Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 23 24 [25] 26 27

Author Topic: [0.98a] Stellar Networks 3.1.3 - information at your fingertips  (Read 358242 times)

Dazs

  • Admiral
  • *****
  • Posts: 1394
    • View Profile
Re: [0.98a] Stellar Networks 3.1.3 - information at your fingertips
« Reply #360 on: May 03, 2025, 08:41:24 AM »

Can you check if `mod_info.json` says `"version": "3.2.2-fix126"`?
Mine states:
"version": "3.2.2-fix126",  "DO NOT MERGE": "version for development only",
Code
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "String.equals(Object)" because the return value of "com.fs.starfarer.api.campaign.econ.MarketAPI.getFactionId()" is null
This error seems similar to the one I was debugging in my mod recently. It can't find a faction ID from your save's xml - if you are loading a saved game - do you have any other mods disabled when loading the save that was were enabled before?
No, as I stated this happened at the start of a new game. It allowed me to get past the starting screens but when it started generating the sector I recieved the above crash.
Going from the bottom to the top of the error stack trace you can see `stelnet.StelnetMod.lambda$onNewGameAfterEconomyLoad` but `StelnetMod` does not implement `onNewGameAfterEconomyLoad` - it inherits it from game's code, so it seems like it's not stelnet's fault (although it may promote it) - can you load that save with stelnet turned off?

Or if it happens on a new game:
1. Can you start the game with stelnet disabled any errors?
2. Can you try starting a new game with only Hiver Swarm (I tested it with v1.3.0), Nexerelin (I tested it with 0.12.0) and Stelnet (3.2.2-fix126) mods enabled, is it still erroring?

I can't reproduce your error, what are the steps to reproduce it?
I started a new game with it disabled and had no problems. Are you able to start a new game with it enabled with no problems?

volt

  • Lieutenant
  • **
  • Posts: 74
    • View Profile
Re: [0.98a] Stellar Networks 3.1.3 - information at your fingertips
« Reply #361 on: May 03, 2025, 01:35:44 PM »

I started a new game with it disabled and had no problems. Are you able to start a new game with it enabled with no problems?
Yeap, started name with: generate a name, press 1, 2, 1, 1, 1, select starting fleet, 1, 1, g - game starts, can visit Jangala market, check intel: https://imgur.com/a/dMq3WvD

Maybe try unpacking game and mods to a separate, clean directory? To ensure you don't have another mod and/or local change that causes it.
« Last Edit: May 03, 2025, 01:38:58 PM by volt »
Logged

Sentrynest33

  • Ensign
  • *
  • Posts: 33
    • View Profile
Re: [0.98a] Stellar Networks 3.1.3 - information at your fingertips
« Reply #362 on: May 04, 2025, 03:52:39 AM »

Is it safe to run the current released version of Stellar Networks and Hiver Swarms? I know that you two are trying to find a solution to make them work perfectly, but if I do not mind that Hiver markets are showing up (I'll just use the Stellaris strategy on them) is there a major chance for a crash?
Logged

Dazs

  • Admiral
  • *****
  • Posts: 1394
    • View Profile
Re: [0.98a] Stellar Networks 3.1.3 - information at your fingertips
« Reply #363 on: May 04, 2025, 03:52:55 AM »

Yeap, started name with: generate a name, press 1, 2, 1, 1, 1, select starting fleet, 1, 1, g - game starts, can visit Jangala market, check intel: https://imgur.com/a/dMq3WvD
Understood but I do have a question regarding the two images you host. One shows Hiver markets and the other does not. What had you done to cause the differences?
Maybe try unpacking game and mods to a separate, clean directory? To ensure you don't have another mod and/or local change that causes it.
I could but overall what is the purpose of that? If this new version of Stelnet conflicts with an established mod then it is flawed to the point that many players will not install it due to not being to also use a favorite mod.

