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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] Industrial.Evolution 4.0.g - Campaign content expansion  (Read 1731316 times)

RAMEN_NOODLES

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2355 on: May 17, 2024, 11:15:12 AM »

Caused by: java.lang.NullPointerException: Cannot invoke "java.util.LinkedHashMap.containsKey(Object)" because "this.data" is null
   at com.fs.starfarer.campaign.rules.Memory.getString(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.rules.Memory.getBoolean(Unknown Source) ~[port_obf.jar:?]
   at indevo.industries.derelicts.conditions.RuinsCondition.apply(RuinsCondition.java:25) ~[?:?]
   at com.fs.starfarer.campaign.econ.PlanetConditionMarket.addCondition(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.econ.PlanetConditionMarket.addCondition(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.econ.PlanetConditionMarket.readResolve(Unknown Source) ~[port_obf.jar:?]
   at java.base/jdk.internal.reflect.DirectMethodHandleAccessor.invoke(DirectMethodHandleAccessor.java:103) ~[?:?]
   at java.base/java.lang.reflect.Method.invoke(Method.java:580) ~[?:?]
   at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:78) ~[xstream-1.4.17.jar:1.4.17]
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:278) ~[xstream-1.4.17.jar:1.4.17]
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]

No idea why this is happening. Running on Java 23
« Last Edit: May 17, 2024, 11:18:33 AM by RAMEN_NOODLES »
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awesomedoompit

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2356 on: May 24, 2024, 08:11:15 PM »

Some crash issues i've come across:
I use random sector, combined with as many populated stars and planets and stations as I can. Whenever the pirates are set to neutral or higher with any faction, it throws an exception caused by the privateer bases. as well as the above problem, disabling the privateer bases in the lunalib config doesnt actually work. while they dont generate, the error happens regardless. this error really only happens when there are a lot of populated systems though, i noticed testing on lower settings makes it inconsistent and mostly gone. i've also noticed that while this can happen with the player faction, it does so rarely because there arent very many player stations/planets. in normal gameplay, no faction in thier right mind would be allied with the pirates, but this error could happen regardless. if the problem can be identified that would be great! if not, that's ok, i really enjoy the mod regardless and i made an account just to post this one bug report lmao. if you need additional info, tell me.

tl;dr pirates being neutral with any faction causes a bound must be positive crash with the privateer bases

also your mod doesnt have the dependency lunalib but will crash if you try to launch without it?!

356193 [Thread-3] INFO  indevo.industries.privateer.industry.PrivateerBase  - starting a raid
356193 [Thread-3] INFO  indevo.industries.privateer.industry.PrivateerBase  - RaidAmount1
356367 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: bound must be positive
java.lang.IllegalArgumentException: bound must be positive
   at java.util.Random.nextInt(Random.java:388)
   at indevo.industries.privateer.industry.PrivateerBase.debugOutputs(PrivateerBase.java:210)
   at indevo.industries.privateer.industry.PrivateerBase.reportEconomyTick(PrivateerBase.java:112)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:119)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   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(Thread.java:748)
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Shar95

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2357 on: May 28, 2024, 02:47:26 AM »

Hello. What kind of bonus exactly Academy building provide? It says it make officers better, but how? And it is not "one per system" building like Centralised Bureau, so does said bonus will be stucked or no?
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Uther Phobos

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2358 on: May 28, 2024, 09:25:10 AM »

Hello. What kind of bonus exactly Academy building provide? It says it make officers better, but how? And it is not "one per system" building like Centralised Bureau, so does said bonus will be stucked or no?
It adds an option to the colony that lets you store and train officers and admins.
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Shar95

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2359 on: May 28, 2024, 09:54:20 PM »

Hello. What kind of bonus exactly Academy building provide? It says it make officers better, but how? And it is not "one per system" building like Centralised Bureau, so does said bonus will be stucked or no?
It adds an option to the colony that lets you store and train officers and admins.
Oh.
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zecond

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2360 on: May 29, 2024, 03:59:33 AM »

How do i make AOTD building be included in the Rural Polity and Centralization Bureau?
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Sominar

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2361 on: May 31, 2024, 08:13:51 AM »

Is there a way to enable making weapons in the salvage yard off the independents?
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Stormy Fairweather

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2362 on: May 31, 2024, 09:10:48 PM »

disabling pets doesnt actually prevent all pet content. you can still research pet related stuff at the academy, pet food still shows in some markets, and i've also seen some pet stuff drop in random loot from exploring orbitals and such
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Traumatan

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2363 on: June 01, 2024, 06:18:32 AM »

Do the research projects in the Galatia university ever change? It says that "new research projects" will appear but they never do.

Also I can not assign pets, when I right click on the cryo box, the inventory closes but now "pet assignment windows" appears.
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magitsu

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2364 on: June 01, 2024, 12:17:06 PM »

Do the research projects in the Galatia university ever change? It says that "new research projects" will appear but they never do.

Also I can not assign pets, when I right click on the cryo box, the inventory closes but now "pet assignment windows" appears.
After right clicking when you go to the normal view press C and when you exit that character screen the pet naming window should appear. After doing it it should pop a fleet window to assign it.

I've seen one of the projects change, don't know whether it has something to do with completing one of the previous or if it's just timed change.
« Last Edit: June 01, 2024, 12:38:46 PM by magitsu »
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Uther Phobos

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2365 on: June 01, 2024, 03:59:26 PM »

New research is really just when you pick up [Super Alabaster] weapons. Once you did those, there's nothing more.
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Escal8

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2366 on: June 02, 2024, 11:46:37 AM »

Just a quick question, what is actually required for Hidden Arcology to be able to be built ?
I'm on a water world with only 2 condition (to test it out): water covered surface and trace organics, and i can't build it. I've never been able to build arcologies in any of my runs tbh...
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Mistake Not My Current State Of Joshing Gentle Peevishness For The Awesome And Terrible Majesty Of The Towering Seas Of Ire That Are Themselves The Mere Milquetoast Shallows Fringing My Vast Oceans Of Wrath.

Alex2045

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2367 on: June 02, 2024, 12:49:56 PM »

Mod do not work with Starsector 0.97a-RC11 without LunaLib and LunaLib do not work without any reason, have no log in starsectore-core
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DownTheDrain

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2368 on: June 02, 2024, 03:06:39 PM »

Mod do not work with Starsector 0.97a-RC11 without LunaLib and LunaLib do not work without any reason, have no log in starsectore-core

LunaLib isn't listed as a requirement in the OP.
Even if it was, shouldn't you report this in the LunaLib thread?
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Demulidor12

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2369 on: June 06, 2024, 05:17:52 AM »

A bug I found allows conolating a planet with the artillery working and resulting in its destruction
To do this I selected create an outpost then returned and then the option to scan the planet was released and then just colonize.

mod list: philip andrada, arma armatura, armaA - anime, Better Colonies, Illustrated.Entities, Luddic Enhancement, LunaLib, MagicLib, Nexerelin, Portrait Changer, Ship/Weapon Pack, Special Hullmod Upgrades, speed up, United Aurora Federation, Unknown Skies , GraphicsLib
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