Great! The process is simply:
Stardrive BlackBox
Let's play . Youtu.be
Play guides
Youtube.com
Explorminate.co
Feature list for Latest Stable Radical Elements build. (there is more than this I just dont have it all written down). Recommend getting and installing the latest mod pack and then latest stable test.
General Game Things
Performance increases.
AI improvements
many mod only additions
More automation controls.
New Espionage screen
So what is black box? its a decompiled recompiled version of stardrive. It contains fixes and enhancements to the basic game while trying to keep the game as close to vanilla as possible.
BlackBox is Coded by:
And many others
STEP BY STEP INSTALLATION INSTRUCTIONS (deprecated - check readme file linked above)
Notice: we have the stardrive devs publicly and privately stated approval for modifying the game for educational purposes but this software is still under the steam license restrictions. Do not use this for immoral or personal financial gain, donations requests are ok but can not be demanded or required. Do not attempt to circumvent game DRM. Be reasonably respectful of the dev and the original software and steam. please read the steam EULA and understand that game modding is a common concept. Steamcommunity.comStore.steampowered.com
Stardrive Mars release is finally here!
You can find it here
Installation instructions here
Overview of early Mars:
Major changes:
After 1.5 years of development, give or take, Venus is ready for Release. This article will explore some of the changes in Venus (there are a lot) and...
Texas has come a long way but its time to move on. So welcome to Venus.
Soon it will be here... Soon. A couple of months max.
We have fixed a lot of bugs and added a lot of features, maps 4x the old volume, a stable economy, new AI attack plans, less AI god sight, troop ships...
Stardrive BlackBox Mars version. New daily builds on bitbucket. more stabler! more faster! more Stuff. More fun.
Venus test builds. A lot of new user experience features have been put in. So much under the hood. So much. Memory issues are getting better. Win7 handles...
StarDrive mods for BlackBox. ComboMod. TechLevel. Babylon5, Lost Tech, STSA and more
New space road logic is busted dude. I have 10+ subspace relays built by the automated system right on top of each other.
This was fixed several weeks ago, by now :)
(!) Exception: Program.CurrentDomain_UnhandledException
Object reference not set to an instance of an object.
Followed by: Parallel.For task threw an exception
Version = 1.40.14000 release/mars-1.40
Mod = Combined Arms
ModVersion = 8.0B
StarDate = 1467.7
Ships = 1232
Planets = 71
Memory = 350604
XnaMemory = 189234
Thread = Universe.SimThread
ThreadId = 23
Thread #23 Universe.SimThread StackTrace:
at Ship_Game.ShieldManager.RemoveShieldLights(UniverseScreen u, IEnumerable`1 shields)
at Ship_Game.Ships.Ship.UpdateModulesAndStatus(FixedSimTime timeSinceLastUpdate)
at Ship_Game.Ships.Ship.UpdateShipStatus(FixedSimTime timeStep)
at Ship_Game.Ships.Ship.UpdateAlive(FixedSimTime timeStep)
at Ship_Game.Ships.Ship.Update(FixedSimTime timeStep)
at Ship_Game.UniverseObjectManager.<>c__DisplayClass54_0.<UpdateAllShips>g__UpdateShips|0(Int32 start, Int32 end)
at Ship_Game.ParallelTask.Run()
Followed by:
at Ship_Game.Parallel.For(Int32 rangeStart, Int32 rangeEnd, RangeAction body, Int32 maxParallelism)
at Ship_Game.UniverseObjectManager.UpdateAllShips(FixedSimTime timeStep)
at Ship_Game.UniverseObjectManager.Update(FixedSimTime timeStep)
at Ship_Game.UniverseScreen.SingleSimulationStep(FixedSimTime timeStep)
at Ship_Game.UniverseScreen.ProcessSimulationTurns()
at Ship_Game.UniverseScreen.UniverseSimulationLoop()
at Ship_Game.UniverseScreen.UniverseSimMonitored()
at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
Thread #1 Main Thread StackTrace:
at XNA.Graphics.GraphicsDevice.Present(tagRECT* pSource, tagRECT* pDest, HWND__* hOverride)
at XNA.GraphicsDeviceManager.XNA.IGraphicsDeviceManager.EndDraw()
at XNA.Game.EndDraw()
at XNA.Game.DrawFrame()
at XNA.Game.Tick()
at XNA.Game.HostIdle(Object sender, EventArgs e)
at XNA.GameHost.OnIdle()
at XNA.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
at XNA.WindowsGameHost.Run()
at XNA.Game.Run()
at Ship_Game.Program.Main(String[] args)
Is there a way to make Repair Drones repair IN Combat instead of only outside of it? Good mod btw.