Here is my enabled mod list while testing Stelnet:
Spoiler
  "pantera_ANewLevel30",
  "A_S-F",
  "Cryo_but_better",
  "apex_design",
  "lw_autosave",
  "BSC",
  "bc",
  "HMI_brighton",
  "CFT",
  "CJHM",
  "Csp",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_console",
  "Diktat Enhancement",
  "dex",
  "dex-ae",
  "edshipyard",
  "EmergentThreats_Vice",
  "EmergentThreats_IX_Revival",
  "XLU",
  "FPE",
  "GrandColonies",
  "guarantee-rare-items",
  "HMI_SV",
  "HMI",
  "hte",
  "HIVER",
  "IndEvo",
  "Imperium",
  "jaydeepiracy",
  "JYD",
  "keruvim_shipyards",
  "kyeltziv",
  "lw_lazylib",
  "ArkLeg",
  "lockedAndLoaded",
  "luddenhance",
  "lunalib",
  "exshippack",
  "MagicLib",
  "Marvelous-Personas",
  "Mayasuran Navy",
  "missinghegemonyauxiliaryships",
  "missingshipscivilian",
  "missingmidlineships",
  "missingpatherships",
  "missingshipspirate",
  "missingshipsweapons",
  "MoreBarMissions",
  "MoreMilitaryMissions",
  "NSP",
  "ness_saw",
  "wisp_NeutrinoDetectorMkII",
  "sun_new_beginnings",
  "nexerelin",
  "sun_nomadic_survival",
  "objects_analysis",
  "ObviousNeutron",
  "JYDR",
  "PirateMiniMegaMod",
  "wisp_perseanchronicles",
  "portrait_changer",
  "progressiveSMods",
  "pt_qolpack",
  "assortment_of_things",
  "randomweapons",
  "RetroLib",
  "roider",
  "rotcesrats",
  "sun_ruthless_sector",
  "SCY",
  "secretsofthefrontier",
  "SEEKER",
  "swp",
  "spacetruckin",
  "speedUp",
  "sun_starship_legends",
  "stelnet",
  "StopGapMeasures3",
  "timid_supply_forging",
  "supportships",
  "surveycorpssp",
  "tahlan",
  "presmattdamon_takenoprisoners",
  "terraformingmadeeasy",
  "TORCHSHIPS",
  "TTE",
  "TTSC",
  "underworld",
  "US",
  "unthemedweapons",
  "vayramerged",
  "TouchOfVanilla_vri",
  "niko_morePlanetaryConditions",
  "XhanEmpire",
  "audio_plus",
  "shaderLib"
[close]
I have to head out and run some errands but I will try as you suggest to run it with minimal mods so I'll check in later today and let you know my results.

Dazs

  • Admiral
  • *****
  • Posts: 1394
    • View Profile
Re: [0.98a] Stellar Networks 3.1.3 - information at your fingertips
« Reply #364 on: May 04, 2025, 03:55:10 AM »

Is it safe to run the current released version of Stellar Networks and Hiver Swarms? I know that you two are trying to find a solution to make them work perfectly, but if I do not mind that Hiver markets are showing up (I'll just use the Stellaris strategy on them) is there a major chance for a crash?
Hello there, yes you can run them together without any issues. volt and I are just beta (alpha?) testing a version that will omit Hiver markets.

volt

  • Lieutenant
  • **
  • Posts: 74
    • View Profile
Re: [0.98a] Stellar Networks 3.1.3 - information at your fingertips
« Reply #365 on: May 04, 2025, 04:57:44 AM »

Understood but I do have a question regarding the two images you host. One shows Hiver markets and the other does not. What had you done to cause the differences?
There are four images, the third one shows the difference - I just created a CSV file with `HIVER` id in it (`cat` in linux is a command that prints content of a file to a console):



"Maybe try unpacking game and mods to a separate, clean directory?"
I could but overall what is the purpose of that?
To make sure you don't have any local changes that could cause this issue (I often do small tweaks to other mods and the game, so to ensure it is not me, I just test it on a clean instance) and/or to ensure it is not caused by yet another mod. As I said, I tried it out (on a clean install and on my gameplay install with bunch of other mods) and I did not manage to reproduce your error, and the error stack trace doesn't seem to be pointing at stelnet code base (`StelnetMod` does not implement `onNewGameAfterEconomyLoad`) - so not much for me to grab on to debug this.
« Last Edit: May 04, 2025, 05:02:32 AM by volt »
Logged

Dazs

  • Admiral
  • *****
  • Posts: 1394
    • View Profile
Re: [0.98a] Stellar Networks 3.1.3 - information at your fingertips
« Reply #366 on: May 04, 2025, 08:29:34 AM »

I started a new game with it disabled and had no problems. Are you able to start a new game with it enabled with no problems?
Yeap, started name with: generate a name, press 1, 2, 1, 1, 1, select starting fleet, 1, 1, g - game starts, can visit Jangala market, check intel: https://imgur.com/a/dMq3WvD

