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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion  (Read 1235657 times)

Uhlang

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Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
« Reply #405 on: October 10, 2020, 04:34:43 PM »

Had a crash and the stack trace has "IndEvo" in it, so I'll just post it here.

Quote
7079234 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.fleets.IndEvo_ShippingFleetAssignmentAI.getC argoList(IndEvo_ShippingFleetAssignmentAI.java:59)
   at com.fs.starfarer.api.impl.campaign.fleets.IndEvo_ShippingFleetAssignmentAI.getC argoList(IndEvo_ShippingFleetAssignmentAI.java:67)
   at com.fs.starfarer.api.impl.campaign.fleets.IndEvo_ShippingFleetAssignmentAI.getT ravelActionText(IndEvo_ShippingFleetAssignmentAI.java:147)
   at com.fs.starfarer.api.impl.campaign.procgen.themes.RouteFleetAssignmentAI.addTra velAssignment(RouteFleetAssignmentAI.java:350)
   at com.fs.starfarer.api.impl.campaign.fleets.IndEvo_ShippingFleetAssignmentAI.addT ravelAssignment(IndEvo_ShippingFleetAssignmentAI.java:201)
   at com.fs.starfarer.api.impl.campaign.procgen.themes.RouteFleetAssignmentAI.pickNe xt(RouteFleetAssignmentAI.java:173)
   at com.fs.starfarer.api.impl.campaign.procgen.themes.RouteFleetAssignmentAI.giveIn itialAssignments(RouteFleetAssignmentAI.java:90)
   at com.fs.starfarer.api.impl.campaign.procgen.themes.RouteFleetAssignmentAI.<init>(RouteFleetAssignmentAI.java:44)
   at com.fs.starfarer.api.impl.campaign.fleets.IndEvo_ShippingFleetAssignmentAI.<init>(IndEvo_ShippingFleetAssignmentAI.java:46)
   at com.fs.starfarer.api.impl.campaign.fleets.IndEvo_ShippingManager.spawnFleet(IndEvo_ShippingManager.java:378)
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.spawnAndDespawn(RouteManager.java:614)
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.advance(RouteManager.java:572)
   at com.fs.starfarer.api.impl.campaign.CoreScript.advance(CoreScript.java:126)
   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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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DubTre6

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Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
« Reply #406 on: October 10, 2020, 04:40:56 PM »

Thanks for your work, you've made colonies fun again!
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Arcagnello

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Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
« Reply #407 on: October 11, 2020, 02:52:50 AM »

Thanks for your work, you've made colonies fun again!

Make Jangala Great again and Make Culann pay for it

Completely agreed :)
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Jharug

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Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
« Reply #408 on: October 12, 2020, 11:37:02 AM »

Well i used the Hegemony's restoration dock at Chicomoztoc. i'm very early in my campaign and i was a bit cautious and only put 2 small ships in to try it out and took off to do other things. End of the month passes and i get the bill and pay it and get back and the ships are gone. I tossed the 5k storage fee on the table to see if they where there and then i traveled back to that starting place and looked in that storage just in case but i can't see the ships anywhere. Not a loss really but still annoying and i'm just hoping that i'm missing something cus i won't use those again til i know how it's supposed to work.
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SirHartley

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Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
« Reply #409 on: October 12, 2020, 12:59:06 PM »

Had a crash and the stack trace has "IndEvo" in it, so I'll just post it here.

Known, am working on fixing this - first bug I'm having serious problems with.

Thanks for your work, you've made colonies fun again!

thanks :)

Well i used the Hegemony's restoration dock at Chicomoztoc. i'm very early in my campaign and i was a bit cautious and only put 2 small ships in to try it out and took off to do other things. End of the month passes and i get the bill and pay it and get back and the ships are gone. I tossed the 5k storage fee on the table to see if they where there and then i traveled back to that starting place and looked in that storage just in case but i can't see the ships anywhere. Not a loss really but still annoying and i'm just hoping that i'm missing something cus i won't use those again til i know how it's supposed to work.

I have zero idea what happened here - you are the first to ever report this, and I can't replicate it as well.
Do you have some more hints as to what you did? Maybe updated mods, or changed something else in the meantime?

What ships did you put into storage?
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Jharug

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Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
« Reply #410 on: October 12, 2020, 08:03:31 PM »

so... i think i put in a hound or wolf and some other small early game ship, maybe a dram i really can't remember. (edit i remember pictures much much better then names) I did blast off to make a quest and that ended up being to hard so i reloaded a quick save i had just taken before engaging. GF then barged and and needed me to go and buy some more coffee... (her without coffee is me sleeping on the sofa) so i figured i might as well turn the game off. Came back after that and on my way back from that failed quest the month end triggered and i payed for some ship repairs and then came back and they where gone.
« Last Edit: October 12, 2020, 08:06:08 PM by Jharug »
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SirHartley

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Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
« Reply #411 on: October 13, 2020, 06:52:51 AM »

I am laughing way too much at your bug report.
It's the least helpful thing I have ever seen, but by far the most amusing :P
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Chairman Suryasari

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Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
« Reply #412 on: October 13, 2020, 04:41:12 PM »

Maybe, it's conflict wiith other mods or something, the best way to check it, is to test the mod itself in in vanilla game. If the mod run just fine is probably other mods cause the problem, maybe mods that add new storage like StellarNet can cause this but idk. I'm not a modder  :-\
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SteelHeart

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Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
« Reply #413 on: October 13, 2020, 05:11:43 PM »

Could someone please explain to me what these forge templates I've been finding do?
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SirHartley

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Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
« Reply #414 on: October 14, 2020, 06:11:51 AM »

Could someone please explain to me what these forge templates I've been finding do?

These are exploration content. Go survey planets in Cyan Boi constellations, you might find something that gives you more hints.

I amended the tooltip for the next version to include a pointer in that direction.
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SteelHeart

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Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
« Reply #415 on: October 14, 2020, 06:58:47 AM »

Could someone please explain to me what these forge templates I've been finding do?

These are exploration content. Go survey planets in Cyan Boi constellations, you might find something that gives you more hints.

I amended the tooltip for the next version to include a pointer in that direction.

Cyan, I'll take a look at those ones. Just a note, I've got grand sector installed. My understanding is it just lets more systems spawn so hopefully I didn't break anything.
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SirHartley

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Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
« Reply #416 on: October 14, 2020, 08:01:29 AM »

damn, you might run into problems then. Grand sector only increases the sector size/system amount, but does not increase the amount of things you can find.

it effectively creates a lot of empty systems.

You should use Adjusted sector instead.
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SteelHeart

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Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
« Reply #417 on: October 14, 2020, 11:41:22 AM »

damn, you might run into problems then. Grand sector only increases the sector size/system amount, but does not increase the amount of things you can find.

it effectively creates a lot of empty systems.

You should use Adjusted sector instead.

Well too late for that now then. I guess I might ask what I should be looking for? Is there a beacon or something designating the system because if its that I can just get some tankers and do a flyby around the map. Otherwise, is there a key word I could search for in the save file to try and get system coordinates?
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SirHartley

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Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
« Reply #418 on: October 14, 2020, 11:56:12 AM »

Just dive into systems with normal warning beacons, you'll come across them sooner or later.
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SteelHeart

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Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
« Reply #419 on: October 14, 2020, 02:12:38 PM »

Just dive into systems with normal warning beacons, you'll come across them sooner or later.

Warning beacons, ok then. Better get my remnant hunting fleet up and running.
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