.load(LunaSettingsLoader.kt:45) ~[?:?]
   at lunalib.lunaSettings.LunaSettings.getInt(LunaSettings.kt:182) ~[?:?]
   at indevo.utils.helper.Settings.getInt(Settings.java:126) ~[?:?]
   at indevo.industries.salvageyards.rules.IndEvo_InitSYCustomProductionDiag.<clinit>(IndEvo_InitSYCustomProductionDiag.java:71) ~[?:?]
   ... 20 more
[close]

Hmm, I think it's not possible to remove content from the save once it's been added. Have you tried re-enabling the planet killer to see if the save can load?
[close]

It was disabled, then I enabled it (it crashed whilst starting, then I disabled it (still crashed). I should mention that I changed the setting whilst it was running... via the csv. Re-installing the mod fixed it.

Ok, I'm glad it's fixed. Updating settings via the CSV while the game is running is not supported.

4
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« on: September 22, 2024, 11:31:04 AM »

I made a band aid fix for the No Atmosphere bug, if anyone wants it. 

https://github.com/MildlyFootwear/starsector-TASCNoAtmoBandaid/releases/tag/0.1.0

It's just a script that checks all colonies once a month and then remove the "No Atmosphere" hazard from a station if it has it and should be safe to remove whenever boggled gets around to properly patching it.

FYI this should be fine, except special items that require no atmosphere to be installed will no longer be able to be installed

For the most part, probably, but for example when repairing the Hypershunt in AotD it can turn -200k credits a month into -300k which can be pretty brutal if doing it early. 
Otherwise, in my own save a lot of my economy is bankrolled by stations and the sudden increase in hazard can eat 20-40% of my monthly income and running around to fix with console commands can be annoying.

Sorry, I didn't mean that the bug is fine, I meant that fixing it by removing the no atmosphere condition shouldn't cause bugs. Of course it's not OK that the bug is increasing hazard and I intend to fix it.

5
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« on: September 22, 2024, 10:58:50 AM »
Greetings, Boggled,

One of the players of my mod reported the following bug when he was running my mod ('Domain Phase Lab') concurrently with your great mod ('Terraforming and Station Construction').

Here is the report given by the player: "I noticed that whenever I try to enter the market on one of the Phase Lab planets my game crashes."

Update: He encountered this bug at one of my planets that have stellar mirrors spawned by codes in my ModPlugin file. And he was running with version 9.0.10 on a save generated by version 9.0.9. He didn’t build any remnant stations or so. I also did some independent tests, and if I start a new save using version 9.0.10, then this bug disappears. I hope this information would be useful.

I took a look at the log, and it was caused by a method in your mod. So I think I should forward this bug report to you.

This bug seems to be extremely strange, would you please take a look at this bug and give me some feedbacks? Thank you very much!

The log:

1046357 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "java.util.Map.get(Object)" because "boggled.campaign.econ.boggledTools.planetTypesMap" is null
java.lang.NullPointerException: Cannot invoke "java.util.Map.get(Object)" because "boggled.campaign.econ.boggledTools.planetTypesMap" is null
   at boggled.campaign.econ.boggledTools.getPlanetType(boggledTools.java:1838) ~[?:?]
   at boggled.campaign.econ.boggledTools.getCreateMirrorsOrShades(boggledTools.java:1888) ~[?:?]
   at boggled.campaign.econ.conditions.Boggled_Solar_Array_Overwrite.getIconName(Boggled_Solar_Array_Overwrite.java:100) ~[?:?]
   at com.fs.starfarer.campaign.ui.oooo.void.for(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.ui.oooo.sizeChanged(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.L.set(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.m.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.ui.MarketConditionsWidget.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.ui.o0oO.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.ui.E.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.coreui.voidnew.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.o0OO.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.L.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]

Hello Vladimir,

Thanks for taking the time to let me know about this. I don't think this is related to Domain Phase Lab in any way. I believe it's caused because a player upgraded from TASC 9.0.9 to 9.0.10 mid save even though 9.0.10 is not backwards compatible. If you see this issue happening on a save that was started on TASC 9.0.10, please let me know and I will investigate further.

