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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] Terraforming and Station Construction (v9.0.10)  (Read 1369048 times)

boggled

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Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« Reply #3600 on: November 18, 2024, 05:55:40 AM »

no save can't start the game
yes I reinstalled the last version

Are you able to start the game without TASC enabled? Do you have other mods besides TASC?

To be clear, did you delete the entire TASC folder and then redownload it, or just copy/paste the new folder in?
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F.O.C.A.

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Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« Reply #3601 on: November 18, 2024, 07:07:27 AM »

Yes deleted and reinstalled
Without TASC its worse it just blackscreens , with it loads until almost done then error
Without example plugin I get error instantly
Just a handfull of extra mods (94 acording to TriOS)
I have all Ashes of the Domain mods
sorry for the delay
« Last Edit: November 18, 2024, 07:09:18 AM by F.O.C.A. »
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boggled

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Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« Reply #3602 on: November 18, 2024, 07:24:11 AM »

Yes deleted and reinstalled
Without TASC its worse it just blackscreens , with it loads until almost done then error
Without example plugin I get error instantly
Just a handfull of extra mods (94 acording to TriOS)
I have all Ashes of the Domain mods
sorry for the delay

If the game is unable to load without TASC enabled, it sounds like the problem is with the game itself and not TASC. Try deleting the entire game folder and redownloading.
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F.O.C.A.

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Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« Reply #3603 on: November 18, 2024, 07:50:33 AM »

still does not work after redownloading starsector I gess I'll play something else  :(
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Cane

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Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« Reply #3604 on: November 19, 2024, 10:15:30 AM »

Bug report:

The "Domed Cities" description in the OP says that it suppresses certain Unknown Skies conditions, but I cannot get this to work. It suppresses vanilla effects as normal—Thin Atmosphere, Extreme Weather, Inimical Biosphere, etc—but not the virus nor the psychoactive fungus, and likely not the other options either.

I had a look through the LunaLib config and I can't find a toggle for it, so I'm currently assuming something's bugged.
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boggled

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Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« Reply #3605 on: November 19, 2024, 10:27:54 AM »

Bug report:

The "Domed Cities" description in the OP says that it suppresses certain Unknown Skies conditions, but I cannot get this to work. It suppresses vanilla effects as normal—Thin Atmosphere, Extreme Weather, Inimical Biosphere, etc—but not the virus nor the psychoactive fungus, and likely not the other options either.

I had a look through the LunaLib config and I can't find a toggle for it, so I'm currently assuming something's bugged.

Does it suppress the Unknown Skies dust storm condition for you?
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Cane

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Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« Reply #3606 on: November 19, 2024, 10:40:26 AM »

Bug report:

The "Domed Cities" description in the OP says that it suppresses certain Unknown Skies conditions, but I cannot get this to work. It suppresses vanilla effects as normal—Thin Atmosphere, Extreme Weather, Inimical Biosphere, etc—but not the virus nor the psychoactive fungus, and likely not the other options either.

I had a look through the LunaLib config and I can't find a toggle for it, so I'm currently assuming something's bugged.

Does it suppress the Unknown Skies dust storm condition for you?
I just checked, and yes it does.
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boggled

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Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« Reply #3607 on: November 19, 2024, 10:43:18 AM »

Bug report:

The "Domed Cities" description in the OP says that it suppresses certain Unknown Skies conditions, but I cannot get this to work. It suppresses vanilla effects as normal—Thin Atmosphere, Extreme Weather, Inimical Biosphere, etc—but not the virus nor the psychoactive fungus, and likely not the other options either.

I had a look through the LunaLib config and I can't find a toggle for it, so I'm currently assuming something's bugged.

Does it suppress the Unknown Skies dust storm condition for you?
I just checked, and yes it does.

Ok, I think by default it only suppresses the dust storm condition and not the other ones. That can be modified using the terraforming CSV files.
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Cane

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Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« Reply #3608 on: November 19, 2024, 10:46:18 AM »

Aha, no problem, then I was merely misled by the Domed Cities description in your OP. You may wish to clarify that. =) Thank you for the prompt response.
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Tinteebo

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Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« Reply #3609 on: November 23, 2024, 09:17:01 AM »

Hi, I have a slight issue with station recolonization.
Whenever a station decivs and you recolonize it, none of the old bosses and leaders for that colony remain; instead random ones are assigned to the station even if it is given back to the proper faction who originally owned it. Is there a way to keep or restore the old people in charge?
Example: UAF adds a station marketplace called Nur Processing, which has a unique NPC as the boss who can also act as your contact. You get a special ship when you eventually reach maxed relationship with that contact. However if the station decivs or gets sat bombed by other factions there is no way to restore and get that NPC contact back even when using this mod for station recolonization. Looking at other mods that have station marketplaces I realized this could happen to any of them and quests/contacts for those mods may break or be lost for the rest of that campaign.
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EnigmaniteZ

