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(https://i.imgur.com/M4JWLvc.gif)
For those that prefers a more civilized way of late-game colony management.
(https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner2/total?color=%232299EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner2/releases/download/1.88/Better.Colonies.zip)
Better Colonies is a mod for those who enjoy a better lightweight colony experience. Simple as. There are also new setting.json that the more experienced player can start editing in the folder. Is this save-game compatible? Yes! Just remove and rebuild tech-mining as needed.
Images
(https://i.imgur.com/OB5apjJ.png)
(https://i.imgur.com/FuiRWnn.png)
(https://i.imgur.com/HYteXro.png)
(https://i.imgur.com/LXOJq1q.png)
(https://i.imgur.com/qXuzura.png)
(https://i.imgur.com/T6Y3xyP.png)
- Age of Innovation event will appear occasionally where AI Colonies will randomly improve their industries with story points over time with their odds varying on size, number of story-improved industries, and whether they are a decentralized faction (like Luddic Pather, Pirates, and Independents).
- Modders: This is not a blanket feature. You may view data\config\BetterColonyConfig to see how to get your faction whitelisted (involves adding your faction id and custom industry id if applicable).
- innovateBC [optionalChance], if Console Commands (https://fractalsoftworks.com/forum/index.php?topic=4106.0) will simualte an event. Put in 1 to guarantee a chance.
- Tech-Mining now hosts a tooltip indicating the EXACT amount of ruins there are left and for next month. This effect can be superseded by other mods.
Visiting the bars of your habitable planets will invite a Luddic missionary asking you to pledge a shrine dedicated to Ludd on your world. ;)Jangala, Mazalot, Tartessus, Hesperus, Gilead, Chalcedon, Epiphany all contain this holy shrine.To improve relations, a Luddic contact may be available to develop and do missions.Nexerelin-optional feature: A Luddic Church revolt will take place when the shrine is threatened.
- Visiting the bars of planets containing cryorevivals will allow you to recruit a sleeper officer (guaranteed 3-4 elite skills) every 180(or 730 if hired as a merc) days with their levels scaling on your colony size.
- You may expend a story point to upgrade a freelancing admin to have Industry Planning provided you have it yourself as well.
- altMouseMoveToMassTransfer is enabled by default. Allowing you to hold alt and hover your mouse to quickly move items across storages.
- BCChangeIndustrySize is enabled by default, allowing the industry cap of population 9 and 10 to be increased by +1 leading to a total of 5 (You would still need to modify maxColonySize.)
- BCCryosanctum is disabled by default, but enabling it to be true in the setting.json will let you construct Cryosanctums.
- AddAdminBC [optionalTier] [optionalFaction] [optionalName], if Console Commands (https://fractalsoftworks.com/forum/index.php?topic=4106.0) is enabled, lets you add admins.
Old Credits
@SpaceMonster (https://fractalsoftworks.com/forum/index.php?action=profile;u=7338) - Created a code in the public domain to manipulate max industries.
@Wyvern (https://fractalsoftworks.com/forum/index.php?action=profile;u=304) - Created a code to replace industries during mid-saves.
@isaacssv552 (https://fractalsoftworks.com/forum/index.php?action=profile;u=4785) - Helped with Tech-Mining stuff.
@Overlord (https://fractalsoftworks.com/forum/index.php?action=profile;u=12816) - Helped with AddAdmin Console Command.
0.95a changes
As of 1.3-1.51, this mod now requires LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444.0).
(https://i.imgur.com/mW6kRae.png)
- Tech-Mining now hosts a tooltip indicating the EXACT amount of ruins there are left and for next month.
- Cryorevival Facility will now produce organs when the market is a Free Port and has a certain population size above 4.
- Max Industry Cap at Population 1/2/3/4/5/6/7/8/9/10 increased from 1/1/1/2/3/4/4/4/4/4 to 1/1/1/2/3/4/4/4/5/5.
- +1 Max Industry at Population 9+
Tier Zero (5000) [25%->20%]: Administrator has no skills.Tier One (10000) [75%->65%]: Administrator has one skill.Tier Two (25000) [5%->10%]: Administrator has two skills.Tier Three (50000) [0%->5%]: Administrator has three skills. Equivalent to an Alpha Core type of skills...Added a console command: AddAdminBC that lets you add administrators of the tier system that Better Colonies use.
No longer work as of 0.95a, complain to Alex for this feature return by asking him to incorporate event.json's OfficerManager script again.
0.91a Changes
CompatibilityDo not bother using this in a current save. FOR ADVANCED USERS: There are some custom stations made by faction mods that do not incorporate Better Colonies station code. This is easily fixed by redirecting the plugin in those industries.csv "com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation" to "com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD".
- Max Industry Cap at Population 1/2/3/4/5/6/7/8/9/10 increased from 1/1/1/2/3/3/4/4/4/4 to 1/1/1/2/3/3/4/4/5/5.
- +1 Max Industry at Population 9+
- Commerce may even produce income... if the planetary conditions are mild.
- Orbital Stations are now commandeered by an officer up to a max level of 8 (from 0).
- An officer at this level may have up to 3 maxed skills.
- Battle Stations are now commandeered by an officer ranging from 8 up to a max level of 17 (from 6).
- An officer at this level may have up to 6 maxed skills.
- Star Fortresses are now commandeered by an officer ranging from 17 up to a max level of 26 (from 12).
- An officer at this level will have up to 9 maxed skills.
- Levels of Mercenary Officers are now determined by the market's size. The higher the market size, the higher the possible max officer level and so on for lower.
- A Station commandeered by an Alpha Core will be level 29 given Gunnery Implants as a guaranteed skill. (Alpha Core would be level 20 in vanilla, this value is now able to be changed in the mod folder's setting.json whereas vanilla is hardcoded.)
- Cryorevival Facility will now produce organs when the market is a Free Port and has a certain population size above 4.
Tech-Mining QOL
(https://i.imgur.com/mW6kRae.png)
(https://i.imgur.com/Ay1NLOE.png)
(https://i.imgur.com/7hOb86t.png)
- Tech-Mining now hosts a tooltip indicating the EXACT amount of ruins there are left.
- Tech-Mining's Decay is now a random variable, with no longer a constant of losing 5% each month.
- Alpha Core now modifies Tech-Mining's Yield and Decay Rate by +15%.
Administrators Rework
(https://i.imgur.com/r06ToM6.png)
Tier 0,1,2 Administrators System are reworked into 6 different types of Administrators you can possibly hire. Their hire cost are much lower than vanilla, but their maintenance will be 2.5x their hiring cost. The spawning rate of the Tier 0,1,2 was also 50%,45%,5% which made it incredibly difficult to find more talented administrators which the new tier system addresses. You can now change their spawn rate in settings.json.
- Tier Zero (1000) [25%]: Administrator has no skills.
- Tier One (2000) [20%]: Administrator has one level in a colony skill.
- Tier Two (4000) [20%]: Administrator has one level in 3 colony skills.
- Tier Three (6000) [20%]: Administrator has three levels in 1 colony skill.
- Tier Four (8000) [10%]: Administrator has three levels in 2 colony skills.
- Tier Five (10000) [5%]: Administrator has three levels in 2 colony skills and 1 level in 1 colony skill.
- Added a console command: AddAdminBC that lets you add administrators of the tier system that Better Colonies use.
Credits
@SpaceMonster (https://fractalsoftworks.com/forum/index.php?action=profile;u=7338) - Created a code in the public domain to manipulate max industries.
@isaacssv552 (https://fractalsoftworks.com/forum/index.php?action=profile;u=4785) - Helped with Tech-Mining stuff.
@Overlord (https://fractalsoftworks.com/forum/index.php?action=profile;u=12816) - Helped with AddAdmin Console Command.
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Shame this mod isn't out yet! I love the idea of all these changes
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Shame this mod isn't out yet! I love the idea of all these changes
Agreed!
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Im not trying to rush you or make you put a solid date on release, but I am definitely interested and invested in this mod. And I would like to play it. So any idea when an approximate release will happen?
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Like next week? I've been experimenting with a lot of stuff lately.
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In the Persean Sector, there is only a grim dark fate that awaits for the Starfarer.
Clickbait, kinda had my hopes up looking at the Title, not to dissuade you but most of the changes make the game easier and 'Grimdark' is not a word one usually associates with 'easy'.
As for the Industry value changes and Tech mining requiring no industry slot, ergo removing tags 'Industry', 'Industrial' and replacing them with 'Structure' in Industries.csv ... would love to see that override done in a mod, haven't seen it so far.
As for Inspiration for adding 'hardship', a word often associated with 'Grimdark' one can look up Ruthless Sector by Sundog.
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In the Persean Sector, there is only a grim dark fate that awaits for the Starfarer.
Clickbait, kinda had my hopes up looking at the Title, not to dissuade you but most of the changes make the game easier and 'Grimdark' is not a word one usually associates with 'easy'.
As for the Industry value changes and Tech mining requiring no industry slot, ergo removing tags 'Industry', 'Industrial' and replacing them with 'Structure' in Industries.csv ... would love to see that override done in a mod, haven't seen it so far.
As for Inspiration for adding 'hardship', a word often associated with 'Grimdark' one can look up Ruthless Sector by Sundog.
It used to be much harsher but the changes are still in testing.
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It used to be much harsher but the changes are still in testing.
Cool beans, in regards to the changes to industries.csv, i doubt that most people would have a problem with just manually overwriting it with the modified one.
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Been a long month, but finally released.
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Changelog 1.2:
- Users can now put in 999 max industries or w/e at their vanilla setting.json. The script for this mod no longer hardcaps the industry for pop 9 and 10 to 5.
- Adjusted a few coding to make sure there are less problematic bugs when you merge it in a save-game.
- Admin Maintenance Bonus reduced from 3.0x their hiring cost to 2.5x their hiring cost.
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Question: When you say a station may be have an officer in command, does that mean the station itself spawn an officer for itself or does the player have to manually transfer one of their fleet officers to the station?
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Question: When you say a station may be have an officer in command, does that mean the station itself spawn an officer for itself or does the player have to manually transfer one of their fleet officers to the station?
Ah the wording seems weird. All stations have an officer approximate to that level now (whereas level one never had an officer)
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Can this mod work in conjuction with Nexerelin? It would be amazing!
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- Orbital Stations are now commandeered by an officer up to a max level of 8 (from 0).
- An officer at this level may have 3 maxed skills.
- Battle Stations are now commandeered by an officer up to a max level of 17 (from 6).
- An officer at this level may have 6 maxed skills.
- Star Fortresses are now commandeered by an officer up to a max level of 26 (from 12).
- An officer at this level will have 9 maxed skills.