Small question, would it be possible for people with AoTD installed to be able to switch the demand of buildings from domain era artifacts to domain grade machinery in a similar manner as you could switch the output of farming in the earlier versions of AoTD? Same with domain era stable location buildings.

Hmm, I think this should be doable. I'll make a note to investigate it for a future patch.

Thanks for taking the time to report this! This is a known issue and previous reports have linked it to an interaction with Nexerelin. I'm going to fix this in an upcoming patch. Sorry for the inconvenience!

Thank you.  ;)

Is there an approximate release date for the next patch or will it be backwards compatible?

I'm going to release a patch tonight to fix all the bugs with the Remnant Station. There's no ETA for a patch to fix the station issue, although probably it will be in the next couple months.
 

I thought I should let you know that this is happening with the Hypershunt colony while using AotD as well. 
I'd imagine it's the same cause, though, so...

Thanks, I will be sure to fix the issue for all station types.

I made a band aid fix for the No Atmosphere bug, if anyone wants it. 

https://github.com/MildlyFootwear/starsector-TASCNoAtmoBandaid/releases/tag/0.1.0

It's just a script that checks all colonies once a month and then remove the "No Atmosphere" hazard from a station if it has it and should be safe to remove whenever boggled gets around to properly patching it.

FYI this should be fine, except special items that require no atmosphere to be installed will no longer be able to be installed.

I'm still on 9.0.9 but...  why does terraforming to Terran add trace volatiles to a planet? I had a planet which only had minerals and wanted to make it Terran (because food production go brrrrr) but then when it was done the planet suddenly has trace volatiles (which makes it incompatible with soil nanites). Is this intended to make it less OP or an oversight?

Hello, this is intentional and I did it for balance purposes. You can modify the terraforming CSV files to change this if you don't like how it works by default.

Hey, I was wondering if the Domain Archaeology building art might be due for an update? The current icon doesn't really match the style of vanilla buildings or even the other structures in the mod.

Maybe the new art could be something like this, a variation of the core swap mission art with the brightness turned up a bit to make it easier to see. The original can be found in the Salvors in the Ruin blog. Feel free to use it if you decide it's a good fit.



Hmm, you're right that the icon for Domain Archaeology doesn't match the vanilla industries. In a future patch I intend to change it, but I think the image you provided might not be ideal either. I would probably want to depict some sort of mining or excavation activity like with the vanilla techmining industry.

Been having an issue that I'm rather confident relates back to this mod. And it probably has to do with the previous version (v9.0.9). Originally I was thinking I was crashing to desktop seemingly at random, but since updating the mod (I know the versions are technically incompatible, but I never made a Remnant Station in my save) the crashes are significantly less frequent. However, I notice that the crashes are a lot more frequent when interacting with the Eochu Bres market. I think weirdly that it is specifically this market that's causing a crash, since I can't recreate the crash on any other market that have reflector arrays.

Heres the crash log, for reference I jumped into the Hybasil system and went straight to Eochu Bres, I interacted with the market, left, then interacted again because I forgot to buy something and immediately crashed to desktop.

144917 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at boggled.campaign.econ.boggledTools.getPlanetType(boggledTools.java:1838)
   at boggled.campaign.econ.boggledTools.getCreateMirrorsOrShades(boggledTools.java:1888)
   at boggled.campaign.econ.conditions.Boggled_Solar_Array_Overwrite.getIconName(Boggled_Solar_Array_Overwrite.java:100)
   at com.fs.starfarer.campaign.ui.oooo.void.for(Unknown Source)
   at com.fs.starfarer.campaign.ui.oooo.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.L.set(Unknown Source)
   at com.fs.starfarer.ui.m.o00000(Unknown Source)
   at com.fs.starfarer.ui.o0O0.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.MarketConditionsWidget.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.o0oO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.E.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.coreui.voidnew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.O.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.O.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I understand that my save is probably cooked, or maybe I just save every time before I interact with Eochu Bres lol, but is there anything I could do to fix the crashes? Thanks in advance.


