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

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Author Topic: [0.98a] Stellar Networks 3.1.3 - information at your fingertips  (Read 358245 times)

Dazs

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Re: [0.98a] Stellar Networks 3.1.3 - information at your fingertips
« Reply #375 on: May 08, 2025, 10:36:44 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.
When I run a game with HMI, Stelnet and Hiver Swarm with the exception files if it is an existing save it all loads with no problems. However if I try to start a new game with all three enabled I receive a crash at sector generation, our old friend:
Spoiler
240827 [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]

Here is a copy of the working version of Hiver Swarm that I am using that has the Stelnet folder and exception files I am using as well as a couple other changes to be implemented in the next release:
https://www.dropbox.com/scl/fi/ej606tkewj58mfwjw1miw/Hiver-Swarm-1.3.1.zip?rlkey=sr62s4mlpovtxal9zwbwx6ns6&st=qafpxye7&dl=0

Please look it over and maybe install it with HMI and Stelnet, make a new game and see if you recieve the same crash.

volt

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Re: [0.98a] Stellar Networks 3.1.3 - information at your fingertips
« Reply #376 on: May 08, 2025, 11:01:22 AM »

Game works just fine for me:
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Dazs

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Re: [0.98a] Stellar Networks 3.1.3 - information at your fingertips
« Reply #377 on: May 08, 2025, 11:52:47 AM »

Game works just fine for me:
I thought maye it may be a compination of mods I had installed so I just tried running a new game with only those mods installed and though I got past character selection like normal, once I pick my ships and the sector begins to gernerate I get that crash.

Did you look over how I have the Stelnet integration to check I have it all corrrect? I have entries in the market_by_id and market_by_faction csv's. I doubt that is it since you state you ran a new game with no issues but at this stage I am grasping straws.

volt

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Re: [0.98a] Stellar Networks 3.1.3 - information at your fingertips
« Reply #378 on: May 08, 2025, 12:20:31 PM »

I thought maye it may be a compination of mods I had installed so I just tried running a new game with only those mods installed and though I got past character selection like normal, once I pick my ships and the sector begins to gernerate I get that crash.

Did you look over how I have the Stelnet integration to check I have it all corrrect? I have entries in the market_by_id and market_by_faction csv's. I doubt that is it since you state you ran a new game with no issues but at this stage I am grasping straws.
Nothing wrong with the files, it works on my machine as expected (when using fix version, 3.2.2 will not filter out those markets), btw if you used "faction" with HIVER, you don't need to put any Hiver markets in the "market" CSV, plus you shouldn't needed copy other files, so in other words a single `market_by_faction.csv` should be enough.

Did you try to unpack a fresh copy of starsector to a fresh directory with freshly unpacked mods matching the versions in screenshot? (try to clean up your registry as well)
Sorry but it seems like something must be wrong on your machine, if you can, try on a different machine, preferably linux ;p maybe something is up with your JAVA or registry - have a look here: https://fractalsoftworks.com/forum/index.php?topic=32544.msg478747#msg478747 - as you can see some unrelated mods can cause edge cases.

TIL Starsector for Windows contain an uninstall binary xD - https://fractalsoftworks.com/forum/index.php?topic=32544.msg478737#msg478737
« Last Edit: May 08, 2025, 12:24:43 PM by volt »
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Dazs

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Re: [0.98a] Stellar Networks 3.1.3 - information at your fingertips
« Reply #379 on: May 08, 2025, 02:26:43 PM »

Did you try to unpack a fresh copy of starsector to a fresh directory with freshly unpacked mods matching the versions in screenshot? (try to clean up your registry as well)
Sorry but it seems like something must be wrong on your machine, if you can, try on a different machine, preferably linux ;p maybe something is up with your JAVA or registry - have a look here: https://fractalsoftworks.com/forum/index.php?topic=32544.msg478747#msg478747 - as you can see some unrelated mods can cause edge cases.