- A Station commandeered by an Alpha Core will be level 29 given Gunnery Implants as a guaranteed skill. (Alpha Core would be level 20 in vanilla, this value is now able to be changed in the mod folder's setting.json whereas vanilla is hardcoded.)
Question: When are station officers below their max level? I'm not sure I've encountered a level 1 station whose officer's level was below 8.
If star forts' officers are consistently at 26 it feels like putting an alpha core on them is pretty useless (only gains 3 levels).
Can this mod work in conjuction with Nexerelin? It would be amazing!
I've been running both in my current game, works fine so far (I didn't go looking for bugs or anything though).
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Question: When are station officers below their max level? I'm not sure I've encountered a level 1 station whose officer's level was below 8.
If star forts' officers are consistently at 26 it feels like putting an alpha core on them is pretty useless (only gains 3 levels).
I've been running both in my current game, works fine so far (I didn't go looking for bugs or anything though).
You bring up a good point, I will write new code for OrbitalStation.java to generate a level of 1-8 for orbital station, 9-17 for battle station and 18-26 for star fortress. This will make the Alpha Core worth to be put on them since it guarantees a higher level.
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Would it be possible to extend the Colony Management UI to allow for more industries and structures to be displayed?
I use several mods that add new structures and industries (most notably one of the Teraforming mods) which means I tend to fill up all of the UI slots that industries and structures can occupy pretty quickly with big lategame colonies, and while I'm still testing whether or not things that get visually pushed off the screen can still be built, but it would be nice to be able to actually access things that get pushed off the screen even if they can still be built.
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That UI change is on Alex's part. Modders have found changing the UI to be rather difficult to do.
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I was looking forward to such a mod. Thanks for the mod.
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I hope you continue supporting Commissioned Crews and this mod, this two mod are fundamental for my next playthroughs. Great job and thanks for the mods.
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Changelog 1.3:
(https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner2/1.3/total?color=%232299EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner2/releases/download/1.3/Better.Colonies.zip)
- Stations now have reworked Officer Levels (randomized).
- Orbital Stations may not even have an officer OR a max officer level of 8.
- Battle Stations may now have an officer ranging from level 8 to 17.
- Star Fortress may now have an officer ranging from 17 to 26.
- Alpha Core guarantees that their level will be 29 and have guaranteed Gunnery Implants.
- Tech-Mining no longer decays by an exponential constant, there'll be some randomness in decay. Sometime, the tech-mining may be so successful that they may realize there were more ruins than initially calculated!
- I've also softcoded the Administrator's spawn rate to the setting.json, so you can now decide if you want LEL BEST ADMINS, you can change that in setting.json.
- There was a faulty download when uploading initially. Please redownload if you encounter a CTD!
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Bug report for you:
Stations are no longer upgrading. Certain stations are missing pieces: High Tech orbital station is missing the ablative armor module that goes in the gap between the shields. When replacing a station of one tech level with another station, that does not work. In cases where pirates/luddites build stations, they only ever have one module functioning. In cases where stations are destroyed, they remain destroyed.
I'm running it with: Console Commands 3.0, Nexerelin 0.9.5h, Graphics Lib, Magic Lib, Lazy Lib, Hyperdrive 1.1.0, and Second Wave Options 0.4.1 and it's replicable on my end. I can get screenshots showing where the sprite does not match the map graphic (map graphic is a true representation of the station as it appears in battles, I've spawned fleets to test how the stations appear in combat)
All in all, it's making me very sad because I love the mod. But it's incredibly challenging to face late game fleets with nothing but Orbital Stations defending everything.
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Bug report for you:
Stations are no longer upgrading. Certain stations are missing pieces: High Tech orbital station is missing the ablative armor module that goes in the gap between the shields. When replacing a station of one tech level with another station, that does not work. In cases where pirates/luddites build stations, they only ever have one module functioning. In cases where stations are destroyed, they remain destroyed.
I'm running it with: Console Commands 3.0, Nexerelin 0.9.5h, Graphics Lib, Magic Lib, Lazy Lib, Hyperdrive 1.1.0, and Second Wave Options 0.4.1 and it's replicable on my end. I can get screenshots showing where the sprite does not match the map graphic (map graphic is a true representation of the station as it appears in battles, I've spawned fleets to test how the stations appear in combat)
All in all, it's making me very sad because I love the mod. But it's incredibly challenging to face late game fleets with nothing but Orbital Stations defending everything.
Can you replicate without any of the mods aside from Console Command, LazyLib, and Better Colonies?
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Bug report for you:
Stations are no longer upgrading. Certain stations are missing pieces: High Tech orbital station is missing the ablative armor module that goes in the gap between the shields. When replacing a station of one tech level with another station, that does not work. In cases where pirates/luddites build stations, they only ever have one module functioning. In cases where stations are destroyed, they remain destroyed.
I'm running it with: Console Commands 3.0, Nexerelin 0.9.5h, Graphics Lib, Magic Lib, Lazy Lib, Hyperdrive 1.1.0, and Second Wave Options 0.4.1 and it's replicable on my end. I can get screenshots showing where the sprite does not match the map graphic (map graphic is a true representation of the station as it appears in battles, I've spawned fleets to test how the stations appear in combat)
All in all, it's making me very sad because I love the mod. But it's incredibly challenging to face late game fleets with nothing but Orbital Stations defending everything.
Can you replicate without any of the mods aside from Console Command, LazyLib, and Better Colonies?
Unfortunately, yes. I'm not able to take screenshots in the game, windowed or not, to show you however. But I see clearly that the High Tech Station replaced with Mid Tech is still showing as a High Tech on the map as well as in battles.
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I ran into the problem of only 12 structures being possible to build on a planet. Is there any way to build more?
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I'm getting this crash on loading a save. I saw the notice about the faulty download, but redownloading didn't help. Have I missed something?
84948 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD.matchStationAndCommanderToCurrentIndustry(OrbitalStationGD.java:426)
at com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD.notifyDisrupted(OrbitalStationGD.java:602)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.setDisrupted(BaseIndustry.java:1587)
at data.scripts.GDModPlugin.onEnabled(GDModPlugin.java:150)
at com.fs.starfarer.campaign.ModAndPluginData.notifyRunningWithMod(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(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)
EDIT 1.4 is crashing as well. Can this not be added to an existing save?
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Changelog 1.4:
(https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner2/1.4/total?color=%232299EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner2/releases/download/1.4/Better.Colonies.zip)
- Fixed graphics and gameplay bug with upgrading Orbital Stations.
- Fixed some save-game issues involving Orbital Stations.
- Officers' max levels are restricted by their market's pop size+1. So you won't find a level 7 officer at a planet pop sized 5.
- Not entirely sure if it's save-game compatible. Update at your own peril.
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Still crashes the game on save-load for me. Crashes so hard it restarts my system, no logs. Have about 70 mods running fine without it, no idea if it's because of a mod interaction, memory/whatever overload, issue with the mod or a combination of the three.
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Still crashes the game on save-load for me.
Okay
Crashes so hard it restarts my system, no logs.
:P
Have about 70 mods running fine without it, no idea if it's because of a mod interaction, memory/whatever overload, issue with the mod or a combination of the three.
I'm sure within those 70 mods, there's a conflict with Better Colonies I just have not found yet if there is one.
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I don't see the cryorevival or cryosanctum building within the buildable list. I added this mod to an in-progress game. Do I need to establish a new colony for these buildings to show up?
Also I added "maxIndustries":[1,1,1,2,3,4,5,6,7,8], to the settings.json of the mod but do not see that my size 6 colony get 4 slots of industries.
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I don't see the cryorevival or cryosanctum building within the buildable list. I added this mod to an in-progress game. Do I need to establish a new colony for these buildings to show up?
The changes are only to the buildings itself. The changes are meant for Nexerelin where you can invade markets with these type of industries. Cryorevival requires you to find a Domain-era sleeper ship location while cryosanctums are hardcoded to a few markets.
Also I added "maxIndustries":[1,1,1,2,3,4,5,6,7,8], to the settings.json of the mod but do not see that my size 6 colony get 4 slots of industries.
You're supposed to modify maxIndustries in your starsector-core/setting.json not my mod to see the change.
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The changes are only to the buildings itself. The changes are meant for Nexerelin where you can invade markets with these type of industries. Cryorevival requires you to find a Domain-era sleeper ship location while cryosanctums are hardcoded to a few markets.
Okay, more Nex stuff. I didn't know =)
You're supposed to modify maxIndustries in your starsector-core/setting.json not my mod to see the change.
Yes, I took a look at your code and you read only from the core settings. I had assumed the doctrine was to read from the mod's own settings.json as maxIndustries was overwritable. Okay.
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I think I found a bug.
In the (F) Fleet screen, you can hit the [?] icon for any ship and it brings up a full ship reference.
I think that your additions with this mod are shown on the list instead of being hidden. They really shouldn't be there since none of them can be purchased, sold nor ordered in orbital works.
This breaks the immersion, they aren't even formatted for that list so the entries look bad in some cases.
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I think I found a bug.
In the (F) Fleet screen, you can hit the [?] icon for any ship and it brings up a full ship reference.
I think that your additions with this mod are shown on the list instead of being hidden. They really shouldn't be there since none of them can be purchased, sold nor ordered in orbital works.
This breaks the immersion, they aren't even formatted for that list so the entries look bad in some cases.
what i dont know what ur talking about, this mod doesnt even touch fleet screen or ships.
explain screnshot gib
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what i dont know what ur talking about, this mod doesnt even touch fleet screen or ships.
Please forgive me. I was confused.
The screen that I was seeing is part of vanilla. I disabled all my mods and the bad formatting was still there.
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Good. Very good. Useful, logical, adequate.
There is a bit too much obligatory industries and a bit to small space to construct them. 5 industries for top sized colonies - given that after size 7+ they are become slightly ineffective - is fair. Also tooltip for rng ruins is nice.
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So I found the conflict I was having that would crash my whole system, turns out the More Officer Skills mod's original script was causing the crashing when enabled with Better Colonies. Disabling MOS seems to fix the crashing, as does swapping out the original script with the one posted by nilanthanimosus in MOS's topic. Removing or replacing that script also seems to have significantly improved performance, just an fyi for anyone else using MOS issues might occur if you use MOS as-is with its original script and alter the available skills in the settings.
Will update if any more crashing happens, but so far it looks good :D
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I am getting a Fatal: null error when I try to run it in my current game, and I am not using any faction or bigger mod, just utility ones.
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So I found the conflict I was having that would crash my whole system, turns out the More Officer Skills mod's original script was causing the crashing when enabled with Better Colonies.
Are you talking about the one that gives more choices or the one that raises their skill cap? Because you can raise their skill cap yourself in the vanilla files (though don't go past 29 max levels or it will glitch on you)
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I'm running all Varya's mods, but I've built no colonies. Will it be a problem if I were to add this mod to my campaign, or should I not do it?
