FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308

Distribute and discuss mods that are functional. Moderator - Grognak
rannl
Posts: 335
Joined: Sun Nov 25, 2012 11:13 pm

Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95

Postby rannl » Thu Apr 17, 2014 8:12 pm

InventorRaccoon wrote:Image
That should do it. It's frozen like that.


It's a partial image of the exception dump, buddy. The entire stack is needed in order to tell what exactly went wrong.
My guess is memory issues (out of heap memory error). The solution has been mentioned here before.
Assuming you have a 64b system, upgrade your Java version to the latest 64b edition - make sure it's not 32b.
If you have a 32b system, you can try increasing the heap space manually by running SMM via command line using the following command:
java -Xms1024M -Xms1024M -jar modman.jar
1gb of heap space should do the trick.
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95

Postby Sleeper Service » Thu Apr 17, 2014 10:23 pm

lolight2 wrote:What about the sector name randomizer? It is indeed a nice feature but as i am trying to unlock the ships i dont know which sector is which yet, is there a way for me to disable it just so i know the sectors? Or maybe even a sector name list of some sort? Sorry to be bugging you with this, i just really like your mod but i also want to unlock the other ships :)


Sector names actually follow pretty clear patterns, so with some experience you can tell which sector type you are going to. If you want to spoil that information for you then check the thread that discusses the naming patterns. If anyone has some suggestions for names then feel free to post them by the way, there is always room for more. ;) They just have match the criteria or patterns given at the beginning of the thread.

Also ship unlock quest will probably gain a small chance to be encountered in deep space with the next release.

InventorRaccoon wrote:Does anyone else have a solution to my problem with Endless Loot not working? I put them in the right order and redownloaded everything but it doesn't patch with Slipstream. Does it usually take extremely long to patch?


Apart from the explanation that RannI has given there is also a troubleshooting section right at the beginning of the this thread that totally covers this problem. :roll:
Lunaraia
Posts: 17
Joined: Wed Apr 16, 2014 9:00 pm

Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95

Postby Lunaraia » Thu Apr 17, 2014 10:41 pm

InventorRaccoon wrote:
Lunaraia wrote:
InventorRaccoon wrote:I've got a small problem with the Infinite version of the randomized gear and enemy addon thingy. CE and CE Infinite patch fine but the random thing freezes patching.

The last line on the other window of Slipstream says

at net.vhati.modmanager.core.ModPatchThread.run<ModPatchThread.java:88>

The game works fine without the randomized items.


Load order is everything even when installing the stuff, if you install something that has an dependency before the dependency itself then slipstream tries to divide by 0 and goes nuts as a result.

CE
Infinite
Random gear

Is that the right order?


CE 1.205b
Ininite 1.205
Endless Loot 0.95
non-EL enemies newest there is.

this is the load order I use, and I don't have any issues with it.
RedNXT
Posts: 4
Joined: Thu Apr 17, 2014 4:10 am

Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95

Postby RedNXT » Thu Apr 17, 2014 11:15 pm

RedNXT wrote:
RedNXT wrote:https://www.dropbox.com/s/4e4g7ltk3d22lxi/hack%20bug.png
https://www.dropbox.com/s/ftiz1dim9fsql53/hack%20bug%202.png
Lately I have been having trouble with my Hacking System.
It worked fine at level 1 but ever since I upgraded it to level 2 it has not worked. At first the hacking drone sent itself out without using a drone part but then would not do anything; it would attach to the ship in a random spot but even when the system was powered the system could not be hacked and the doors were not blocked.
After jumping around to some new sectors the hacking drone no longer auto-sends itself. However, now it will not work. As you can see in the pictures it does not allow me to deploy my hacking drone and the button stays greyed out for all battles.
My Mod Order is:
Better Planets and Backgrounds_v1.3.1
FTL Captains Edition 1.201
Ce BPaB Compatibility Patch 1.0
CE Additional Music Addon 1.2
CE Infinite Addon 1.201
CE Endless Loot Addon 0.9 (beta)

Everything else about Captain's Edition works great. Also, if I start a new ship with a hacking system (Engi Type C) its hacking system DOES work. It might be something wrong with my ship/save but I wanted to know if there was some way to fix it because I would like to not have to start over ;)


