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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a] prv Starworks v28.6 (2024-11-25)  (Read 404275 times)

Warriorcatv2

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Re: [0.97a] prv Starworks v28.4 (2024-07-10)
« Reply #405 on: August 19, 2024, 07:55:43 PM »

Hi. I love this mod & the factions it adds Both have a very unique style. I am currently doing a prv playthrough but I have just noticed something. I'm commissioned with prv & at a cooperative relationship but can't build their stations for my colonies. How do I gain access to this? I'm probably just missing something obvious.

Not that obvious - you'll have to either purchase the BP from the HEL Laboratory Complex (expensive and shows up about 1 market refresh in 4 iirc) or
Spoiler
find the abandoned station at Yttre Bortom - look northwest of the sector core, the exact location is randomized - and do a thorough inspection. Not sure it shows up if you're running Adjusted Sector
[close]

Any plans to integrate with https://fractalsoftworks.com/forum/index.php?topic=30383.0 Bionics?
I could see the PRV having quite a few deluxe bionics of their own.

Not a priority, I'm afraid. Only so many hours in a day.

Thanks for the quick response! Unfortunately, I can't find either the Lab (I'm guessing it's a prv station?) or the star system, (as you said, probably a conflict with Adjusted Sector). I'll have to hope I get lucky scavenging for now. Again, love your work (:

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prav

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Re: [0.97a] prv Starworks v28.4 (2024-07-10)
« Reply #406 on: August 20, 2024, 03:09:54 AM »

Unfortunately, I can't find either the Lab (I'm guessing it's a prv station?)

Special industry and market on the prv station Ryak High-Energy Labs, Kylan system, west of Canaan.
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Warriorcatv2

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Re: [0.97a] prv Starworks v28.4 (2024-07-10)
« Reply #407 on: August 20, 2024, 11:31:35 AM »

Special industry and market on the prv station Ryak High-Energy Labs, Kylan system, west of Canaan.

Ah, found it thanks. It's abandoned so I can only assume it was destroyed by one of the other factions fairly early on before I visited it.
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Lappers

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Re: [0.97a] prv Starworks v28.4 (2024-07-10)
« Reply #408 on: October 01, 2024, 06:58:25 PM »

Hi, I got this crash that someone else posted some time ago but I didn't see any response to.

The older post mentioned it being an issue if Adjusted Sector is installed. I have that and all the prv addons except the Agni one, all latest versions as far as I recall.

Code
10463814 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: scripts/campaign/themes/AgniThemeGenerator
java.lang.NoClassDefFoundError: scripts/campaign/themes/AgniThemeGenerator
at data.campaign.procgen.themes.SectorThemeGenerator.<clinit>(SectorThemeGenerator.java:32) ~[?:?]
at data.campaign.procgen.SectorProcGenMod.generate(SectorProcGenMod.java:208) ~[?:?]
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O.dismiss(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.W.o00000(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) [?:?]
Caused by: java.lang.ClassNotFoundException: scripts.campaign.themes.AgniThemeGenerator
at java.base/java.net.URLClassLoader.findClass(URLClassLoader.java:445) ~[?:?]
at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:592) ~[?:?]
at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:525) ~[?:?]
... 17 more
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Uther Phobos

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Re: [0.97a] prv Starworks v28.4 (2024-07-10)
« Reply #409 on: October 02, 2024, 08:37:53 PM »

Hi, I got this crash that someone else posted some time ago but I didn't see any response to.

The older post mentioned it being an issue if Adjusted Sector is installed. I have that and all the prv addons except the Agni one, all latest versions as far as I recall.

Spoiler
Code
10463814 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: scripts/campaign/themes/AgniThemeGenerator
java.lang.NoClassDefFoundError: scripts/campaign/themes/AgniThemeGenerator
at data.campaign.procgen.themes.SectorThemeGenerator.<clinit>(SectorThemeGenerator.java:32) ~[?:?]
at data.campaign.procgen.SectorProcGenMod.generate(SectorProcGenMod.java:208) ~[?:?]
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O.dismiss(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.W.o00000(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) [?:?]
Caused by: java.lang.ClassNotFoundException: scripts.campaign.themes.AgniThemeGenerator
at java.base/java.net.URLClassLoader.findClass(URLClassLoader.java:445) ~[?:?]
at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:592) ~[?:?]
at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:525) ~[?:?]
... 17 more
[close]
My guess would be Adjusted trying to call the Agni theme generator since you have prv and Adjusted hasn't been updated since before that was split out as its own module.
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prav

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Re: [0.97a] prv Starworks v28.4 (2024-07-10)
« Reply #410 on: October 03, 2024, 04:22:44 PM »

Yeah, I can't do much about that since AS hardcodes its theme replacements. You could try reverting to v27 I suppose.
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EnigmaniteZ

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Re: [0.97a] prv Starworks v28.4 (2024-07-10)
« Reply #411 on: November 15, 2024, 05:39:19 PM »

Quote
2566754 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShipSystemAPI.isActive()" because the return value of "com.fs.starfarer.api.combat.ShipAPI.getSystem()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShipSystemAPI.isActive()" because the return value of "com.fs.starfarer.api.combat.ShipAPI.getSystem()" is null
   at prv.corp.hullmods.plugins.RamshieldListener.advance(RamshieldListener.java:62) ~[?:?]
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatState.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) [?:?]

this fires on ships (or modules) without a ship system, when using ramshield adjunct. in this case, it was RATs' Azazel ship, a segmented ship whose modules have no ship system.
solution of course is to have a null check :p
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Also known as: Khe, Kherae. Pros: tend to be an optimizer and a fixer. Cons: ADD (Is that a squirrel over there?) and severe memory issues (as in: I'm the last 10+ years)

Dear fellow coders: please use more null checks...

prav

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Re: [0.97a] prv Starworks v28.5 (2024-11-24)
« Reply #412 on: November 24, 2024, 12:26:37 PM »

DOWNLOAD prv Starworks v28.5 - Always delete the old version before installing a new one.

v28.5 - Savegame compatible.