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I'm running all Varya's mods, but I've built no colonies. Will it be a problem if I were to add this mod to my campaign, or should I not do it?
it doesnt matter if you haven't built any it matters if vayra's sector colonies HAD before the mod was added.
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I'm running all Varya's mods, but I've built no colonies. Will it be a problem if I were to add this mod to my campaign, or should I not do it?
it doesnt matter if you haven't built any it matters if vayra's sector colonies HAD before the mod was added.
Pardon my obtuse-ness on this issue, but by Vayra's Sector colonies, are you referring to factions exclusive to VS, or any and all factions generated on campaign start?
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I'm running all Varya's mods, but I've built no colonies. Will it be a problem if I were to add this mod to my campaign, or should I not do it?
it doesnt matter if you haven't built any it matters if vayra's sector colonies HAD before the mod was added.
Pardon my obtuse-ness on this issue, but by Vayra's Sector colonies, are you referring to factions exclusive to VS, or any and all factions generated on campaign start?
Yes, Vayra's Sector colonies.
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This mod looks like an essential for me, only I can't find the download link? I guess maybe you're updating it or something.
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This mod looks like an essential for me, only I can't find the download link? I guess maybe you're updating it or something.
There's an image that literally says 'DOWNLOAD HERE! 7.1K' on the first page.
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Thanks, one of my security plugins must have blocked it for some reason. It worked when I put it in another browser.
[attachment deleted by admin]
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hello i have suggestion, is it possible to add some hazard rating to colonies, i was wondering about that becuse for example Terraforming and Station Construction mod have option to add cramped population to stations that stops grow on given level(by the player),this can be applied to all stations in the map, thats add immersion to the game :P
but going to my suggestion can u add something simmilar to the colonies for example hazzard rating on 75% means that your/bot colony can grow to 9 level population, 100%to 8lv, 125% to 7lv, 150% to 6, 175% to 5, and higher than 200% can only grow to 4lv?
Is it even posible :P? (probably isxD)
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hello i have suggestion, is it possible to add some hazard rating to colonies, i was wondering about that becuse for example Terraforming and Station Construction mod have option to add cramped population to stations that stops grow on given level(by the player),this can be applied to all stations in the map, thats add immersion to the game :P
but going to my suggestion can u add something simmilar to the colonies for example hazzard rating on 75% means that your/bot colony can grow to 9 level population, 100%to 8lv, 125% to 7lv, 150% to 6, 175% to 5, and higher than 200% can only grow to 4lv?
Is it even posible :P? (probably isxD)
Alex has already tweaked with this in his next update as such I won't be trying to change anything for this mod to save myself the energy. :)
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ah sorry i did not know that
(if u saw my question asking who is alex, sorry im stiupid .-.)
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Yet another question I suppose: Since you are already poking around with administrators, is there any possibility you could increase the number we can have on active payroll? I've tried messing with the number in the main game's .json but it doesn't take.
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If you're using nexerelin you'll need to change it in nex's settings.json
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If you're using nexerelin you'll need to change it in nex's settings.json
See that's the thing though. I DON'T use Nex. Without trying to go off the mod topic too much, I did change the line value from 20 to 30, saved the document, but still could only hire 3 admins max after perks like usual after starting a new game.
EDIT: Just went poking around again, not sure what I edited last time, but it wasn't that. Anyways, worked.
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so i was having a look in the config files and changing things to my liking, and i found the line "altMouseMoveToMassTransfer":true, what does this do?
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it allows you to transfer lots of stuff quickly by holding alt + mousing over items in inventories. it's an option in starsector's settings.json but its set to disabled by default for some reason, so i guess this mod overrides it to be enabled by default for convenience.
Spoiler
visual example cause my smoothbrain is bad with words
(https://puu.sh/FI7K1/92b65a81bc.gif)
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thanks, this will make things easier on me
-
Is this mod compatible with [0.9.1a] Planetary Shield: Access Control (1.2) ?
-
Is this mod compatible with [0.9.1a] Planetary Shield: Access Control (1.2) ?
In my experience, yes, it works fine with it.
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I activated the mod on an existing save while already having cryorevival facility in my colony. I have freeport and it shows the organs as it should be, but they are not producing any of it. The only organs I'm producting are coming from population&infastructure building. I'm asssuming this is a bug though not sure.
What should I do?
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I was having a small conflict between your mod and Archean Order, it's related to stations and outlined here :
http://fractalsoftworks.com/forum/index.php?topic=13183.msg290054#msg290054
Not sure if either side could make it compatible.
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I was having a small conflict between your mod and Archean Order, it's related to stations and outlined here :
http://fractalsoftworks.com/forum/index.php?topic=13183.msg290054#msg290054
Not sure if either side could make it compatible.
I intend to make a separate version for Archean Order. Just don't have the time atm.
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I intend to make a separate version for Archean Order. Just don't have the time atm.
I'm looking forward to it, thanks!
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Hey I am having an issue where I am still paying upkeep on the colonies I have given away. Is theis a bug from this mod? Is it a conflict you have heared of? Or maybe you know what mod is known for this issue?
-
Hey anyone know why I am getting this error when I load an existing save after I turn this mod on?
Spoiler
488539 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD.matchStationAndCo mmanderToCurrentIndustry(OrbitalStationGD.java:426)
at com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD.notifyDisrupted(OrbitalStationGD.java:602)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.setDisrupted(BaseIndustry.java:1587)
at data.scripts.GDModPlugin.onEnabled(GDModPlugin.java:150)
at com.fs.starfarer.campaign.ModAndPluginData.notifyRunningWithMod(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.?00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(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)
Also have these mods enabled
Spoiler
"lw_autosave",
"timid_admins",
"gates_awakened",
"lw_lazylib",
"bonomel_skilledup",
"speedUp",
"Terraforming and Station Construction",
"lw_version_checker"
-
Hey anyone know why I am getting this error when I load an existing save after I turn this mod on?
Spoiler
488539 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD.matchStationAndCo mmanderToCurrentIndustry(OrbitalStationGD.java:426)
at com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD.notifyDisrupted(OrbitalStationGD.java:602)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.setDisrupted(BaseIndustry.java:1587)
at data.scripts.GDModPlugin.onEnabled(GDModPlugin.java:150)
at com.fs.starfarer.campaign.ModAndPluginData.notifyRunningWithMod(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.?00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(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)
Also have these mods enabled
Spoiler
"lw_autosave",
"timid_admins",
"gates_awakened",
"lw_lazylib",
"bonomel_skilledup",
"speedUp",
"Terraforming and Station Construction",
"lw_version_checker"
I unfortunately think this mod break saves sadly. :S I'm trying to find a way that it doesnt break saves, but very unlikely. You will need a new save.
-
Changelog 1.5:
(https://i.imgur.com/mW6kRae.png)
(https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner2/1.5/total?color=%232299EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner2/releases/download/1.5/Better.Colonies.zip)
- All versions of this mod are no longer save-game compatible until further notice. You must start a new save for changes to take effect.
- Added a console command: AddAdminBC that lets you add administrators of the tier system that Better Colonies use.
- Commerce's income nerfed.
- Commerce when Free Port is enabled will stockpile a small number of drugs and organs.
- Techmining will now display a tooltip demonstrating how much salvage there is left for next month.
- Fixed Version Checker stuff.
-
Can you add additional guaranteed 0.01% flat monthly Tech-mining efficiency bonus if Alpha AI is installed? That would make possible to reach absolute 0.00% remaining. Still would probably take couple dozens years...
Yeah, I'm a perfectionistic.
-
Can you add additional guaranteed 0.01% flat monthly Tech-mining efficiency bonus if Alpha AI is installed? That would make possible to reach absolute 0.00% remaining. Still would probably take couple dozens years...
Yeah, I'm a perfectionistic.
I agree with and fully support this notion.
-
Great mod.
If I may help pointing some possible features that may be bugged I will attempt to explain what I've found. So far nothing major, only a possible typo and if a certain planet type is as it is intended to be although its features differ from the description.
The typo comes from the Windy Arid world which has the unique feature Perpetual Dust Storm. The text reads, "A planet that is slowly grinded into a smooth sphere..." From what I know of English, I believe the common tense is to use "ground," is ground.
The second thing I'm bringing up is the Bombarded Lifeless world. I found one and it has a 125% hazard rating being that it is habitable and such is stated in the description, that these planets tend to be habitable. I was expecting much more hazard though. The one I found has Extreme Weather and is Hot, but perhaps it could use a unique feature that depicts the dangers of frequent bombardments.
Thanks, and take care.
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I have another bug to point out. An azure world does not have a colonize option. Due to me using Nexerelin, the first(1.) option is to mine the planet. The planet has ruins that I can explore using option two and the third option is to construct an outpost. Nexerelin might be prohibiting me from colonizing due to their being ruins. Nexerelin always gives the choice to mine or build outposts.
-
Bob69Joe, while I am sure Techpriest appreciates your input, you might want to re-check the mod thread title.
Your last two posts both refer to things that are not part of, or affected by, Better Colonies.
The first one is Unknown Skies, the second one Nexerelin.
-
I don't think the 5 industry at market size >=9 is there anymore, is this intended?
-
I don't think the 5 industry at market size >=9 is there anymore, is this intended?
It still exist? You can try in a separate save with Better Colonies and COnsole Command alone and make a 9 population market.
-
REcently changed settings in the main game setting, changing the planet growth to get a industry after each tier, up to 9.
After this change the mod gave me this error in the logs:
15349 [Thread-4] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ships/hound/hound_luddic_church.png (using cast)
15371 [Thread-4] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ships/stations/module_medium_pd1.png (using cast)
15382 [Thread-4] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ships/mercury/mercury_substandard.png (using cast)
15393 [Thread-4] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ships/wasp_ftr.png (using cast)
15545 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [automatic_orders_settings.json]
15546 [Thread-4] INFO com.github.isturdy.automaticorders.AutomaticOrders - Automatic Orders settings: Settings(json={"default_damage_retreat_threshold":0.5,"default_cr_retreat_threshold":"TEN_PERCENT_PPT","log_level":"INFO","hullmod_overrides_officer_personality":false})
15546 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Starsector\starsector-core\..\mods\automatic-orders-0.3.2]
15547 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Starsector\starsector-core\..\mods\automatic-orders-0.3.2]
15659 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - org.json.JSONException: JSONArray[9] not found.
org.json.JSONException: JSONArray[9] not found.
at org.json.JSONArray.get(JSONArray.java:204)
at data.scripts.GDModPlugin.onApplicationLoad(GDModPlugin.java:26)
at com.fs.starfarer.loading.ResourceLoaderState.init(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)
------
Being at a loss of words, I have turned to here to figure out what has gone wrong. I have tried uninstalling the mod and reinstalling it, no good. Is it really because I changed the industry setting?