My apologies, it seems I was incorrect that 9.0.10 might work with 9.0.9 if you never built a Remnant Station. It is in fact not backwards compatible, period. I will update the original post. Sorry for the inconvenience!

I'm still on 9.0.9 but...  why does terraforming to Terran add trace volatiles to a planet? I had a planet which only had minerals and wanted to make it Terran (because food production go brrrrr) but then when it was done the planet suddenly has trace volatiles (which makes it incompatible with soil nanites). Is this intended to make it less OP or an oversight?

While you wait for a reply from the mod author, a bandaid fix would be to use console commands to remove the trace volatiles condition.

It's apparently in the configs. I've also now encountered an unkillable remnant station... which managed to get taken over before it was built. YAAAAY.

Just to clarify, you encountered the invincible Remnant Station on 9.0.9, not 9.0.10, right? Either way, sorry about the bug!

I'm still running 9.0.9 (because my save is late game and I excessively used AI stations). I tried to turn on the planet killers mid run (whilst the game may've been running) and it's now crashing on startup. Disabling the planetkillers still causes my game to brick though:
58185 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ExceptionInInitializerError
Spoiler
java.lang.ExceptionInInitializerError: null
   at java.base/jdk.internal.misc.Unsafe.ensureClassInitialized0(Native Method) ~[?:?]
   at java.base/jdk.internal.misc.Unsafe.ensureClassInitialized(Unsafe.java:1160) ~[?:?]
   at java.base/jdk.internal.reflect.MethodHandleAccessorFactory.ensureClassInitialized(MethodHandleAccessorFactory.java:340) ~[?:?]
   at java.base/jdk.internal.reflect.MethodHandleAccessorFactory.newConstructorAccessor(MethodHandleAccessorFactory.java:103) ~[?:?]
   at java.base/jdk.internal.reflect.ReflectionFactory.newConstructorAccessor(ReflectionFactory.java:173) ~[?:?]
   at java.base/java.lang.reflect.Constructor.acquireConstructorAccessor(Constructor.java:549) ~[?:?]
   at java.base/java.lang.reflect.Constructor.newInstanceWithCaller(Constructor.java:499) ~[?:?]
   at java.base/java.lang.reflect.ReflectAccess.newInstance(ReflectAccess.java:132) ~[?:?]
   at java.base/jdk.internal.reflect.ReflectionFactory.newInstance(ReflectionFactory.java:259) ~[?:?]
   at java.base/java.lang.Class.newInstance(Class.java:804) ~[?:?]
   at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.getCommandClass(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.loading.SpecStore.ÓO0000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
Caused by: org.json.JSONException: JSONObject["fieldName"] not found.
   at org.json.JSONObject.get(JSONObject.java:406) ~[json.jar:?]
   at org.json.JSONObject.getString(JSONObject.java:577) ~[json.jar:?]
   at lunalib.backend.ui.settings.LunaSettingsLoader.loadDefault(LunaSettingsLoader.kt:71) ~[?:?]
   at lunalib.backend.ui.settings.LunaSettingsLoader.load(LunaSettingsLoader.kt:45) ~[?:?]
   at lunalib.lunaSettings.LunaSettings.getInt(LunaSettings.kt:182) ~[?:?]
   at indevo.utils.helper.Settings.getInt(Settings.java:126) ~[?:?]
   at indevo.industries.salvageyards.rules.IndEvo_InitSYCustomProductionDiag.<clinit>(IndEvo_InitSYCustomProductionDiag.java:71) ~[?:?]
   ... 20 more
[close]

Hmm, I think it's not possible to remove content from the save once it's been added. Have you tried re-enabling the planet killer to see if the save can load?

6
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« on: September 18, 2024, 01:00:37 PM »
Would it be possible to get lunalib options to toggle the ability to build Domed Cities on Gas Giants as well as have Domed Cities with planetary shields?
I personally would like the freedom.

I'm thinking about making Domed Cities buildable on gas giants by default, with a swapped sprite and modified functionality like with water planets.

