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Author Topic: [0.97a] Junk Yard Dogs - V 3.1.0 - 04/13/24 - Yet another sprite update  (Read 209625 times)

Necrodart

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Re: [0.95a] Junk Yard Dogs - V0.7 - 11/11/21
« Reply #60 on: November 13, 2021, 02:11:58 PM »

9345 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Weapon spec [amsrm] not found!
java.lang.RuntimeException: Weapon spec [amsrm] not found!
   at com.fs.starfarer.loading.o00O.Ô00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.for(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I don't have any other mods installed except for yours, and when I don't have your mod turned on I don't experience this error.
I'm unsure where a ton of files are since I haven't been playing very long or I would try and diagnose this a bit more myself.
« Last Edit: November 13, 2021, 02:21:17 PM by Necrodart »
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Dazs

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Re: [0.95a] Junk Yard Dogs - V0.7 - 11/11/21
« Reply #61 on: November 13, 2021, 03:23:07 PM »

If you have no other mods installed then the issue may be that this mod requires Nexerelin and it's dependencies Lazylib and Magiclib. Try installing those three and let me know if you still have the issue.

Necrodart

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Re: [0.95a] Junk Yard Dogs - V0.7 - 11/11/21
« Reply #62 on: November 13, 2021, 06:18:40 PM »

I tried with each of these mods starting from minimum dependencies and adding the next one until I had all of the turned on and I'm still having the same error.
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Dazs

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Re: [0.95a] Junk Yard Dogs - V0.75 - 11/13/21
« Reply #63 on: November 13, 2021, 07:15:36 PM »

V.075 released today

@Necrodart I went through all 43 ships and fighters and their variants and was able to fine one ship that did have that missile installed. I replaced it with a JYD missile and you should no longer have that crash with the new version. Sorry about not remembering I had installed it but I set those variants up weeks ago and I'd like to thank you for you report.

As I was going through all the files I realized that several ships were not set up as efficiently as they could be and made some changes - details in the changelog.

Necrodart

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Re: [0.95a] Junk Yard Dogs - V0.75 - 11/13/21
« Reply #64 on: November 13, 2021, 08:14:42 PM »

No problem! I used your mod far back in the past when I first started and I wanted to redo my run. I remember really enjoying it back then, so I'm glad you worked with me to get it working so I could enjoy it again.
It's noted now that we're getting the error Fatal: Weapon spec [breachpod] not found though
« Last Edit: November 13, 2021, 08:17:18 PM by Necrodart »
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IonDragonX

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Re: [0.95a] Junk Yard Dogs - V0.75 - 11/13/21
« Reply #65 on: November 13, 2021, 08:40:29 PM »

It's noted now that we're getting the error Fatal: Weapon spec [breachpod] not found though
I'm beginning to believe that you are playing Starsector v0.91 instead of 0.95. the weapon spec breachpod is in the vanilla game.
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Dazs

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Re: [0.95a] Junk Yard Dogs - V0.75 - 11/13/21
« Reply #66 on: November 14, 2021, 12:38:17 AM »

I use vanilla weapons on the HVB pirate ships and a couple of them use the Breach SRM Pod which has been in the game for some time now. Since you have been playing since "Far back in the past" I agree with IonDragonX, check your game version.

Necrodart

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Re: [0.95a] Junk Yard Dogs - V0.75 - 11/13/21
« Reply #67 on: November 14, 2021, 12:20:26 PM »

FWIW far back in the past refered to me using your mod for the first time, but you were right though, I'm not sure how but I grabbed an older version of the game when I redownloaded it somehow.
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Dazs

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Re: [0.95a] Junk Yard Dogs - V0.75 - 11/13/21
« Reply #68 on: November 14, 2021, 04:42:59 PM »

Not a problem, I am glad we could help. Welcome back to the sector!

Dazs

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Re: [0.95a] Junk Yard Dogs - V0.80 - 11/16/21
« Reply #69 on: November 16, 2021, 04:04:44 PM »

v0.80 released today

Many drone changes. I felt the drones needed some attention plus I added ballistic replacements for the vanilla Borer and Mining drones.  I used those Vanilla drones in the three JYD tenders and the switch makes them more formidable. Many other small changes for (I think) the better as well- see changelog for details.

Imgur is currently too busy to upload pics of the new assets but I plan to update the graphics on the OP later when I can.