- Edit
Found out that I accidently deleted the last colony growth industry count, thus messing with the mod. Laving the comment here in case theres others that get lost in the editting.
- Xypez
-
Hi there. I wanted to ask if there's any compatibility issue between this mod and Industrial.Evolution, in particular the Academy structure. It's supposed to train administrators increasing their skills, but seeing that this mod modifies the "tiers", I can't help but wonder if there would be any problems related to that.
-
Hi there. I wanted to ask if there's any compatibility issue between this mod and Industrial.Evolution, in particular the Academy structure. It's supposed to train administrators increasing their skills, but seeing that this mod modifies the "tiers", I can't help but wonder if there would be any problems related to that.
Academy won't train admins with more than two skills, regardless of level. Better colonies Admins can have a second skill on a lower level, and the academy will refuse to train em - so it's a slight disadvantage. But there's no actual incompatibility to speak of, storing and officer stuff will still work as intended.
-
Changelog 1.51 (in accomodation to 0.95 changes):
(https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner2/1.51/total?color=%232299EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner2/releases/download/1.51/Better.Colonies.zip)
- Officers are less likely to spawn timid (all 5 personalities were given a 20% equal chance to spawn, now timid has an 9% less chance while all the other personalities were given 2.45% more chance to spawn).
- Modified Administrator Tier Spawn Rate:
- Tier Zero [35%->25%]
- Tier Two [15%->20%]
- Tier Three [15%->20%]
- Added VNSector Support
- Compatible with Better Colonies 1.5
-
Changelog 1.6 (in accomodation to 0.95 changes):
(https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner2/1.6/total?color=%232299EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner2/releases/download/1.61/Better.Colonies.zip)
- Tech-Mining, Cryosanctum affected
- Admins Tier added a tiny bit of tier, see main page.
- Orbital, Commerce, and Cryorevival depreciated until further notice due to 0.95 changes.
-
:( sorry, im dumb. the issue was caused by link confusion. i followed the link in the change log to 9.1 so i had the wrong version of the game
-
Does the newest update get rid of the size 6 limit added in .95a?
-
You can change that in setting.json, it's not Bigger Better Colonies. Also waiting to see how Nexerelin decide things around.
-
The max Industry cap isn't going to 5 at 9+ Pop.
-
This might sound like a silly question, but ... what does this mod actually do? I don't understand from the description.
-
The max Industry cap isn't going to 5 at 9+ Pop.
Fixed, download new one
This might sound like a silly question, but ... what does this mod actually do? I don't understand from the description.
Add tooltips from tech-mining so you know if it's still profitable to keep. Add an alpha-core capable human administrator. Increased spawn probability of better-skilled admins. Added a console command to let you add admins (even though CC should be adding them) and as of this hotfix, increase +1 industry count for 9+ population (even though that's not possible... some may find alternative paths to this condition.) Just simple QoL changes.
Changelog 1.61:
(https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner2/1.61/total?color=%232299EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner2/releases/download/1.63/Better.Colonies.zip)
-
Added a console command to let you add admins (even though CC should be adding them)
CC = Commissioned Crews?
-
Added a console command to let you add admins (even though CC should be adding them)
CC = Commissioned Crews?
console commands
https://fractalsoftworks.com/forum/index.php?topic=4106.0
-
So, with this mod, you have to use console commands to generate administrators?
There's no natural in-game way to get them?
-
So, with this mod, you have to use console commands to generate administrators?
There's no natural in-game way to get them?
You can still hire them normally.
-
arent the max colony sizes 6 now?
-
Changelog 1.62:
(https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner2/1.63/total?color=%232299EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner2/releases/download/1.63/Better.Colonies.zip)
- fixed bug with tech-mining alpha core
save-game compatible.
-
arent the max colony sizes 6 now?
You can change that aswell as several different things in the config - file from the core game.
...\Fractal Softworks\Starsector\starsector-core\data\config\settings
-
arent the max colony sizes 6 now?
You can change that aswell as several different things in the config - file from the core game.
...\Fractal Softworks\Starsector\starsector-core\data\config\settings
but I don't want to change the colony size, i just want the general improvement. if i was here for the industries i could just as well change the industries config, because the same i need to do to get bigger colonies. just doesn't make sense to me tbh
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Hi!
I'm interested in information on tech mining info and admins, but not the change for industry slot increase (already made changes to that).
And I don't find a config for industry size in mod, so, how do i remove or change slot settings in Ur mod?
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Hi!
I'm interested in information on tech mining info and admins, but not the change for industry slot increase (already made changes to that).
And I don't find a config for industry size in mod, so, how do i remove or change slot settings in Ur mod?
It only adds +1 on size 9 and 10, just subtract -1 on your size 9 and 10 setting.
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Well i have different settings than that. You mean if i have 10 and 11 on last, this will add so its 11 and 12? (Just an example on size 9 and 10)
I feel that is something that could maybe be a separate mod as it conflict with what i have planned? But I understand if you don't want to make a separate one, so can you instead guide me to where i remove this feature completely from your mod?
EDIT: NVM i decided not to use it. Only wanted information on tech mining. Nothing else. And i feel its too much hassle for me and you to make it how i want. Good luck with mods mate!!
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Techpriest, could you make it so we can turn off the Max Industry settings your mod introduces, in case we want to use our own?
Nevermind, apparently altering the game's settings.json overrides your changes.
-
In AddAdminBC.java, it seems like the "import static" is causing it to break Overlord's AddAdmin command. I don't know much about java and why multiple files using "import static" for the same thing would be an issue, but it seems to work fine with a few changes:
line 18
import org.lazywizard.console.CommandUtils;
line 53
if (!CommandUtils.isInteger(tmp[0]))
line 61
final FactionAPI faction = CommandUtils.findBestFactionMatch(tmp[1]);
After these changes, you would still need to change the syntax in commands.csv from "addadmin" to something else like "addadminbc", or Overlord's addadmin command seems to overwrite it.
-
In AddAdminBC.java, it seems like the "import static" is causing it to break Overlord's AddAdmin command. I don't know much about java and why multiple files using "import static" for the same thing would be an issue, but it seems to work fine with a few changes:
line 18
import org.lazywizard.console.CommandUtils;
line 53
if (!CommandUtils.isInteger(tmp[0]))
line 61
final FactionAPI faction = CommandUtils.findBestFactionMatch(tmp[1]);
After these changes, you would still need to change the syntax in commands.csv from "addadmin" to something else like "addadminbc", or Overlord's addadmin command seems to overwrite it.
Oh ty, it's in the next version if this thing ever gets an update.
-
As far as I can find this mod no longer changes a colony's industry caps at size 9 and 10, but does set altMouseMoveToMassTransfer to true. Am I missing something or is the OPs information incorrect?
-
As far as I can find this mod no longer changes a colony's industry caps at size 9 and 10, but does set altMouseMoveToMassTransfer to true. Am I missing something or is the OPs information incorrect?
If that code doesn't work for some reason.. (which I find it still does in my build), you may always go into your Starsector\starsector-core\data\config\setting.json. Ctrl-F maxIndustries and change the numbers as you please.
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Doesn't work - it's not showing the techmining percentage, the UI hasn't changed.
[attachment deleted by admin]
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Doesn't work - it's not showing the techmining percentage, the UI hasn't changed.
Hmm..... I wonder if that code is broken..... If you delete the industry and then rebuild it, does the tooltip appear then?
-
It does appear if I delete and place a construction order, luckily instantly, so I can save delete/check and reload, although it is annoying.
-
It does appear if I delete and place a construction order, luckily instantly, so I can save delete/check and reload, although it is annoying.
eh if you have console command, you can just delete the industry and rebuild it, i should probably make a console command for that.. hm.
-
The admin spawn weight config doesn't seem to have any effect, even setting one admin type to 100 and the others to zero leads to standard generation. Looking closer, it seems vanilla doesn't even use the "officer_manager" event anymore, it has been commented out.
-
The admin spawn weight config doesn't seem to have any effect, even setting one admin type to 100 and the others to zero leads to standard generation. Looking closer, it seems vanilla doesn't even use the "officer_manager" event anymore, it has been commented out.
oh no that's not good... ill have to see if there's anyway now...
-
I've tested it out, and Better Colonies is now compatible with the Archean Order beta. I've added it to the list of compatible feature mods. Thanks for your efforts on this, Techpriest!
-
Is there any way to edit the number of industries you can have based on size?
-
Is there any way to edit the number of industries you can have based on size?
You can change that in the game's settings.json (starsector-core\data\config).
Search for "maxIndustries" and put whatever numbers you like for the different colony sizes.
-
What mods is this compatible with?
-
What mods is this compatible with?
default.
-
cant access this file can someone email it to me? thanks! not sure why my net doesent like that filehosting site many of these guys use.
-
weird, but it doesnt show me any ruins values in tooltip.
-
weird, but it doesnt show me any ruins values in tooltip.
mod list?
-
Usable in an existing save?
-
Usable in an existing save?
I tried doing it without any colonies and the game loaded just fine, but I am not certain if the same will occur if you already have colonies before loading.
-
At which size does the Cryorevival Facility start producing organs?
-
Changelog 1.7:
(https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner2/1.7/total?color=%232299EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner2/releases/download/1.73/Better.Colonies.zip)
- Tech-Mining now hosts a tooltip indicating the EXACT amount of ruins there are left and for next month. This effect can be superseded by other mods.
- Visiting the bars of your habitable planets will invite a Luddic missionary asking you to pledge the teachings of Ludd on your world. ;)
- Visiting the bars of planets containing cryorevivals will allow you to recruit a sleeper officer (guaranteed 3 elite skills) every 180 days with their levels scaling on your colony size.
- You may expend a story point to upgrade a freelancing admin to have Industry Planning provided you have it yourself as well.
- altMouseMoveToMassTransfer is enabled by default. Allowing you to hold alt and hover your mouse to quickly move items across storages.
- BCChangeIndustrySize is enabled by default, allowing the industry cap of population 9 and 10 to be increased by +1 leading to a total of 5 (You would still need to modify maxColonySize.)
- BCCryosanctum is disabled by default, but enabling it to be true in the setting.json will let you construct Cryosanctums.
- AddAdminBC [optionalTier] [optionalFaction] [optionalName], if Console Commands (https://fractalsoftworks.com/forum/index.php?topic=4106.0) is enabled, lets you add admins.
Save-game compatible, might need to rebuild tech-mining or might not need to if you have other tech-mining mods.
1.6 forward compatibility not guaranteed.
-
I wasn't expecting to see the Luddic subpopulation event so soon
-
Changelog 1.7:
(https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner2/1.7/total?color=%232299EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner2/releases/download/1.7/Better.Colonies.zip)
Hi. After updating mod from 1.6.3 to 1.7 the game fails to load.
