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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Author Topic: [0.97a-RC11] What we left behind 4.0.0  (Read 124331 times)

NikoTheGuyDude

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Re: [0.97a-RC11] What we left behind 4.0.0
« Reply #195 on: November 19, 2024, 09:08:16 AM »

Hello, not sure if this crash is related to this mod or not but can you examine the logs I send? Asked some authors of another mod, the person assume its something related to effects on fleet so I am here to see if that is the case or not. (Fixed but I did remove a bunch of mods and replace it back. one of it is your mod. not sure is it the cause or not but oh well.)

460219 [Thread-2] WARN  data.utilities.niko_MPC_debugUtils  - useless sanity check in niko_MPC_magnetarStarScript, please remove
460541 [Thread-2] INFO  scripts.kissa.LOST_SECTOR.campaign.fleets.nskr_kestevenScavenger  - ScavengerSpawner BASE 10.0
460543 [Thread-2] INFO  scripts.kissa.LOST_SECTOR.campaign.fleets.nskr_kestevenScavenger  - ScavengerSpawner SPAWNED Special Materials Fleet bias 0.26770443 size 18.73931
460755 [Thread-2] INFO  data.utility.logging.logging  - spawn got limited because the fleet size is 6
460755 [Thread-2] INFO  data.utility.logging.logging  - spawn got limited because the fleet size is 6
460755 [Thread-2] INFO  data.utility.logging.logging  - spawn got limited because the fleet size is 6
460755 [Thread-2] INFO  data.utility.logging.logging  - spawn got limited because the fleet size is 6
460756 [Thread-2] INFO  data.utility.logging.logging  - spawn got limited because the fleet size is 6
460756 [Thread-2] INFO  data.utility.logging.logging  - spawn got limited because the fleet size is 6
460756 [Thread-2] INFO  data.utility.logging.logging  - spawn got limited because the fleet size is 6
460756 [Thread-2] INFO  data.utility.logging.logging  - spawn got limited because the fleet size is 6
460756 [Thread-2] INFO  data.utility.logging.logging  - spawn got limited because the fleet size is 6
460756 [Thread-2] INFO  data.utility.logging.logging  - spawn got limited because the fleet size is 6
460756 [Thread-2] INFO  data.utility.logging.logging  - spawn got limited because the fleet size is 6
460756 [Thread-2] INFO  data.utility.logging.logging  - spawn got limited because the fleet size is 6
460756 [Thread-2] INFO  data.utility.logging.logging  - spawn got limited because the fleet size is 6
460756 [Thread-2] INFO  data.utility.logging.logging  - spawn got limited because the fleet size is 6
460779 [Thread-2] WARN  data.utilities.niko_MPC_debugUtils  - useless sanity check in niko_MPC_magnetarStarScript, please remove
461078 [Thread-2] INFO  sound.O  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
461085 [Thread-6] INFO  sound.O  - Cleaning up music with id [campaign_noncore_part1.ogg]
461429 [Thread-8] INFO  sound.O  - Creating streaming player for music with id [campaign_noncore_part1.ogg]
461431 [Thread-8] INFO  sound.OooO  - Playing music with id [campaign_noncore_part1.ogg]
461503 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException: null
   at java.base/java.util.LinkedList$ListItr.checkForComodification(LinkedList.java:977) ~[?:?]
   at java.base/java.util.LinkedList$ListItr.remove(LinkedList.java:932) ~[?:?]
   at com.fs.starfarer.campaign.BuffManager.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source) ~[port_obf.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) [?:?]

I have no idea why this crash is happening, sorry.
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EnigmaniteZ

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Re: [0.97a-RC11] What we left behind 4.0.0
« Reply #196 on: November 30, 2024, 11:05:50 AM »

funny enough I was actually reading up about concurrent modifications before implementing some code last week.
concurrent modification is when a list is directly modified while something is iterating over it. the error doesnt tell us what is doing it, only that something is.

that said, there is one script in WWLB that actually references buffmanager, and it's the magnetar field code. further, it's done within a for loop and it looks kinda unsafe.
might be worth redoing it to use proper iterators to be on the safe side...
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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)

N8

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Re: [0.97a-RC11] What we left behind 4.0.0
« Reply #197 on: December 04, 2024, 12:26:30 PM »

Hey man, loving the mod, but I'm having issues with the astronomical barrier projector; whenever I build it, the game slows to a crawl, I'm talking 2 FPS slow in the system with the projector. The space baryon emitters work fine with no lag, but the better planetside one is busted big time.
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EnigmaniteZ

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Re: [0.97a-RC11] What we left behind 4.0.0
« Reply #198 on: December 04, 2024, 04:17:59 PM »

that reminds me, I had that happen too. I just uninstalled the thing and forgot about it. didnt realize it was from this mod, lol. yeah, the lag was...absurdly bad. though a question: how many fleets are in your star system? i'm curious if that's a part of why
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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)

N8

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Re: [0.97a-RC11] What we left behind 4.0.0
« Reply #199 on: December 05, 2024, 09:20:37 AM »

that reminds me, I had that happen too. I just uninstalled the thing and forgot about it. didnt realize it was from this mod, lol. yeah, the lag was...absurdly bad. though a question: how many fleets are in your star system? i'm curious if that's a part of why
It happened even when I was the only fleet in the system, but I also tested it with about 2 dozen fleets (console command devmode built a couple colonies and instabuilt high commands and stations), there was effectively no difference in lag. It still crawled to 2FPS or lower. Even opening the colony to destroy the ABP took a while. I just reloaded my last save and built the shittier stablepoint version.
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