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Author Topic: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)  (Read 256717 times)

Profugo Barbatus

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Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
« Reply #210 on: December 14, 2021, 02:23:12 PM »

Sinosauropteryx - There seems to be an issue with the Flushpipe torpedo that cropped up with this newest version of the game:

Spoiler
752463 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.F.getMoveSpeed(Unknown Source)
   at com.fs.starfarer.loading.specs.a.super(Unknown Source)
   at com.fs.starfarer.loading.specs.a.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at data.scripts.util.KT_Dummy.spawnDummy(KT_Dummy.java:18)
   at data.scripts.weapons.KT_FlushpipeEveryFrameEffect.advanceMissile(KT_FlushpipeEveryFrameEffect.java:52)
   at data.scripts.weapons.KT_FlushpipeEveryFrameEffect.advance(KT_FlushpipeEveryFrameEffect.java:21)
   at com.fs.starfarer.combat.entities.ship.A.O0oO.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.%u04B00000(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Shame really since this is one of the more unique mods that I enjoy, hope to see you back at some point.

I've been able to temporarily work around it by going into the weapon files in the mod, and for the KT_Flushpipe_whatever files, adding a # before the ""everyFrameEffect":"data.scripts.weapons.KT_FlushpipeEveryFrameEffect";" section. Disables the pretty effect, but went from constant crashing in a pirate battle to actually being able to finish it.
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bigwizard

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Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
« Reply #211 on: December 16, 2021, 05:33:15 AM »



I've been able to temporarily work around it by going into the weapon files in the mod, and for the KT_Flushpipe_whatever files, adding a # before the ""everyFrameEffect":"data.scripts.weapons.KT_FlushpipeEveryFrameEffect";" section. Disables the pretty effect, but went from constant crashing in a pirate battle to actually being able to finish it.

This seems to fix the problem for me, cheers!
« Last Edit: December 16, 2021, 05:35:04 AM by bigwizard »
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alkill10000

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Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
« Reply #212 on: December 18, 2021, 11:16:37 PM »

i have a very similar error but it seems that adding the # in the weapons files didnt fix it, unless im adding it to the wrong place
in addition it seems that fluspipes attached to ships work fine but when a midtech pirate station equipped with them fires them thats when it crashes, i dont know if there are other things that crash it too
my error log is this
Spoiler
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.F.getMoveSpeed(Unknown Source)
   at com.fs.starfarer.loading.specs.a.super(Unknown Source)
   at com.fs.starfarer.loading.specs.a.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at data.scripts.util.KT_Dummy.spawnDummy(KT_Dummy.java:18)
   at data.scripts.weapons.KT_FlushpipeEveryFrameEffect.advanceMissile(KT_FlushpipeEveryFrameEffect.java:52)
   at data.scripts.weapons.KT_FlushpipeEveryFrameEffect.advance(KT_FlushpipeEveryFrameEffect.java:21)
   at com.fs.starfarer.combat.entities.ship.A.O0oO.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.fire(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
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IGdood

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Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
« Reply #213 on: December 19, 2021, 09:52:02 AM »

Yeah i'm getting that CTD also, and adding the # doesn't seem to work unless I'm doing it wrong. 

#"everyFrameEffect":"data.scripts.weapons.KT_FlushpipeEveryFrameEffect";??
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IGdood

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Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
« Reply #214 on: December 20, 2021, 11:02:19 PM »

Looks like the latest patch fixed it
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Screech9791

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Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
« Reply #215 on: January 10, 2022, 08:34:28 PM »

After the mod updates to 0.95.1 I want to see a frigate with several huge spears, spikes, and blades on the front and a burn drive. And give it a medium ballistic gun because why not?

If you can find some way to make a ship hull refitting system, it could maybe be used to give beaten up lashers/wolves/afflictors/other similar modded ships a new life by making them into ram frigates.
« Last Edit: January 13, 2022, 10:44:27 AM by Screech9791 »
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Screech9791

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Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
« Reply #216 on: January 13, 2022, 10:44:59 AM »

Whatever Flushpipes are doing, they make me crash whenever they're fired. If it helps I'm runing 0.95.1.
PROTIP: If you don’t like the crashing, as a user you may want to edit their CSV entries so the flushpipe weapons have 5+ digit OP costs, SYSTEM tagging, and a 9999 warmup to prevent them from actually firing. That way, if they somehow generate anyways, they won’t be able to crash your game in time.
« Last Edit: February 01, 2022, 07:47:00 PM by Screech9791 »
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IGdood

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Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
« Reply #217 on: January 19, 2022, 11:28:19 PM »

Whatever Flushpipes are doing, they make me crash whenever they're fired. If it helps I'm runing 0.95.1.