From the starsector.log:
19830 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error loading [data.scripts.OfficerManagerEvent]
java.lang.RuntimeException: Error loading [data.scripts.OfficerManagerEvent]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.OfficerManagerEvent
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Modlist:
Magiclib, LazyLib, Nexerelin
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Hi. After updating mod from 1.6.3 to 1.7 the game fails to load.
From the starsector.log:
19830 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error loading [data.scripts.OfficerManagerEvent]
java.lang.RuntimeException: Error loading [data.scripts.OfficerManagerEvent]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.OfficerManagerEvent
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Modlist:
Magiclib, LazyLib, Nexerelin
Delete the better colonies folder and redownload the mod.
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So, uh, I get the feeling that you're not supposed to be able to do this.
https://i.imgur.com/4o19u9H.png
Figured it might have been some way to convert a officer into a admin for the people who really don't want to run off in search of one, but no. He's still a officer at the end of it. A officer with very expensive upkeep.
-
So, uh, I get the feeling that you're not supposed to be able to do this.
https://i.imgur.com/4o19u9H.png
Figured it might have been some way to convert a officer into a admin for the people who really don't want to run off in search of one, but no. He's still a officer at the end of it. A officer with very expensive upkeep.
Good catch, lol thanks
-
a hotfix was going to be released, but the recent blog post will cause a lot of improvements to the luddic subpopulation event i was iffy on about concerning lore.
thank you all for ur patience!
-
I seem to be getting a non-critical error after upgrading from the old version to 1.7. I've made sure that I've deleted the previous version of the mod prior to installation of this one. It looks like there's an issue loading the AddAdminBC console command due to an issue with OfficerManagerEvent. Logs are as follows:
Spoiler
31129 [Thread-4] ERROR org.lazywizard.console.Console - Console ran into exception:
java.lang.ClassNotFoundException: File 'data/console/commands/AddAdminBC.java', Line 67, Column 53: Unknown variable or type "OfficerManagerEvent"
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
at java.lang.ClassLoader.loadClass(ClassLoader.java:351)
at org.lazywizard.console.CommandStore.reloadCommands(CommandStore.java:84)
at org.lazywizard.console.CommandStore.reloadAll(CommandStore.java:46)
at org.lazywizard.console.commands.ReloadConsole.reloadConsole(ReloadConsole.java:16)
at org.lazywizard.console.ConsoleModPlugin.onApplicationLoad(ConsoleModPlugin.java:68)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Caused by: org.codehaus.commons.compiler.CompileException: File 'data/console/commands/AddAdminBC.java', Line 67, Column 53: Unknown variable or type "OfficerManagerEvent"
at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:10174)
at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:5424)
at org.codehaus.janino.UnitCompiler.access$12300(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$16.visitPackage(UnitCompiler.java:5115)
at org.codehaus.janino.Java$Package.accept(Java.java:3164)
at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:5159)
at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:5419)
at org.codehaus.janino.UnitCompiler.access$15400(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$16.visitAmbiguousName(UnitCompiler.java:5149)
at org.codehaus.janino.Java$AmbiguousName.accept(Java.java:3135)
at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:5159)
at org.codehaus.janino.UnitCompiler.findIMethod(UnitCompiler.java:7333)
at org.codehaus.janino.UnitCompiler.compileGet2(UnitCompiler.java:3873)
at org.codehaus.janino.UnitCompiler.access$6900(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$10.visitMethodInvocation(UnitCompiler.java:3263)
at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:3974)
at org.codehaus.janino.UnitCompiler.compileGet(UnitCompiler.java:3290)
at org.codehaus.janino.UnitCompiler.compileGetValue(UnitCompiler.java:4368)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1845)
at org.codehaus.janino.UnitCompiler.access$2000(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$4.visitLocalVariableDeclarationStatement(UnitCompiler.java:945)
at org.codehaus.janino.Java$LocalVariableDeclarationStatement.accept(Java.java:2508)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:958)
at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:1007)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2293)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:822)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:794)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:507)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:393)
at org.codehaus.janino.UnitCompiler.access$400(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$2.visitPackageMemberClassDeclaration(UnitCompiler.java:347)
at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:1139)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:354)
at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:322)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
... 13 more
31130 [Thread-4] ERROR org.lazywizard.console.Console - Failed to load command AddAdminBC (class: data.console.commands.AddAdminBC) from <path_to_starsector>/starsector/./mods/Better Colonies/data/console/commands.csv
java.lang.ClassNotFoundException: File 'data/console/commands/AddAdminBC.java', Line 67, Column 53: Unknown variable or type "OfficerManagerEvent"
Judging by the reported error, and that it's only something which has an impact on the console (or seems to be, at least), I'm not really too worried about it but figured I'd just let ya know. For the time being, I just deleted the command out of the mod folder, which seems to have stymied the issue. Let me know if you need any more logs or anything in regards to reproducibility. :)
-
I seem to be getting a non-critical error after upgrading from the old version to 1.7. I've made sure that I've deleted the previous version of the mod prior to installation of this one. It looks like there's an issue loading the AddAdminBC console command due to an issue with OfficerManagerEvent. Logs are as follows:
Spoiler
31129 [Thread-4] ERROR org.lazywizard.console.Console - Console ran into exception:
java.lang.ClassNotFoundException: File 'data/console/commands/AddAdminBC.java', Line 67, Column 53: Unknown variable or type "OfficerManagerEvent"
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
at java.lang.ClassLoader.loadClass(ClassLoader.java:351)
at org.lazywizard.console.CommandStore.reloadCommands(CommandStore.java:84)
at org.lazywizard.console.CommandStore.reloadAll(CommandStore.java:46)
at org.lazywizard.console.commands.ReloadConsole.reloadConsole(ReloadConsole.java:16)
at org.lazywizard.console.ConsoleModPlugin.onApplicationLoad(ConsoleModPlugin.java:68)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Caused by: org.codehaus.commons.compiler.CompileException: File 'data/console/commands/AddAdminBC.java', Line 67, Column 53: Unknown variable or type "OfficerManagerEvent"
at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:10174)
at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:5424)
at org.codehaus.janino.UnitCompiler.access$12300(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$16.visitPackage(UnitCompiler.java:5115)
at org.codehaus.janino.Java$Package.accept(Java.java:3164)
at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:5159)
at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:5419)
at org.codehaus.janino.UnitCompiler.access$15400(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$16.visitAmbiguousName(UnitCompiler.java:5149)
at org.codehaus.janino.Java$AmbiguousName.accept(Java.java:3135)
at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:5159)
at org.codehaus.janino.UnitCompiler.findIMethod(UnitCompiler.java:7333)
at org.codehaus.janino.UnitCompiler.compileGet2(UnitCompiler.java:3873)
at org.codehaus.janino.UnitCompiler.access$6900(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$10.visitMethodInvocation(UnitCompiler.java:3263)
at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:3974)
at org.codehaus.janino.UnitCompiler.compileGet(UnitCompiler.java:3290)
at org.codehaus.janino.UnitCompiler.compileGetValue(UnitCompiler.java:4368)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1845)
at org.codehaus.janino.UnitCompiler.access$2000(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$4.visitLocalVariableDeclarationStatement(UnitCompiler.java:945)
at org.codehaus.janino.Java$LocalVariableDeclarationStatement.accept(Java.java:2508)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:958)
at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:1007)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2293)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:822)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:794)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:507)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:393)
at org.codehaus.janino.UnitCompiler.access$400(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$2.visitPackageMemberClassDeclaration(UnitCompiler.java:347)
at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:1139)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:354)
at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:322)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
... 13 more
31130 [Thread-4] ERROR org.lazywizard.console.Console - Failed to load command AddAdminBC (class: data.console.commands.AddAdminBC) from <path_to_starsector>/starsector/./mods/Better Colonies/data/console/commands.csv
java.lang.ClassNotFoundException: File 'data/console/commands/AddAdminBC.java', Line 67, Column 53: Unknown variable or type "OfficerManagerEvent"
Judging by the reported error, and that it's only something that has an impact on the console (or seems to be, at least), I'm not really too worried about it but figured I'd just let ya know. For the time being, I just deleted the command out of the mod folder, which seems to have stymied the issue. Let me know if you need any more logs or anything in regards to reproducibility. :)
Thanks I have it fixed and leaving it won't present any bugs, just need to adjust the event now!
-
Changelog 1.71:
(https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner2/1.71/total?color=%232299EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner2/releases/download/1.73/Better.Colonies.zip)
(https://i.imgur.com/HYteXro.png)
- Fixed the console command bug.
- Fixed some inconsistencies regarding ownership of markets when the Luddic Shrine is planted.
- Fixed bug with officers being taught Industry Planning.
- Luddic Subpopulation renamed to Luddic Shrine.
- Jangala, Mazalot, Tartessus, Hesperus, Gilead, Chalcedon, Epiphany start with this Luddic Shrine condition.
- Pollution condition will remove the pather intrigue reduction provided by Luddic Shrine.
1.7
- Tech-Mining now hosts a tooltip indicating the EXACT amount of ruins there are left and for next month. This effect can be superseded by other mods.
- Visiting the bars of your habitable planets will invite a Luddic missionary asking you to pledge the teachings of Ludd on your world. ;)
- Visiting the bars of planets containing cryorevivals will allow you to recruit a sleeper officer (guaranteed 3 elite skills) every 180 days with their levels scaling on your colony size.
- You may expend a story point to upgrade a freelancing admin to have Industry Planning provided you have it yourself as well.
- altMouseMoveToMassTransfer is enabled by default. Allowing you to hold alt and hover your mouse to quickly move items across storages.
- BCChangeIndustrySize is enabled by default, allowing the industry cap of population 9 and 10 to be increased by +1 leading to a total of 5 (You would still need to modify maxColonySize.)
- BCCryosanctum is disabled by default, but enabling it to be true in the setting.json will let you construct Cryosanctums.
- AddAdminBC [optionalTier] [optionalFaction] [optionalName], if Console Commands (https://fractalsoftworks.com/forum/index.php?topic=4106.0) is enabled, lets you add admins.
Save-game compatible, might need to rebuild tech-mining or might not need to if you have other tech-mining mods.
-
Sir, can I translate this mod into Chinese and update it to the Chinese Starsector Forum?
Thank you very much.
-
Sir, can I translate this mod into Chinese and update it to the Chinese Starsector Forum?
Thank you very much.
Ok.
-
This is probably one of the silliest questions I've asked a modder, since I likely already know the answer--
Is this incompatible with Industrial.Evolution?
-
I've used both this mod and industrial evolution for multiple campaigns, and have not run into any issues. It should be fine on your end, Chryvirus.
