Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Author Topic: [0.9.1a] Late-game crash, "Fatal: null" in/near heavily colonized system  (Read 1528 times)

Gault

  • Ensign
  • *
  • Posts: 3
    • View Profile

I've been running into this consistent crash in the late-game involving a large and heavily industrialized trinary system that serves as my faction's seat of power.

Whenever I spend any length of time there, or even the hyperspace near it, I crash to desktop with a Fatal: null error. I can avoid the problem by not hanging around for longer than about half a minute, but given all my colonies are in there, this isn't exactly practical.

Here is the excerpt from starsector.log:

Code
875118 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.ui.A.new.super(Unknown Source)
at com.fs.starfarer.ui.A.new.<init>(Unknown Source)
at com.fs.starfarer.campaign.ui.String.<init>(Unknown Source)
at com.fs.starfarer.ui.P.super(Unknown Source)
at com.fs.starfarer.campaign.ui.oOOo.addIconFor(Unknown Source)
at com.fs.starfarer.campaign.ui.oOOo.<init>(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2$9.public.float(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2$9.beforeShown(Unknown Source)
at com.fs.starfarer.campaign.C.o00000(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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

And my active modlist:

Code
{"enabledMods": [
  "Adjusted Sector",
  "raccoonarms",
  "timid_admins",
  "blackrock_driveyards",
  "chatter",
  "lw_console",
  "istl_dam",
  "diableavionics",
  "DisassembleReassemble",
  "sun_hyperdrive",
  "deconomics",
  "Imperium",
  "kadur_remnant",
  "lw_lazylib",
  "ArkLeg",
  "MagicLib",
  "Mayasuran Navy",
  "nexerelin",
  "SCY",
  "shadow_ships",
  "swp",
  "bonomel_skilledup",
  "sun_starship_legends",
  "tahlan",
  "Terraforming and Station Construction",
  "THI",
  "underworld",
  "vayrasector",
  "vayrashippack",
  "vesperon",
  "shaderLib"
]}

I'm playing with a randomly-generated sector that I designed to avoid memory issues, so I doubt that's it. In any case, I've allocated the game more memory in vmparams and have 16GB of installed RAM.

This is not the first time this has happened. I've restarted my entire campaign several times at this point and would dearly, dearly love to know how I can avoid this problem.
Logged

Histidine

  • Admiral
  • *****
  • Posts: 4661
    • View Profile
    • GitHub profile

Think this is the bug with player-made autofit variants for ships with modules. Delete any variants you've configured for modular ships used in your faction doctrine (or un-prioritize those ships so they don't appear).
Logged

Gault

  • Ensign
  • *
  • Posts: 3
    • View Profile

By modules you mean those extra pieces that Space Stations are made of? Alright, I think I have a few of those. I'll try it out, see if that fixes things.

Would this include modules that are purely armor, or only ones that have weapon/turret hardpoints?

Edit: The game crashes when I try to access the Doctrine menu. I don't know if this confirms that that's the source of the problem, but if it is, then I can't fix it.
« Last Edit: June 23, 2020, 05:02:02 AM by Gault »
Logged

Histidine

  • Admiral
  • *****
  • Posts: 4661
    • View Profile
    • GitHub profile

Yeah that confirms the issue.

If you remember which ships you did autofit variants for, and have them in your fleet (or can get them without going to your star system), you can clean up their variants in the refit screen and hope the problem goes away.

I think all modular ships are affected (whether the modules are armor-only or have weapons)
Logged

Gault

  • Ensign
  • *
  • Posts: 3
    • View Profile

Thanks! I'll see what I can do. Hopefully, the problem won't recur.
Logged

Yunru

  • Admiral
  • *****
  • Posts: 1560
    • View Profile

My pet theory is it's a problem with how the in game refit screen saves them.
See this topic for reference, now imagine that happening with, say, a module slot.

morriganj

  • Lieutenant
  • **
  • Posts: 88
    • View Profile

Try playing without Terraforming and Station Construction mod. I was having crashes with that one, although there have been patches since then so who knows.
Logged