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Author Topic: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!  (Read 197985 times)

Austere

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Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
« Reply #195 on: February 04, 2023, 04:11:57 AM »

I'll drop a seek help message here!!!

If you're good at coding or interested trying to fix the MS factory please get in touch with me in discord (Austere#9593)

Furthermore you could even participate in making more interesting changes or improving the Gundam UC mod even further :)
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Icezera

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Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
« Reply #196 on: February 05, 2023, 06:59:45 PM »

Hi Austere, checking if you are aware of the High Energy Focus graphical bug. The ships glow real pink. My previous post had an example, and so does this.

https://imgur.com/a/lYkWwQ8
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Athos

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Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
« Reply #197 on: February 06, 2023, 09:34:46 AM »

The latest update didn't resolve the issue I had with the null pointer exception, got the same error again.
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Icezera

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Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
« Reply #198 on: February 06, 2023, 05:49:43 PM »

Also is anyone noticing that the Gundam ships tend to move to the center of the map and then just stay there? They don't move past it nor do they ever really turn around to fight things behind them.

For example. https://imgur.com/a/27Ht3AY

The Gundam ships refuse to move past that area no matter what commands I give whereas non-Gundam ships will pursue enemies I tell them to pursue or move towards waypoints I set. Like the Gundam ships literally turn sidewise and backwards to not advance past a certain area. In the second picture, you can see that full assault is on and there is literally one enemy ship left and all the Gundam ships are milling about in the middle

It's extremely frustrating and honestly makes the Gundam ships useless. Here's another example. https://imgur.com/a/SeiMW0n
« Last Edit: February 06, 2023, 11:48:27 PM by Icezera »
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Aran1

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Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
« Reply #199 on: February 07, 2023, 05:20:25 PM »

I had a CTD after building the industries that research/build Gundams. I had all 3 across 3 different colonies in the same system. posted on the discord originally and someone said it might be an issue of not updating to the latest version but I already have it. after the first crash I didn't build up my 3 colonies until the month passed to be sure, after adding the 3 buildings to the colonies again it crashed again on the next month's tick.

during the new month tick, I got the following log. The actual ss log is too large for the forums, will need to share it on discord if you want it.

EDIT: I've been informed they're broken and not to build them XD


Spoiler
5757238 [Thread-3] INFO  data.utility.logging.logging  - spawn got limited because the fleet size is 6
5757238 [Thread-3] INFO  data.utility.logging.logging  - spawn got limited because the fleet size is 6
5757238 [Thread-3] INFO  data.utility.logging.logging  - spawn got limited because the fleet size is 6
5757238 [Thread-3] INFO  data.utility.logging.logging  - spawn got limited because the fleet size is 6
5757238 [Thread-3] INFO  data.utility.logging.logging  - spawn got limited because the fleet size is 6
5757238 [Thread-3] INFO  data.utility.logging.logging  - spawn got limited because the fleet size is 6
5757957 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.industry.MsResearch.createCargoResult(MsResearch.java:68)
   at data.scripts.industry.MsResearch.generateCargoForGatheringPoint(MsResearch.java:127)
   at com.fs.starfarer.api.impl.campaign.CoreScript.doCustomProduction(CoreScript.java:998)
   at com.fs.starfarer.api.impl.campaign.CoreScript.reportEconomyMonthEnd(CoreScript.java:1100)
   at com.fs.starfarer.campaign.CampaignEngine.reportEconomyMonthEnd(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfMonthStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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(Thread.java:748)
[close]
« Last Edit: February 07, 2023, 08:11:47 PM by Aran1 »
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Athos

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Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
« Reply #200 on: February 08, 2023, 05:51:24 PM »

Thanks Aran, that is the same issue I had. I'll just remove them like you did and I'll edit this post if it works.
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Austere

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Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
« Reply #201 on: February 11, 2023, 10:34:45 AM »

Hi Austere, checking if you are aware of the High Energy Focus graphical bug. The ships glow real pink. My previous post had an example, and so does this.

https://imgur.com/a/lYkWwQ8

Hi Icezera, I think it's the shipsystem that caused it. I'll create an identical shipsystem and lower the glow for it

The latest update didn't resolve the issue I had with the null pointer exception, got the same error again.

Hi Athos, that's the factory bug that has been bothering us for awhile, we're exploring new achievable similar idea to replace this system in the future.

Also is anyone noticing that the Gundam ships tend to move to the center of the map and then just stay there? They don't move past it nor do they ever really turn around to fight things behind them.

For example. https://imgur.com/a/27Ht3AY

The Gundam ships refuse to move past that area no matter what commands I give whereas non-Gundam ships will pursue enemies I tell them to pursue or move towards waypoints I set. Like the Gundam ships literally turn sidewise and backwards to not advance past a certain area. In the second picture, you can see that full assault is on and there is literally one enemy ship left and all the Gundam ships are milling about in the middle

It's extremely frustrating and honestly makes the Gundam ships useless. Here's another example. https://imgur.com/a/SeiMW0n

Hi Icezera, this is weird, as the ship built in the mod are "normal" ships, wonder why they does it, because I didn't create a new AI for battleships hmmmm... Has anyone else encountered similar issue or any known solution to it?

