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News:

Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

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add a pather/pirate mini faction whos ships are fast and durable but cant mount SO?

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Author Topic: [0.96a] Keruvim Shipyards (V:0.6.1) Fixed ships not spawning in indes hotfix  (Read 165548 times)

CianConnor

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Re: [0.95a] Keruvim Shipyards (V:0.3) Love it or love it, it's here to stay!
« Reply #45 on: October 25, 2021, 03:37:01 PM »

Thats ok. Thank you for checking it out. I guess I will continue the search. Appreciate the quick response. Love the mod. I'll keep playing my game and just avoid markets that cause a crash until they cycle their ship selection or I find the culprit.
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connortron7

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Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
« Reply #46 on: October 27, 2021, 04:28:37 PM »

OOOOH YEAH BROTHER WE ARE BACK AT IT AGAIN WITH A HOT UPDATE

changes
Spoiler
V: 0.4: blast from the past
general fixes:
fixed planet descriptions not showing up
fixed the stallion being classed as a destroyer instead of a frigate
fixed the catapult (P) spawning in keruvim fleets instead of pirate fleets
fixed the rapier not spawning
fixed keruvim showing up on the faction list even after death
fixed antlion needing 2 crew despite being a drone

general addition:
added the reaver blood cult faction with the ichor star system (has nex, indo evo and CC support)
added (re-added?) indo evo support (i swear i already did but could not find it so here we are!
changed the blueprint icon to match literally everyone elses
added  the best mod reviews to the forum page

ship additions:
added the bouncer class heavy defense frigate to pirate fleets
added the quarry class combat miner to independent fleets and rarely in pirate fleets
added the lasher, hammerhead, cerberus, broadsword and dominator (RBV)
added the chariot (Pride)


ship changes:

outlaw:
replaced both talons (RBV) with broadswords (RBV)
added the reaver military engineering hullmod

bandit:
renamed to mule (RBV)
added the reaver military engineering hullmod

bastion:
decreased spawnrate by 50%
now spawns in keruvim fleets/markets

duchess:
decreased supplies a month/deployment points from 55 to 45
did a few edits to the sprite

cudgel:
increased max burn from 7 to 9
removed civ grade hull
added the reaver military engineering hullmod

both axes:
increased max burn from 9 to 10

all zweihanders:
increased burn from 8 to 9

both chariots:
increased max burn from 7 to 8
increased max hull from 7500 to 9500

both catapults:
increased max burn from 7 to 8
[close]

jyjakafe

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Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
« Reply #47 on: October 28, 2021, 04:29:30 AM »

thank you, this mod makes me happy
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GigaWizard

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Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
« Reply #48 on: October 30, 2021, 11:20:22 AM »

Got a Fatal error [keruvim_bandit] not found when loading a game.  Does this have something to do with the name change?
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JUDGE! slowpersun

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Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
« Reply #49 on: October 30, 2021, 11:56:30 AM »

Got a Fatal error [keruvim_bandit] not found when loading a game.  Does this have something to do with the name change?

I got same issue.  Kinda surprising such an obvious bug crept through, but QA/QC in modding kinda a crapshoot...
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connortron7

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Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
« Reply #50 on: October 30, 2021, 01:39:58 PM »

Got a Fatal error [keruvim_bandit] not found when loading a game.  Does this have something to do with the name change?

Got a Fatal error [keruvim_bandit] not found when loading a game.  Does this have something to do with the name change?

I got same issue.  Kinda surprising such an obvious bug crept through, but QA/QC in modding kinda a crapshoot...

It didn't creep through, you guys just didn't read the big red letters above the download link that said "DELETE THE OLD VERSION OF THIS MOD BEFORE UPDATING" lol
Its there for a reason.

And yes, it has to do with the name change. Among a dozen other things from this update
« Last Edit: October 30, 2021, 01:54:45 PM by connortron7 »
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GigaWizard

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Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
« Reply #51 on: October 30, 2021, 05:35:47 PM »

Got a Fatal error [keruvim_bandit] not found when loading a game.  Does this have something to do with the name change?

Got a Fatal error [keruvim_bandit] not found when loading a game.  Does this have something to do with the name change?

I got same issue.  Kinda surprising such an obvious bug crept through, but QA/QC in modding kinda a crapshoot...

It didn't creep through, you guys just didn't read the big red letters above the download link that said "DELETE THE OLD VERSION OF THIS MOD BEFORE UPDATING" lol
Its there for a reason.

And yes, it has to do with the name change. Among a dozen other things from this update

The thing is I did delete the old version and I still got the message.
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connortron7

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Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
« Reply #52 on: October 30, 2021, 05:48:04 PM »

Got a Fatal error [keruvim_bandit] not found when loading a game.  Does this have something to do with the name change?

Got a Fatal error [keruvim_bandit] not found when loading a game.  Does this have something to do with the name change?

I got same issue.  Kinda surprising such an obvious bug crept through, but QA/QC in modding kinda a crapshoot...

It didn't creep through, you guys just didn't read the big red letters above the download link that said "DELETE THE OLD VERSION OF THIS MOD BEFORE UPDATING" lol
Its there for a reason.

