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

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Author Topic: [0.98a] Junk Yard Dogs - V 3.6 - 04/20/25 Clipping the wings balance update  (Read 317074 times)

Dazs

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Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
« Reply #375 on: July 27, 2023, 09:58:27 AM »

Thanks for all your work! Your mods are truly awesome!
Why thank you, that means so much to me!

GoldenGlory

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Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
« Reply #376 on: September 03, 2023, 07:11:05 PM »

can i still get the 2.7.2 version? i dont use Nexerelin anymore since i like just roaming around and exploring and salvaging things without time pressure, and this seems to be literally the only mod that actually has large salvage focussed ships. also its got a fun theme to it i think
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Dazs

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Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
« Reply #377 on: September 03, 2023, 07:33:08 PM »

can i still get the 2.7.2 version? i dont use Nexerelin anymore since i like just roaming around and exploring and salvaging things without time pressure, and this seems to be literally the only mod that actually has large salvage focussed ships. also its got a fun theme to it i think
I am glad you like the mod, it has a special place in my heart as it was my first one. I did spend some time coming up with a theme and there are all kinds of Easter eggs in it if you look around (and know the key and since it's been over a year and no one has noticed it you can click the spoiler if you care).
Spoiler
Jim Croce
[close]
I do keep a repository of every version of my mods, here is a link to 2.72 which you have requested:
https://www.dropbox.com/scl/fi/6m6nnwq6ny9kg4dz5zs7o/Junk-Yard-Dogs-2.7.2.rar?rlkey=m0dpey0cazxywluep4p4f81ig&dl=0
I am not sure if that version works w/out Nexerelin but I do know for sure that version 2.2 was made during the Nex 0.96a incompatibility era so if the former does not work, the latter should.
https://www.dropbox.com/s/rlxb7av204zwtdf/Junk%20Yard%20Dogs%202.2.rar?dl=0

Bobamelius

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Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
« Reply #378 on: September 10, 2023, 07:26:14 PM »

Where are the hullmods? I can't find any reference to them being removed when searching this thread, why do they appear to no longer exist in the game?

Thanks
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Soviet Tom Bombadil

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Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
« Reply #379 on: September 10, 2023, 09:50:05 PM »

Was Miner's Strike originally a JYD mod? I haven't seen that hullmod since the .96 update.
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Dazs

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Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
« Reply #380 on: September 11, 2023, 02:45:22 AM »

Where are the hullmods? I can't find any reference to them being removed when searching this thread, why do they appear to no longer exist in the game?

Thanks
Good morning,
I decided a couple patches back to take the hull mods from JYD and CFT and combine them into a new all in one mod: https://fractalsoftworks.com/forum/index.php?topic=24433.0
I have the reasons posted on the CJHM front page if you are interested but all the former JYD hull mods can be found there.
Was Miner's Strike originally a JYD mod? I haven't seen that hullmod since the .96 update.
Ah no that was not one of mine but thank you for thinking of me :) It was originally in Great Wound's mod Manic Miners https://fractalsoftworks.com/forum/index.php?topic=24184.0 but is now merged into Of Ludd and Lions https://fractalsoftworks.com/forum/index.php?topic=22063.0 I cannot say 100% that that hull mod made it in the merge but check there.

Enjoy!

Soviet Tom Bombadil

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Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
« Reply #381 on: September 11, 2023, 04:37:23 AM »

thank you for the comprehensive response and the leads!
I like to make "Sleeper" fleets of mining ships that can hold their own in a fight and JYD builds are almost always the backbone of them, probably the source of my confusion.


Where are the hullmods? I can't find any reference to them being removed when searching this thread, why do they appear to no longer exist in the game?

Thanks
Good morning,
I decided a couple patches back to take the hull mods from JYD and CFT and combine them into a new all in one mod: https://fractalsoftworks.com/forum/index.php?topic=24433.0
I have the reasons posted on the CJHM front page if you are interested but all the former JYD hull mods can be found there.
Was Miner's Strike originally a JYD mod? I haven't seen that hullmod since the .96 update.
Ah no that was not one of mine but thank you for thinking of me :) It was originally in Great Wound's mod Manic Miners https://fractalsoftworks.com/forum/index.php?topic=24184.0 but is now merged into Of Ludd and Lions https://fractalsoftworks.com/forum/index.php?topic=22063.0 I cannot say 100% that that hull mod made it in the merge but check there.

Enjoy!
« Last Edit: September 11, 2023, 04:48:19 AM by Soviet Tom Bombadil »
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Dazs

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Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
« Reply #382 on: September 11, 2023, 06:48:45 AM »

thank you for the comprehensive response and the leads!
You are welcome, happy to help.
I like to make "Sleeper" fleets of mining ships that can hold their own in a fight and JYD builds are almost always the backbone of them, probably the source of my confusion.
That is so nice to hear, thank you for saying so it made my day. I play the same and felt the other mining factions had too much baggage and enemies. That is the reason I made JYD a neutralist faction. Yes they can be OP but only if you mess with them, otherwise they just happily sail though the sector minding their own business. Except for pirates because F those guys :)

Whitestar60

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Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
« Reply #383 on: October 20, 2023, 08:40:37 AM »

I loved using this mod on 0.95 but on 0.96a I keep getting a consistent crash to desktop when loading on a completely vanilla Starsector install. Currently on Linux Mint-Cinnamon, relevant bit of the log is as follows:

