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Author Topic: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion  (Read 1259648 times)

WehokButCat

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2325 on: April 07, 2024, 12:10:30 PM »

Hey I wanted to first of say I love this mod and its become a must have for me so pat yourself on the back.

I also wanted to make a suggested for a new Industry/Building which acts as an automatic sell storage thing.
Basically the Idea is an extra storage tab where you can dump those 200k metals (or other resource) that one never gets around to selling because its not worth the travel time and selling it locally would crash the price to much and it automatically sells it over time for slightly below base price (like 20 or 30% below) or maybe it could work like the Privateer Base and turn it into a temporary export or something along those lines.

Maybe it could be a Trade base and spawn additional trade fleets of the deposited resources or something along those lines.

Sorry I'm kinda really bad in putting my ideas into words.
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Themasterengi33

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2326 on: April 12, 2024, 02:35:41 AM »

Hi everybody, I'm loving the mod so far and it's a great addition to the game.

But I think some items are bugged, when I install a mantle bore in a mining district the bonus doesn't get applied.
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Phalamy

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2327 on: April 12, 2024, 04:20:40 AM »

The drop rate of this mods colony items seems a bit too high. I got like 10 Simulation Engines and Neurocognitioning Compounds
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Stormy Fairweather

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2328 on: April 12, 2024, 05:13:53 PM »

when right clicking to apply a pet nothing seems to happen, but if you tab out of the game and back in the menu allowing you to name and assign your pet appears. not sure why it does this, but hopefully this data point will allow players to circumvent the issue, and the author to solve it.
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delta4873

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2329 on: April 13, 2024, 01:19:53 PM »

Does the bar historian event also include the new colony items?
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BOT

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2330 on: April 15, 2024, 08:03:51 AM »

BUG: Specialized refinery variants do not benefit from Catalytic Core. The Cat core's +3 is shown on the detailed breakdown but not actually counted towards the total production.
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yajusenpai

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2331 on: April 16, 2024, 02:10:31 AM »

I forgot to put in this mod when I finally updated the game.
Only realize it after I am three day in.


Damn it.
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Warpgate

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2332 on: April 18, 2024, 12:28:40 PM »

BUG: Commerce building progress is reset if you exit the game. Every save I load the progress is 89 days remaining.
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DeltaEpsilon

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2333 on: April 18, 2024, 01:32:33 PM »

BUG: Random Assortment of Things's Abyssal Depths star systems don't actually have stars in them, which causes detachment that are told to hide to crash the game with NullPointerException.

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Beep Boop

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2334 on: April 19, 2024, 11:56:17 PM »

BUGS:

Corporate Governance ignores Hypershunt Tap and gets -5 stability at 5 Industries even though it displays Max 5 industries.

Corporate Governance missing effects for filling or not filling Domestic Goods demands.

Finally, there's a feedback loop where income affects stability but stability affects income, so at some point in the calculation process, income drops, stability drops, which drops income, and the entire thing crashes to zero unrecoverably as income multiplier becomes zero which means stability is zero, in a purely internally driven loop.
« Last Edit: Today at 01:16:31 AM by Beep Boop »
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whatisthisbug

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2335 on: Today at 01:25:08 AM »

Spoiler
is there anyway to remove artificial space tears after using the rift teleporter?
[close]
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Sychrome

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2336 on: Today at 01:44:45 AM »

Does anyone know the exact requirements for building Hidden Arcologies? No matter what the planetary conditions are, it says it "Can not be built here."
The files indicate that it cannot be built on lava planets, gas giants, or stations. Should I be able to build it on any terrestrial world without lava?
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