And yes, it has to do with the name change. Among a dozen other things from this update

The thing is I did delete the old version and I still got the message.
Did you update it mid save? Because this update breaks saves

JUDGE! slowpersun

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Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
« Reply #53 on: October 30, 2021, 07:41:13 PM »

Got a Fatal error [keruvim_bandit] not found when loading a game.  Does this have something to do with the name change?

Got a Fatal error [keruvim_bandit] not found when loading a game.  Does this have something to do with the name change?

I got same issue.  Kinda surprising such an obvious bug crept through, but QA/QC in modding kinda a crapshoot...

It didn't creep through, you guys just didn't read the big red letters above the download link that said "DELETE THE OLD VERSION OF THIS MOD BEFORE UPDATING" lol
Its there for a reason.

And yes, it has to do with the name change. Among a dozen other things from this update

No **** Sherlock, I know how to update.  I can also read.  And English is my first language.  I also know that if a file is LITERALLY MISSING, it's at a minimum a bug.  Even if the file isn't missing, it's just misnamed.  Since a misnamed file isn't the right file.  So the right file is missing.  Perhaps I should impugn your ability to communicate next?  Or just compliment you on your ability to jump to conclusions...?
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Alex

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Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
« Reply #54 on: October 30, 2021, 07:58:22 PM »

No **** Sherlock, I know how to update.  I can also read.  And English is my first language.  I also know that if a file is LITERALLY MISSING, it's at a minimum a bug.  Even if the file isn't missing, it's just misnamed.  Since a misnamed file isn't the right file.  So the right file is missing.  Perhaps I should impugn your ability to communicate next?  Or just compliment you on your ability to jump to conclusions...?

This is completely uncalled for and is not acceptable behavior on this forum. Please make sure you're familiar with the forum rules and consider this an official warning.
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connortron7

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Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
« Reply #55 on: October 30, 2021, 08:18:46 PM »

No **** Sherlock, I know how to update.  I can also read.  And English is my first language.  I also know that if a file is LITERALLY MISSING, it's at a minimum a bug.  Even if the file isn't missing, it's just misnamed.  Since a misnamed file isn't the right file.  So the right file is missing.  Perhaps I should impugn your ability to communicate next?  Or just compliment you on your ability to jump to conclusions...?

Charming... its nothing to do with my end as I've been playing with the current version since i released it, hence why i assume (or just know for a fact) you and GigaWizard did something on your own ends....

There is literally 2 options as to why this crashes with that specific error and thats either overwrote the file or updated then loaded an old save. Both of which have warnings. So yes, i can jump to conclusions. If it truely was on my end i would be getting more reports from the start both here and on discord (on which ive seen people mention starting new runs with this update and have no problem)
« Last Edit: October 30, 2021, 08:34:20 PM by connortron7 »
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JAL28

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Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
« Reply #56 on: October 30, 2021, 09:39:36 PM »

Interesting to see the Reaver’s evolution from a pirate subfaction to a Luddic cult rivaling even the Path in war crimes
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connortron7

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Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
« Reply #57 on: October 31, 2021, 11:41:38 AM »

Interesting to see the Reaver’s evolution from a pirate subfaction to a Luddic cult rivaling even the Path in war crimes

Heh yeah i realized "pirate faction that likes blood and is evil" is maybe not the most original thing in the world, and while i dont strive for everything to be unique i at least wanted to add a lil more lore spice

JUDGE! slowpersun

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Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
« Reply #58 on: October 31, 2021, 12:15:35 PM »

No **** Sherlock, I know how to update.  I can also read.  And English is my first language.  I also know that if a file is LITERALLY MISSING, it's at a minimum a bug.  Even if the file isn't missing, it's just misnamed.  Since a misnamed file isn't the right file.  So the right file is missing.  Perhaps I should impugn your ability to communicate next?  Or just compliment you on your ability to jump to conclusions...?

Charming... its nothing to do with my end as I've been playing with the current version since i released it, hence why i assume (or just know for a fact) you and GigaWizard did something on your own ends....

There is literally 2 options as to why this crashes with that specific error and thats either overwrote the file or updated then loaded an old save. Both of which have warnings. So yes, i can jump to conclusions. If it truely was on my end i would be getting more reports from the start both here and on discord (on which ive seen people mention starting new runs with this update and have no problem)

I'm assuming it was the "save breaker" in lower case tacked on next to the download...  But the easier way to solve the issue was to just delete your mod.
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connortron7

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Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
« Reply #59 on: October 31, 2021, 01:43:54 PM »

No **** Sherlock, I know how to update.  I can also read.  And English is my first language.  I also know that if a file is LITERALLY MISSING, it's at a minimum a bug.  Even if the file isn't missing, it's just misnamed.  Since a misnamed file isn't the right file.  So the right file is missing.  Perhaps I should impugn your ability to communicate next?  Or just compliment you on your ability to jump to conclusions...?

This is completely uncalled for and is not acceptable behavior on this forum. Please make sure you're familiar with the forum rules and consider this an official warning.


I'm assuming it was the "save breaker" in lower case tacked on next to the download...  But the easier way to solve the issue was to just delete your mod.


Yep! Glad you acknowledged thats its literally right next to the download. Hard to miss!

Also appreciate how you got an official warning by the maker of the game and still continue your charade
« Last Edit: October 31, 2021, 01:46:43 PM by connortron7 »
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