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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a] prv Starworks v28.6 (2024-11-25)  (Read 429319 times)

prav

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Re: [0.97a] prv Starworks v28.2 (2024-03-03)
« Reply #345 on: March 03, 2024, 12:04:02 AM »

DOWNLOAD prv Starworks v28.2 - Always delete the old version before installing a new one.

v28.2 - Savegame compatible.

###

What's New

prv Starworks
- Fixed a crash involving prv Star Fortresses.

Rust Belt
- Belt Blaster toned down slightly.

Extraworks
- Added the Grendel (RB) heavy gunship.

A few minor additional patch notes can be found in the relevant mod folders.
« Last Edit: March 03, 2024, 12:05:55 AM by prav »
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prav

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Re: [0.97a] prv Starworks v28.2 (2024-03-03)
« Reply #346 on: March 03, 2024, 12:06:39 AM »

I'm not sure if this is a bug or intended but I noticed when equipping ScalarTech's Gown ship's side modules with the large mount anomaly causing beam that fires in a sweeping arc (I can't remember the name and I'm unfortunately going to be away from my PC for a week) the beam would collide with the ship's core module causing anomalies to open up all over the ship whenever the weapon fired.

Still need to look into this, just wanted the crash fixed ASAP.
« Last Edit: March 03, 2024, 12:10:11 AM by prav »
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Helldiver

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Re: [0.97a] prv Starworks v28.2 (2024-03-03)
« Reply #347 on: March 03, 2024, 08:51:48 AM »

Reporting an issue with Ryak High-Energy Labs - it features a Mining industry, but no resource to mine (the station has no resources and is separate from the planet it orbits, thus not inheriting its conditions), and the industry produces nothing.
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Afflictor bean plushie that glows purple when you squeeze it
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prav

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Re: [0.97a] prv Starworks v28.2 (2024-03-03)
« Reply #348 on: March 03, 2024, 08:59:47 AM »

Ah, it should have sparse volatiles. I'll add that back, I think I removed it so it'd want a larger import volume of volatiles. The hazards of late-night work.
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Warnoise

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Re: [0.97a] prv Starworks v28.2 (2024-03-03)
« Reply #349 on: March 07, 2024, 02:05:07 AM »



Windows defender detected a threat with PRV. Anyone else have this issue?
« Last Edit: March 07, 2024, 02:08:13 AM by Warnoise »
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prav

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Re: [0.97a] prv Starworks v28.2 (2024-03-03)
« Reply #350 on: March 07, 2024, 02:56:01 AM »

Virustotal reports no problems with the v28.2 rar (SHA-256 9c6dc4115cfa9034e396a06b7cd8b2fb05769dfac629a7156654130834c7cf17) and Windows Defender quick scan finds no local problems.
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bibigun23

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Re: [0.97a] prv Starworks v28.2 (2024-03-03)
« Reply #351 on: March 11, 2024, 12:31:49 AM »

Hello. Every time i get close to limbo the game crashes and gives me the following error log:

Spoiler
10606319 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.PlanetAPI.getTypeId()" because the return value of "com.fs.starfarer.api.campaign.StarSystemAPI.getStar()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.PlanetAPI.getTypeId()" because the return value of "com.fs.starfarer.api.campaign.StarSystemAPI.getStar()" is null
   at prv.rb.campaign.terrain.RustBeltTerrainGenPlugin.getPickerForCategory(RustBeltTerrainGenPlugin.java:162) ~[?:?]
   at prv.rb.campaign.terrain.RustBeltTerrainGenPlugin.generate(RustBeltTerrainGenPlugin.java:107) ~[?:?]
   at com.fs.starfarer.api.impl.campaign.procgen.StarSystemGenerator.addTerrain(StarSystemGenerator.java:1587) ~[starfarer.api.jar:?]
   at com.fs.starfarer.api.impl.campaign.procgen.StarSystemGenerator.addOrbitingEntit ies(StarSystemGenerator.java:1533) ~[starfarer.api.jar:?]
   at com.fs.starfarer.api.impl.campaign.procgen.StarSystemGenerator.addPlanet(StarSystemGenerator.java:1689) ~[starfarer.api.jar:?]
   at com.fs.starfarer.api.impl.campaign.enc.AbyssalRogueStellarObjectEPEC.createEnco unter(AbyssalRogueStellarObjectEPEC.java:187) ~[starfarer.api.jar:?]
   at com.fs.starfarer.api.impl.campaign.enc.EncounterManager.advance(EncounterManager.java:132) ~[starfarer.api.jar:?]
   at com.fs.starfarer.campaign.CampaignEngine.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) [?:?]
[close]

 Using 100+ mods so not sure if anything else is triggering it. I can only understand the prv rustbelt name in this though.
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Shogouki

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Re: [0.97a] prv Starworks v28.2 (2024-03-03)
« Reply #352 on: March 11, 2024, 03:03:18 AM »



Windows defender detected a threat with PRV. Anyone else have this issue?