-
Changelog 1.71:
(https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner2/1.71/total?color=%232299EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner2/releases/download/1.71/Better.Colonies.zip)
(https://i.imgur.com/HYteXro.png)
- Fixed the console command bug.
- Fixed some inconsistencies regarding ownership of markets when the Luddic Shrine is planted.
- Fixed bug with officers being taught Industry Planning.
- Luddic Subpopulation renamed to Luddic Shrine.
- Jangala, Mazalot, Tartessus, Hesperus, Gilead, Chalcedon, Epiphany start with this Luddic Shrine condition.
- Pollution condition will remove the pather intrigue reduction provided by Luddic Shrine.
1.7
- Tech-Mining now hosts a tooltip indicating the EXACT amount of ruins there are left and for next month. This effect can be superseded by other mods.
- Visiting the bars of your habitable planets will invite a Luddic missionary asking you to pledge the teachings of Ludd on your world. ;)
- Visiting the bars of planets containing cryorevivals will allow you to recruit a sleeper officer (guaranteed 3 elite skills) every 180 days with their levels scaling on your colony size.
- You may expend a story point to upgrade a freelancing admin to have Industry Planning provided you have it yourself as well.
- altMouseMoveToMassTransfer is enabled by default. Allowing you to hold alt and hover your mouse to quickly move items across storages.
- BCChangeIndustrySize is enabled by default, allowing the industry cap of population 9 and 10 to be increased by +1 leading to a total of 5 (You would still need to modify maxColonySize.)
- BCCryosanctum is disabled by default, but enabling it to be true in the setting.json will let you construct Cryosanctums.
- AddAdminBC [optionalTier] [optionalFaction] [optionalName], if Console Commands (https://fractalsoftworks.com/forum/index.php?topic=4106.0) is enabled, lets you add admins.
Save-game compatible, might need to rebuild tech-mining or might not need to if you have other tech-mining mods.
So, how exactly that new mechanic works, especially money from pilligrims? I can see that going beyond 7 pather interest or having Free Port angers the pious folks, but what are other conditions?
-
Changelog 1.72:
(https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner2/1.72/total?color=%232299EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner2/releases/download/1.73/Better.Colonies.zip)
(https://i.imgur.com/HYteXro.png)
- Nexerelin-optional: When the Luddic shrine is being threatened by Moloch, a Luddic Church revolution WILL take place.
- Fixed some bugs with stacking conditions when on JRE8.
So, how exactly that new mechanic works, especially money from pilligrims? I can see that going beyond 7 pather interest or having Free Port angers the pious folks, but what are other conditions?
Luddic...
Money from pilgrims scales with Luddic Church rep and population size.
Basically the conditions are:
- Free Port
- Actually using too much pather intrigue.
- Pollution...
- Hostile with the Church
-
Seems like Ignore option does not work for bar event with luddic priest offering to build a shrine on your planet. You have to actually go through the whole event and accept or dismiss it every time you enter the bar.
-
Changelog 1.73:
(https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner2/1.73/total?color=%232299EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner2/releases/download/1.73/Better.Colonies.zip)
(https://i.imgur.com/uMtkzXg.png)
- Fixed interaction bug with Luddic Shrine.
- Vanilla Non-player Colonies now have a chance for their industries to be improved by Story Points. BCAutoImproveIndustry can be disabled to prevent this chance.
- BCIgnoreFactionWhiteflag can be enabled to declare all factions' markets regardless of an entry in bc_autospfactions.csv.
- This chance to improve their industry with a story point diminishes if they are decentralized (Independent, Pirates, and Luddic Path), already have story-improved industries, and scale on market size.
- Nex-optional: Invading markets with a disrupted and story-improved industry will remove them. BCLoseSPImprovements can be disabled here to prevent this.
Seems like Ignore option does not work for bar event with luddic priest offering to build a shrine on your planet. You have to actually go through the whole event and accept or dismiss it every time you enter the bar.
Fixed!
-
How difficult would it be to enable AI colonies to actually grow? I know most have too high a hazard level to let them grow any more, but some could within reason. I noticed this when I was ten-15 *** into my game and one of the worlds had 100% growth. It would make the markets and trade more interesting if the demands and supplied changed occasionally.
-
How difficult would it be to enable AI colonies to actually grow? I know most have too high a hazard level to let them grow any more, but some could within reason. I noticed this when I was ten-15 *** into my game and one of the worlds had 100% growth. It would make the markets and trade more interesting if the demands and supplied changed occasionally.
Nex already does this to make them grow tho?
Plus if you want them to grow faster... Nex has a setting.json for nex_npcColonyGrowthMult for you to change.
-
I don’t use Nex, I didn’t want everything the 4x aspect had to offer. Just a few things. Mostly growing AI worlds.
-
So, the shrine being defiled by 'servants of Moloch' is due to me having an AI core plugged into one of my industries, right? Was just doing some terraforming and wanted to make it quicker.
Once defiled, how long will it take for the shrine to go back to normal?
Edit: Also, that Path Crusade was cute. Got obliterated by a fast picker and a basic station before I could even get close to it. Should be a tad bit stronger imo.
-
So, the shrine being defiled by 'servants of Moloch' is due to me having an AI core plugged into one of my industries, right? Was just doing some terraforming and wanted to make it quicker.
Once defiled, how long will it take for the shrine to go back to normal?
Edit: Also, that Path Crusade was cute. Got obliterated by a fast picker and a basic station before I could even get close to it. Should be a tad bit stronger imo.
You get angry luddites by having too much pather interest (above 7) in any way. Remove some special items or consider moving the more offending industries elsewhere. IIRC Polluted condition also makes it easier to offend luddites who live at your colony.
-
So, the shrine being defiled by 'servants of Moloch' is due to me having an AI core plugged into one of my industries, right? Was just doing some terraforming and wanted to make it quicker.
Once defiled, how long will it take for the shrine to go back to normal?
Edit: Also, that Path Crusade was cute. Got obliterated by a fast picker and a basic station before I could even get close to it. Should be a tad bit stronger imo.
Shrine goes back to normal instantly as soon as the defilement ends. Could probably add a timer for the next update and stuff.
Edit: I should probably make the ai fleet scale with market size.
-
Hey :)
Is there no way to remove the Luddic Shrine from a colony (even with Console Commands ?) because running a high-tech run and putting the shrine by mistake on my main colony hurts a bit with a Rebellion per day :'(
Apart from this, love the mod, continue ! :D
-
Hey :)
Is there no way to remove the Luddic Shrine from a colony (even with Console Commands ?) because running a high-tech run and putting the shrine by mistake on my main colony hurts a bit with a Rebellion per day :'(
Apart from this, love the mod, continue ! :D
Just a suggestion:
Maybe a dialogue option with the colony governor to expel Luddic population/dismantle Luddic shrine for a massive rep hit with the Luddic Church (and maybe Path) or maybe even provoking a war for "liberating the oppressed Luddic faithful in your colony"? (Can maybe also use story points to prevent war declaration or even halve the rep hit?)
-
Hey :)
Is there no way to remove the Luddic Shrine from a colony (even with Console Commands ?) because running a high-tech run and putting the shrine by mistake on my main colony hurts a bit with a Rebellion per day :'(
Apart from this, love the mod, continue ! :D
removecondition bc_luddicshrine something like that
although I don't know why you would ever put a Luddic Shrine and high-tech run together. Probably have to put a delay on that rebellion... or not.
Just a suggestion:
Maybe a dialogue option with the colony governor to expel Luddic population/dismantle Luddic shrine for a massive rep hit with the Luddic Church (and maybe Path) or maybe even provoking a war for "liberating the oppressed Luddic faithful in your colony"? (Can maybe also use story points to prevent war declaration or even halve the rep hit?)
hmm not sure how I would access the colony governor without nex auto-generating them. I'll have to see how to implement it for non-nex users?
-
Hey :)
Is there no way to remove the Luddic Shrine from a colony (even with Console Commands ?) because running a high-tech run and putting the shrine by mistake on my main colony hurts a bit with a Rebellion per day :'(
Apart from this, love the mod, continue ! :D
removecondition bc_luddicshrine something like that
although I don't know why you would ever put a Luddic Shrine and high-tech run together. Probably have to put a delay on that rebellion... or not.
Yep i know, it was just a mistake on my end : first time running with lots of mods and did not really pay attention, I was thinking maybe i can befriend the Church for a little while during my run and didnt think / know what was going to happend.
Just a suggestion:
Maybe a dialogue option with the colony governor to expel Luddic population/dismantle Luddic shrine for a massive rep hit with the Luddic Church (and maybe Path) or maybe even provoking a war for "liberating the oppressed Luddic faithful in your colony"? (Can maybe also use story points to prevent war declaration or even halve the rep hit?)
Exactly was I was thinking, but maybe through a Pather or a Luddic Church Memberat the colony's bar after 6 / 1 Year the Shrine has been on your colony in exchange of a declaration of war / Massive Rep hit on the Luddic Church / Path
-
Just a suggestion:
Maybe a dialogue option with the colony governor to expel Luddic population/dismantle Luddic shrine for a massive rep hit with the Luddic Church (and maybe Path) or maybe even provoking a war for "liberating the oppressed Luddic faithful in your colony"? (Can maybe also use story points to prevent war declaration or even halve the rep hit?)
hmm not sure how I would access the colony governor without nex auto-generating them. I'll have to see how to implement it for non-nex users?
Oh yeah I didn't even realize those colony characters were added by Nex, been using it for so long it feels like vanilla
Hope you can find a solution for the non-nex users tho
-
Hello. There is a problem on the latest version of the mod. Game cannot launch menu. Log:
59635 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error loading [data.scripts.OfficerManagerEvent]
java.lang.RuntimeException: Error loading [data.scripts.OfficerManagerEvent]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.OfficerManagerEvent
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
-
Hello. There is a problem on the latest version of the mod. Game cannot launch menu. Log:
59635 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error loading [data.scripts.OfficerManagerEvent]
java.lang.RuntimeException: Error loading [data.scripts.OfficerManagerEvent]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.OfficerManagerEvent
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Delete your Better Colony folder and redownload.
-
Hello. There is a problem on the latest version of the mod. Game cannot launch menu. Log:
59635 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error loading [data.scripts.OfficerManagerEvent]
java.lang.RuntimeException: Error loading [data.scripts.OfficerManagerEvent]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.OfficerManagerEvent
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Delete your Better Colony folder and redownload.
Thank you, the problem is solved. Apparently the error appeared from the fact that I was updating the mod with file replacement.
-
I get this crash when I mouse over the luddic shrine market condition.
