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Author Topic: [0.97a] Roider Union 2.1.0  (Read 410833 times)

robepriority

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Re: [0.97a] Roider Union 2.0.5
« Reply #495 on: February 25, 2024, 02:38:39 PM »

Did a new game after 2.05 and I gotta say ... the number of Roiders is still insane. Corvus, Galatia and a couple others are infested with Roiders :/

Yeah definitely feels like there's still uncapped growth on prospector fleet counts.

SafariJohn

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Re: [0.97a] Roider Union 2.0.6
« Reply #496 on: February 25, 2024, 07:13:17 PM »

Roider Union v2.0.6

Download in the OP
Requires RetroLib

Fixed some stuff. Worked on lag when opening inventory but something is still affecting it.

Version 2.0.6
 Bug Fixes
 - Fixed prospector fleets being spammed
 - Fixed Union HQ submarket and retrofitting not using Roider Union rep/commission
 - Fixed NPE from Rockpiper Shipworks
 - Reduced lag when opening inventory - still looking for main cause
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AnXel LG

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Re: [0.97a] Roider Union 2.0.6
« Reply #497 on: February 26, 2024, 07:03:50 AM »

Hey SafariJohn! Two times I've encountered this Unknown crash while trying to build a new industry in the colony management screen:

5527093 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - kotlin.UninitializedPropertyAccessException: lateinit property market has not been initialized
kotlin.UninitializedPropertyAccessException: lateinit property market has not been initialized
   at roiderUnion.econ.DivesSupplyInteractor.updateSystemsInRange(DivesSupplyInteractor.kt:102)
   at roiderUnion.econ.DivesController.readResolve(DivesController.kt:56)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.init(BaseIndustry.java:147)
   at roiderUnion.econ.DivesController.init(DivesController.kt:61)
   at com.fs.starfarer.loading.specs.H.getNewPluginInstance(Unknown Source)
   at com.fs.starfarer.campaign.econ.Market.instantiateIndustry(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.updateTable(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.createUI(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.o00000(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)

Modlist:

"$$$_lightshow_nc",
  "A_S-F",
  "BSC",
  "HMI_brighton",
  "CaptainsLog",
  "Csp",
  "combatactivators",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_console",
  "Diktat Enhancement",
  "dex",
  "HMI",
  "hte",
  "IndEvo",
  "Imperium",
  "lost_sector",
  "lw_lazylib",
  "lockedAndLoaded",
  "luddenhance",
  "luddenhanceied",
  "lunalib",
  "wisp_magicAchievementsVanillaPack",
  "MagicLib",
  "nexerelin",
  "RetroLib",
  "roider",
  "sun_ruthless_sector",
  "secretsofthefrontier",
  "SEEKER",
  "swp",
  "sun_starship_legends",
  "StopGapMeasures3",
  "knights_of_ludd",
  "TORCHSHIPS",
  "underworld",
  "US",
  "audio_plus",
  "prvextra",
  "prvlib",
  "prvPath",
  "prvrb",
  "prv",
  "shaderLib"



« Last Edit: February 26, 2024, 07:05:30 AM by AnXel LG »
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Kukela

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Re: [0.97a] Roider Union 2.0.6
« Reply #498 on: February 26, 2024, 12:29:20 PM »

Hi, I am very new, just got the game, and also experienced a crash today. This is when attempting to generate a new sector.

If it helps ingame it says only one mod is unsupported (tho several I had to manually update the .json to the latest version) which is RetroLib, despite your page saying it's up to date. Idk if that is a culprit, I literally started playing yesterday and today want some mods.

145146 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: kotlin.UninitializedPropertyAccessException: lateinit property market has not been initialized
java.lang.RuntimeException: kotlin.UninitializedPropertyAccessException: lateinit property market has not been initialized
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.newui.M.dismiss(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.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(Unknown Source)
Caused by: kotlin.UninitializedPropertyAccessException: lateinit property market has not been initialized
   at roiderUnion.econ.DivesSupplyInteractor.updateSystemsInRange(DivesSupplyInteractor.kt:102)
   at roiderUnion.econ.DivesController.readResolve(DivesController.kt:56)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.init(BaseIndustry.java:147)
   at roiderUnion.econ.DivesController.init(DivesController.kt:61)
   at com.fs.starfarer.loading.specs.H.getNewPluginInstance(Unknown Source)
   at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
   at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
   at com.fs.starfarer.campaign.econ.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.campaign.econ.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   ... 16 more