TIL Starsector for Windows contain an uninstall binary xD - https://fractalsoftworks.com/forum/index.php?topic=32544.msg478737#msg478737
I did a complete uninstall of Starsector even deleted the trios folder, defragged and cleaned my registry, reinstalled from the official download, kept the standard vprams (which I usually modify), and checked my java install. I then downloaded all the mods needed and freshly installed them with those being the only mods in the mod folder. Had to enter my registry key, so I know it was a complete uninstall, then I started a new game as Hegemony got past the initial stages and when I chose my ships the sector generation began and boom the same crash.

I think I have gone out of my way to fully insure nothing is corrupt on my end. Perhaps it is the difference in our operating systems but if that is the case then we still have an issue since most players use Windows over Linux. This feature has been the most requested since I released Hiver Swarm and it is so close to working I just know there is some silly thing preventing it. HMI does have a lot of factions in it and some custom commodities so since it is the only mod that is conflicting on my end I think the issue lays there.

I truly appreciate all the work you have put into this but at this stage I am going to finish up the Hiver changes and release it tomorrow afternoon. If you can think of anything else we can do between now and then I will do it and include it with that update. If not well if we ever figure this out, I can always do another update at a later time. THANK YOU for all you have done!

TheDefend

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Re: [0.98a] Stellar Networks 3.1.3 - information at your fingertips
« Reply #380 on: May 09, 2025, 06:54:22 AM »

Hi, is there any way to make commodity list to have custom order instead of it being alphabetical a-z?



I'm just trying to put supplies on the very first order of the list,
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volt

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Re: [0.98a] Stellar Networks 3.1.3 - information at your fingertips
« Reply #381 on: May 10, 2025, 05:10:12 AM »

Hi, is there any way to make commodity list to have custom order instead of it being alphabetical a-z?



I'm just trying to put supplies on the very first order of the list,
Not as far as I know. No idea how difficult it would be to implement it, said that, what do you mean by custom order, how do you imagine it would work?
Is it just about making supplies first? When I have a moment I will have a look, ideas (without look at the code) so far:
* Change font color to make it easier to find (if possible, that probably would be the least code-invasive/easiest to implement);
* Hardcode supplies (and fuel, crew and marines too?) to be on the top of the list, above other commodities;
* Custom order by.... well if not alphabetically, then how, by value? Or maybe custom file you can create with commodities IDs with desired order?
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Baikalsan

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Re: [0.98a] Stellar Networks 3.1.3 - information at your fingertips
« Reply #382 on: May 10, 2025, 05:43:05 AM »

Did you try to unpack a fresh copy of starsector to a fresh directory with freshly unpacked mods matching the versions in screenshot? (try to clean up your registry as well)
Sorry but it seems like something must be wrong on your machine, if you can, try on a different machine, preferably linux ;p maybe something is up with your JAVA or registry - have a look here: https://fractalsoftworks.com/forum/index.php?topic=32544.msg478747#msg478747 - as you can see some unrelated mods can cause edge cases.

TIL Starsector for Windows contain an uninstall binary xD - https://fractalsoftworks.com/forum/index.php?topic=32544.msg478737#msg478737
I think I have gone out of my way to fully insure nothing is corrupt on my end. Perhaps it is the difference in our operating systems but if that is the case then we still have an issue since most players use Windows over Linux. This feature has been the most requested since I released Hiver Swarm and it is so close to working I just know there is some silly thing preventing it. HMI does have a lot of factions in it and some custom commodities so since it is the only mod that is conflicting on my end I think the issue lays there.

Same crash with HMI too. I haven't worked with java since high school minecraft days, so grain of salt and all that.

The problem is stelnet isn't robustly handling cases where any market from any mod might temporarily have a null faction ID during game load. The fact it works for him on linux points to subtle environmental differences or sensitivities in the code rather than a straightforward bug that would appear everywhere, think like case sensitivities (linux is strict, windows is generally case insensitive but preserves it). There's also thread timing and race conditions, etc, where linux has different timing and luckily allows HMI to finish setting faction ID before stelnet reads it.

