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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Ramiel

Pages: 1 [2] 3 4 ... 11
16
Mods / Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
« on: November 09, 2022, 11:21:16 PM »
Right....installed the mod, got the quest at Tse, completed it, it said the hulls are now available for viewing, there are no new hulls in the refit screen....got some of the items, still no new hulls...is it like Exotica Technologies? Where there is a separate screen to view them, and I just can't find it?

17
Modding / Re: [0.95.1a] The Sunrider
« on: November 01, 2022, 07:38:26 AM »
Good luck, hopefully it will get better in time...

18
That. Is. Awesome!

19
Modding / Re: Arthr's Faction Blender & Pirates but Epic
« on: October 27, 2022, 02:11:02 AM »
Have you never installed a mod before?
1. Double click on your starsector icon, look at the "mods" option, after you installed them, you will have to enable them here.

2. On your desktop, right click on the starsector icon. Mouse over "open file location", left click. In the new window, look for the "mods" folder, you will have to put the downloaded mod here.

3. On the mod page, click the "Download here" link, it will download the mod, open the mod with "winrar"(by right clicking, and choosing "Extract here"), open the "Arthrs Faction Blending + Pirate Epicness", choose ONE of the folders, for example "Arthrs Pirates But Epic", drag this ONE folder to your starsector "mods" folder.

Remember to activate the mod (see step 1).

20
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1dc_exp
« on: October 26, 2022, 03:40:25 AM »
.....is that self made, or actually part of the mod.....

21
Modding / Re: [0.95.1a] The Sunrider
« on: October 22, 2022, 07:49:14 PM »
Have to say....Machiavelli is perhaps my favorite ship now....you should put more effort into it....

22
General Discussion / Re: Help a noob with a modded game?
« on: October 20, 2022, 01:24:31 PM »
Seems like someone did a naughty and put a Flux Distributor on a fighter.
I think it's from Arma Armatura? This mod let's you pilot fighters and mechs as though they were regular ships...

Thing is, it only ever happens in one specific system and just as soon a specific fleet appears on screen, but I can never figure out which ships it has, because the game always crashes as soon as I see that fleet....my mods are up to date...just in case....

BTW, your mods are amazing!

23
General Discussion / Help a noob with a modded game?
« on: October 20, 2022, 12:37:54 PM »
My modding experience is limited to creating a few basic ships and hullmods, so, yeah, i'm a complete amateur.

What I want to know, is if it's possible to find the source of the problem from the Starsector log?

Null pointer- means there's reference to something missing, so the game crashes. So I need to know what i'm missing...

Can anyone explain how to use the log to navigate to the source of the problem?

183857 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.FluxDistributor.applyEffectsBeforeShipCreation(FluxDistributor.java:22)
   at org.sutopia.starsector.mod.concord.adv.DataEnactDomain.applyEffectsBeforeShipCr eation(DataEnactDomain.java:117)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:499)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.ai.TacticalModule.hasEnoughStuffAround(Unknown Source)
   at com.fs.starfarer.campaign.ai.TacticalModule.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(Thread.java:748)

24
Mods / Re: [0.95.1a] Stardust Ventures ship pack v0.5.3
« on: October 14, 2022, 09:34:57 AM »
Yep! Works now.

25
Mods / Re: [0.95.1a] Stardust Ventures ship pack v0.5.3
« on: October 13, 2022, 09:09:56 AM »
There's no file on github...

26
Modding / Re: Armada Battlecarrier
« on: October 09, 2022, 08:29:57 AM »
Looks like WW2 Battle carrier, nice!

27
Modding / Re: Arthr's Faction Blender & Pirates but Epic
« on: October 08, 2022, 11:36:06 AM »
Good! Maybe with this pirates will be an actual threat by middle/late game....I kinda just treat them as free loot drops whenever I meet them.....

28
Thank you!

29
Is it one of the mods hidden on discord? If so, can you please give me a link? Pirates become really weak by the middle/end game, and getting blueprints is rather inconsistent....

30
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.5
« on: September 01, 2022, 02:38:21 PM »
Yes....they just sit in their own systems and never do anything....

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