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Author Topic: NullPointerException during salvaging process  (Read 1264 times)

Inventor Raccoon

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NullPointerException during salvaging process
« on: November 23, 2018, 04:55:50 PM »

Okay, this is a pretty weird one. Posting this on behalf of a player who doesn't have a forum account. After fighting a pirate station, losing a ship and being unable to recover it, they then picked through the debris field and got a NullPointerException in the dialogue, but were able to escape by being in devmode. Game didn't crash but it did spit an error into the log: here's a pastebin of it: https://pastebin.com/KyHr6AzM

Relevant images below, showing fleet composition, mod list, and bug. 2 personal mods in use: a portrait pack and a minimod to adjust settings.json (changes are to battlesize, max ships in fleet, max player level, max person bounties, plus ship whiteout removed)
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« Last Edit: November 23, 2018, 04:59:34 PM by Inventor Raccoon »
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Alex

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Re: NullPointerException during salvaging process
« Reply #1 on: November 23, 2018, 05:31:26 PM »

Hmm - really having a hard time seeing how this could happen. Did add a fail-safe so it shouldn't NPE there again but still. This is due to a recoverable ship in a debris field somehow getting a null variantId, but the code (in CoreScript) that does this checks for that:

if (variantId == null) continue;
DerelictShipData params = new DerelictShipData(new PerShipData(variantId,
               DerelictShipEntityPlugin.pickBadCondition(null)), false);

So, that's confusing.
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