Spoiler
223916 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.LuddicFaith.createTooltipAfterDescripti on(LuddicFaith.java:44)
at com.fs.starfarer.api.impl.campaign.econ.BaseMarketConditionPlugin.createTooltip(BaseMarketConditionPlugin.java:264)
at com.fs.starfarer.campaign.ui.MarketConditionsWidget$2.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.O0O0.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.OO0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Steps to reproduce:
- Open the add industry or structure menu at your colony
- Mouse over a structure that would result in enough pather interest for the shrine to be defiled. TASC has a few with high interest like ismara's sling or genelab. I think techmining at a vast or extensive ruins should also easily work. Note that the stability of the colony instantly drops.
- Press escape to leave the structure menu while still moused over that structure. The stability of the colony should still be lowered.
- Mouse over shrine icon and crash.
Note that if you mouse over a structure's icon before mousing over the shrine icon, the stability will reset and no crash will occur.
-
Changelog 1.8:
(https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner2/1.8/total?color=%232299EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner2/releases/download/1.85/Better.Colonies.zip)
(https://i.imgur.com/gvtTDsR.png)
(https://i.imgur.com/OB5apjJ.png)
(https://i.imgur.com/LXOJq1q.png)
- If the Church dies, Luddic Shrine will have no effect for the time being.
- Luddic Shrine's bugfixes and some stuff (haven't added removability yet)
- Shrine penalties are less extreme scaling with how hostile you are to the Church.
- (Nex) Luddic rebellions now has a cooldown of 1 year.
- Can now strip ruins down to its core, removing the ruin condition entirely with its loot for SP.
- May train more and better sleeper officers out of your cryosleeper colonies.
- Added intel event when AI improves their colony.
I get this crash when I mouse over the luddic shrine market condition.
I think I fixed it, thank you!
-
Good job ;D ;D ;D
-
....- Can now strip ruins down to its core, removing the ruin condition entirely with its loot for SP.
....
How will that interact with the Domain Archaeology building from 'Terraforming and Station Construction'?
I think that building needs ruins to exist, so does it auto-shutdown the building or something? ???
-
Changelog 1.81:
(https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner2/1.81/total?color=%232299EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner2/releases/download/1.85/Better.Colonies.zip)
- Fixed bug with IndEvo interaction involving eating ruins.
- Fixed bug where you could eat ruins multiple times.
- Recalculated the Age of Innovation event (more to proc, less markets affected; overall the same)
How will that interact with the Domain Archaeology building from 'Terraforming and Station Construction'?
I think that building needs ruins to exist, so does it auto-shutdown the building or something? ???
No interaction, you can only eat the ruins when a market isn't present and if there's no ruins, Domain Archaeology can't be built.
-
What do you think about adding a console command to trigger an Age of Innovation event on demand? I added the mod mid-save, and found myself wishing there was a way to trigger the event manually so that I could make it closer to if I had the mod installed the entire time. Excuse this post if there's already a way to do this
-
I've got a bug with the bar event for the shrine. When I can choose ignore or receive, choosing ignore just repeats the dialogue.
-
Changelog 1.82:
(https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner2/1.82/total?color=%232299EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner2/releases/download/1.85/Better.Colonies.zip)
- Added innovateBC, will simulate an age of innovation monthly check. Use innovateBC 1 to guarantee
- Fixed pestering Luddic shrine missionaries from being ignored.
What do you think about adding a console command to trigger an Age of Innovation event on demand? I added the mod mid-save, and found myself wishing there was a way to trigger the event manually so that I could make it closer to if I had the mod installed the entire time. Excuse this post if there's already a way to do this
done
I've got a bug with the bar event for the shrine. When I can choose ignore or receive, choosing ignore just repeats the dialogue.
thx fixed
-
good job ;D
-
Changelog 1.83:
(https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner2/1.83/total?color=%232299EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner2/releases/download/1.85/Better.Colonies.zip)
- Reworked exploiting ruins a bit to fix an annoying bug involving carbon-copy duplicate loots.
- You will lose the number of crews, heavy machinery, and marines (if applicable) which will be returned after a day.
- Credit cost reduced to compensate. Some Marine XP rewarded (if applicable).
good job ;D
The hotfixes needed saddens me.
-
Is there a way to make "BCIgnoreFactionWhiteflag" affect every faction except the player faction? I like that all the mod factions get included with it enabled, but I don't want free upgrades for my own colonies. And thanks for adding the innovateBC command, been putting it to good use already.
-
Changelog 1.84:
(https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner2/1.85/total?color=%232299EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner2/releases/download/1.85/Better.Colonies.zip)
- Fixed Age of Innovation affecting the player market
- Fixed Luddic Shrine spawning fleets when the Luddic Church is no longer active.
Is there a way to make "BCIgnoreFactionWhiteflag" affect every faction except the player faction? I like that all the mod factions get included with it enabled, but I don't want free upgrades for my own colonies. And thanks for adding the innovateBC command, been putting it to good use already.
Should not have been affecting player faction at all. Fixed.
-
Thanks again!
-
I gotta say, I'm loving the ability to vacuum up Ruins. It means that if I stumble across a -1 or -2 Domain Artifact ruin (for Ind.Evo), I probably won't colonize it, so I now can vacuum it up instead and get all the goodies.
Much appreciated!
-
There's a bug with the AutoSP where Heavy Industry/Orbital Works get improved and their ship quality bonuses (even the nanoforge) no longer get included to the faction's sector-wide bonus; removing/re-adding the industry doesn't fix the problem.
-
hey, getting a rather odd error when I load this on 1.85 (didn't have any issues until about 30 minutes ago).
355222 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error loading [data.scripts.OfficerManagerEvent]
java.lang.RuntimeException: Error loading [data.scripts.OfficerManagerEvent]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.OfficerManagerEvent
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
I've unloaded all my mods, and reloaded them one by one. Only thing active is Arma Armatura, portrait packs and the various libraries (Lazy, Magic and Graphics) as far as i can tell all of my mods are up to date going by the links on the mod index.
It doesn't make any sense to me, unless it's the new officer thing added?
-
hey, getting a rather odd error when I load this on 1.85 (didn't have any issues until about 30 minutes ago).
355222 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error loading [data.scripts.OfficerManagerEvent]
java.lang.RuntimeException: Error loading [data.scripts.OfficerManagerEvent]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.OfficerManagerEvent
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
I've unloaded all my mods, and reloaded them one by one. Only thing active is Arma Armatura, portrait packs and the various libraries (Lazy, Magic and Graphics) as far as i can tell all of my mods are up to date going by the links on the mod index.
It doesn't make any sense to me, unless it's the new officer thing added?
Delete the folder and reinstall.
-
Fixed it, thanks Timid.
-
There's a bug with the AutoSP where Heavy Industry/Orbital Works get improved and their ship quality bonuses (even the nanoforge) no longer get included to the faction's sector-wide bonus; removing/re-adding the industry doesn't fix the problem.
I really can't replicate this on a save with only Better Colonies as well as a separate one including Nexerelin, I'm sorry.
-
A way to get rid of the shrine would be great, even if it had a heavy penalty like immediate hostility to the Luddic Church, a rebellion, or even a modification like integration corps where you remove it over a period of time.
Mostly because I was incredibly stupid and assigned an alpha core to my colony since I didn't really understand who "Moloch" was.
So now it's either;
A) -1 stability from angry Luddic faith
B) -1 stability from rogue AI debuff after removing it
Pain.
-
Is there a way to autoreject calls? I don't need any more captains and the church of Ludd has been annihilated... by me.
-
Changelog 1.86:
(https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner2/1.86/total?color=%232299EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner2/releases/download/1.86/Better.Colonies.zip)
- Removing ruins should re-generate a new seed hoping to ensure a more variety of special items.
- Luddic Shrines will spawn an NPC contact that allows you to remove the shrine or develop the contact for some reputation gains with the Church.
- Luddic missionaries will not knock on your door if any new condition applies: pollution, pather cell, lack of a comm relay, or negative rep with the Church.
- Cryosleeper officers may be available to hire as mercenary officers.
Is there a way to autoreject calls? I don't need any more captains and the church of Ludd has been annihilated... by me.
They should no longer call you if you hit the officer cap or being negative with the Church.
A way to get rid of the shrine would be great, even if it had a heavy penalty like immediate hostility to the Luddic Church, a rebellion, or even a modification like integration corps where you remove it over a period of time.
Mostly because I was incredibly stupid and assigned an alpha core to my colony since I didn't really understand who "Moloch" was.
So now it's either;
A) -1 stability from angry Luddic faith
B) -1 stability from rogue AI debuff after removing it
Pain.
The Luddic contact that should come with the shrine now can remove it.
-
Save game safe? I learned the hard way to not assume lol
-
Save game safe? I learned the hard way to not assume lol
yes
-
Changelog 1.86:
(https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner2/1.86/total?color=%232299EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner2/releases/download/1.86/Better.Colonies.zip)
- Removing ruins should re-generate a new seed hoping to ensure a more variety of special items.
- Luddic Shrines will spawn an NPC contact that allows you to remove the shrine or develop the contact for some reputation gains with the Church.
- Luddic missionaries will not knock on your door if any new condition applies: pollution, pather cell, lack of a comm relay, or negative rep with the Church.
- Cryosleeper officers may be available to hire as mercenary officers.
Nice work, can't wait to try out the new update ;D
-
Removing ruins should re-generate a new seed hoping to ensure a more variety of special items.
Nice
-
There's a strange relation when combined with Officer Extension (https://fractalsoftworks.com/forum/index.php?topic=23928.0):
1.- Officer Extension allows you to hire officers even if you are past your capacity, the issue is that the sleeper officers from the special instance added by this mod can't be hired if you are at your cap.
2.- Said officers start at level 7, however if you demote one of their skills via the functionality of the other mod, their new maximum level becomes 6, I'm guessing this happens because the "pod officers" added by that mod have five elite skills, which allows them to be retrained to level 7, while sleeper officers from Better Colonies are basically normal officers that are level 7. I understand overlooking this one as it would break the balance hard if you could get a full squad of lvl 7 custom officers with 5 elite skills, but I think it is worth noting regardless.
-
Wow, appreciate the update!
If you don't mind me asking, what's the point of removing ruins from a planet?
-
You get a reduced amount of loot, compared to story point + alpha core juiced tech mining, faster. Making a colony and siphoning the ruins with tech mining takes time... If you mean just removing without taking the loot? Ehh... Umm... Yeah.
-
So it's an option if you don't want to take the slow way. Cool.
-
Is it possible to get the luddic shrine npc again? I want free salvage in my system.
-
Is it possible to add Nex defense bonuses to the Cryosanctum? It might not do much for the player, but at least its description would have some effect.
-
Is it possible to add Nex defense bonuses to the Cryosanctum? It might not do much for the player, but at least its description would have some effect.
I could, but it'll be off by default for next update.