Dazs

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Re: [0.95a] Junk Yard Dogs - V0.85 - 11/21/21
« Reply #70 on: November 21, 2021, 12:14:52 PM »

v0.85 released today - Mostly save game compatible - many changes and upgrades, see changelog on OP or in game files for details

Dragar

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Re: [0.95a] Junk Yard Dogs - V0.85 - 11/21/21
« Reply #71 on: November 23, 2021, 02:00:08 AM »

Ran into this this morning:

304193 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.hullmods.CHM_JYD.applyEffectsBeforeShipCreation(CHM_JYD.java:24)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.title.Object.M.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.coreui.OO0o.super(Unknown Source)
   at com.fs.starfarer.ui.newnew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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.lang.Thread.run(Unknown Source)
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Dazs

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Re: [0.95a] Junk Yard Dogs - V0.85 - 11/21/21
« Reply #72 on: November 23, 2021, 04:37:05 AM »

According to your report it is the JYD Commissioned Crews Faction hull mod that is causing the issue. I am honestly stumped because that file hasn't been modified since the initial release. Can I ask when this crash occurs? It looks like on game load or maybe game start but I am unsure. Also, have you installed or updated anything else recently, I ask because I run pretty much every major mod with my version to ensure compatibility and that may help me track down a potential conflict.

Dragar

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Re: [0.95a] Junk Yard Dogs - V0.85 - 11/21/21
« Reply #73 on: November 23, 2021, 05:07:49 AM »

It happens a bit after load the save. Doesn't matter if I'm in junkyards market or in space. The most recent thing I updated was nexerelin. I tried to update iron shell but it doesn't have an update even though  it says it does and superweapon has an update but I haven't installed it yet.
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Dazs

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Re: [0.95a] Junk Yard Dogs - V0.85 - 11/21/21
« Reply #74 on: November 23, 2021, 06:25:10 AM »

Hmm I do run Iron shell and of course Nex, which I just updated. Have you installed the additional hotfix to Nexerelin located beside the download link?
By "superweapon" are you referring to Mira Lendon's Superweapons Arsenal? If so, I do not run that one but I can take a look at it if so. Either way I am really perplexed because that hull mod only applies to ships that a player owns and applied when you dock at a station.

According to my understanding of your error log, it looks like a conflict occurs when the game updates your fleet status. For it to cause an issue while in space does not jive with what I know about hull mods. What really gets me is the NullPointerException. That happens when the game attempts to use one of the variables that is null, but the code tries to use it like it is not. However, CMH_JYD mainly uses stated established variables and only calls for a null variable at the very end.

Code
package data.scripts.hullmods;
import com.fs.starfarer.api.combat.BaseHullMod;
import com.fs.starfarer.api.combat.MutableShipStatsAPI;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.combat.ShipAPI.HullSize;
import java.awt.Color;
import java.util.HashMap;
import java.util.Map;

public class CHM_JYD extends BaseHullMod {
    private static final Map coom = new HashMap();
public static final float ARMOR_BONUS = 20f;
    public static final float MAINTENANCE_MULT = 0.90f;
    static {
        coom.put(HullSize.FRIGATE, 30f);
        coom.put(HullSize.DESTROYER, 25f);
        coom.put(HullSize.CRUISER, 20f);
        coom.put(HullSize.CAPITAL_SHIP, 15f);
        coom.put(HullSize.DEFAULT, 15f);
    }

    @Override
    public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id) {
        float timeMult = 1f / ((100f + (Float) coom.get(hullSize)) / 100f);
        stats.getFighterRefitTimeMult().modifyMult(id, timeMult);
        stats.getMinCrewMod().modifyMult(id, MAINTENANCE_MULT);
stats.getArmorBonus().modifyFlat(id, ARMOR_BONUS);
    }


    @Override
    public String getDescriptionParam(int index, HullSize hullSize) {
        if (index == 0) return "" + ((Float) coom.get(HullSize.FRIGATE)).intValue()  + "%";
        if (index == 1) return "" + ((Float) coom.get(HullSize.DESTROYER)).intValue()  + "%";
        if (index == 2) return "" + ((Float) coom.get(HullSize.CRUISER)).intValue()  + "%";
        if (index == 3) return "" + ((Float) coom.get(HullSize.CAPITAL_SHIP)).intValue()  + "%";
        if (index == 4) return "" + (int) ((1f - MAINTENANCE_MULT) * 100f) + "%";
if (index == 5) return "" + (int) ARMOR_BONUS;
        return null;
    }


    @Override
    public Color getBorderColor() {
        return new Color(147, 102, 50, 0);
    }

    @Override
    public Color getNameColor() {
        return new Color(220,185,20);
    }
}

While  I wait to hear back from you, I'll d/l the superweapon mod I stated above (assuming that is the correct one) and see if both mods call for similar modifications.
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