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Just a question and probably a stupid one at that but when I go to download the mod I noticed there are like a dozen versions, is the game getting updated by the hour just about? I also experienced my first crash which I cant get past when in games something about a pirate artifact and then game sends an error report (really slick you guys have this). I wish I could be more help but I just started playing this game (even though I bought it when it first came out I never got around to playing with all the bad press...same with SD 2 but when I saw this mod I just had to try it). Really appreciate the help and this mod looks amazing, cant wait to really sink my teeth into this but just want to find out about the downloads and how to fix the crash, again much appreciated.
Since the project is more of hobby to us, when we have time, we write a lot of code. Maybe try our latest version (links updated in the mod description).
Sorry here is the error code hope this helps
(!) Exception: UpdateGame() failed
Load PNG C:\Program Files (x86)\Steam\steamapps\common\StarDrive\Mods\Combined Arms\Textures\Encounters\Obelisk1.png failed: pngRowBytes is invalid
Version = 1.20.12852 develop/commit
Mod = Combined Arms
ModVersion = 7.2I
StarDate = 1007.7
Ships = 279
Planets = 220
Memory = 219669
XnaMemory = 191637
Thread = Main Thread
ThreadId = 1
Thread #1 Main Thread StackTrace:
at Data.Texture.ImageUtils.LoadPng(GraphicsDevice device, String filename) in Data\Texture\ImageUtils.cs:line 86
at SpriteSystem.TextureAtlas.CreateTextureInfos(AtlasPath path, FileInfo[] textureFiles) in SpriteSystem\TextureAtlas.Utils.cs:line 11
at SpriteSystem.TextureAtlas.CreateAtlas(FileInfo[] textureFiles) in SpriteSystem\TextureAtlas.CreateAtlas.cs:line 55
at SpriteSystem.TextureAtlas.FromFolder(String folder, Boolean useTextureCache) in SpriteSystem\TextureAtlas.cs:line 181
at Data.GameContentManager.LoadTextureAtlas(String folderWithTextures, Boolean useAssetCache) in Data\GameContentManager.cs:line 368
at Data.GameContentManager.LoadSubTexture(String textureName) in Data\GameContentManager.cs:line 385
at EventPopup.LoadContent() in StoryAndEvents\EventPopup.cs:line 54
at GameScreen.InvokeLoadContent() in GameScreens\GameScreen.cs:line 195
at ScreenManager.AddScreenAndLoadContent(GameScreen screen) in GameScreens\ScreenManager.cs:line 110
at ScreenManager.AddPendingScreens() in GameScreens\ScreenManager.cs:line 122
at ScreenManager.Update(UpdateTimes elapsed) in GameScreens\ScreenManager.cs:line 505
at GameBase.UpdateGame(Single deltaTime) in GameScreens\GameBase.cs:line 211
Thread #29 Universe.SimThread StackTrace:
at System.Threading.WaitHandle.WaitOneNative(SafeHandle waitableSafeHandle, UInt32 millisecondsTimeout, Boolean hasThreadAffinity, Boolean exitContext)
at System.Threading.WaitHandle.InternalWaitOne(SafeHandle waitableSafeHandle, Int64 millisecondsTimeout, Boolean hasThreadAffinity, Boolean exitContext)
at System.Threading.WaitHandle.WaitOne(Int32 millisecondsTimeout, Boolean exitContext)
at System.Threading.WaitHandle.WaitOne()
at UniverseScreen.UniverseSimulationLoop() in Universe\UniverseScreen\UniverseScreen.UpdateGame.cs:line 75
at UniverseScreen.UniverseSimMonitored() in Universe\UniverseScreen\UniverseScreen.UpdateGame.cs:line 59
at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
Hello!
