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

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Author Topic: [0.97a] Arma Armatura v3.1.5 [1/11/25]  (Read 1006949 times)

Pathfinder118

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1950 on: February 23, 2025, 02:51:33 PM »

I was curious has anyone made a version of this mod that just has the strike craft and not the mechs? I just want to play with the strike craft and not have mecha around, call it personal preference.

The mod is amazing though, but I've avoided using it because of the mechs.
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Brainwright

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1951 on: February 25, 2025, 03:29:12 PM »

I've noticed something that might be the cause of people's complaints with the himac, and it seems the system sometimes activates when any two movement keys are pressed fast enough.  So sometimes you can activate it with forward and left, back and forward, left and right.

Haven't pieced together what the conditions are for this yet, though.  Sometimes it happens all the time, sometimes, I can't seem to get it to do it.
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CrossAdvent

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1952 on: February 27, 2025, 01:05:45 AM »

Spoiler
17225364 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "java.lang.Float.floatValue()" because the return value of "java.util.Map.get(Object)" is null
java.lang.NullPointerException: Cannot invoke "java.lang.Float.floatValue()" because the return value of "java.util.Map.get(Object)" is null
   at data.hullmods.armaa_variableUnit.addPostDescriptionSection(armaa_variableUnit.java:105) ~[?:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.showTooltip(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.V.oÒ0000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.V.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O00o$Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O00o.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.coreui.refit.ModWidget.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.coreui.refit.F.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.class.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.for.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.processInput(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.o00000(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) [?:?]
[close]

Got this while switching out a pilot to increase ground assault capability.  I was checking the GuardDual to see if I could find the ground assault value in the refit screen.  Was assaulting Lucifron, so I'm not 100% sure it's not from Tahlan Shipworks.

Also ran into this crash, was able to reliably reproduce it viewing the Variable Unit hullmod. CTD the instant the tooltip shows up. But i weirdly wasn't able to get it to happen spawning guarDUAL in on a new save and checking the hullmod there.
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shoi

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1953 on: February 27, 2025, 01:17:42 AM »

it probably happens if guardual has a dmod since hullId would change and wouldnt be in the map. i'll check

I've noticed something that might be the cause of people's complaints with the himac, and it seems the system sometimes activates when any two movement keys are pressed fast enough.  So sometimes you can activate it with forward and left, back and forward, left and right.

Haven't pieced together what the conditions are for this yet, though.  Sometimes it happens all the time, sometimes, I can't seem to get it to do it.
thanks, ill investigate

Hello! First of all I just want to say thank you so much for the work you do on this mod! It's probably my favorite Starsector mod out of all of them. That said, I'm in desperate need of help. I did the Sleepers start so I could start with the Valkazard and I ended up handing it over to the Administrator lady because I was informed the reward would be worth it. However, I've gotten my reputation for her to 100 and gotten the faction reputation to cooperative, and based on what I've been told, I still haven't gotten the main thing she's supposed to give you ([the Valken III). I think. Are there any other steps I'm missing? If so, please feel free to spoil me because I'm at my wit's end. q-q

it sounds like you met the conditions, it might be a problem because there's a 50% chance she gives you it after that each time you interact with her? Might be the cause, i've never not gotten it but i'll look more (or likely just remove the probability and have her give it outright instead of making it RNGy)
« Last Edit: February 27, 2025, 01:21:53 AM by shoi »
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CrossAdvent

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1954 on: February 27, 2025, 06:54:40 AM »

it probably happens if guardual has a dmod since hullId would change and wouldnt be in the map. i'll check
This is absolutely it, took guarDUAL in for a much needed restore and no crash. Wrecked it on some luddites, got structural damage and an instant crash the game button. Ty for the quick response!
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TheBleachDoctor

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1955 on: February 28, 2025, 02:55:11 PM »

I've been having fun playing Crown of Cinders, but I think I'm stuck. I just did the raid for supplies, but aside from turning the Independents hostile against me, nothing happened afterwards. Did I miss something?
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shoi

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1956 on: February 28, 2025, 05:38:40 PM »

I've been having fun playing Crown of Cinders, but I think I'm stuck. I just did the raid for supplies, but aside from turning the Independents hostile against me, nothing happened afterwards. Did I miss something?

develop kade as contact, do missions for him
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Cpt.Deez.Nutz

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1957 on: March 02, 2025, 02:56:41 AM »

Hello! First of all I just want to say thank you so much for the work you do on this mod! It's probably my favorite Starsector mod out of all of them. That said, I'm in desperate need of help. I did the Sleepers start so I could start with the Valkazard and I ended up handing it over to the Administrator lady because I was informed the reward would be worth it. However, I've gotten my reputation for her to 100 and gotten the faction reputation to cooperative, and based on what I've been told, I still haven't gotten the main thing she's supposed to give you ([the Valken III). I think. Are there any other steps I'm missing? If so, please feel free to spoil me because I'm at my wit's end. q-q
Next time try giving her Valkazard BEFORE you develop her as a contact, it's the only way I reliably got the trigger to activate.
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Mansen

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1958 on: March 02, 2025, 03:00:02 AM »

Hi there. Been playing around with this mod for about a week, and I have some thoughts from what I've experienced so far.