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Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« Reply #3610 on: November 23, 2024, 09:49:22 AM »

well, given that the same happens if you recolonize any other decivilized world I would say that's...probably vanilla behavior at work? and kinda a big reason why you should protect those places. all those NPCs are usually generated at sector generation, or for those that support it on the mod's first load in a save.

and personally? I would rather NOT have the NPCs come back. specifically because of mister Dickerson from the underworld mod, who has a fleet set to respawn every few months with a stronger fleet (which has infinite scaling by the way). I purposefully decivilized his station just to get rid of him, because nex blocks invading it...

so if such a thing WERE ever implemented at all...it damn well better have a config setting.
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Uther Phobos

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Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« Reply #3611 on: November 23, 2024, 07:46:13 PM »

Hi, I have a slight issue with station recolonization.
Whenever a station decivs and you recolonize it, none of the old bosses and leaders for that colony remain; instead random ones are assigned to the station even if it is given back to the proper faction who originally owned it. Is there a way to keep or restore the old people in charge?
Example: UAF adds a station marketplace called Nur Processing, which has a unique NPC as the boss who can also act as your contact. You get a special ship when you eventually reach maxed relationship with that contact. However if the station decivs or gets sat bombed by other factions there is no way to restore and get that NPC contact back even when using this mod for station recolonization. Looking at other mods that have station marketplaces I realized this could happen to any of them and quests/contacts for those mods may break or be lost for the rest of that campaign.
Of course they are. Decivilising destroys the colony and all associated NPCs. That's just the game.

There's not much TASC can do to fix that. There just isn't anything to bring back.
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boggled

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Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« Reply #3612 on: November 24, 2024, 08:55:24 AM »

Hi, I have a slight issue with station recolonization.
Whenever a station decivs and you recolonize it, none of the old bosses and leaders for that colony remain; instead random ones are assigned to the station even if it is given back to the proper faction who originally owned it. Is there a way to keep or restore the old people in charge?
Example: UAF adds a station marketplace called Nur Processing, which has a unique NPC as the boss who can also act as your contact. You get a special ship when you eventually reach maxed relationship with that contact. However if the station decivs or gets sat bombed by other factions there is no way to restore and get that NPC contact back even when using this mod for station recolonization. Looking at other mods that have station marketplaces I realized this could happen to any of them and quests/contacts for those mods may break or be lost for the rest of that campaign.
Of course they are. Decivilising destroys the colony and all associated NPCs. That's just the game.

There's not much TASC can do to fix that. There just isn't anything to bring back.

Yeah, I think for both technical and gameplay reasons it wouldn't make sense to try to deviate from the vanilla behavior.
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mstachife

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Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« Reply #3613 on: November 25, 2024, 10:31:50 AM »

Bug report:

Dismantling all your AI battlestations will eventually cause a crash when you attempt to return to your home system, the crash occurs when nearing your home system in hyperspace or entering it directly via gate/console. Couldn't figure out a fix even clearing all the fleets in the sector with clear console command. Also unsure if you need to dismantle all of them as I did or just dismantling one can potentially cause this.

Spoiler
107601 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at boggled.campaign.econ.industries.Boggled_Remnant_Station.spawnFleet(Boggled_Remnant_Station.java:303)
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.spawnAndDespawn(RouteManager.java:640)
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.advance(RouteManager.java:598)
   at com.fs.starfarer.api.impl.campaign.CoreScript.advance(CoreScript.java:116)
   at com.fs.starfarer.campaign.CampaignEngine.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
« Last Edit: November 25, 2024, 12:38:51 PM by mstachife »
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boggled

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Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« Reply #3614 on: November 26, 2024, 10:03:07 AM »

Bug report:

Dismantling all your AI battlestations will eventually cause a crash when you attempt to return to your home system, the crash occurs when nearing your home system in hyperspace or entering it directly via gate/console. Couldn't figure out a fix even clearing all the fleets in the sector with clear console command. Also unsure if you need to dismantle all of them as I did or just dismantling one can potentially cause this.

Spoiler
107601 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at boggled.campaign.econ.industries.Boggled_Remnant_Station.spawnFleet(Boggled_Remnant_Station.java:303)
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.spawnAndDespawn(RouteManager.java:640)
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.advance(RouteManager.java:598)
   at com.fs.starfarer.api.impl.campaign.CoreScript.advance(CoreScript.java:116)
   at com.fs.starfarer.campaign.CampaignEngine.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Hi, this is a known issue and I'm going to fix it in the next patch. Sorry for the inconvenience!
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