There seems to have been several others at least that have been reporting Windows Defender flagging Starsector mods all of a sudden.  Being that every one that I've seen so far get cleared by standalone virus scanners I get the feeling Microsoft might have tweaked their detection heuristics in a bad way recently.
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prav

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Re: [0.97a] prv Starworks v28.3 (2024-03-11)
« Reply #353 on: March 11, 2024, 03:09:39 AM »

DOWNLOAD prv Starworks v28.3 - Always delete the old version before installing a new one.

v28.3 - Savegame compatible.

###

Rust Belt:
Fixed a crash related to Debris Belts and starless procgen systems.
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prav

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Re: [0.97a] prv Starworks v28.3 (2024-03-11)
« Reply #354 on: March 11, 2024, 03:10:51 AM »

I think that fixes the problem, but if it keeps occuring please do say so.

There seems to have been several others at least that have been reporting Windows Defender flagging Starsector mods all of a sudden.  Being that every one that I've seen so far get cleared by standalone virus scanners I get the feeling Microsoft might have tweaked their detection heuristics in a bad way recently.

Wouldn't surprise me if it's some blanket flag on JARs inside file archives.
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bibigun23

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Re: [0.97a] prv Starworks v28.3 (2024-03-11)
« Reply #355 on: March 11, 2024, 05:24:27 AM »

v28.3 - Savegame compatible.

###

Rust Belt:
Fixed a crash related to Debris Belts and starless procgen systems.

 Oh you work fast! Can't wait to try it later when i'm free again. Thank you for your time/ideas/work Prav  ^^.
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SolariumOnTheMoon

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Re: [0.97a] prv Starworks v28.3 (2024-03-11)
« Reply #356 on: March 11, 2024, 02:47:58 PM »

To save people time.
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Tyrgalon

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Re: [0.97a] prv Starworks v28.3 (2024-03-11)
« Reply #357 on: March 27, 2024, 10:41:16 AM »

PRV stations seem rather overtuned Imho.
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Shogouki

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Re: [0.97a] prv Starworks v28.3 (2024-03-11)
« Reply #358 on: March 27, 2024, 01:33:19 PM »

PRV stations seem rather overtuned Imho.

Really?  I've done a few defense missions of PRV stations and they didn't really seem that different in potency from the high-tech ones.
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prav

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Re: [0.97a] prv Starworks v28.3 (2024-03-11)
« Reply #359 on: March 27, 2024, 03:06:28 PM »

You may be right, especially with the Gravity Minefield mines getting upgraded. Still, tier 2 and 3 stations are tough nuts all around. midline what? Some potentially useful strategy notes:

- Make sure you have something durable along to absorb various prv cheapshots. Dominator, Onslaught, Paragon, something that has a lot of brawn. EMP resistance is also useful.
- I've assumed there's a player flagship along to pop stealth drones and put in some well-targeted damage when the shields are down/away. If everything is on auto you may have trouble wearing down the station before you get worn down yourself. Combat skills help, but shouldn't be critical.
- Against a Star Fortress the Redan drones are a high priority target, time their flux and kill them and things get significantly less complicated.
- The shield cores are always on and take damage when they overload, and will overload for longer the lower their hull integrity is. It's not easy, but you can outlast them.
- If you destroy one of the Hangar or Heavy Battery modules the shield cores can be damaged when they rotate past the hole. They're fragile, and will die to a few rounds of accurate fire.
- Only the Heavy Battery has kinetic weapons - quite a few, granted - and the HB itself only has kinetic damage; if you can distract it with an armor tanking ship that will help quite a bit. Just mind the Bastions on the sides, which have anti-armor weapons.
- When the station changes its direction of rotation there will be a period when it's almost stationary. This is a good time to get some heavy damage in.
- This is also a time when it's harder to move out of the way of the a module's fire since you can't move counter-rotation. Don't get caught out.
- Fitting some extra PD isn't a terrible idea, all those mines and missiles can be a real problem.
- While they can certainly put in some damage when there's a shield overload, glass cannons like the Sunder are likely to suffer from the station's various cheapshots. It is what it is.

If you want to cheese a prv station,
Spoiler
bring something with shield-arcing damage like a Tachyon Lance. Blows the cores right up.
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