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Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

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Author Topic: [0.9.1a] Industrial.Evolution 1.8.a - Colony content expansion  (Read 76464 times)

Neitronus

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Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
« Reply #360 on: September 25, 2020, 11:26:53 AM »

Thing was that I had like 1-2 officers at the time, IIRC, so I'll keep trying to reproduce that I guess.
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SirHartley

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Re: [0.9.1a] Industrial.Evolution 1.8.a - Colony content expansion
« Reply #361 on: September 26, 2020, 05:28:20 PM »



Not Save Compatible
THIS UPDATE WILL DISABLE THE MOD IN THE LAUNCHER


Integrated with Version Checker
Requires MagicLib


Release after a good three months of development. Three new normal industries, and secret exploration things. The total count of buildings in this mod now well exceeds 20.

This update includes a configurable market that sells weapons, reverse engineering of ship hulls to blueprints, setting up shipping lanes between planets, and secret stuff.
if you want secret stuff, survey planets in the more dangerous parts of the sector.

I'm not done with exploration things, but I gotta get this out before I turn into a code hoarder.
Read the god damn FAQ.

Massive special thanks to Avanitia, without whose support in beta testing, this would have taken a lot longer.


Change Log
1.8.a
  • General
  • Added - Now requires MagicLib
  • Added - A few console commands
  • Added - More tips, stupid tips separated from useful ones
  • Adjusted - ID change from deconomics to IndEvo
  • Adjusted - Some slight artwork adjustments
  • Adjusted - All industries now behave properly on AI markets.
  • Fixed - Migrated version file (*** you bitbucket)
  • Variable Industries
  • Added - Storage for Commodity Forge to auto-pull VPCs from
  • Adjusted - Reduced Commodity Forge base Upkeep by 2000
  • Adjusted - No longer ships to production gathering point (Can be changed in settings, look at courier port first)
  • Adjusted - Rare VPC drop chance reduced
  • Adjusted - General VPC drop chance slightly reduced
  • Adjusted - Commodity Forge no longer takes an Industry Slot
  • Centralization Bureau
  • Adjusted - Reduced base upkeep by 1000
  • Fixed - Crash when changing out Variable Manufactory VPC
  • Fixed - Crash when a Variable Assembler/Manufactory did not have a VPC installed
  • Military/Interstellar Relay
  • Adjusted - Reduced Upkeep
  • Adjusted - Can no longer increase fleet size above the highest size in the network
  • Fixed - Massive fleet size increase bug
  • Supercomputer
  • Adjusted - Removed AI-Core Storage, Added Shared Storage
  • Fixed - Very cold planets now provide higher bonuses than cold (oops)
  • Embassy
  • Added - Support for Spindle (ScalarTech), Pearson Exotronics, Free Stars Union
  • Added - Faction enabling/disabling via memory tag
  • Adjusted - Proper tooltips for Ambassadors
  • Adjusted - Code overhaul for Ambassador Items, Whitelisting custom factions now easier
  • Fixed - Crash on removing beta core from embassy without installed ambassador
  • Fixed - Nex no longer resets the increases/decreases while commissioned
  • Restoration Docks
  • Adjusted - Reduced build time from 60 to 40 days
  • Adjusted - Tooltip changes
  • Adjusted - Alpha core now increases repair cap by 3
  • Adjusted - Can no longer put ships without D-Mods into storage
  • Adjusted - Now also repairs built in D-mods (ex. Champion)
  • Fixed - No longer repairs one D-Mod too many
  • Fixed - Alpha core tooltip now correctly displays the upkeep reduction
  • Fixed - Beta core now displays cost prediction instead of "Something broke"
  • Senate
  • Fixed - Edict: Forced Relocation no longer considers Salvage Yards a colony
  • Fixed - Dialogue text is no longer small after selecting "Remove Edict" option
  • Privateer Base
  • Added - Will now start raids while on AI markets, but not bring back spoils
  • Added - Tooltip now states the build limits
  • Adjusted - Can now build two in a star system
  • Adjusted - System timeout reduced to 1 month on raid failure (was 3)
  • Fixed - No longer gains output whenever a raid of any kind finishes
  • Fixed - No more stupid high output when raiding systems with many planets
  • Fixed - System Raid Timeouts no longer carry over into other saves (yup...)
  • Fixed - Can no longer provide blueprints of Tiandong ships (only Retrofit templates)
  • Fixed - Can no longer target a colony in hyperspace (and subsequently crash)
  • Academy
  • Adjusted - Reduced build time to 60 days
  • Adjusted - Systemwide officer quality increase no longer stacks
  • Fixed - Retrieve Officer menu point no longer invisible while at full officer capacity
  • Fixed - Can no longer access the Academy before it finished building
  • Fixed - NullPointerError on Abandoned Stations
  • Requisition Centre
  • Added - Sources weapons from all factions you have good standing with.
  • Added - Can be set to only source from a specific faction by building an embassy on the same planet.
  • Added - This can easily source specific rare and large weapons, and has powerful AI core effects.
  • Added - Present on Baetis, Eos Exodus - can be unlocked for a fee.
  • Engineering Hub
  • Added - Reverse engineer ships, turn them into blueprints after enough hulls have been sacrificed.
  • Added - You have to overwrite a blueprint of matching hull size (cap for cap, frig for frig)
  • Courier Port
  • Added - Ship Cargo between colonies (From any with cargo, to player colonies)
  • Added - Can target specific storage for deliveries (Resupply Supercomputer, Ships to/from Restoration Docks...)
  • Derelict Industries
  • Added - Find powerful, rare industries in dangerous parts of the sector, and restore their Ruins to working order.
[close]
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Mondaymonkey