Modlist:
"$$$_lightshow_nc",
  "pantera_ANewLevel40",
  "automatic-orders",
  "timid_admins",
  "chatter",
  "lw_lazylib",
  "logisticsNotifications",
  "luddenhance",
  "MagicLib",
  "nexerelin",
  "officerExtension",
  "RetroLib",
  "sun_ruthless_sector",
  "scalartech",
  "SCY",
  "swp",
  "speedUp",
  "sun_starship_legends",
  "TORCHSHIPS",
  "underworld",
  "shaderLib"
« Last Edit: February 26, 2024, 12:39:51 PM by Kukela »
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Selfcontrol

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Re: [0.97a] Roider Union 2.0.6
« Reply #499 on: February 26, 2024, 01:33:11 PM »

New version (2.0.6) crashes when starting a new game :

Spoiler
102099 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: kotlin.UninitializedPropertyAccessException: lateinit property market has not been initialized
java.lang.RuntimeException: kotlin.UninitializedPropertyAccessException: lateinit property market has not been initialized
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.dismiss(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.W.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.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) [?:?]
Caused by: kotlin.UninitializedPropertyAccessException: lateinit property market has not been initialized
   at roiderUnion.econ.DivesSupplyInteractor.updateSystemsInRange(DivesSupplyInteractor.kt:102) ~[?:?]
   at roiderUnion.econ.DivesController.readResolve(DivesController.kt:56) ~[?:?]
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.init(BaseIndustry.java:147) ~[starfarer.api.jar:?]
   at roiderUnion.econ.DivesController.init(DivesController.kt:61) ~[?:?]
   at com.fs.starfarer.loading.specs.H.getNewPluginInstance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.econ.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.econ.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source) ~[port_obf.jar:?]
   ... 15 more
[close]
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SafariJohn

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Re: [0.97a] Roider Union 2.0.7
« Reply #500 on: February 26, 2024, 05:27:27 PM »

Roider Union v2.0.7

Download in the OP
Requires RetroLib

Sorry! I was worried about save compatibility and didn't check starting a new game.

Version 2.0.6
 Bug Fixes
 - Fixed initialization crash on new game
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yuri65

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Re: [0.97a] Roider Union 2.0.7
« Reply #501 on: March 03, 2024, 11:53:07 AM »

bug in 2.0.7: Talking to the CEO in the bar leads to the retrofit screen and pressing return or esc does nothing, just stuck there
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SafariJohn

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Re: [0.97a] Roider Union 2.0.7
« Reply #502 on: March 03, 2024, 02:26:18 PM »

bug in 2.0.7: Talking to the CEO in the bar leads to the retrofit screen and pressing return or esc does nothing, just stuck there

It is working correctly for me. Are there any error messages in the log or unusual circumstances?
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NicoBlast

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Re: [0.97a] Roider Union 2.0.7, performance bug
« Reply #503 on: March 04, 2024, 03:18:34 AM »

I found when using your mod in my modlist i could feel a big performance hit when interacting with planets, like 3 sec delay when pressing the button to enter the market or when salvaging wreks.

Just wanted to post it here if it is unknown or something else.

I checked every single mod in the list and it was only your mod that made it happen. not sure if it is a bug when the mod is loaded standalone or if it some kind of interaction with another mod, modlist is attached to this message:
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SafariJohn

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Re: [0.97a] Roider Union 2.0.7
« Reply #504 on: March 04, 2024, 05:22:16 PM »

The performance hit is from Roiders iterating over all the star systems a lot every time markets get updated, which happens 3+ times in a row when opening any cargo screen. I have been working on reducing it.
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freakingcynik

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Re: [0.97a] Roider Union 2.0.7
« Reply #505 on: March 08, 2024, 08:54:09 AM »

Is this mod safe to remove mid-save?

Also, the ships with the system that disable engines through shields are yours, right?

Edit: Ok, so I checked, can't remove the mod, of course. And the ship is a roider indeed, with the "interdiction" thing.

