Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

Pages: 1 ... 3 4 [5] 6 7 ... 18

Author Topic: [0.97a] The Knights of Ludd  (Read 160633 times)

Darrow

  • Lieutenant
  • **
  • Posts: 69
    • View Profile
Re: [0.97a] The Knights of Ludd
« Reply #60 on: February 26, 2024, 12:34:13 PM »

Would love to see some specialized Fighters/Bombers/Support and potentially an Arma integration?
Logged

Qurion2

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.97a] The Knights of Ludd
« Reply #61 on: February 26, 2024, 04:48:07 PM »

Just bopping by. Only gotten to start digging into 97 content yesterday and today, and together with the void content, this mod has been a real pleasure to have as additional exploration content especially with how scary some of this stuff is all combined.

Thank you!
Logged

MrFox

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.97a] The Knights of Ludd
« Reply #62 on: February 28, 2024, 09:07:44 AM »

46184 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Sound with filename [sounds/shields/kol_shields_large_lower.ogg] not found or failed to load
java.lang.RuntimeException: Sound with filename [sounds/shields/kol_shields_large_lower.ogg] not found or failed to load
   at com.fs.starfarer.loading.oOOO.run(Unknown Source)
   at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1149)
   at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:624)
   at java.lang.Thread.run(Thread.java:748)
( in the latest version and I get this error, is this correct or am I confusing a certain mod...? )
Logged

Dal

  • Commander
  • ***
  • Posts: 175
    • View Profile
Re: [0.97a] The Knights of Ludd
« Reply #63 on: February 28, 2024, 01:03:19 PM »

46184 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Sound with filename [sounds/shields/kol_shields_large_lower.ogg] not found or failed to load
java.lang.RuntimeException: Sound with filename [sounds/shields/kol_shields_large_lower.ogg] not found or failed to load
   at com.fs.starfarer.loading.oOOO.run(Unknown Source)
   at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1149)
   at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:624)
   at java.lang.Thread.run(Thread.java:748)
( in the latest version and I get this error, is this correct or am I confusing a certain mod...? )

This sounds like an installation hiccup, I can only recommend to try reinstalling.
Logged

Thinggyblop

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.97a] The Knights of Ludd
« Reply #64 on: February 29, 2024, 08:13:40 PM »

[Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException: null
   at data.scripts.weapons.bbplus_ACGOnHit.onHit(bbplus_ACGOnHit.java:52) ~[?:?]
   at com.fs.starfarer.combat.entities.BallisticProjectile.setDidDamage(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.entities.BallisticProjectile.applyDamage(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.applyDamage(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.applyDamage(Unknown Source) ~[starfarer_obf.jar:?]
   at org.selkie.kol.impl.combat.activators.RadianceActivator.onActivate(RadianceActivator.kt:87) ~[?:?]
   at org.magiclib.subsystems.MagicSubsystem.activate(MagicSubsystem.java:456) ~[?:?]
   at org.selkie.kol.impl.combat.activators.RadianceActivator.advance(RadianceActivator.kt:160) ~[?:?]
   at org.magiclib.subsystems.MagicSubsystem.advanceInternal(MagicSubsystem.java:593) ~[?:?]
   at org.magiclib.subsystems.MagicSubsystemsCombatPlugin.advanceSubsystems(MagicSubsystemsCombatPlugin.kt:53) ~[?:?]
   at org.magiclib.subsystems.MagicSubsystemsCombatPlugin.advance(MagicSubsystemsCombatPlugin.kt:26) ~[?:?]
   at com.fs.starfarer.title.Object.for$Oo.o00000(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.A.new.super(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[fs.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[starfarer_obf.jar:?]
   at java.lang.Thread.run(Thread.java:750) [?:1.8.0_402]

it appears to happen when fighting amaterasu boss fleet with sephira/bb+ weapons
« Last Edit: February 29, 2024, 08:37:29 PM by Thinggyblop »
Logged

Dal

  • Commander
  • ***
  • Posts: 175
    • View Profile
Re: [0.97a] The Knights of Ludd
« Reply #65 on: February 29, 2024, 10:43:34 PM »

[Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException: null
   at data.scripts.weapons.bbplus_ACGOnHit.onHit(bbplus_ACGOnHit.java:52) ~[?:?]
   at com.fs.starfarer.combat.entities.BallisticProjectile.setDidDamage(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.entities.BallisticProjectile.applyDamage(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.applyDamage(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.applyDamage(Unknown Source) ~[starfarer_obf.jar:?]
   at org.selkie.kol.impl.combat.activators.RadianceActivator.onActivate(RadianceActivator.kt:87) ~[?:?]
   at org.magiclib.subsystems.MagicSubsystem.activate(MagicSubsystem.java:456) ~[?:?]
   at org.selkie.kol.impl.combat.activators.RadianceActivator.advance(RadianceActivator.kt:160) ~[?:?]
   at org.magiclib.subsystems.MagicSubsystem.advanceInternal(MagicSubsystem.java:593) ~[?:?]
   at org.magiclib.subsystems.MagicSubsystemsCombatPlugin.advanceSubsystems(MagicSubsystemsCombatPlugin.kt:53) ~[?:?]
   at org.magiclib.subsystems.MagicSubsystemsCombatPlugin.advance(MagicSubsystemsCombatPlugin.kt:26) ~[?:?]
   at com.fs.starfarer.title.Object.for$Oo.o00000(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.A.new.super(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[fs.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[starfarer_obf.jar:?]
   at java.lang.Thread.run(Thread.java:750) [?:1.8.0_402]