I had a CTD after building the industries that research/build Gundams. I had all 3 across 3 different colonies in the same system. posted on the discord originally and someone said it might be an issue of not updating to the latest version but I already have it. after the first crash I didn't build up my 3 colonies until the month passed to be sure, after adding the 3 buildings to the colonies again it crashed again on the next month's tick.

during the new month tick, I got the following log. The actual ss log is too large for the forums, will need to share it on discord if you want it.

EDIT: I've been informed they're broken and not to build them XD


Spoiler
5757238 [Thread-3] INFO  data.utility.logging.logging  - spawn got limited because the fleet size is 6
5757238 [Thread-3] INFO  data.utility.logging.logging  - spawn got limited because the fleet size is 6
5757238 [Thread-3] INFO  data.utility.logging.logging  - spawn got limited because the fleet size is 6
5757238 [Thread-3] INFO  data.utility.logging.logging  - spawn got limited because the fleet size is 6
5757238 [Thread-3] INFO  data.utility.logging.logging  - spawn got limited because the fleet size is 6
5757238 [Thread-3] INFO  data.utility.logging.logging  - spawn got limited because the fleet size is 6
5757957 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.industry.MsResearch.createCargoResult(MsResearch.java:68)
   at data.scripts.industry.MsResearch.generateCargoForGatheringPoint(MsResearch.java:127)
   at com.fs.starfarer.api.impl.campaign.CoreScript.doCustomProduction(CoreScript.java:998)
   at com.fs.starfarer.api.impl.campaign.CoreScript.reportEconomyMonthEnd(CoreScript.java:1100)
   at com.fs.starfarer.campaign.CampaignEngine.reportEconomyMonthEnd(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfMonthStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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(Thread.java:748)
[close]

Thanks Aran1 for the explanation ;)
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Icezera

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Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
« Reply #202 on: February 12, 2023, 05:50:20 PM »

So what are the Gundam factories supposed to do exactly? If they are meant to give blueprints, would looking at tech-mining be a base to build off of?
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tankhedgehog

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Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
« Reply #203 on: February 14, 2023, 12:44:57 AM »

I absolutely adore this mod, but i do have one request. Is it possible to increase the cargo capacity of the transport ships to match the bigger vanilla freighters? I'd like to be able to run with only EFSF or Zeon ships without feeling like I'm losing out on the cargo capacity I could have if I picked up a heavy freighter
« Last Edit: February 14, 2023, 03:16:18 AM by tankhedgehog »
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Kalrithus

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Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
« Reply #204 on: February 16, 2023, 08:25:49 AM »

I have also noticed how a large majority of the time, not every time, that the AI in control of cruiser class ships and above will try and congregate in the middle of the map and refuse orders to move beyond even when given all out attack orders. It only happens with ships from the mod and I have yet to notice any particular reason why.
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Austere

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Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
« Reply #205 on: February 20, 2023, 09:37:59 AM »

So what are the Gundam factories supposed to do exactly? If they are meant to give blueprints, would looking at tech-mining be a base to build off of?

Yeah it's sort of like tech mining building, Laroustine tweaks the code a little. But I couldn't tell, hope he'll be free to work on it in the future, or I've to take up the task to remake the system :(

I absolutely adore this mod, but i do have one request. Is it possible to increase the cargo capacity of the transport ships to match the bigger vanilla freighters? I'd like to be able to run with only EFSF or Zeon ships without feeling like I'm losing out on the cargo capacity I could have if I picked up a heavy freighter

Hi tankhedgehog, noted, I'll adjust the cargo capacity for the transport ships

I have also noticed how a large majority of the time, not every time, that the AI in control of cruiser class ships and above will try and congregate in the middle of the map and refuse orders to move beyond even when given all out attack orders. It only happens with ships from the mod and I have yet to notice any particular reason why.

Hi Kalrithus, I've received bug about this, but I've  no idea what's wrong about the AI, because there're regular ships without AI tweaks. I'll check on the forum to see anyone knows about the bug
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yajusenpai

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Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
« Reply #206 on: February 25, 2023, 03:54:50 PM »

MA-06 Val Walo Have zero flux dissipation.
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Please do not mention High Scatter Amplifier.

Spardok

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Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
« Reply #207 on: March 01, 2023, 04:14:32 PM »

Would it be possible to make the other prototype MS (Gundams) as flight wings rather than just pilotable craft?
« Last Edit: March 02, 2023, 03:10:04 PM by Spardok »
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1158775713

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Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
« Reply #208 on: March 02, 2023, 08:03:22 PM »

There are two bugs reported by the Chinese community
1. The Elmis built-in floating cannon is implemented through a built-in hangar with 0 mounting points, and the floating cannon disappears when the assembly is emptied
2. Dendrobium can not enter the aircraft carrier, will collide with the aircraft carrier resulting in explosion, stamen can enter.
3. Valvaro has 0 flux dissipation
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b3acon

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Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
« Reply #209 on: March 15, 2023, 10:33:08 AM »

Is there any way to get the magic lib 0.45.1 I updated MagicLib but now the mod wont work as its the wrong version and I cant find the old version.
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