Maybe try unpacking game and mods to a separate, clean directory? To ensure you don't have another mod and/or local change that causes it.
OK I started a new game with the above conditions and game crashed at sector generation:
Spoiler
165861 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.ui.newui.L.setCurrentTab(Object, Object)" because "this.core" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.ui.newui.L.setCurrentTab(Object, Object)" because "this.core" is null
   at com.fs.starfarer.campaign.CampaignState.showCoreUITab(Unknown Source)
   at stelnet.StelnetMod.resetIntelUi(StelnetMod.java:77)
   at stelnet.StelnetMod.beforeGameSave(StelnetMod.java:36)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.oo0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.o0OO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.A.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.new(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.o00000(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.base/java.lang.Thread.run(Unknown Source)
166195 [Thread-8] INFO  sound.O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
166197 [Thread-8] INFO  sound.H  - Playing music with id [miscallenous_main_menu.ogg]
[close]
On the plus side, damn the game started almost immediatly vs the monster mod list I normally use :)

Seriouly though, the only thing I can think of is it seems you are using a Linux version and I am using Windows. Is this the case?

volt

  • Lieutenant
  • **
  • Posts: 74
    • View Profile
Re: [0.98a] Stellar Networks 3.1.3 - information at your fingertips
« Reply #367 on: May 04, 2025, 03:30:23 PM »


OK I started a new game with the above conditions and game crashed at sector generation:
Spoiler
165861 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.ui.newui.L.setCurrentTab(Object, Object)" because "this.core" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.ui.newui.L.setCurrentTab(Object, Object)" because "this.core" is null
   at com.fs.starfarer.campaign.CampaignState.showCoreUITab(Unknown Source)
   at stelnet.StelnetMod.resetIntelUi(StelnetMod.java:77)
   at stelnet.StelnetMod.beforeGameSave(StelnetMod.java:36)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.oo0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.o0OO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.A.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.new(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.o00000(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.base/java.lang.Thread.run(Unknown Source)
166195 [Thread-8] INFO  sound.O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
166197 [Thread-8] INFO  sound.H  - Playing music with id [miscallenous_main_menu.ogg]
[close]
On the plus side, damn the game started almost immediatly vs the monster mod list I normally use :)

Seriouly though, the only thing I can think of is it seems you are using a Linux version and I am using Windows. Is this the case?
It could, but basically errors you are getting are related to game or mods not being "clean", did you unpack the game and all mods or did you copy some existing?
Code
	at stelnet.StelnetMod.resetIntelUi(StelnetMod.java:77)
at stelnet.StelnetMod.beforeGameSave(StelnetMod.java:36)
This should be run only when `stelnet_General_Advanced_Uninstall` setting is set in Luna, so it seems like your game is using some existing Luna settings which have Stelnet's Uninstall flag set.

[edit]
Yeap, I just confirmed it and I was able to reproduce this, you have "Uninstall Mod" flag set to true, if you unset it in "Mod Settings" game menu you should be able to start a new game.
« Last Edit: May 04, 2025, 03:50:46 PM by volt »
Logged

Dazs

  • Admiral
  • *****
  • Posts: 1394
    • View Profile
Re: [0.98a] Stellar Networks 3.1.3 - information at your fingertips
« Reply #368 on: May 04, 2025, 05:09:42 PM »


This should be run only when `stelnet_General_Advanced_Uninstall` setting is set in Luna, so it seems like your game is using some existing Luna settings which have Stelnet's Uninstall flag set.

[edit]
Yeap, I just confirmed it and I was able to reproduce this, you have "Uninstall Mod" flag set to true, if you unset it in "Mod Settings" game menu you should be able to start a new game.
OK fresh install of both Stelnet and Luna, here are my settings:
Spoiler
[close]
I first tried a continue game, game loaded correctly but here is my commodity screen:
Spoiler
[close]
I then started a new game and game crashed on sector generation:
Spoiler
313763 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "String.equals(Object)" because the return value of "com.fs.starfarer.api.campaign.econ.MarketAPI.getFactionId()" is null
java.lang.NullPointerException: Cannot invoke "String.equals(Object)" because the return value of "com.fs.starfarer.api.campaign.econ.MarketAPI.getFactionId()" is null
   at stelnet.StelnetMod.lambda$onNewGameAfterEconomyLoad$0(StelnetMod.java:58)
   at java.base/java.util.ArrayList.forEach(Unknown Source)
   at java.base/java.util.Collections$UnmodifiableCollection.forEach(Unknown Source)
   at stelnet.StelnetMod.lambda$onNewGameAfterEconomyLoad$1(StelnetMod.java:56)
   at java.base/java.util.ArrayList.forEach(Unknown Source)
   at stelnet.StelnetMod.onNewGameAfterEconomyLoad(StelnetMod.java:55)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.oo0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.o0OO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.A.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.new(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.o00000(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.base/java.lang.Thread.run(Unknown Source)
[close]
This was while using the pull/126 version of Stelnet found:
https://github.com/jaghaimo/stelnet/pull/127