###

prv Starworks
- Fixed a crash related to Ramshield Adjunct on systemless ships.
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prav

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Re: [0.97a] prv Starworks v28.5 (2024-11-24)
« Reply #413 on: November 24, 2024, 12:29:19 PM »

this fires on ships (or modules) without a ship system, when using ramshield adjunct. in this case, it was RATs' Azazel ship, a segmented ship whose modules have no ship system.

Thanks for the report - curiously despite being such an obvious error the crash can't trigger without other mods.
« Last Edit: November 24, 2024, 12:35:20 PM by prav »
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EnigmaniteZ

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Re: [0.97a] prv Starworks v28.5 (2024-11-24)
« Reply #414 on: November 24, 2024, 12:36:08 PM »

funny, that. if one reads the modding guidelines it states that ships the player can pilot shall have a shipsystem. sadly, can't always assume that people will follow this rule or apply it to modules of ships.
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Also known as: Khe, Kherae. Pros: tend to be an optimizer and a fixer. Cons: ADD (Is that a squirrel over there?) and severe memory issues (as in: I'm the last 10+ years)

Dear fellow coders: please use more null checks...

Uther Phobos

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Re: [0.97a] prv Starworks v28.5 (2024-11-24)
« Reply #415 on: November 24, 2024, 04:37:40 PM »

funny, that. if one reads the modding guidelines it states that ships the player can pilot shall have a shipsystem. sadly, can't always assume that people will follow this rule or apply it to modules of ships.
Well, you can't exactly pilot modules outside of the simulator, so...
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Takion Kasukedo

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Re: [0.97a] prv Starworks v28.5 (2024-11-24)
« Reply #416 on: November 25, 2024, 08:30:14 AM »

Hey prav, not sure if you're aware of this mechanic running with FC on phase ships, but something capable of bypassing it's cooldown is repeatedly phasing out while it's depleted. This ensures a near-timestop state constantly. Also something I've noticed is that it can...enhance certain systems & weapons (which also coincides with enhancing any 'Sare-type weapons, especially Frasares having their AoE constantly applied).
Spoiler
[close]

There's also the final thing I've noticed that FC does, which is when a ship has Phase Anchor &/or anything further enhancing phase capabilities. When said ship either dies or Emergency Dives out of the battle, and you're piloting/watching it, time will slow to a crawl for the remainder of the battle.

Thought I should let you know.
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prav

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[0.97a] prv Starworks v28.6 (2024-11-25)
« Reply #417 on: November 25, 2024, 11:24:15 AM »

DOWNLOAD prv Starworks v28.6 - Always delete the old version before installing a new one.

v28.6 - Savegame compatible.

###

prv Starworks

Flicker Core
- Fixed a state-bypass exploit that would prevent the charge level from depleting.
- Fixed a bug where the slowdown would sometimes not get properly cleared.
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prav

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Re: [0.97a] prv Starworks v28.6 (2024-11-25)
« Reply #418 on: November 25, 2024, 11:27:03 AM »

I could not find anything wrong with the Fräsare, it applied its effect at the local ship time rate, same as all beams. Fire it very quickly and it will generate a lot of fragsoup.
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EnigmaniteZ

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Re: [0.97a] prv Starworks v28.6 (2024-11-25)
« Reply #419 on: November 25, 2024, 01:08:08 PM »

phase anchor etc causing global-level timeflow to become stuck in combat...pretty sure that's a vanilla issue that's exacerbated by mods, and the funny part is that it's a limitation with the game's coding. there's basically nothing in the way of garbage collection for it, and presently no easy way to work around it. havent tested whether a ship's hullmod code still executes once the ship retreats (through any manner) but I'm pretty sure it doesn't; if there is no ship, there is no code on it running.

so it'd require a...higher-'scope'-than-ship plugin or something tracking whether the source of that effect is still there, and the various mods would need to be set up to use such a system. I was thinking about this problem last week and it felt kinda awful to work around.

however, it is 100% possible to address it on a ship that actually died in combat, excluding ones whose hull gets instantly despawned at least. the easy way is to call the timeflow with a unique ID: use something like a static string unique to the hullmod and append ship.getID() with a check for whether it's dead or broken apart, to clear the effect. it also should check for whether the ship is currently the player's ship, though.
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Also known as: Khe, Kherae. Pros: tend to be an optimizer and a fixer. Cons: ADD (Is that a squirrel over there?) and severe memory issues (as in: I'm the last 10+ years)

Dear fellow coders: please use more null checks...
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