What do you mean regarding planetary shields? That it will allow construction if the planet has the meteor impacts condition?

7
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« on: September 17, 2024, 01:31:38 PM »
Nice updates you've done lately. BTW, is the Pehilerion Project interaction with Ashes fixed?

Thank you!

Sorry, I haven't had a chance to fix that yet, but it's coming relatively soon. I'm planning to fix all the bugs with buildings and market conditions next, then move on to the terraforming system issues.

8
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.9)
« on: September 16, 2024, 12:11:34 PM »
Thanks for taking the time to report this! This is a known issue and previous reports have linked it to an interaction with Nexerelin. I'm going to fix this in an upcoming patch. Sorry for the inconvenience!

Thank you.  ;)

Is there an approximate release date for the next patch or will it be backwards compatible?

I'm going to release a patch tonight to fix all the bugs with the Remnant Station. There's no ETA for a patch to fix the station issue, although probably it will be in the next couple months.

9
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.9)
« on: September 16, 2024, 10:57:32 AM »
I have an extremely vague bug report for you, sorry it's not more helpful. 

About 14 years into my most recent save, both of my TASC built stations, a siphon and mining station, somehow got the No Atmosphere hazard. I tracked down the most recent save where they didn't have it, and the only differences between it and the first save where they did have it (that I could notice, at least) was 3 real life minutes and 5 ingame days. No mod changes or anything like that. All saves after that point had the hazard, but if I reloaded the last save where they didn't have it and let time run they never got it again. 

I can provide the saves if you wanted to take a look. I removed the hazard from the both of them with console commands and they haven't gotten it back, so... eh? 
The only mods I have that I think might be relevant are are Ashes of the Domain and Nexerelin, though I do have 30 total enabled:

Spoiler
Mods (30)
AoTD - Cryosleeper Options  v2.0.3  [Cryo_but_better]
AoTD - Virtue Of Society  v1.1.1  [aod_vos]
AoTD- Vaults of Knowledge   v2.3.8  [aotd_vok]
Autosave  v1.2b  [lw_autosave]
BetterSaves  v0.2.1  [ShoeyBetterSaves]
Combat Chatter  v1.14.1  [chatter]
Console Commands  v2023.5.05  [lw_console]
Detailed Combat Results  v5.4.1  [DetailedCombatResults]
ExtendedControls  v0.2.0  [ShoeyExtendedControls]
Force Auto Resolve  v0.1.0  [ForceAutoResolve]
Hostile Intercept (and Autopause!)  v1.3.3  [hostileIntercept]
Larger Zoom Out  v1.1.1  [largerZoomOut]
LazyLib  v2.8b  [lw_lazylib]
LunaLib  v1.8.5  [lunalib]
MagicLib  v1.4.5  [MagicLib]
Marvelous Personas  v1.2.1  [Marvelous-Personas]
Moar XIV  v1.0  [MoXIV]
Nexerelin  v0.11.2c  [nexerelin]
Planet Search  v1.2.2  [planet_search]
Planetary Shield: Access Control  v1.6  [wyv_planetaryShieldAccessControl]
Portrait Changer  v1.0.1  [portrait_changer]
Second in Command  v1.1.8  [second_in_command]
SpeedUp  v1.0.1  [speedUp]
Starship Legends  v2.5.2  [sun_starship_legends]
Tahlan Shipworks  v1.3  [tahlan]
Take No Prisoners  v0.17.0  [presmattdamon_takenoprisoners]
Terraforming & Station Construction  v9.0.9  [Terraforming & Station Construction]
Too Much Information  v0.98a  [timid_tmi]
WhichMod  v1.2.0  [whichmod]
zz GraphicsLib  v1.9.0  [shaderLib]
[close]

Hello,

Thanks for taking the time to report this! This is a known issue and previous reports have linked it to an interaction with Nexerelin. I'm going to fix this in an upcoming patch. Sorry for the inconvenience!

10
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.9)
« on: September 16, 2024, 08:57:43 AM »
Hello!