I want to ensure I am using the correct pull as the link you posted says it is pull/127 (Change Commodities intel tab to respect markets excluder #127)
Howwever the link states: Needs more testing, but attaching an archive for anyone who wants to try it stelnet-3.2.2-fix126.zip (4e4b9fb)

Perhaps I am missing a link to stelnet-3.2.2-fix127.zip becasue I am a noob and do not use github myself. I just want to ensure I am using the same version you are becasue there seems to be a mismatch.

volt

  • Lieutenant
  • **
  • Posts: 74
    • View Profile
Re: [0.98a] Stellar Networks 3.1.3 - information at your fingertips
« Reply #369 on: May 05, 2025, 03:30:36 AM »

Perhaps I am missing a link to stelnet-3.2.2-fix127.zip
No, you good :)
126 is the ID of the GH issue that is tracking this bug - https://github.com/jaghaimo/stelnet/issues/126 hence the number in the hotfix archive version `stelnet-3.2.2-fix126.zip`
127 is the ID of the pull request that was created for the fix 126 to be merged into the patch release branch.


OK fresh install of both Stelnet and Luna, here are my settings:
I first tried a continue game, game loaded correctly but here is my commodity screen:
I then started a new game and game crashed on sector generation:
So we are back to the previous error? Did you turn on any other mods or reused already extracted game/mods? Because Stelnet does not override `onNewGameAfterEconomyLoad` method.

I just downloaded the fresh copies of:
* Starsector 0.98a-RC8 https://fractalsoftworks.com/preorder/
* Hiver Swarm 1.3.0 - https://fractalsoftworks.com/forum/index.php?topic=22965
* LazyLib v3.0 - https://fractalsoftworks.com/forum/index.php?topic=5444.0
* LunaLib 2.0.3 - https://fractalsoftworks.com/forum/index.php?topic=25658
* MagicLib 1.5.6 - https://fractalsoftworks.com/forum/index.php?topic=25868.0
* Nexerelin v0.12.0c - https://fractalsoftworks.com/forum/index.php?topic=9175.0
* Stelnet - https://github.com/user-attachments/files/20011375/stelnet-3.2.2-fix126.zip
I'm able to start a new game, and then load it without any problems.
Then I unpacked this (maybe the way you are creating CSV file is causing this?) - see attached `starsector-hiver-exclude-in-stelnet.zip` file at the bottom of this post.
And again, no problems plus Hiver markets do not show up in stelnet.

Code
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "String.equals(Object)" because the return value of "com.fs.starfarer.api.campaign.econ.MarketAPI.getFactionId()" is null
java.lang.NullPointerException: Cannot invoke "String.equals(Object)" because the return value of "com.fs.starfarer.api.campaign.econ.MarketAPI.getFactionId()" is null
This error comes from the base game (`com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl#assignCustomAdmins`), it cannot load a faction (a faction that must have been added to the game, or added and removed?). So what I can think of is that you have some other mods enabled (and it could be another mod being incompatible with Stelnet), or you have some local changes that are causing this. There might be something related to how things are handled on Windows as well, but it is unlikely - either way, unfortunately I can't help you with Windows stuff, I got fed up with it long time ago  ;D


PS I just discovered you can make clickable thumbnails of images on forum with `width` and/or `height` attributes :) e.g.:
Code
[img width=800]https://i.imgur.com/p0uBT0L.png[/img]
Logged

Dazs

  • Admiral
  • *****
  • Posts: 1394
    • View Profile
Re: [0.98a] Stellar Networks 3.1.3 - information at your fingertips
« Reply #370 on: May 05, 2025, 06:36:37 AM »

Bingo we have a winner! (Sort of) I was placing the Stelnet folder in data\config\stelnet and the file you have attached above puts it in data\stelnet. I moved my stelnet folder to data\ and now I can no longer see Hiver systems following the above steps. I then exited and enabled all my mods and loaded a save and again, Hiver systems no longer showed up on the commodity board. I then exited and started a new game with mods enabled and the game crashed with our old friend:
Spoiler
265922 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "String.equals(Object)" because the return value of "com.fs.starfarer.api.campaign.econ.MarketAPI.getFactionId()" is null
java.lang.NullPointerException: Cannot invoke "String.equals(Object)" because the return value of "com.fs.starfarer.api.campaign.econ.MarketAPI.getFactionId()" is null
   at stelnet.StelnetMod.lambda$onNewGameAfterEconomyLoad$0(StelnetMod.java:58)
   at java.base/java.util.ArrayList.forEach(Unknown Source)
   at java.base/java.util.Collections$UnmodifiableCollection.forEach(Unknown Source)
   at stelnet.StelnetMod.lambda$onNewGameAfterEconomyLoad$1(StelnetMod.java:56)
   at java.base/java.util.ArrayList.forEach(Unknown Source)
   at stelnet.StelnetMod.onNewGameAfterEconomyLoad(StelnetMod.java:55)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.oo0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.o0OO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.A.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.new(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.o00000(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.base/java.lang.Thread.run(Unknown Source)
[close]

