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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)  (Read 1115300 times)

Aklyon

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Re: [0.8.1a] Shadowyards Reconstruction Authority 0.7
« Reply #1200 on: November 18, 2018, 08:46:27 AM »

Yyyyeeeaaaahhh, that's... kind of an issue. The faction can't use the bp packages for whatever reason. So no SRA ships show up. Like, at all. Anywhere.
That is quite the issue there!
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Maelstrom

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Re: [0.8.1a] Shadowyards Reconstruction Authority 0.7
« Reply #1201 on: November 18, 2018, 01:04:37 PM »

wait they dont even show up at ship yards?!?
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MShadowy

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Re: [0.9a] Shadowyards Reconstruction Authority 0.7
« Reply #1202 on: November 18, 2018, 03:41:07 PM »

Okay, all the problems've been resolved and a new release is ready to hit the floor!


Shadowyards now requires MagicLib to function, please remember to download it if you haven't already.

Spoiler
0.7.0.1 Changelog

  • Updated compatibility for 0.9a
  • Scatter CEPC flux cost per shot reduced to 800 (from 1100)
  • Delphi fuel use/ly reduce to 2.75 and supply per month/recovery reduct to 18 (from 3, 20)
  • Fixed the Vectored Thruster Script so that it should no longer freeze up
  • Added MagicLib trail effects to the Nidhoggr Lance and Mini Lance
  • Finally fixed the Barrago AI, which should make it cosiderably more annoying
    • First stage now quickly acquires it target and separates appropriately
          
    • Due to a typo the second stage AI wasn't active; this has been resolved
  • Tightened up the shot accuracy for Scatter CEPC
  • Fixed the Particle effects on the SWACs system to be less demanding

0.7.0.1rc2 Changelog

  • Reduced weighted picker chance for all SRA Pirate Ships
  • Industrial options should now function more as intended:
    • All SRA Industry types now have a build time; additionally industrial bps which were non-functional previously now function correctly
    • Modular Fabricators can now be upgraded to Massively Parallel Fabricators, and can be equipped with Nanoforges
      • Modular Fabricators are less expensive to build and maintain, quicker to get set up, and have a higher base production quality
                   
      • They also have slightly lower overall production, and get 50% of the bonus from having a Nanoforge equipped
    • Medical centers now add a small boost to population growth
    • Radiation Absorbers can now no longer be built, as is suitable for an inexplicable monolith of arcane Domain tech wizardry
  • Updated the SRA's Marine Command Relay system to work with the updated ground combat systems
  • Some adjustment to SRA blueprint packages; the Shamash, Charybdis, Tartarus, Mimir and Skadi are now rare blueprints
  • Added blueprint package graphics
[close]

Let me know if everythings in order, and I hope you all have fun!
« Last Edit: November 19, 2018, 05:30:20 PM by MShadowy »
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Nanao-kun

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Re: [0.9a] Shadowyards Reconstruction Authority 0.7
« Reply #1203 on: November 18, 2018, 05:52:09 PM »

So after adding Shadowyards to my game, I noticed a few things.
Spoiler
The colony industries have zero build time and don't seem to actually produce anything.
[close]
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Ryu116

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Re: [0.9a] Shadowyards Reconstruction Authority 0.7
« Reply #1204 on: November 18, 2018, 06:56:21 PM »

Good evening from Japan!

I am reporting the conflicts with some mods.  I am helping you find the bugs, in order, to allow this awesome mod to work with any other mods.  When I run Shadowyards mod (This mod is one of my favorite), I got CTD'd to the desk with the following messages:

Fatal: index: 0, Size: 0

Here are the following mods I enabled in Starsector 0.9a:

Another Portrait Pack
Arsenal Expansion 1.5
Audio Plus
Combat Chatter
CombatAnalytics
Common Radar
Console Commands
DIABLEAVIONICS
Kadur Remnant
LazyLib
Leading Pip
Lightshow
MagicLib
ORA
Portrait pack
PracticeTargets
Shadowyards
UnknownSkies
UpgradedRotaryWeapons
Version Checker

Here are information from log:
22324 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/shadow_ships/ships/ms_potniaBis.png (using cast)
22326 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/da/ships/diableavionics_fractus.png (using cast)
22349 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/stations/module_medium_pd1.png (using cast)
22382 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/mercury/mercury_substandard.png (using cast)
22393 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/shadow_ships/ships/seski/ms_seski_L.png (using cast)
22393 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/wasp_ftr.png (using cast)
22797 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.scripts.ScriptStore.?0000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.super(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(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)


Hopes this helps.  If it is my fault for installing certain mods that conflict with shadowyards, then I apologize for that.  At least I am re-learning about detecting the conflicts between mods.
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DaFranker

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Re: [0.9a] Shadowyards Reconstruction Authority 0.7
« Reply #1205 on: November 19, 2018, 03:59:42 AM »

Spotted a typo in the weapons_data.csv file for Deva Heavy CAS Beam while I was hunting down an apparently unrelated crash. It has the tag sra__high_bp instead of sre_high_bp (double underscore there).

@Ryu116:

Quote
Shadowyards Requires LazyLib, MagicLib and GraphicsLib to function.