14149 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/portraits/portrait_luddic11.png (using cast)
14149 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/portraits/portrait_diktat02.png (using cast)
14150 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/portraits/portrait_diktat05.png (using cast)
14150 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/portraits/portrait_diktat06.png (using cast)
14151 [Thread-9] ERROR com.fs.graphics.for  -
java.lang.NullPointerException
   at java.util.concurrent.ConcurrentHashMap.put(Unknown Source)
   at com.fs.graphics.for$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
14151 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/portraits/portrait_diktat08.png (using cast)
14152 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/portraits/portrait_diktat09.png (using cast)
14152 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/portraits/portrait_diktat11.png (using cast)
14152 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/portraits/portrait_diktat13.png (using cast)
14153 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/portraits/portrait_diktat15.png (using cast)
14153 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/JYD/portraits/Kiaria.png (using cast)
14154 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/JYD/portraits/Mayvheen.png (using cast)
14473 [Thread-9] ERROR com.fs.graphics.for  -
java.lang.NullPointerException
   at java.util.concurrent.ConcurrentHashMap.put(Unknown Source)
   at com.fs.graphics.for$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
14473 [Thread-9] ERROR com.fs.graphics.for  -
java.lang.NullPointerException
   at java.util.concurrent.ConcurrentHashMap.put(Unknown Source)
   at com.fs.graphics.for$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
14478 [Thread-9] ERROR com.fs.graphics.for  -
java.lang.NullPointerException
   at java.util.concurrent.ConcurrentHashMap.put(Unknown Source)
   at com.fs.graphics.for$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
14532 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.void.o00000(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


Please let me know if you need any further information.
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Dazs

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Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
« Reply #384 on: October 20, 2023, 08:56:02 AM »

Hello there, before I dive into this I would like to clarify your statement "completely vanilla Starsector install"
I ask because the 0.96a version of the mod requires Nexerelin, LazyLib, and MagicLib to function correctly as stated on the main page.

Whitestar60

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Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
« Reply #385 on: October 20, 2023, 09:40:05 AM »

Hello there, before I dive into this I would like to clarify your statement "completely vanilla Starsector install"
I ask because the 0.96a version of the mod requires Nexerelin, LazyLib, and MagicLib to function correctly as stated on the main page.

I don't blame you for double checking. Yes this is assuming vanilla starsector 0.96a (no JE8 shenanigans or edited ram allotment) plus the prerequisite mods JYD requires in the form of Nexerelin, LazyLib, and MagicLib. All of the current version as linked to on the mod summary thread.
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Dazs

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Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
« Reply #386 on: October 20, 2023, 09:56:23 AM »

OK ty for getting back to me. The reason I thought it may be a mod missing is that it is referencing portraits that are not used by JYD as I have custom made one for the faction, though I do see Kiaria.png and Mayvheen.png (which are JYD). Now the next thing is most likely there is a hash map that has capital letter mismatches that would give Linux a fit. I run the game in Windows so it would not happen in my games so I am thinking that may be the case.

I will go through all the code under the hood and see what I can find. Stay tuned this may take a bit but I will get back to you, hopefully with a test fix.

Dazs

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Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
« Reply #387 on: October 20, 2023, 11:06:28 AM »

@Whitestar60 I went through every hashmap and did not see any inconsistencies. It looks like your game threw a fit when it tired to load the JYD female portraits but in every instance that they are referred, the name in the file matches the name of the .png exactly.

The only thing I can think of at this point is that I had a player, Solar Mechanis, have a similar issue with my other mod CFT. Solar Mechanis was able to fix the issue by deleting the mod file as well as the dependencies, re-downloading them and did a fresh install of each and that fixed the problem. I have to go do real life stuff so you can try that while I look into it further tomorrow. Please let me know if that fixes it.

Whitestar60

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Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
« Reply #388 on: October 20, 2023, 05:13:45 PM »

@Whitestar60 I went through every hashmap and did not see any inconsistencies. It looks like your game threw a fit when it tired to load the JYD female portraits but in every instance that they are referred, the name in the file matches the name of the .png exactly.

The only thing I can think of at this point is that I had a player, Solar Mechanis, have a similar issue with my other mod CFT. Solar Mechanis was able to fix the issue by deleting the mod file as well as the dependencies, re-downloading them and did a fresh install of each and that fixed the problem. I have to go do real life stuff so you can try that while I look into it further tomorrow. Please let me know if that fixes it.

No luck sadly, deleting JYD+its perquisites and replacing them with freshly downloaded/extracted versions from the stickied mod thread still throws an error. About the only thing I haven't tried with this test copy is completely reinstalling Starsector. I'm going to attach the whole log file just in case its something happening earlier in the load sequence that I missed. If you need any further information just hit me up, I'm usually lurking on the unofficial discord most of the time.

[attachment deleted by admin]
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Dazs

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Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
« Reply #389 on: October 20, 2023, 05:36:13 PM »

OK thank you for adding the log. I am a bit confused now because your error is now due to a vanilla portrait:

11449 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/portraits/portrait_hegemony04.png (using cast)
11449 [Thread-9] ERROR com.fs.graphics.for  -
java.lang.NullPointerException
   at java.util.concurrent.ConcurrentHashMap.put(Unknown Source)
   at com.fs.graphics.for$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Have you ran the game with JYD disabled but the other mods enabled? If you crash then I know it is defiantly a JYD issue.
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