my thinking is, even if stelnetmod.java doesn't explicitly define onNewGameAfterEconomyLoad, stelnet's logic still has to engage around that point to process markets. I assume market.getFactionId() is being called and returning null somewhere causing it to crash if the faction mod doesnt load the ID immediately. there should be a null check somewhere but dont ask me where it should go

at any rate, i'm very pleased hivers and stelnet works, that was going to be the focus of my next game and it annoyed me when the hiver systems would take over stelnet while doing early game smuggling. Thanks guys :)
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Dazs

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Re: [0.98a] Stellar Networks 3.1.3 - information at your fingertips
« Reply #383 on: May 10, 2025, 08:55:01 AM »

Same crash with HMI too. I haven't worked with java since high school minecraft days, so grain of salt and all that.
Thank you so much for testing on your end. I was going loopy with the negative results.
The problem is stelnet isn't robustly handling cases where any market from any mod might temporarily have a null faction ID during game load. The fact it works for him on linux points to subtle environmental differences or sensitivities in the code rather than a straightforward bug that would appear everywhere, think like case sensitivities (linux is strict, windows is generally case insensitive but preserves it). There's also thread timing and race conditions, etc, where linux has different timing and luckily allows HMI to finish setting faction ID before stelnet reads it.
Interesting, I had not considered that. My experience with Linux is limited at best.
my thinking is, even if stelnetmod.java doesn't explicitly define onNewGameAfterEconomyLoad, stelnet's logic still has to engage around that point to process markets. I assume market.getFactionId() is being called and returning null somewhere causing it to crash if the faction mod doesnt load the ID immediately. there should be a null check somewhere but dont ask me where it should go
I'll leave that one to volt due to my admitted ignorance. :)
at any rate, i'm very pleased hivers and stelnet works, that was going to be the focus of my next game and it annoyed me when the hiver systems would take over stelnet while doing early game smuggling. Thanks guys :)
I truly hope we can figure it out; it is the most requested feature for Hiver Swarm and one I personally would like to see.

@Baikalsan you are the best thank you for taking a stab at the solution, not many players would step in like that and I am truly appreciative.

@volt woo hoo looks like we got some leads, I await your interpretation as this seems beyond my skill level. You got this!

volt

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Re: [0.98a] Stellar Networks 3.1.3 - information at your fingertips
« Reply #384 on: May 10, 2025, 12:50:11 PM »

Same crash with HMI too.
I assume that you are running it on Windows?
Do you get exactly the same error (I'm curious about the stack trace specifically)?
And are you using only HMI or HMI and Hiver mods when it happens?
And :) if Hiver is not enabled, can you try starting a new game without Nexerelin as well? I wonder if HMI is causing the issue or combination of HMI, Nexerelin and/or Hiver. If someone can confirm this for me there will be less code to check.


there should be a null check somewhere but dont ask me where it should go
That's the golden line :) unfortunately I'm blocked exactly by this.


@volt woo hoo looks like we got some leads, [..] You got this!
Thanks for throwing me under the bus ;) but sersiously, thanks for the support, it always gives a push to try "one more thing".


At this point I decided to create the issue on GH, if you have a GH account please comment there - it will help keep related info in one place,
If you don't have GH account (or some other reason) feel free to post it here.

I have some leads and ideas, but if I can't reproduce it on my machine it is really difficult to progress this, especially since I can't even tell if my fix is fixing anything ;p .
Unless someone with a Windows machine can have a crack on this, or provide more insignight on how Starsector works/where this error is coming from, we will need another idea on how to progress this.

PS One more to confirm, this happens on a new game, around the save, before showing the campaing screen with the fleet? And the game was started with: "New Game" > [generate name] 1 [continue] > 2 [skip] > 1 [proceed] > 1 [factions] > 1 [Hazard Mining] > [select any ship? I use large trade ;p ] > 1 [ensign] > 1 [done] > G [start game] > BOOM, game crashes?