I just re-colonized an abandoned Siphon Station and it did not get the Volatiles Resources from the Gas Giant it Orbits, is that intended?

If so, is there a way to scrap the abandoned station so i can construct a new one?



Hi, can you please post a screenshot of the resources on the gas giant itself and the siphon station market?

Rather than deleting the siphon station, it would probably be much easier to simply use console commands to add the appropriate resource amount.

11
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.9)
« on: September 13, 2024, 10:30:38 AM »
I wondered why most abandoned stations were  "owned by neutral" and saw that it was by design to prevent softlocking the main quest.
Would anyone know of a way in the settings to disregard this and allow reclaiming those anyway? Thanks!

There's a setting to enable colonizing additional stations, with the caveat that you could potentially prevent certain quests from being completed by doing this. Have you tried enabling that?
Haven't found it in Lunalib, is this from a recent update?

Hmm, you're right. Seems I must have removed that option in the past, probably because of the bugs it was causing. Sorry for the confusion!

12
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.9)
« on: September 13, 2024, 06:24:11 AM »
Hello, There seems to be a bug where if you have the domain era artifacts turned off, the genelabs colony building will not seed lobsters or remove pollution.

I've looked through the mod files to try and find some setting I can change to fix this, specifically I've been looking for building upkeep (my thought is I can just set the resource requirement to 0), but can't seem to find it. Does anyone know where I can find this?

Hi, unfortunately there are some bugs in the current version related to the setting to disable domain era artifacts. I'm working on a patch to fix this. Sorry for the inconvenience!

I wondered why most abandoned stations were  "owned by neutral" and saw that it was by design to prevent softlocking the main quest.
Would anyone know of a way in the settings to disregard this and allow reclaiming those anyway? Thanks!

There's a setting to enable colonizing additional stations, with the caveat that you could potentially prevent certain quests from being completed by doing this. Have you tried enabling that?

13
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« on: August 29, 2024, 10:35:55 AM »
Bug!  'Abandoned Station' can be targeted by exploration quests but cannot be 'scanned' to fulfill exploration quests.  Abandoned Stations are this mod, yea?

Hello! This mod allows the player to recolonize certain abandoned stations, but it doesn't allow them to be created in an abandoned state. Can you please provide more details about what exactly happens and how to reproduce it?

14
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« on: August 28, 2024, 01:10:30 PM »
I thought I made an overwrite to the vanilla industry to make the planetary shield suppress meteor impacts. If that's not working, it's possible there's a mod interaction blocking it or Evangel's changes didn't carry it over. I'll look into this. Thanks for letting me know!
Hmm, if the planetary shield doesn't require domain-era artifacts, I should probably add that to my overwrite.

My bad, it is working! I failed to take into account decivilized so I was getting odd numbers just looking at the environment.
It just doesn't say anything when mousing over the shield that it's suppressing any effects so that was likely throwing me off as well.

EDIT: It doesn't require domain artifacts from what I can see. I have the shield access control mod on which is the only other mod that messes with the shield as far as I can tell.

Ok, I'll try to update the tool tip to say it's suppressing meteor impacts. I haven't made a change yet to make it require DEA so that's expected.

15
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« on: August 28, 2024, 10:35:23 AM »
It's intentional that building the planetary shield doesn't permit construction of Domed Cities. The logic is that the player could just shut down or have a shortage on the planetary shield, and then there's nothing protecting the domes.
Making good points as always.

Would it still be possible for a shield to suppress even part of the hazard while active? +50% is a good sized hit. Even cutting that in half would justify the cost of the shield.

or have a shortage
Right, didn't shields used to require volatiles? It just seems to cost money now. (I'd be fine with 3 or even 4 volatiles requirements, not like the 10 that orbital fusion lamps cost.)

I thought I made an overwrite to the vanilla industry to make the planetary shield suppress meteor impacts. If that's not working, it's possible there's a mod interaction blocking it or Evangel's changes didn't carry it over. I'll look into this. Thanks for letting me know!

Hmm, if the planetary shield doesn't require domain-era artifacts, I should probably add that to my overwrite.

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