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Re: [0.9.1a] Industrial.Evolution 1.8.a - Colony content expansion
« Reply #362 on: September 26, 2020, 11:03:53 PM »

Spoiler
[close]
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I dislike human beings... or I just do not know how to cook them well.

Avanitia

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Re: [0.9.1a] Industrial.Evolution 1.8.a - Colony content expansion
« Reply #363 on: September 28, 2020, 12:50:07 AM »

These were really fun three months. Didn't even realize it was three months. Anyhow new stuff is useful overall, which is pretty damn nice - being able to send convoys to move cores and other things across the sector is pretty nifty... assuming you don't run with Ruthless Sector <.<
Prime cause of losses?
Spoiler
Remnants in hyperspace
[close]

Spoiler
>>VOULGE FLASHBACKS<<
[close]
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Uhlang

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Re: [0.9.1a] Industrial.Evolution 1.8.a - Colony content expansion
« Reply #364 on: September 28, 2020, 02:01:29 AM »

Oh, how I wish I wasn't swamped with work and could start a new game with this update.

These were really fun three months. Didn't even realize it was three months. Anyhow new stuff is useful overall, which is pretty damn nice - being able to send convoys to move cores and other things across the sector is pretty nifty... assuming you don't run with Ruthless Sector <.<
Prime cause of losses?
Spoiler
Remnants in hyperspace
[close]
Spoiler
>>VOULGE FLASHBACKS<<
[close]
I'm pretty sure the hyperspace remnants from Ruthless Sector only spawn around the player.
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Avanitia

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Re: [0.9.1a] Industrial.Evolution 1.8.a - Colony content expansion
« Reply #365 on: September 28, 2020, 02:08:13 AM »

I'm pretty sure the hyperspace remnants from Ruthless Sector only spawn around the player.

They do. Unfortunately my timing of coming to home system is often around time when convoy is moving, so they get caught by spooky cyan boys.
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giganticats

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Re: [0.9.1a] Industrial.Evolution 1.8.a - Colony content expansion
« Reply #366 on: September 28, 2020, 12:09:17 PM »

just a warning, this currently doesn't work with anvil industries and the nexerlin random worlds mode, it will crash your game when loading.
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connortron7

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Re: [0.9.1a] Industrial.Evolution 1.8.a - Colony content expansion
« Reply #367 on: September 28, 2020, 12:24:42 PM »

just a warning, this currently doesn't work with anvil industries and the nexerlin random worlds mode, it will crash your game when loading.
Not SirHartleys fault, also sent out a temp fix so works fine now
« Last Edit: September 28, 2020, 01:07:45 PM by connortron7 »
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Britich

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Re: [0.9.1a] Industrial.Evolution 1.8.a - Colony content expansion
« Reply #368 on: September 30, 2020, 03:59:02 PM »

I got this crash several times today, I am using the "dev" excel sheet for whitelist, otherwise everything is as set in the MOD.
I think the Caswell is from Legacy of Arkgneisis Mod, I had so many ships in the engineering hub.

9278108 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_EngHub  - init decon for Caswell-class Light Custom Carrier
9278368 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_EngHub.gethullSize(IndEvo_EngHub.java:234)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_EngHub.onNewDay(IndEvo_EngHub.java:183)
   at com.fs.starfarer.api.plugins.timers.IndEvo_TimeTracker.onNewDay(IndEvo_TimeTracker.java:136)
   at com.fs.starfarer.api.plugins.timers.IndEvo_TimeTracker.advance(IndEvo_TimeTracker.java:117)
   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)
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immortalartisan

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Re: [0.9.1a] Industrial.Evolution 1.8.a - Colony content expansion
« Reply #369 on: September 30, 2020, 09:38:24 PM »

need some help with Manchester. i have no idea how to counter those ships
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Uhlang

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Re: [0.9.1a] Industrial.Evolution 1.8.a - Colony content expansion
« Reply #370 on: Today at 01:08:15 AM »

need some help with Manchester. i have no idea how to counter those ships
Wrong thread. That's from Hazard Mining Inc.
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