The OP post doesn't do an amazing job of explaining the mod in more detail. I feel like I've had to discover most of it via trial and error in-game, and asking folks over on Discord about specific mechanics.

No ship list? It's been quite the process trying to figure out what mechs and ships the mod offer, and digging through ship lists in the console and seeing what sticks. The same applies to cross-mod content such as the Iron Shell mech, which I only know of thanks to Lion's video on IS in the first place (and what drew me to this mod blind)

There's not a ton of direction beyond "go to the new system, speak to people", and I feel like this mod could use a bit more in this regard. I did eventually manage to figure out that there's a questline to help retake the jungle planet, but my fleet wasn't up to the task of doing the in-atmos followup missions at the time.

Hidden subfactions don't play well with some other mods like AOTD. I would have loved to have been able to be commissioned, instead of having to do so with another major faction to help pay for my upkeep.


The Wingcom hullmod system feels... odd. I was going into it assuming I could pilot a Mech ship and be a squadron leader, but instead I have to sit back on the carrier instead? I would love it if you could create a squadron and assign a leader officer specifically, instead of needing it to be the ship's officer.


Hullmods tied to specific carrier ships - With the largest carrier in the mod being a Cruiser, I feel like not being able to unlock the recall ability on other ships is very unfortunate. I would have loved to field a capital ship carrier with this ability (maybe even a size dictated cooldown, so you won't feel like you're losing out by fielding a larger carrier, rather than multiple ones)

I'd love to see more freedom in Mech loadouts. Most of them are very locked into pre-designed weapons, and having a frame variant with slots and more points to spend creatively would be amazing.
« Last Edit: March 02, 2025, 03:08:42 AM by Mansen »
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Fibblewitz

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1959 on: March 02, 2025, 10:13:58 PM »

While looking at the pilebunker it says it does emp damage and can fire 6 spikes in a burst, how do you fire multiple spikes? and i dont see any emp effect while using it, am i not using it right?
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Draconis13

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1960 on: March 03, 2025, 09:51:13 AM »

I didn't see anyone else post this and maybe it is a mod conflict, I am using Nexerelin and I am not seeing any of the mech abilities for invasion combat that I am used to. I have the Fenris specialized carrier and have had several of the strike capable mechs in my fleet/fighter loadouts. Just getting the usual Bomb, Inspire and Electronic Warfare options. 
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Fondofwisdom

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1961 on: March 05, 2025, 06:31:30 AM »

I ran into the same null error as some other folks with the little GUARdual getting wrecked and things crashing, I really love this mod and wanna check it out more, are updates on this stuff frequent enough we could wait out an update or should I just avoid using the ship?
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shoi

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1962 on: March 06, 2025, 02:22:43 AM »

I ran into the same null error as some other folks with the little GUARdual getting wrecked and things crashing, I really love this mod and wanna check it out more, are updates on this stuff frequent enough we could wait out an update or should I just avoid using the ship?

im not sure what other error you're talking about, but if it's the guardual one just do like the previous person metioned and restore it. or just don't mouse over that hullmod, probably

While looking at the pilebunker it says it does emp damage and can fire 6 spikes in a burst, how do you fire multiple spikes? and i dont see any emp effect while using it, am i not using it right?

This text is incorrect, i'll fix it

Hi there. Been playing around with this mod for about a week, and I have some thoughts from what I've experienced so far.

The OP post doesn't do an amazing job of explaining the mod in more detail. I feel like I've had to discover most of it via trial and error in-game, and asking folks over on Discord about specific mechanics.

No ship list? It's been quite the process trying to figure out what mechs and ships the mod offer, and digging through ship lists in the console and seeing what sticks. The same applies to cross-mod content such as the Iron Shell mech, which I only know of thanks to Lion's video on IS in the first place (and what drew me to this mod blind)

There's not a ton of direction beyond "go to the new system, speak to people", and I feel like this mod could use a bit more in this regard. I did eventually manage to figure out that there's a questline to help retake the jungle planet, but my fleet wasn't up to the task of doing the in-atmos followup missions at the time.

Hidden subfactions don't play well with some other mods like AOTD. I would have loved to have been able to be commissioned, instead of having to do so with another major faction to help pay for my upkeep.

The Wingcom hullmod system feels... odd. I was going into it assuming I could pilot a Mech ship and be a squadron leader, but instead I have to sit back on the carrier instead? I would love it if you could create a squadron and assign a leader officer specifically, instead of needing it to be the ship's officer.


Hullmods tied to specific carrier ships - With the largest carrier in the mod being a Cruiser, I feel like not being able to unlock the recall ability on other ships is very unfortunate. I would have loved to field a capital ship carrier with this ability (maybe even a size dictated cooldown, so you won't feel like you're losing out by fielding a larger carrier, rather than multiple ones)

I'd love to see more freedom in Mech loadouts. Most of them are very locked into pre-designed weapons, and having a frame variant with slots and more points to spend creatively would be amazing.
Hi, thanks for feedback!  :)
Ship List- There's a mission in the main screen with almost every ship to play around with. I think this is better than a ship list, personally.