Thx for MOD!) Its really cool!
But i have a crash game((
(!) Exception: Program.CurrentDomain_UnhandledException
Object reference not set to an instance of an object.
Version = 1.20.12762 develop/commit
Mod = Combined Arms
ModVersion = 7.2G
StarDate = 1752.9
Ships = 3928
Planets = 467
Memory = 352206
XnaMemory = 224107
Thread = Universe.SimThread
ThreadId = 20
Thread #20 Universe.SimThread StackTrace:
at Fleets.Fleet.DoClearAreaOfEnemies(MilitaryTask task) in Fleets\Fleet.cs:line 1553
at Fleets.Fleet.EvaluateTask(FixedSimTime timeStep) in Fleets\Fleet.cs:line 615
at Fleets.Fleet.UpdateAI(FixedSimTime timeStep, Int32 which) in Fleets\Fleet.cs:line 2236
at Empire.UpdateFleets(FixedSimTime timeStep) in Empire.cs:line 1858
at Empire.Update(FixedSimTime timeStep) in Empire.cs:line 1603
at UniverseScreen.UpdateEmpires(FixedSimTime timeStep) in Universe\UniverseScreen\UniverseScreen.UpdateGame.cs:line 427
at UniverseScreen.ProcessTurnEmpires(FixedSimTime timeStep) in Universe\UniverseScreen\UniverseScreen.UpdateGame.cs:line 379
at UniverseScreen.SingleSimulationStep(FixedSimTime timeStep) in Universe\UniverseScreen\UniverseScreen.UpdateGame.cs:line 203
at UniverseScreen.ProcessSimulationTurns() in Universe\UniverseScreen\UniverseScreen.UpdateGame.cs:line 160
at UniverseScreen.UniverseSimulationLoop() in Universe\UniverseScreen\UniverseScreen.UpdateGame.cs:line 88
at UniverseScreen.UniverseSimMonitored() in Universe\UniverseScreen\UniverseScreen.UpdateGame.cs:line 58
at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
Thread #1 Main Thread StackTrace:
at XNA.Graphics.GraphicsDevice.Present(tagRECT* pSource, tagRECT* pDest, HWND__* hOverride)
at XNA.GraphicsDeviceManager.XNA.IGraphicsDeviceManager.EndDraw() in ts\BlackBox\XNA.Game\GraphicsDeviceManager.cs:line 564
at XNA.Game.EndDraw() in ts\BlackBox\XNA.Game\Game.cs:line 368
at XNA.Game.DrawFrame() in ts\BlackBox\XNA.Game\Game.cs:line 413
at XNA.Game.Tick() in ts\BlackBox\XNA.Game\Game.cs:line 307
at XNA.Game.HostIdle(Object sender, EventArgs e) in ts\BlackBox\XNA.Game\Game.cs:line 518
at XNA.GameHost.OnIdle() in ts\BlackBox\XNA.Game\GameHost.cs:line 65
at XNA.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e) in ts\BlackBox\XNA.Game\WindowsGameHost.cs:line 79
at XNA.WindowsGameHost.Run() in ts\BlackBox\XNA.Game\WindowsGameHost.cs:line 93
at XNA.Game.Run() in ts\BlackBox\XNA.Game\Game.cs:line 166
at Program.Main(String[] args) in GameScreens\Program.cs:line 147
Guys help!(( How to Fix it???(
We did a ton of changes.
Maybe try our latest version (links updated in the mod description).
Also we are active mostly on discord.