PS2 @Dazs can you try testing version from GH - https://github.com/jaghaimo/stelnet/issues/134 and paste logs, error stack trace and any lines containing "stelnet", you should see something like "ERROR stelnet.StelnetMod  - GH134 onNewGameAfterEconomyLoad" and similar. I just noticed an errors that is related to your mod as well:
Code
432484 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [Nest asteroid field]
432484 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [Isketot asteroid field]
PS3 @Dazs have you tried asking HMI maintainers about this issue? If they have any "unfinished" work that is possibly referenced? Because (not sure if related but) I see this in my logs:
Code
359  [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [radgun] not found in weapon_data.csv
520  [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [junker] not found in ship_data.csv
520  [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [flare] not found in ship_data.csv
520  [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [module_hightech_decor] not found in ship_data.csv
520  [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [hmi_auctor] not found in ship_data.csv
520  [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [aurora_koe] not found in ship_data.csv
520  [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [hmi_locomotive_front] not found in ship_data.csv
520  [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [hmi_locomotive_base_lp] not found in ship_data.csv
If you want, you can try to fix those two errors from Hiver and add some arbitrary data to `ship_data.csv` for the ids above, and see if that help you, as I have no way telling the difference.
« Last Edit: May 10, 2025, 03:09:26 PM by volt »
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Dazs

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Re: [0.98a] Stellar Networks 3.1.3 - information at your fingertips
« Reply #385 on: May 10, 2025, 05:01:45 PM »

@volt woo hoo looks like we got some leads, [..] You got this!
Thanks for throwing me under the bus ;) but sersiously, thanks for the support, it always gives a push to try "one more thing".
I do hope that was meant jokingly, I have nothing but respect and appreciation for all the work you have put into this.
PS3 @Dazs have you tried asking HMI maintainers about this issue? If they have any "unfinished" work that is possibly referenced? Because (not sure if related but) I see this in my logs:
I had not reached out to King Alfonzo (the HMI dev) as I was uncertain regarding the problem as it seemed to be Linux vs Windows issue and I know zero about Linux. However it is not needed now because I used your updated version combined with the stelnet files added back to Hiver Swarm and was able to:
Load an existing game - all works no issues
Start a new game with only the related mods installed - all works no issues - woo hoo!
Start a new game with all my entire mod list activated - same as above, I believe we have a winner  ;D

As soon as you finalize a release version of Stellar Networks, I will test again to be absolutely sure and then release a new version of Hiver Swarm with the Stelnet files. This is such an awaited addition to the game for players who use Hiver Swarm. I am excited to share your work with the users of our mods, thank you!

Fonfon

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Re: [0.98a] Stellar Networks 3.1.3 - information at your fingertips
« Reply #386 on: May 11, 2025, 03:51:45 AM »

Question is the 3.1.3 last version before 0.98 and is working with 0.97a-RC11 normaly?
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TheDefend

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Re: [0.98a] Stellar Networks 3.1.3 - information at your fingertips
« Reply #387 on: May 11, 2025, 08:33:47 AM »

Hi, is there any way to make commodity list to have custom order instead of it being alphabetical a-z?



I'm just trying to put supplies on the very first order of the list,
Not as far as I know. No idea how difficult it would be to implement it, said that, what do you mean by custom order, how do you imagine it would work?
Is it just about making supplies first? When I have a moment I will have a look, ideas (without look at the code) so far:
* Change font color to make it easier to find (if possible, that probably would be the least code-invasive/easiest to implement);
* Hardcode supplies (and fuel, crew and marines too?) to be on the top of the list, above other commodities;
* Custom order by.... well if not alphabetically, then how, by value? Or maybe custom file you can create with commodities IDs with desired order?

probably some kind of custom json that put priority list, or maybe some kind of clickable button that said core/vanilla where it only show basic items instead of all the other commodities, i mean, my experience with editing UI is only as far as organizing the intel tab where i put the gates at the top list :3
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volt

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Re: [0.98a] Stellar Networks 3.1.3 - information at your fingertips
« Reply #388 on: May 12, 2025, 04:54:21 AM »

Question is the 3.1.3 last version before 0.98 and is working with 0.97a-RC11 normaly?
Yes, and define "normaly" :) well I did play it on 0.97a-RC11 and I didn't have any crashes, though you will be missing some fixes, for more details check release notes on GH.


probably some kind of custom json that put priority list, or maybe some kind of clickable button that said core/vanilla where it only show basic items instead of all the other commodities, i mean, my experience with editing UI is only as far as organizing the intel tab where i put the gates at the top list :3
"organizing the intel tab " - well, I don't even know how to do that ;p I haven't look much into UI stuff yet.
I'll try and see what can be done, I haven't had a chance to check it out yet, but maybe adding a file with priority would be simple enough to "just do it".
You can track the progress on this here - https://github.com/jaghaimo/stelnet/issues/136


I do hope that was meant jokingly, I have nothing but respect and appreciation for all the work you have put into this.
With the bus? Yes that was just a little joke :D but genuinely thank you for the support!