WINGCOM - The squads are tied to officers and persist between ships, so im not sure if im understanding what you mean here. You just need the hullmod for them to be used and for one to be generated. If you want a mech squad, you can install it on any one with the strikecraft hullmod unless it phases, or anything that has a fighter bay larger than a frigate. It's easier for it to work based off the officer assigned to the ship since they can't use it otherwise.

More modular mechs: You can try the VX custom which is fully modular and may be what you'd be looking for? Agreed though, I think built-ins are rather limiting which is why i've tried to shy away from it with newer stuff

Carrier hullmods: I can make a modular version for the one that reduces refit time, which im guessing is the one you're talking about. Adding a recall device subsystem is probably easy too, ill look into that.
« Last Edit: March 06, 2025, 02:25:17 AM by shoi »
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balordezul

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1963 on: March 06, 2025, 12:14:50 PM »

Hey Shoi,

Do you have any pirate themed mechs outside of legio?  I know claymore has the motorhead and there is a DA submod but curious if you have any pirate mechs?
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Brainwright

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Re: [0.97a] Arma Armatura [1/11/25]
« Reply #1964 on: March 06, 2025, 06:22:46 PM »

Got this while chasing a Panther with 5000% CR with an Altagrave during the Leos Klein bounty.  Freakiest stuff, the Panther was the single fastest thing I've seen in the game.

Spoiler
26475194 [Thread-3] DEBUG org.lazywizard.radar.util.DrawQueue  - Released buffers of 5 dead DrawQueues
26475198 [Thread-3] DEBUG org.lazywizard.radar.util.DrawQueue  - Resizing to 864 vertices
26500622 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship AASV Omnichrome, isEnemy 0
26500622 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship EIS Arleux, isEnemy 0
26500622 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship EIS Eleius, isEnemy 0
26500622 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Rosmerta, isEnemy 0
26500622 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Cadmus, isEnemy 0
26500622 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship Mog Ruith, isEnemy 0
26500622 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Fand, isEnemy 0
26500622 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship EIS Korybantes, isEnemy 0
26500622 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship I'm A Torpedo, isEnemy 0
26500622 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship AASV Hydra, isEnemy 0
26501504 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
26501504 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
26627669 [Thread-7] INFO  sound.oo0O  - Cleaning up music with id [Panic.ogg]
26627725 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [VeiledinDust.ogg]
26627726 [Thread-9] INFO  sound.OooO  - Playing music with id [VeiledinDust.ogg]
26843225 [Thread-7] INFO  sound.oo0O  - Cleaning up music with id [VeiledinDust.ogg]
26843273 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [CatastrophicSystemsFailure.ogg]
26843274 [Thread-9] INFO  sound.OooO  - Playing music with id [CatastrophicSystemsFailure.ogg]
26932482 [Thread-7] INFO  sound.oo0O  - Cleaning up music with id [CatastrophicSystemsFailure.ogg]
26932796 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [Condottiere.ogg]
26932797 [Thread-9] INFO  sound.OooO  - Playing music with id [Condottiere.ogg]
27157137 [Thread-7] INFO  sound.oo0O  - Cleaning up music with id [Condottiere.ogg]
27157359 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [TheFlagship.ogg]
27157359 [Thread-9] INFO  sound.OooO  - Playing music with id [TheFlagship.ogg]
27205261 [Thread-3] INFO  sound.oo0O  - Cleaning up music with id [Stellar_Rust.ogg]
27205261 [Thread-3] INFO  sound.oo0O  - Cleaning up music with id [A_Dreaming_Sky.ogg]
27205274 [Thread-7] INFO  sound.oo0O  - Cleaning up music with id [TheFlagship.ogg]
27205372 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [steel_rain.ogg]
27205373 [Thread-9] INFO  sound.OooO  - Playing music with id [steel_rain.ogg]
27205391 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha Green Blue
java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha Green Blue
   at java.desktop/java.awt.Color.testColorValueRange(Color.java:292) ~[?:?]
   at java.desktop/java.awt.Color.<init>(Color.java:377) ~[?:?]
   at com.fs.starfarer.renderers.damage.return.String(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.renderers.damage.return.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.renderers.damage.O0OO.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.entities.BaseEntity.render(Unknown Source) ~[port_obf.jar:?]
   at com.fs.graphics.LayeredRenderer.renderExcluding(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.render(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatState.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.o00000(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) [?:?]
1048 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Starting Starsector 0.97a-RC11 launcher
1053 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Running in /home/deck/starsector
1053 [main] INFO  com.fs.starfarer.StarfarerLauncher  - OS: Linux 6.5.0-valve23-1-neptune-65-g385b5e207ae2
1053 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Java version: 23-beta (64-bit)
1053 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Max memory: 6144MB
[close]
Logged
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