Got the same errors.I'm having problems with dev 0.200.119.
Game starts throwing nullpointer errors and other errors, when I try to create a Faction. I have tried faction creation through faction menu, and using admin commands. As soon as I confirm the creation, the game falls into an endless loop of nullpointer errors, then to other error messages and closing the error message dialogue crashes the game.
I suspect this has something to do with the changes in build mode UI, where the new info tab stack includes a Faction tab.
Yep, I can confirm that. It seems to affect any world where a player is in a faction. Playing without a faction works just fine, but creating a faction or logging into a world with a player faction drops the game into the error loop. Guess we'll have to wait for a fix.Got the same errors.
Also got the same error BUT upon trying to log in into an old world. Had to creat a new world to be able to play then upon creating a faction boom crash plenty of null pointer. (Beautifull bug report, i know :p )
Apparently it can't be reiterated often enough.I see we have a new dev update 200,119 . I hate the guess work everytime I try something new and not knowing what was changed, fixed, or is still a BUG (still working on it. I looked in the starmade folder, searched this site, yet I don't know where you hide these update notes. Do they exist.
This is a mystery for the X-Files.
Did you change the rotation of the computer you're firing?Targeting I also noticed the aim is way off, I'm currently aiming to the right - and down.
You might be right on that, that means that computers are no longer being aligned to the ship when placing it. that little bug wasn't there before.Did you change the rotation of the computer you're firing?
Eh, same effect could be gained by increasing the mass of weapons systems proportionate to their energy draw, or by decreasing weapons damage by an order of magnitude(more likely).Its amazing how many people here have their head so far up schines ass they think they can read their thoughts.
Power storage never should have been dropped, it was a critical part of balancing. How in the world they can think they'll work around not having it without changing the entire baseline of balance is beyond me.
Have you considered playing with the values in /data/config/blockbehaviourconfig.xml to find ones you think are acceptible? I'm currently holding off updating to newest (extra buggy) dev while I play with those values myself, so I'd love to see other people posting their modifications they think make sense.I was fully expecting reactor sizes/volume to be vastly smaller with the new system, so much so that my sub 50 meter fighters/drones would only need maybe 1-2 reactor blocks, with an excess of power.
Instead I find that my ships struggle and can't hardly support themselves at all. My 31m long drone, specifically, needing a 3x3 block reactor when it can hardly fit a 4x4x1 (thin drone).
And with the currently absurd distance required for stabilizers, can't even go past that 4x4x1 box it is confined to, because the stabilizers instantly lose efficiency on an already long and spindly drone.
The thruster buff was nice, though with a whopping .50 mass per reactor/stabilizer/chamber, and going from 31 reactor blocks to 27 reactor + 22 stabilizers, it hardly makes up for the increased weight, and the power consumption increase was far too much for an already insanely hungry system.
So what do I get?
- Absurd reactor/ship size ratios at small scales.
- Impossibly long distances to achieve 100% stabilizers
- A 5 block minimum size on Chambers, due to needing large reactor, making having more than one or two of them nigh impractical
- Invalid Chambers, due to touching Conduits enforcing that nigh impracticability in the confined spaces of drones.
- Thrusters still suck, just in a new way, with their small buff not justifying the new power cost
- Nerf to drones and fighters due to greatly increased weight
- Small ships still suck, and will continue being worthless for the foreseeable future
IMO, it still needs months of work, with the complete lack of "major" config changes required that I'm seeing.
I had some factioned ships and a factioned station, would that have anything to with The Crash.Ok I tried the new dev build, I couldn't get in. Critical error NullPointer Exception Null. I tried it 3 times, not working.
make a new universe in a seperate install folder for any dev build. it's never a good idea to use an existing world, even from a previous dev build.Ok I tried the new dev build, I couldn't get in. Critical error NullPointer Exception Null. I tried it 3 times, not working.
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I had some factioned ships and a factioned station, would that have anything to with The Crash.
now to start a new world again.
After creating a new world, I checked my fighters cannon computers, they were pointing in the right direction.You might be right on that, that means that computers are no longer being aligned to the ship when placing it. that little bug wasn't there before.
I'm a way ahead of ya, and allways freshmake a new universe in a seperate install folder for any dev build. it's never a good idea to use an existing world, even from a previous dev build.
I'll try playing with edited values, what I really need is the reactors starting off with huge power:size ratios then quickly dropping off into a more standard growth rateHave you considered playing with the values in /data/config/blockbehaviourconfig.xml to find ones you think are acceptible? I'm currently holding off updating to newest (extra buggy) dev while I play with those values myself, so I'd love to see other people posting their modifications they think make sense.