I just wanted to know if anyone has figured out a way to fix this. If not, that is ok. I will rely on my drone control system to use my surplus of drone parts, but I will miss my hacking drone :)

I hate to keep bumping my post but I just want an answer of some sort if I can make my hacking system work again without starting over. If it is not possible just tell me. Or if you need more information/data, just tell me ;)
lolight2
Posts: 5
Joined: Thu Apr 17, 2014 1:47 pm

Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95

Postby lolight2 » Thu Apr 17, 2014 11:44 pm

Sleeper Service wrote:
lolight2 wrote:What about the sector name randomizer? It is indeed a nice feature but as i am trying to unlock the ships i dont know which sector is which yet, is there a way for me to disable it just so i know the sectors? Or maybe even a sector name list of some sort? Sorry to be bugging you with this, i just really like your mod but i also want to unlock the other ships :)


Sector names actually follow pretty clear patterns, so with some experience you can tell which sector type you are going to. If you want to spoil that information for you then check the thread that discusses the naming patterns. If anyone has some suggestions for names then feel free to post them by the way, there is always room for more. ;) They just have match the criteria or patterns given at the beginning of the thread.

Also ship unlock quest will probably gain a small chance to be encountered in deep space with the next release.

InventorRaccoon wrote:Does anyone else have a solution to my problem with Endless Loot not working? I put them in the right order and redownloaded everything but it doesn't patch with Slipstream. Does it usually take extremely long to patch?


Apart from the explanation that RannI has given there is also a troubleshooting section right at the beginning of the this thread that totally covers this problem. :roll:


Ok thanks alot \^.^/
Love the mod, keep it up! (btw is it only for me that this website is super slow and sometimes goes offline randomly? weird...)
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95

Postby Sleeper Service » Thu Apr 17, 2014 11:46 pm

RedNXT wrote:I hate to keep bumping my post but I just want an answer of some sort if I can make my hacking system work again without starting over. If it is not possible just tell me. Or if you need more information/data, just tell me ;)


I have no idea. Never happened to me.
Lunaraia
Posts: 17
Joined: Wed Apr 16, 2014 9:00 pm

Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95

Postby Lunaraia » Fri Apr 18, 2014 12:22 am

InventorRaccoon wrote:
Lunaraia wrote:
InventorRaccoon wrote:I've got a small problem with the Infinite version of the randomized gear and enemy addon thingy. CE and CE Infinite patch fine but the random thing freezes patching.

The last line on the other window of Slipstream says

at net.vhati.modmanager.core.ModPatchThread.run<ModPatchThread.java:88>

The game works fine without the randomized items.


Load order is everything even when installing the stuff, if you install something that has an dependency before the dependency itself then slipstream tries to divide by 0 and goes nuts as a result.

CE
Infinite
Random gear

Is that the right order?


CE 1.205b
Ininite 1.205
Endless Loot 0.95
non-EL enemies newest there is.

this is the load order I use, and I don't have any issues with it.
CoryStarkiller
Posts: 54
Joined: Tue Apr 08, 2014 12:37 am

Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95

Postby CoryStarkiller » Fri Apr 18, 2014 2:15 am

Is there any chance that you will create a ModDb page? This FTL site seems do go offline pretty regularly.
RedNXT
Posts: 4
Joined: Thu Apr 17, 2014 4:10 am

Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95

Postby RedNXT » Fri Apr 18, 2014 2:57 am

Sleeper Service wrote:I have no idea. Never happened to me.

Alright, thanks for replying. I am sure it just some weird 1 out of a million glitch that happened to me. Like I said, if I start over the hacking system does work. But I am stubborn and will get my ship to sector 8 even if it kills me :lol:
I know you get this a lot, but awesome mod. Definitely is one of the best there is!
Russian Rockman
Posts: 819
Joined: Fri Jan 10, 2014 11:43 pm

Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95

Postby Russian Rockman » Fri Apr 18, 2014 4:44 am

I just thought I would share with you my dilemma... I feel like I had more ideas of stuff I wanted to do "before" AE came out and now that it is out I can't seem to come up with any big ideas....


What do you plan to do in the future now Sleeper? I know you've been exposed to AE longer than us and spent all your time making CE compatible for it, but now that that's done for the most part do you have any more big ideas for future additions/expansions to CE?