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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 - Kitfox88

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1
Modding Resources / Re: [0.96a] MagicLib v1.3.7 (2024/01/03)
« on: January 10, 2024, 02:43:17 PM »
Ouch. I'll see if I can make time to fix this today.

In the meantime, look in your saves/common/LunaSettings folder for something like MagicLib.json.data. Open that up and there should be the setting you're looking for. Not at my PC at the moment so I can't check.

That fixed it, thanks! I didn't think to look in saves, kind of obvious in retrospect.

2
Modding Resources / Re: [0.96a] MagicLib v1.3.7 (2024/01/03)
« on: January 10, 2024, 10:43:45 AM »
Disabled achievements using the mod organizer and that session ran fine but now when I try to boot the game I get a fatal:null exception with this in the log. It's the only thing I can think that would be causing it since it's the only major change I've made between starting a new save last night and today when I tried to boot the game.
Quote
109283 [Thread-3] INFO  org.magiclib.achievements.MagicAchievementManager  - []
109286 [Thread-3] INFO  org.magiclib.achievements.MagicAchievementManager  - MagicLib achievements are disabled.
109288 [Thread-3] INFO  org.magiclib.achievements.MagicAchievementManager  - Saved 0 achievements.
109489 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at org.magiclib.achievements.MagicAchievementManager.setAchievementsEnabled(MagicAchievementManager.java:154)
   at org.magiclib.achievements.MagicAchievementManager.onApplicationLoad(MagicAchievementManager.java:116)
   at org.magiclib.Magic_modPlugin.onApplicationLoad(Magic_modPlugin.java:74)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)

Anyway to turn them back out outside the game? I can't find an easy option to do so in any of the ini files in the magiclib/data/config directory.

3
Modding / Re: [0.96a-RC10] Decivilized Recivilised
« on: July 05, 2023, 08:28:34 PM »
Wonderful! I've wanted a way to remove it without going for one of the huge colony overhaul mods for ages now.

4
Mods / Re: [0.95.1] Badgesector: Portrait Conversion
« on: April 24, 2022, 11:32:12 PM »
REMEMBER PORTRAITS? THEY'RE BACK. IN POG BADGE FORM!

5
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« on: April 18, 2022, 11:30:05 AM »
Still getting the occasional null pointer crash even in the newest version. :(

Same thing here, went to assist a small VIC fleet with a Cabal fight and got blammed.

Quote
6401544 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.plugins.vic_combatPlugin.advance(vic_combatPlugin.java:85)
   at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.A.new.o00000(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(Thread.java:748)

6
I wish you could find the various forge packages as loot as well, instead of just in markets.

7
Intended. Have fun :)

Got it, time to homing laser some stuff  8)

8
Not sure what's up but I found a BP for the Curvy Laser as a large synergy weapon and I'm also fighting REDACTED fleets with it. It's uh, a little scary to say the least.

9
Mods / Re: [0.95.1a] Iron Shell 1.14
« on: March 05, 2022, 12:05:08 PM »
My apologies.

No worries at all, I restart constantly anyway, and having more xiv ships to play with is well worth it

10
Mods / Re: [0.95.1a] Iron Shell 1.14
« on: March 05, 2022, 12:36:43 AM »
Oh no.
Load back to a previous save and redownload.

My lack of backups damns me again, but hopefully I have helped spare others that fate.

11
Mods / Re: [0.95.1a] Iron Shell 1.14
« on: March 05, 2022, 12:24:06 AM »


??

edit: Found a second one right after when I salvaged the same mining station's debris field

12
Mods / Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« on: July 10, 2021, 06:27:12 AM »
Loader Overdrive affects burst beams like Tachyon Lances, right?

13
It'd be nice to be able to upgrade Embassies to level 2 or 3 to fit more ambassadors in, since otherwise it's really limited. Of course, if you've intended it to be that way for balance reasons then so be it.

14
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.14b
« on: February 17, 2020, 04:46:21 PM »
It's a little late but using the Console Commands mod to force transfer ownership of the siege bases that wouldn't despawn to yourself and then abandoning them like any other colony worked for me. Their hulks are still floating there in hyperspace but I think it's a bit flavorful.

15
Do the homing lasers benefit from ECCM or is that exclusively various missiles?

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