I had not reached out to King Alfonzo (the HMI dev) as I was uncertain regarding the problem as it seemed to be Linux vs Windows issue and I know zero about Linux.
Well, the HMI is throwing errors in logs (it's just not crashing the game on its own from my understanding), so something is wrong with it either way (or maintainers just used wrong log level).


However it is not needed now because I used your updated version combined with the stelnet files added back to Hiver Swarm and was able to:
Load an existing game - all works no issues
Start a new game with only the related mods installed - all works no issues - woo hoo!
Start a new game with all my entire mod list activated - same as above, I believe we have a winner  ;D
Wait WUT? Which version? You mean from the GH issue (stelnet-3.2.3-gh134.zip)?
I just added few logging lines (is this a Schrödinger's cat?), if that file from GH is the one that is working for you, can you provide the log file from a successful run?
That's not a fix and is not in the release, because I don't know what's happening, I asked Alex if he can think of anything, until then....
I may try and see if I can run the game on Windows in VirtualBox to reproduce it, but that will take some time, so no ETA for the fix.
Otherwise I will put "what exact info" I need on the GH issue, and if someone with Windows machine can provide that info, maybe will try to fix it that way - Stelnet and HMI (and Hiver?) incompatibility
« Last Edit: May 12, 2025, 05:10:24 AM by volt »
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Dazs

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Re: [0.98a] Stellar Networks 3.1.3 - information at your fingertips
« Reply #389 on: May 12, 2025, 05:19:55 AM »

I do hope that was meant jokingly, I have nothing but respect and appreciation for all the work you have put into this.
With the bus? Yes that was just a little joke :D but genuinely thank you for the support!
My apologies for misunderstanding your bus comment, it was out of left field from our previous correspondence so I guess it was just me not getting the joke, my bad.
I had not reached out to King Alfonzo (the HMI dev) as I was uncertain regarding the problem as it seemed to be Linux vs Windows issue and I know zero about Linux.
Well, the HMI is throwing errors in logs (it's just not crashing the game on its own from my understanding), so something is wrong with it either way (or maintainers just used wrong log level).


However it is not needed now because I used your updated version combined with the stelnet files added back to Hiver Swarm and was able to:
Load an existing game - all works no issues
Start a new game with only the related mods installed - all works no issues - woo hoo!
Start a new game with all my entire mod list activated - same as above, I believe we have a winner  ;D
Wait WUT? Which version? You mean from the GH issue (stelnet-3.2.3-gh134.zip)?
I just added few logging lines (is this a Schrödinger's cat?), if that file from GH is the one that is working for you, can you provide the log file from a successful run?
That's not a fix and is not in the release, because I don't know what's happening, I asked Alex if he can think of anything, until then....
I may try and see if I can run the game on Windows in VirtualBox to reproduce it, but that will take some time, so no ETA for the fix.
Otherwise I will put "what exact info" I need on the GH issue, and if someone with Windows machine can provide that info, maybe will try to fix it that way - Stelnet and HMI (and Hiver?) incompatibility
I am using the latest version of HMI, Hiver Swarm v1.3.1 but with the stelnet files added back and Stelnet version 3.2.3-gh134. I have run multiple scenarios and have had no crashes plus the commodity view now no longer shows Hiver markets. This is in normal mode as well as random core worlds, figured I would generate systems in both modes with a new game in each to be absolutely sure. I see you have other requests so no rush but if you were to release version 3.2.3-gh134 to the public I feel confident that I can release the version of Hiver Swarm I am currently testing with.
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