Not gonna sugar coat it, it's terrible game design. You don't put something that takes control away from the player AND make it an auto hit through shields regardless of flux level. You can't escape that ***, it also kills your momentum for some reason, so you're left stranded, fully stopped, with enemies in range, and no option for counter play.
Hopefully, reading this will make you realize how bad an idea it is. And to be clear, I'm not saying the mod is bad or anything, there's obviously plenty of work and talent that went into it. But this "no control and no counterplay against it" is just never something you want to put in a video game, ever. Look at vanilla, the closest is the salamander, which is irritating as hell already, but there's plenty of ways to mitigate it. Piloting better, 360° shields, PD, escorts... Then there's the shield removal of I don't know which phase ship, but that's so short it barely matters, and you can still move to mitigate damage.
And then there's your ship, barely coming into the screen and already killing my movement instantly, and my ship as a result. Biiiig gap there. Can't even turn around because it kills momentum, so all I can do is watch my ship slowly dies.

So yeah. Gaming is an interactive entertainment form. So please don't take away the interaction.

More edit: and the ability can be chained by a single ship so that you never retake control of yours. Like, seriously, is that how you intended this to work? Sorry that I insist so much but I just don't understand how one could come to think this was a good idea. I know I can just uninstall your mod, and I surely will if only for the performance issues, but I'm malding a bit about losing yet another playthrough, and I'm really curious about your thought process behind this.
« Last Edit: March 08, 2024, 01:43:46 PM by freakingcynik »
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A_Random_Dude

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Re: [0.97a] Roider Union 2.0.7
« Reply #506 on: March 08, 2024, 12:22:36 PM »

Once a mod adds something to your game (like say fleets with modded ships for example), it stops being safe to remove. Can be other stuff too, like star systems/hidden exploration stuff.

So a good rule of thumb is to consider any and all faction mods not safe to remove once added.
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Helldiver

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Re: [0.97a] Roider Union 2.0.7
« Reply #507 on: March 08, 2024, 05:09:58 PM »

The performance hit is from Roiders iterating over all the star systems a lot every time markets get updated, which happens 3+ times in a row when opening any cargo screen. I have been working on reducing it.

Is it a recent thing? I haven't played the last few Roider versions yet while busy modding stuff myself but I don't remember having UI slow downs related to Roiders in the past.
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Shogouki

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Re: [0.97a] Roider Union 2.0.7
« Reply #508 on: March 08, 2024, 05:28:24 PM »

The performance hit is from Roiders iterating over all the star systems a lot every time markets get updated, which happens 3+ times in a row when opening any cargo screen. I have been working on reducing it.

Is it a recent thing? I haven't played the last few Roider versions yet while busy modding stuff myself but I don't remember having UI slow downs related to Roiders in the past.

I was wondering the same thing as I don't think I noticed this in my games using earlier versions of the mod.
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SafariJohn

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Re: [0.97a] Roider Union 2.0.7
« Reply #509 on: March 08, 2024, 05:29:29 PM »

Is this mod safe to remove mid-save?

Unfortunately it is extremely non-trivial to remove a mod mid-save, for you or me.

More edit: and the ability can be chained by a single ship so that you never retake control of yours. Like, seriously, is that how you intended this to work? Sorry that I insist so much but I just don't understand how one could come to think this was a good idea. I know I can just uninstall your mod, and I surely will if only for the performance issues, but I'm malding a bit about losing yet another playthrough, and I'm really curious about your thought process behind this.

Calidor's Interdiction Sequence is intended to screw fast ships. A single Calidor should not be able to totally lock down a ship because the cooldown is 20 seconds (13.2 with SysEx) - I am pretty sure base engine repair time even for a capital ship is less than that. A lot of the BS comes from vanilla flameouts - flameouts removing all control, etc. is a terrible mechanic.

I will consider some simple nerfs (range, cooldown) and think about some more in-depth rework to make it less sucky on the receiving end. Several Roider things are overtuned at the moment TBH.

The performance hit is from Roiders iterating over all the star systems a lot every time markets get updated, which happens 3+ times in a row when opening any cargo screen. I have been working on reducing it.

Is it a recent thing? I haven't played the last few Roider versions yet while busy modding stuff myself but I don't remember having UI slow downs related to Roiders in the past.

Yes, it is a 2.0 and later thing. It is already reduced some and I will get the rest of it sooner or later.
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