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 - Zalpha

Pages: 1 2 [3] 4 5 ... 13
31
I was out in space and got a lost/dropped Damian Era ship (from a mod) and it had tech on it, so I decided to remove the tech and scrap the ship. When I clicked to remove the exotic tech this is the error it gave me.

Spoiler
5408178 [Thread-10] INFO  sound.H  - Playing music with id [Atmospheric_Rise.ogg]
5413924 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at exoticatechnologies.ui.impl.shop.overview.OverviewPanelUIPlugin$ClearUpgradesButtonHandler.checked(OverviewPanelUIPlugin.kt:136)
   at exoticatechnologies.ui.InteractiveUIPanelPlugin.advance(InteractiveUIPanelPlugin.kt:27)
   at com.fs.starfarer.ui.newui.int.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.int.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.int.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.int.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.int.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.int.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.public.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.interfacenew.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]

Edit: This was with the .5 update. I just noticed it is now been updated so maybe this is fixed. Also was using the latest Action Activators or whatever. Thanks for the updates and fixes. I really do love this mod.

32
Read the weapon's description. The projectiles can be shot down. This is achieved by making the projectiles count as missiles.
I think it should state that it is counted as a missile weapon in the description then, I think it is misleading. I had no idea.

33
Is this a bug or by design? Large PD classified as a Ballistic is actually a missile? (Baffler ADL)
Spoiler
   
[close]

(Ctrl and - to zoom out to see the images or download them to see them, ctrl and + to zoom back in,
or ctrl and mouse wheel)

34
Bug and fix. https://fractalsoftworks.com/forum/index.php?topic=27770.0

The monofilament cable in Starsector has been removed.

data/hulls
pn_mlmv_tug.ship
Open it with notepad(++) and change
"builtInMods": [
    "tow_cable",
    "pn_cores"
  ],
with the info from starsector-core/data/hulls
ox.ship
    "builtInMods": [
        "drive_field_stabilizer",
        "high_maintenance",
        "civgrade"
    ],
you want to copy "drive_field_stabilizer", over "tow_cable", (which is no longer in use for the games coding)

This is how I fixed the bug.

35
Mods / Re: [0.96a] Exotica Technologies v1.6.4 - updated Aug 10
« on: August 17, 2023, 01:39:40 AM »
I am enjoying the mod. I like the floating eye modification (I forget its name) that shoots and floats around a ship. It reminds me of Terarria. I came up with a few ideas for more mods like that I thought I would share. I think it would be hard to code them and would take effort.

So here are my ideas for modifications that do things...

Setup a battle platform, loads up like a captured node point, and sets up a defensive platform. I have ton of mods, I think one of them do this and it is very cool. Maybe the code could be borrowed but I don't know what mod does this specifically. Maybe should be triggered if a ship sets a point to defend. Defend point set will spawn a drone platform that spawns as long as the ships stays to defend it. If canceled or dead the platform de-spawns or blows up.

Drop mines behind the ship as it moves, mines blow up after awhile to prevent endless spam. I like the idea of laying down a mine trail, would be cool on fast ships and could also back fire on your own ships if it leads the way, sounds fun to me.

Drop mines on the sides of the ship, so slightly different than for behind, might make it hard to navigate with it?

Skater mines away from the ship around it that float off quickly (but not to fast, a good drifting speed) away from the ship.

Gets a fighter that locks onto near by ships and acts as an escort (it should be good at shooting down missiles), if no other ship it will follow itself.

Gets suicide drones that spawn and fly into an enemy, acts as an endlessly firing missile add-on to the ship. Should be a few seconds delay between each spawn and they shouldn't be to OP but should be useless either, should be the equivalent to being shot at by the twin eye drones that circle a ships equivalent.

36
Downloaded it just now. In mod manager and mod info... "version": "1.2.4",
In the change log: 1.2.5

Hi, grab the current version from the banner in the first post, it is the up to date link.

Thanks, my bad. I did download it, I just extracted it in my downloads folder. Then launched the game with mod manager and saw it was outdated. Went to my starsector mod folder and saw the mod was outdated and was confused. Turns out I didn't replace the mod but left it extracted in my download folder. XD

37
Mods / Re: [0.96a] Ship/Weapon Pack 1.14.0
« on: August 16, 2023, 02:53:59 PM »
I just wanted to say I love the Cathedral-class Hubship, it is so much fun to play and I think it comes with the mission to restore it? Anyway, tons of fun.

38
Downloaded it just now. In mod manager and mod info... "version": "1.2.4",
In the change log: 1.2.5

39
Mods / Re: [0.96a] Exotica Technologies v1.6.4 - updated Aug 10
« on: August 15, 2023, 05:11:26 AM »
I opened the box while in space to put the new items I bought into the box. I couldn't see them anymore, I didn't know what was wrong (top was empty and bottom box was full). I closed the box and then my box vanished with all my items. Kinda like the mod uninstalled itself. I not longer had my stored tech.

40
Mods / Re: [0.96a] Stardust Ventures ship pack v0.7.1
« on: August 13, 2023, 01:06:42 PM »
Title says 7.1 but link to download is for 7.0?

41
Thanks for the update but the main menu when I downloaded HMI was still set to version A and not the new B version. Was confused why after applying it I was still being told by SMOL that it was outdated but the new Villains and Bright were good and updated.

42
Mods / Re: [0.96a] Stardust Ventures ship pack v0.7.1
« on: August 13, 2023, 08:21:45 AM »
I added a bunch of mods, removed a bunch of mods, found a tool that tells you how much VRAM is being used up, disabled a ton of mods. This mod uses little VRAM so I kept it. I was surprised by this mod. I didn't notice it before and then suddenly with a lack of mods this mod started to shine. I was surprised by them as fleets on the edge of core space started showing up and they cool. Great design, engagement, it is all good. I am not a pro and am playing a heavily modded game with the mods in my favor making me slightly OP so don't judge me on balance but I like the mod. Thanks of making and sharing it, also new sprites look cool.

43
Mods / Re: [0.96a] Interstellar Imperium 2.6.2e
« on: August 12, 2023, 12:41:34 PM »
Very cool mod. I am loving the ship changes with different tech packages. It is a really cool concept and well executed.

44
Modding / Re: actual mod list close to vanilla for 2023 ?
« on: August 12, 2023, 09:20:23 AM »
I would say download all the new updated mods, extract them and then go into each one and see the graphics, the portraits and the ships designed. Then if it looks good, add it into your mod folder. This is what I did and I am happy with the mods I have enabled. Also I suggest trying them all out and seeing what mod you like and don't like.

WhichMod
https://fractalsoftworks.com/forum/index.php?topic=22367.0

Will help you know which mod it is and then you can take note of which mod you like and don't like.

Personally I love HMI, it is my fav mod. Osiris Alliance is my second fav.

45
Modding / Re: My Method for Paintjobs in GIMP
« on: August 12, 2023, 09:09:09 AM »
Thanks for sharing. Could you upload you work file so we can see it in action?

Pages: 1 2 [3] 4 5 ... 13