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 - Hiroyan495

Pages: 1 [2] 3 4 5
16
Crash happens exactly after unpausing a loaded save file's running game.

Spoiler
"java.lang.RuntimeException: Attempting to modify multiple stats with the same source [battle_mod_flat]
    at com.fs.starfarer.campaign.fleet.MutableFleetStats.getMod(Unknown Source)
    at com.fs.starfarer.campaign.fleet.MutableFleetStats.addTemporaryModFlat(Unknown Source)
    at com.fs.starfarer.campaign.fleet.Battle.applyVisibilityMod(Unknown Source)
    at com.fs.starfarer.campaign.fleet.Battle.advance(Unknown Source)
    at com.fs.starfarer.campaign.BaseLocation.advanceEvenIfPaused(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]

Modlist (including Scarlet Devils and Space Jihad Modifications, which are my own mods and which I suspect might be the cause):

https://cdn.discordapp.com/attachments/619635013201428481/873565174991290418/unknown.png

Spoiler
{"enabledMods": [
  "anotherportraitpack",
  "arbuzwork",
  "ARC",
  "armaa",
  "astroidships",
  "BSC",
  "HMI_brighton",
  "clearCommands",
  "lw_console",
  "diableavionics",
  "XLU",
  "HHE",
  "FPE",
  "fluffships",
  "GrandColonies",
  "HMI",
  "HMI_SV",
  "IndEvo",
  "interestingportraitspack",
  "internalaffairs",
  "kadur_remnant",
  "kazeron",
  "keruvim_shipyards",
  "kingdomofterra",
  "lw_lazylib",
  "ArkLeg",
  "LTA",
  "luddenhance",
  "mag_protect",
  "mag_protect_soldier",
  "MagicLib",
  "Mayasuran Navy",
  "memeportraits",
  "missingships",
  "su_CarrierHullmod",
  "more_hullmods",
  "nexerelin",
  "kayse_phaseships",
  "OcuA",
  "ORA",
  "paraqueeght",
  "wisp_perseanchronicles",
  "prv",
  "PulseIndustry",
  "rotcesrats",
  "roider",
  "sanguinary_autonomist_defectors",
  "tahlan_scalartech",
  "scarlet_devils",
  "SCY",
  "shadow_ships",
  "space_jihad_modifications",
  "superweapons",
  "surveycorpssp",
  "tahlan",
  "Terraforming and Station Construction",
  "exalted",
  "star_federation",
  "TORCHSHIPS",
  "underworld",
  "US",
  "UGH",
  "vayrashippack",
  "vic",
  "shaderLib"
]}
[close]

Did some testing. Good news for me personally, is that my mod (hullmods that alter various ship stats etc.) is not the likely cause of this particular crash. Bad news is, I still don't known what the cause is.

Method: Since my game crashed earlier, when I tried to load a save (after I had rebooted the game), I attempted to recreate the bug with a fresh save. To do so, I made a new character, saved, went back to the main menu and loaded the save again. No crash, even after a minute of travelling through space, so completely unlike earlier. Then I did the same with a complete game reboot inbetween. Still, no issue.

It seems the crash is caused by something that happens throughout the game.

17
Bug with the enemy not deploying any ships if the recovery cost in supplies is <=1 still happening.
Could this be caused by the enemy AI deploying ships based on that value?

EDIT: Seems to be unrelated to the supply cost, reevaluating the situation myself, considering I have a lot of mods installed.
Sadly this has been an issue for me since 1.9.1 and I believe it must be some combination of mods I'm using.

18
Modding / Re: [0.95a] Meme Portraits (170)
« on: August 03, 2021, 09:18:35 PM »
This... is too good for what it really is.

19
Mods / Re: [0.95a] Pulse Industry
« on: August 03, 2021, 08:07:33 PM »
Ancient issue, but I'm gonna point out that the Lodium-class Heavy Cruiser has a black dot on each side respectively, on the upper half of the ships sides (left + right).
I removed them for myself, but for future updates, this might be good to get rid of. ;)

EDIT: Athenia-class Fast Carrier also has some random pixels left on the upper end of the sprite, while the Malice-class Frigate has some on the sides.

Love the ship designs btw!

20
Mods / Re: Yunru's Mod Megathread
« on: August 03, 2021, 03:45:14 PM »
Good luck with that. Also, love your ship designs, very clear and true to the vanilla art. :) And since I love the color red, you can guess which one of your mods is my favorite.

21
Personally, I believe some of the ships lack a bit of shadowing on some corners (bit too bright?) compared to the vanilla artstyle's shadowing, but at the same time, I really love these designs and all the cool details. Really looking forward to using this mod on this run!  ;D

22
These look fantastic and fresh. :)

23
Bug Reports & Support (modded) / Re: No Enemy are Spawned
« on: March 02, 2021, 04:14:48 PM »
Aye aye sir!

24
Bug Reports & Support (modded) / Re: No Enemy are Spawned
« on: March 02, 2021, 03:51:47 PM »
This bug still happens to this day, for the same reason as stated above.

1 CR cost for deployment of piloted ship causes enemy ships not to spawn.
Using a 1 CR ship in general seems to make the enemy spawn a singular ship in reponse.

25
Modding / Re: [0.9.1a] Placeholder 0.21
« on: February 17, 2021, 01:40:52 AM »
This mod is utterly OP and breaks the balance. 10/10 wouldn't recommend.

26
Mods / Re: [0.9.1a] Caymon's Ship Pack v1.0.4.1
« on: February 17, 2021, 01:35:49 AM »
Why exactly are the phase coil glows uneven?

There's also a typo, possibly more, in your strings.
"...the Phasehead represents the Persean leagues first step into phase ship. Whenther or not it will work out..."

This is obviously a new mod, but I would like to point out that getting people to proofread it together can help find typos or possible improvements to the writing style more effectively than to do so alone.

On a positive note, I love the designs, kitbash or not. They look pretty good and well kept in the vanilla aesthetic.

27
Mods / Re: [0.9.1a] The Xhan Empire, version 2.1 Whatever is out there
« on: February 15, 2021, 09:28:03 AM »
I love the new designs a lot.  ;D

28
Mods / Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
« on: February 15, 2021, 04:55:24 AM »
"30 vessels that do not exactly match existing vanilla aesthetic or gameplay styles"

Yes, the Dawn-class f.e. certainly looks a bit... out of place, even if it would look hella cool in any other space game.  ::)

Why do I care to say this? Cause in contrast, most of the other ships do actually in my opinion look quite fitting and very, very nice.

Love your mods as always.  ;D

29
IW-701-S Seraph Wings (and seemingly all "HELMUT" inspired designs) seem to be a bit odd, from a graphical standpoint, especially with their weapon mounts being ... stretched out, but apart from that, I'm a big fan as you know.

Do you think the bug that seems to be related to the Aether Shawl or whatever it was is going to be fixed next update, or was that never proven to be true for anyone else but that user?

EDIT: There seems to be one or possibly more variants of ships that have slot id's for weapons assigned to them that don't exist.

---------------------------
Starsector 0.9.1a-RC8
---------------------------
Fatal: Ship hull [yrxp_fleet_carrier] variant [yrxp_fleet_carrier_sf]: slot id [WS0027] not found for weapon [yrxp_targeting_laser]
Check starsector.log for more info.
---------------------------
OK   
---------------------------

30
I'm really looking forward to this update.  ;D

One thing I might note though, is that I noticed there's a lot of odd greyish borders around most ships, which doesn't seem to me as if that's by design. I think some of the ships that suffer from this might benefit from a slight edit or rework.

Pages: 1 [2] 3 4 5