So the issue is/was twofold:
First you placed the Stelnet folder in data whereas I had it in data/config. Every other mod puts their files there so I guess I just followed suit figuring it would be there. If I remember correctly previous versions of Stelnet had it there but no matter.

One of my installed faction mods has a Stelnet incompatible faction ID. I would have to enable and load them in batches to figure out which and that would take more time than I have at the moment. I will try that tonight when I have time or at least go over the mod_info for all my faction mods and see if I find anything wonky.

We are on the path and almost at the goal, thank you for sticking with me on this!

Dazs

  • Admiral
  • *****
  • Posts: 1394
    • View Profile
Re: [0.98a] Stellar Networks 3.1.3 - information at your fingertips
« Reply #371 on: May 05, 2025, 12:32:29 PM »

I had some time this afternoon so I set to try the faction mods I have installed one by one and after extensive testing I found it was HMI. I deleted the folder and reinstalled with the latest  download in case mine was corrupted but again I recieved our beloved crash when I started a new game and at sector generation. I checked the mod_info and went through all the files in HMI's econ folder but saw noting amis.

I reccomend you enable HMI on your end https://fractalsoftworks.com/forum/index.php?topic=13236.0 and see if it happens to you. To be clear HMI brighton and super villians loaded with no issue, it was just the HMI download that cased the crash.

volt

  • Lieutenant
  • **
  • Posts: 74
    • View Profile
Re: [0.98a] Stellar Networks 3.1.3 - information at your fingertips
« Reply #372 on: May 08, 2025, 07:07:43 AM »

it was just the HMI download that cased the crash.
My guess is that probably there is a file referencing a non-existent faction - similarly to Nightcross Armory, which was referencing a ship that did not exist in the faction config - they just removed that reference.

I can't confirm this though because unfortunately HMI does not have public repository to view the mod's codebase.

PS I updated GitHub readme in upcoming release to clarify where to put the exclusion file, so hopefully there won't be confusion in the future.
Logged

Dazs

  • Admiral
  • *****
  • Posts: 1394
    • View Profile
Re: [0.98a] Stellar Networks 3.1.3 - information at your fingertips
« Reply #373 on: May 08, 2025, 08:30:28 AM »

My guess is that probably there is a file referencing a non-existent faction - similarly to Nightcross Armory, which was referencing a ship that did not exist in the faction config - they just removed that reference.
hMM OK, I know HMI is fairly complex and that is unfortunate.
I can't confirm this though because unfortunately HMI does not have public repository to view the mod's codebase.
I have been watching your correspondence on the misc questions thread and know you've been digging as best as you can and I appreciate it.
PS I updated GitHub readme in upcoming release to clarify where to put the exclusion file, so hopefully there won't be confusion in the future.
That is helpful but unless you figure why HMI is causing a crash, the function is not really usable as HMI is a fairly popular mod. Have you attempted to reach out to King Alfonzo to see if something can be done, it is a shame because it is just that one mod as far as I can tell. I even downloaded mods I do not use and tested them and it is just HMI that causes that crash at sector generation.

I have a Hiver update staged for release and I was hoping to include the Stelnet feature but at this stage I do not feel I can because with HMI a new game crashes. I will certainly stay tuned to this channel but I am staged to release that Hiver update tomorrow as it address a flaw that I need to put a fix out for. Thank you so much for your work on Stelnet and especially attempting to make the exclusion files work. I look forward to any further development you do to it!

volt

  • Lieutenant
  • **
  • Posts: 74
    • View Profile
Re: [0.98a] Stellar Networks 3.1.3 - information at your fingertips
« Reply #374 on: May 08, 2025, 10:17:04 AM »

Have you attempted to reach out to King Alfonzo to see if something can be done
No, because done about what? :) I can't reproduce the error you are seeing, I even tried downloading HMI but still no problems on my side.
Logged
Pages: 1 ... 23 24 [25] 26 27