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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a] Random Assortment of Things  (Read 457912 times)

Seamus Donohue

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Re: [0.97a] Random Assortment of Things
« Reply #570 on: June 16, 2024, 12:56:03 PM »

BUG REPORT - Version 2.3.2

(Bug existed earlier, I think, but is still extant as of 2.3.2.)

In spoiler block, as it concerns an unlockable Background.

Spoiler
While using the background "Zero Day Exploit":

If I hack an enemy ship and that hacked ship is destroyed while still being hacked, then the game thinks that the ship retreated with zero hitpoints.  Attempting to pursue in a second phase of combat will deploy this zero hitpoint ship, whereupon the ship immediately vanishes due to having zero hitpoints, but the game still does not recognize that the ship has been destroyed.

This leaves me stuck in that second phase of combat with no way out except to quit or to use the console command "endcombat".

In the specific case where this happens while fighting a Fortified Cache (I forget which modification introduces Fortified Caches), I have to leave the cache, then come back and fight the lone ship.  But, at that point, I've lost out on the loot and salvage from the enemy fleet that I destroyed.
[close]

Thank you, again, for this mod, by the way! :D
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OGS-Remix

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Re: [0.97a] Random Assortment of Things
« Reply #571 on: June 17, 2024, 09:09:53 AM »

Are you on version 2.3.2 of the mod?

I was not using 2.3.2 but I didn't want to upgrade for fear of breaking the save. I was able to complete the encounter by saving just outside and going in immediately. It was like 3 successful tries out of 8 attempts.

I have since upgraded to 2.3.2 and I'll see if the same issue happens again when I get back there.
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Phenir

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Re: [0.97a] Random Assortment of Things
« Reply #572 on: June 23, 2024, 07:20:16 AM »

Can you make ships that are destroyed while under the control of zero day exploit be disabled/destroyed instead of retreat? I'm currently in a particularly large battle and the enemy only has 2 combat ships left, both of which were destroyed while under my control. However, they refuse to try to disengage due to their large number of civ ships and they can't/won't deploy the destroyed ships because 0 hull and they won't deploy the civ ships since they still have combat ships. I have to repeatedly engage them, rout them with console commands (otherwise they NEVER deploy), then those ships deploy and instantly retreat while losing CR. Repeat until they have critical CR and are instantly destroyed upon finally deploying.
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ODST52626

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Re: [0.97a] Random Assortment of Things
« Reply #573 on: June 23, 2024, 09:52:43 AM »

I experienced a crash/game freeze after defeating the mega [REDACTED] on the final fracture layer. Has anyone else experienced this or is this just coincidental for me?
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Blaze

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Re: [0.97a] Random Assortment of Things
« Reply #574 on: June 24, 2024, 01:28:16 AM »

So here's a weird crash:
Spoiler
292419 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.combat.entities.Ship.isHulk()" because "<local2>" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.combat.entities.Ship.isHulk()" because "<local2>" is null
   at com.fs.starfarer.combat.ai.FighterAI.getCarrierTarget(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.ai.FighterAI.pickManeuver(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.ai.FighterAI.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
[close]

So the [REDACTED] Snek can hold a converted hangar in the tail section, and putting a fighter in there and sending it into battle causes this crash.

Not sure where exactly the bug is here, maybe we aren't supposed to be able to salvage the [REDACTED] Snek, maybe we aren't supposed to put converted hangar on it, being a phase ship,; maybe it's because it had a human pilot with the [SUPER ULTRA REDACTED] core?
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Lukas04

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Re: [0.97a] Random Assortment of Things
« Reply #575 on: June 24, 2024, 04:23:21 AM »

I experienced a crash/game freeze after defeating the mega [REDACTED] on the final fracture layer. Has anyone else experienced this or is this just coincidental for me?

Try updating to 2.3.2 if you havent, has some changes that should fix the freeze, atleast havent had any report of it occuring on that version yet.

So here's a weird crash:
Spoiler
292419 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.combat.entities.Ship.isHulk()" because "<local2>" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.combat.entities.Ship.isHulk()" because "<local2>" is null
   at com.fs.starfarer.combat.ai.FighterAI.getCarrierTarget(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.ai.FighterAI.pickManeuver(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.ai.FighterAI.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
[close]

So the [REDACTED] Snek can hold a converted hangar in the tail section, and putting a fighter in there and sending it into battle causes this crash.

Not sure where exactly the bug is here, maybe we aren't supposed to be able to salvage the [REDACTED] Snek, maybe we aren't supposed to put converted hangar on it, being a phase ship,; maybe it's because it had a human pilot with the [SUPER ULTRA REDACTED] core?

Not sure what caues the crash, but i can probably just prevent converted hangar from being placed on it. Its also not a phase ship.
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Takion Kasukedo

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Re: [0.97a] Random Assortment of Things
« Reply #576 on: June 24, 2024, 08:52:39 AM »

Thought I'd mention it here in case it hasn't already, but coming across the deactivated abyssal droneships on the battlefield, the allies shoot them before the ships can be activated, leading to the beacon not activating any droneships.
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Boboy

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Re: [0.97a] Random Assortment of Things
« Reply #577 on: June 26, 2024, 06:13:14 AM »

Hey, got a crash when trying to enter the abyssal depth i'm not sure what to do... If you guys have any idea