You're missing GraphicsLib.
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Ryu116

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Re: [0.9a] Shadowyards Reconstruction Authority 0.7
« Reply #1206 on: November 19, 2018, 06:49:20 AM »

Spotted a typo in the weapons_data.csv file for Deva Heavy CAS Beam while I was hunting down an apparently unrelated crash. It has the tag sra__high_bp instead of sre_high_bp (double underscore there).

@Ryu116:

Quote
Shadowyards Requires LazyLib, MagicLib and GraphicsLib to function.

You're missing GraphicsLib.

Ah I see! I totally forgot about the GraphicsLib.  My bad and thank you!
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MShadowy

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Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc2
« Reply #1207 on: November 19, 2018, 05:32:24 PM »

Alright Shadowyards 0.7.0.1rc2 is ready for download; this is primarily focused on fixing up the industry things so they all work correctly.


Spoiler
0.7.0.1rc2 Changelog

  • Reduced weighted picker chance for all SRA Pirate Ships
  • Industrial options should now function more as intended:
    • All SRA Industry types now have a build time; additionally industrial bps which were non-functional previously now function correctly
    • Modular Fabricators can now be upgraded to Massively Parallel Fabricators, and can be equipped with Nanoforges
      • Modular Fabricators are less expensive to build and maintain, quicker to get set up, and have a higher base production quality
                   
      • They also have slightly lower overall production, and get 50% of the bonus from having a Nanoforge equipped
    • Medical centers now add a small boost to population growth
    • Radiation Absorbers can now no longer be built, as is suitable for an inexplicable monolith of arcane Domain tech wizardry
  • Updated the SRA's Marine Command Relay system to work with the updated ground combat systems
  • Some adjustment to SRA blueprint packages; the Shamash, Charybdis, Tartarus, Mimir and Skadi are now rare blueprints
  • Added blueprint package graphics
[close]
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Bastion.Systems

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Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc2
« Reply #1208 on: November 19, 2018, 05:46:05 PM »

Really fast updating! Gonna check this out.
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Kanil

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Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc2
« Reply #1209 on: November 19, 2018, 06:18:39 PM »

I was planning on making a Baseplate faction as soon as SRA updated. It'll probably be a disaster, but at least it'll be an amusing disaster.

Thank you for the update.
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Hobostabbins

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Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc2
« Reply #1210 on: November 19, 2018, 10:52:05 PM »

Getting a crash that looks like it's from the Barrago.

java.lang.NullPointerException
   at data.scripts.ai.MS_Barrago_S2_AI.advance(MS_Barrago_S2_AI.java:165)
   at com.fs.starfarer.combat.entities.Missile$GuidedMissileAIWrapper.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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cjuicy

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Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc2
« Reply #1211 on: November 19, 2018, 11:53:02 PM »

I was planning on making a Baseplate faction as soon as SRA updated. It'll probably be a disaster, but at least it'll be an amusing disaster.

Thank you for the update.
Hehe... mine dies every other engagement but I keep bringing it back for the meme. Might post a screenshot tomorrow when I have time.
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Gaudium

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Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc2
« Reply #1212 on: November 20, 2018, 12:05:10 AM »

Hello, i am not sure if this is related to this mod since everyone are updating their mods daily and since i patched some of the other mods including your i am getting this as soon as i try to enter a market on a planet:

104833 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.addFighters(BaseSubmarketPlugin.java:323)
   at com.fs.starfarer.api.impl.campaign.submarkets.OpenMarketPlugin.updateCargoPrePl ayerInteraction(OpenMarketPlugin.java:33)
   at com.fs.starfarer.campaign.ui.o0OO.<init>(Unknown Source)
   at com.fs.starfarer.coreui.O00o.<init>(Unknown Source)
   at com.fs.starfarer.coreui.O00o.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.J$5.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newui.J.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.J.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.U.showCoreInternal(Unknown Source)
   at com.fs.starfarer.ui.newui.U.showCore(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:40)
   at com.fs.starfarer.ui.newui.oOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.k.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.oOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.U.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
104862 [Thread-10] INFO  sound.public  - Creating streaming player for music with id [faction_generic_market_01_neutral_var01.ogg]
104863 [Thread-10] INFO  sound.H  - Playing music with id [faction_generic_market_01_neutral_var01.ogg]

And when i hover over a fleet:
82333 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:258)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.createFleetTooltip(Unknown Source)
   at com.fs.starfarer.campaign.ooOO.o00000(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
« Last Edit: November 20, 2018, 12:08:15 AM by Gaudium »
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Gaudium

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Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc2
« Reply #1213 on: November 20, 2018, 02:35:47 AM »

Disregard my crash log, i reinstalled everything and going to try a new fresh start see if any problems arise.
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MShadowy

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Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc2
« Reply #1214 on: November 20, 2018, 07:48:31 AM »

Getting a crash that looks like it's from the Barrago.

java.lang.NullPointerException
   at data.scripts.ai.MS_Barrago_S2_AI.advance(MS_Barrago_S2_AI.java:165)
   at com.fs.starfarer.combat.entities.Missile$GuidedMissileAIWrapper.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

This points to some of the targetting code, basically the stuff which handles determining where the ideal point to separate from is, which means it's either not finding the missile (which... seems unlikely) or it is somehow trying to run through the script without a target. Which... shouldn't be happening, there's a null check bracketing the section to prevent this kind of thing.

Hmmm...

What were you doing when this crash happened?
« Last Edit: November 20, 2018, 08:08:23 AM by MShadowy »
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