Weird
I used to have that issue with the previous version of Starsector but it fixed itself after I did a clean install. 



On another note gotta say the weapon mechanics for this mod are some of the most creative.  Chad Lance and flushpipe designs are ace.  As well as the usage of the StarCraft missile sound
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TinyEveTitan

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Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
« Reply #218 on: February 01, 2022, 05:57:00 PM »

Love this mod, imagination is wild, thank you for your work on it. I really hope you can come back and update 951.
TY for this great mod again!
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Screech9791

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Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
« Reply #219 on: February 08, 2022, 09:59:14 AM »

Fun fact: the Very Limited Volume hullmod does not block Roider fighter clamps

have fun with your 5 fighter squads per hatchling frigate
NOT THE BEES
[close]
« Last Edit: February 08, 2022, 02:51:06 PM by Screech9791 »
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Screech9791

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Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
« Reply #220 on: February 25, 2022, 10:07:52 AM »

Might as well farm post count in this thread by suggesting some more ship variants. Maybe one of the bumps will let this mod's creator know that 0.95.1 has come out 2 months ago.
I would like the following variants to be added for the KoT hammerhead so I see more caveman hammerheads than just ones with shotguns.
Overdriven
Head:
Assault Chaingun
Heavy Machine Gun
2 Light Dual Machine Guns
Safety Overrides
0 Flux Capacitors
15 Flux Vents

Tail:
2 Light Machine Guns
9 Flux Capacitors
10 Flux Vents
[close]
Draconic
Head:
2 Heckbore Cannons
2 Lava Belchers
2 Hammer-class Torpedoes
Unstable Injector
Heavy Armor
0 Flux Capacitors
16 Flux Vents

Tail:
1 Light Mortar
1 Light Autocannon
10 Flux Capacitors
10 Flux Vents
[close]

By the way, I find Grinders to be incredibly unreliable as point defense options and I always replace them with light machine guns or vulcan cannons.
« Last Edit: February 25, 2022, 10:39:47 AM by Screech9791 »
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nukularpower

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Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
« Reply #221 on: February 26, 2022, 02:07:44 PM »

I think grinders are meant to be somewhat lackluster, no?   since you are basically throwing rocks :D
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0202

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Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
« Reply #222 on: March 12, 2022, 07:10:58 AM »

May I ask your permission to translate your 'Kingdom of Terra' into chineses ? then upload to a Chinese forum,sure,it's free for everyone
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Screech9791

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Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
« Reply #223 on: March 22, 2022, 06:40:10 PM »

I think grinders are meant to be somewhat lackluster, no?   since you are basically throwing rocks :D
You're mistaking grinders for rockchuckers/avalaunchers. Grinders shoot sparks everywhere and are basically shittier vulcans.
Among the list of suggestions I've been thinking about, I guess having a frigate missile/torpedo boat would be cool, with plenty of small missile/composite slots, as the current other frigate missile boat (the Snaggletooth) is closer to "2 1/2 Carcharos SRMs + 1 composite slot" and only 7.5 OP equivalent in built ins doesn't really sound that great for an allegedly missile focused ship.
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snopey1

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Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
« Reply #224 on: May 20, 2022, 08:48:34 PM »

I'm making this post in both Kingdom of Terra and Apex Design Collective, as I'm not sure which of the two mods are causing this issue, but figured you both might want to know.

So experimenting with Grappling beam weapon on a modified Paragon and I wanted to see how effective using 2 beams on smaller ships will be so since my main armaments are shorter range and being able to pull in quick small ships means I'll be able to prevent the eternal kite even if they have no ability to break my shields.

At the top of my list of hostile ships when running a simulation are the Apex Design Collective ships, some of which have Geodesic Shield Matrix, which changes how shields work. I've tested my ship against Apex ships with and without the Geodesic Shield Matrix and it's only getting the effect from ships with the Geodesic shield matrix.

Upon the Grappling Beam hitting the shield, the sprite for the shield itself goes away, it still blocks all my shots, and emits particles like it is being shot. As well, the ship gains infinite flux being able to fire all of its weapons forever without gaining any flux at all. this effectively rendered them invulnerable to me.

If I send another ship to get behind the arc of the shield it still takes damage to the armor and hull like normal. so unless ship has a 360 shield I can kill it if I have 2 ships attack it.

Have a good [time of day].
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