Spoiler
966344 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Parameter specified as non-null is null: method kotlin.collections.CollectionsKt__IterablesKt.collectionSizeOrDefault, parameter <this>
java.lang.NullPointerException: Parameter specified as non-null is null: method kotlin.collections.CollectionsKt__IterablesKt.collectionSizeOrDefault, parameter <this>
   at kotlin.collections.CollectionsKt__IterablesKt.collectionSizeOrDefault(Iterables.kt)
   at assortment_of_things.abyss.scripts.AbyssalDefendingFleetManager.addHullmods(AbyssalDefendingFleetManager.kt:787)
   at assortment_of_things.abyss.scripts.AbyssalDefendingFleetManager.inflateShip(AbyssalDefendingFleetManager.kt:696)
   at assortment_of_things.abyss.scripts.AbyssalDefendingFleetManager.inflate(AbyssalDefendingFleetManager.kt:406)
   at assortment_of_things.abyss.scripts.AbyssalDefendingFleetManager.spawnFleet(AbyssalDefendingFleetManager.kt:216)
   at com.fs.starfarer.api.impl.campaign.fleets.SourceBasedFleetManager.advance(SourceBasedFleetManager.java:121)
   at assortment_of_things.abyss.scripts.AbyssalDefendingFleetManager.advance(AbyssalDefendingFleetManager.kt:72)
   at com.fs.starfarer.campaign.BaseLocation.advanceEvenIfPaused(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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]
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Lukas04

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Re: [0.97a] Random Assortment of Things
« Reply #578 on: June 26, 2024, 08:48:23 AM »

Hey, got a crash when trying to enter the abyssal depth i'm not sure what to do... If you guys have any idea

Spoiler
966344 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Parameter specified as non-null is null: method kotlin.collections.CollectionsKt__IterablesKt.collectionSizeOrDefault, parameter <this>
java.lang.NullPointerException: Parameter specified as non-null is null: method kotlin.collections.CollectionsKt__IterablesKt.collectionSizeOrDefault, parameter <this>
   at kotlin.collections.CollectionsKt__IterablesKt.collectionSizeOrDefault(Iterables.kt)
   at assortment_of_things.abyss.scripts.AbyssalDefendingFleetManager.addHullmods(AbyssalDefendingFleetManager.kt:787)
   at assortment_of_things.abyss.scripts.AbyssalDefendingFleetManager.inflateShip(AbyssalDefendingFleetManager.kt:696)
   at assortment_of_things.abyss.scripts.AbyssalDefendingFleetManager.inflate(AbyssalDefendingFleetManager.kt:406)
   at assortment_of_things.abyss.scripts.AbyssalDefendingFleetManager.spawnFleet(AbyssalDefendingFleetManager.kt:216)
   at com.fs.starfarer.api.impl.campaign.fleets.SourceBasedFleetManager.advance(SourceBasedFleetManager.java:121)
   at assortment_of_things.abyss.scripts.AbyssalDefendingFleetManager.advance(AbyssalDefendingFleetManager.kt:72)
   at com.fs.starfarer.campaign.BaseLocation.advanceEvenIfPaused(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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]

I think you likely updated the mod to an incompatible version for your save at some point? Not sure though, as this doesnt look like an error that could appear on later versions without doing that.
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jercar

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Re: [0.97a] Random Assortment of Things
« Reply #579 on: June 26, 2024, 07:19:46 PM »

how do you install the neuro
 core
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jercar

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Re: [0.97a] Random Assortment of Things
« Reply #580 on: June 26, 2024, 07:20:23 PM »

how do you install a neuro core
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Lukas04

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Re: [0.97a] Random Assortment of Things
« Reply #581 on: June 26, 2024, 11:54:57 PM »

how do you install a neuro core

Like any other AI core
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Blaze

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Re: [0.97a] Random Assortment of Things
« Reply #582 on: June 27, 2024, 03:24:12 PM »

As a hipster that didn't take Automated Ships, is there anything else I can do with the Neuro core?

Also, what would happen if I integrate Purple Orblady into her ship? Could I still transfer her out? Would test it myself but am away from my rig for a bit and it's gonna bother me until I test it.
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Helldiver

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Re: [0.97a] Random Assortment of Things
« Reply #583 on: June 27, 2024, 04:30:46 PM »

While Settlements only taking money to build on already civilized worlds makes sense (you could be hiring locals), it's really weird when done on non-settled planets (who's running the settlement?). Do you think that Settlements could be made to require some Crew to create on unhinabited worlds? If separating the requirements based on the target world is not possible, just making them require some crew in any situation is also a solution.

I really like the potential of Settlements overall, it's the closest thing we're every really gotten to being able to set up a company as the player, really cool stuff. Elegant UI too.
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Lukas04

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Re: [0.97a] Random Assortment of Things
« Reply #584 on: June 28, 2024, 02:24:52 AM »

As a hipster that didn't take Automated Ships, is there anything else I can do with the Neuro core?

Also, what would happen if I integrate Purple Orblady into her ship? Could I still transfer her out? Would test it myself but am away from my rig for a bit and it's gonna bother me until I test it.

Nothing.

Also do you mean sierra with the 2nd question? You cant integrate her in to ships.Not in RAT or SoTF.

While Settlements only taking money to build on already civilized worlds makes sense (you could be hiring locals), it's really weird when done on non-settled planets (who's running the settlement?). Do you think that Settlements could be made to require some Crew to create on unhinabited worlds? If separating the requirements based on the target world is not possible, just making them require some crew in any situation is also a solution.

I really like the potential of Settlements overall, it's the closest thing we're every really gotten to being able to set up a company as the player, really cool stuff. Elegant UI too.

Im thinking of probably reworking the settlements a bit after im done with the exotech rework, so likely something i consider then.
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