it appears to happen when fighting amaterasu boss fleet with sephira/bb+ weapons

When I raised this with the original author of BBPlus, his exact words were "The easiest solution is to stop using BBP mod and uninstall. :)". If you're using a bootleg you'll have to get support from whoever made that.
Logged

vicegrip

  • Captain
  • ****
  • Posts: 274
    • View Profile
Re: [0.97a] The Knights of Ludd
« Reply #66 on: March 03, 2024, 12:47:36 PM »

The kol_invictus_lp seems to be missing a description string.

Msgunner

  • Ensign
  • *
  • Posts: 8
    • View Profile
Re: [0.97a] The Knights of Ludd
« Reply #67 on: March 06, 2024, 02:09:43 PM »

Hello there, this might be massive spoilers for this mod but i am so confused on what happened so I'm asking anyway. Be warned I guess?

Its Kinda simple really, I was just using the gates to travel the core worlds when all of sudden i find myself in the "NullSpace" that isnt on the map. Its filled with some crazy Ships called the "Duskborne"(that the mod that which tells you what ships came from what mod, say that they came from this mod) and possibly lore for the mod. So i have to ask if this is intentional or have I accidentally skipped/broke my way into that area? I just want to know if i should resort to a previous save so as not to do things out of order.
« Last Edit: March 06, 2024, 02:13:03 PM by Msgunner »
Logged

StrikeEcho

  • Ensign
  • *
  • Posts: 37
    • View Profile
Re: [0.97a] The Knights of Ludd
« Reply #68 on: March 06, 2024, 03:03:33 PM »

There's a random chance you get sent there when you gate travel. There's a lot of exploration content you can find in the mod. You can pretty much go through it however you want.

Although I'd suggest checking out the weapon cache in alpha site.
Logged

Msgunner

  • Ensign
  • *
  • Posts: 8
    • View Profile
Re: [0.97a] The Knights of Ludd
« Reply #69 on: March 06, 2024, 03:09:26 PM »

There's a random chance you get sent there when you gate travel. There's a lot of exploration content you can find in the mod. You can pretty much go through it however you want.

Although I'd suggest checking out the weapon cache in alpha site.
Ah, that would make sense. Thank you very much for the info. Also for the tip about alpha site.
Logged

Dal

  • Commander
  • ***
  • Posts: 175
    • View Profile
Re: [0.97a] The Knights of Ludd
« Reply #70 on: March 06, 2024, 03:23:18 PM »

Cheers  ;D
Logged

mllhild

  • Lieutenant
  • **
  • Posts: 97
    • View Profile
Re: [0.97a] The Knights of Ludd
« Reply #71 on: March 07, 2024, 02:02:32 PM »

Hello there, this might be massive spoilers for this mod but i am so confused on what happened so I'm asking anyway. Be warned I guess?

Its Kinda simple really, I was just using the gates to travel the core worlds when all of sudden i find myself in the "NullSpace" that isnt on the map. Its filled with some crazy Ships called the "Duskborne"(that the mod that which tells you what ships came from what mod, say that they came from this mod) and possibly lore for the mod. So i have to ask if this is intentional or have I accidentally skipped/broke my way into that area? I just want to know if i should resort to a previous save so as not to do things out of order.

That should be Secrets of the Frontier, the Sierra mod
Logged

A_Random_Dude

  • Captain
  • ****
  • Posts: 266
    • View Profile
Re: [0.97a] The Knights of Ludd
« Reply #72 on: March 07, 2024, 02:33:39 PM »

Nope, it's not.
Logged

Brainwright

  • Admiral
  • *****
  • Posts: 706
    • View Profile
Re: [0.97a] The Knights of Ludd
« Reply #73 on: March 07, 2024, 02:37:29 PM »

Probably LOST SECTOR.  Got to a similar place.
Logged

Ruddygreat

  • Admiral
  • *****
  • Posts: 563
  • Seals :^)
    • View Profile
Re: [0.97a] The Knights of Ludd
« Reply #74 on: March 07, 2024, 02:47:49 PM »

There's a random chance you get sent there when you gate travel. There's a lot of exploration content you can find in the mod. You can pretty much go through it however you want.

Although I'd suggest checking out the weapon cache in alpha site.

this is the correct answer, you can get there randomly through any gate or by
 the consistent method of getting in
parking yourself on the red singularity in the elysian abyss
[close]
Pages: 1 ... 3 4 [5] 6 7 ... 18