-
Hello, I was wondering how I could remove a Church Shrine on a world I just conquered from the Church? I don't have the contact in my world, I'm still fighting off the rebellion but that contact to remove the shrine just isn't here? (I'm assuming because I wasn't the one to add it). What can I do to remove or nullify this effect?
-
Hello, I was wondering how I could remove a Church Shrine on a world I just conquered from the Church? I don't have the contact in my world, I'm still fighting off the rebellion but that contact to remove the shrine just isn't here? (I'm assuming because I wasn't the one to add it). What can I do to remove or nullify this effect?
Console command it out.
Haven't really decided how to even remove it from those types of worlds where the player never gets them. Maybe when the next game update comes out, I suppose.
-
Wrong mod, you looking for secrets of the frontier, but yes omnicron has some relationship issues
-
Wrong mod, you looking for secrets of the frontier, but yes omnicron has some relationship issues
Oh shoot, I swore I had the correct mod page open. Life's hard when you're dumb.
-
HEY TP! habitable planets will invite a Luddic missionary asking you to pledge a shrine dedicated to Ludd on your world.
Since you took over keeping the Kadur Alive, how about a version of that, but for the Kadur faith? that's a great idea isn't it? Thanks Bunches friendo for all your hard work.
-
Since you took over keeping the Kadur Alive, how about a version of that, but for the Kadur faith? that's a great idea isn't it? Thanks Bunches friendo for all your hard work.
Kadur is xenophobic in lore and their religion doesn't want to spread at all with the likelihood assumption of wanting their faith to be kept inside their community. This is also why the Kadur Faith despises the Luddic Faith.
-
Since you took over keeping the Kadur Alive, how about a version of that, but for the Kadur faith? that's a great idea isn't it? Thanks Bunches friendo for all your hard work.
Kadur is xenophobic in lore and their religion doesn't want to spread at all with the likelihood assumption of wanting their faith to be kept inside their community. This is also why the Kadur Faith despises the Luddic Faith.
Could work as them setting up an enclave, though. Basically, they ask you to set aside some land for them to do their own thing, rather than a shrine for the public.
With how much they're struggling to stay alive at all, they'd probably not be that picky unless you actively oppose them.
Not sure what boni/mali that would provide, though. Probably some growth from Kadur refugees looking for a more permanent, proper home, but no idea beyond that.
-
Since you took over keeping the Kadur Alive, how about a version of that, but for the Kadur faith? that's a great idea isn't it? Thanks Bunches friendo for all your hard work.
Kadur is xenophobic in lore and their religion doesn't want to spread at all with the likelihood assumption of wanting their faith to be kept inside their community. This is also why the Kadur Faith despises the Luddic Faith.
Aww, sadge sausage... That's unfortunate. Thanks for staying true to the lore in the that case.
-
I don't think it's a incompability with any other mod since it crashes with the same message even when it's the only mod enabled.
I'm using the latest version of the game and the mod
java.lang.RuntimeException: Error loading [data.scripts.OfficerManagerEvent]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.OfficerManagerEvent
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
-
Would this mod play well with Yunru's "Slightly Better Tech-Mining"? I have that to make ruins with long-term tech-mining worthwhile. However, I know that other mods that affect tech-mining can interfere with each other. I had that case with Yunru's mod and I think Industrial Evolution. Luckily, IndEvo has a config option to turn-off their version of tech-mining.
-
Hello, I found out while selling metals that you probably might have missed giving Asher in Canaan the Luddic Shrine market condition ;D
-
Would this mod play well with Yunru's "Slightly Better Tech-Mining"? I have that to make ruins with long-term tech-mining worthwhile. However, I know that other mods that affect tech-mining can interfere with each other. I had that case with Yunru's mod and I think Industrial Evolution. Luckily, IndEvo has a config option to turn-off their version of tech-mining.
They have the same functionality in displaying tech-mining rate so there is no compatibility broken
Hello, I found out while selling metals that you probably might have missed giving Asher in Canaan the Luddic Shrine market condition ;D
I wanted to give Luddic Shrine conditions to where the Luddic might place them on habitable worlds somewhat. Epiphany should not have it on second reading of it (removed in next update) since it's a barren world where Ludd might not even set his eye on to be blessed with. Asher is this unique exception of course of not having a Luddic shrine since it is the world that is polluted heavily so that the starships of the Church can move on.
-
Hello, I found out while selling metals that you probably might have missed giving Asher in Canaan the Luddic Shrine market condition ;D
I wanted to give Luddic Shrine conditions to where the Luddic might place them on habitable worlds somewhat. Epiphany should not have it on second reading of it (removed in next update) since it's a barren world where Ludd might not even set his eye on to be blessed with. Asher is this unique exception of course of not having a Luddic shrine since it is the world that is polluted heavily so that the starships of the Church can move on.
So there's a reason for that after all, disregard what I said then, thought it's like Nex's Pirates/Pather Underground Network condition that applies to their Colonies ;D
-
I have a question about the luddic shrine. Is it still true that it gets defiled after you reach 7 pather interest? And does anyone know if its possible to check the amount of pather interes generated by modded structures? Thank you.
-
Is there a limit to how many shrines you can have in a star system?
-
hi will factions build new industries and upgrade their colonies with orbital stations with this mod?
-
Hey there got some feedback idea:
Could you add the ability to the settings json to change if strip mining uses SP and/or how many (0-x SP)
Reason being that mods which alter max level often influence the rate of SP gain making them less or more valuable depending on what they are set to :)
Same for the credit costs and maybe even editing the % chance/range for losses would be cool for that feature?
-
I have a question about the luddic shrine. Is it still true that it gets defiled after you reach 7 pather interest? And does anyone know if its possible to check the amount of pather interes generated by modded structures? Thank you.
The Pather cell will generally list out how many intrigue is generated from any structures.
Is there a limit to how many shrines you can have in a star system?
Nope!
hi will factions build new industries and upgrade their colonies with orbital stations with this mod?
No, that's Nexerelin. Better Colonies only improve the existing industries periodically.
Hey there got some feedback idea:
Could you add the ability to the settings json to change if strip mining uses SP and/or how many (0-x SP)
Reason being that mods which alter max level often influence the rate of SP gain making them less or more valuable depending on what they are set to :)
Same for the credit costs and maybe even editing the % chance/range for losses would be cool for that feature.
Ok, I'll try adding it to settings.json or the LunaLib's equivalent.
-
Ok, I'll try adding it to settings.json or the LunaLib's equivalent.
Seconding this. Really appreciate the strip mining addition, the drain on story points not so much lol
-
Should this mod still work with the new update as-is?
-
Will the mod be updated ?
-
i dont know
-
does the mod work if you you change the version of the game or?
-
Changelog 1.87:
(https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner2/1.87/total?color=%232299EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner2/releases/download/1.87/Better.Colonies.zip)
- Extracting Ruins have a lower SP Cost (1/2/3/5 -> 1/1/2/3)
- Removed Luddic Shrines for the time being until I know what I want to do with them...
- Updated for 0.96a
-
thanks for the update!
-
:D Nice thank you for the update.
-
do the NPC worlds increase in size if they reach 100% growth ?
what i'm looking for, is a mod where planets grow in population, where i can create colonies, they have administrators etc, and i can make those new planets independent, so that eventually I can restore civilisation to all the ruined/decivilised planets across the sector.
Without necessarily including all the stuff that Nexerelin does.
-
Changelog 1.87:
(https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner2/1.87/total?color=%232299EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner2/releases/download/1.87/Better.Colonies.zip)
- Extracting Ruins have a lower SP Cost (1/2/3/5 -> 1/1/2/3)
- Removed Luddic Shrines for the time being until I know what I want to do with them...
- Updated for 0.96a
the safe file is a Nexerelin without random core enabled.
I get a looong error when I put the updated version into my current save. in case it's not save compatible anyway for some reason that can't be changed, my apologies. the old version runs just fine for me - it seems at least. played for many hours without issue on Linux
so here goes:
41389 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 3
41838 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error loading
41838 [Thread-4] ERROR com.fs.starfarer.campaign.save.CampaignGameManager -
---- Debugging information ----
cause-exception : com.thoughtworks.xstream.mapper.CannotResolveClassException
cause-message : com.fs.starfarer.api.impl.campaign.econ.impl.luddicteachingGD
class : java.util.ArrayList
required-type : java.util.ArrayList
converter-type : com.thoughtworks.xstream.converters.collections.CollectionConverter
line number : 131811
class[1] : com.fs.starfarer.campaign.econ.Market
converter-type[1] : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
class[2] : com.fs.starfarer.campaign.CampaignPlanet
class[3] : com.fs.util.container.repo.ObjectRepository
class[4] : com.fs.starfarer.campaign.StarSystem
class[5] : com.fs.starfarer.campaign.CircularOrbit
class[6] : exerelin.campaign.intel.fleets.ReliefFleetAI
class[7] : com.fs.starfarer.campaign.fleet.CampaignFleet
class[8] : com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData
class[9] : com.fs.starfarer.api.impl.campaign.fleets.RouteManager
class[10] : com.fs.starfarer.campaign.ai.NavigationModule$AvoidData
class[11] : com.fs.starfarer.api.util.TimeoutTracker$ItemData
class[12] : com.fs.starfarer.api.util.TimeoutTracker
class[13] : com.fs.starfarer.campaign.ai.NavigationModule
class[14] : com.fs.starfarer.campaign.ai.ModularFleetAI
class[15] : com.fs.starfarer.rpg.Person
class[16] : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent$AvailableOfficer
class[17] : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent
class[18] : java.util.LinkedHashMap
converter-type[2] : com.thoughtworks.xstream.converters.collections.MapConverter
class[19] : com.fs.starfarer.campaign.rules.Memory
class[20] : com.fs.starfarer.campaign.CommDirectoryEntry
class[21] : com.fs.starfarer.campaign.CommDirectory
class[22] : com.fs.starfarer.loading.specs.FactionProduction
class[23] : com.fs.starfarer.campaign.Faction
class[24] : com.fs.starfarer.campaign.econ.Submarket
class[25] : com.fs.starfarer.campaign.CustomCampaignEntity
class[26] : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[27] : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[28] : com.fs.starfarer.campaign.econ.Economy
class[29] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[30] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[31] : com.fs.starfarer.campaign.Hyperspace
class[32] : com.fs.starfarer.campaign.CampaignEngine
converter-type[3] : com.fs.starfarer.campaign.save.I
version : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException:
---- Debugging information ----
cause-exception : com.thoughtworks.xstream.mapper.CannotResolveClassException
cause-message : com.fs.starfarer.api.impl.campaign.econ.impl.luddicteachingGD
class : java.util.ArrayList
required-type : java.util.ArrayList
converter-type : com.thoughtworks.xstream.converters.collections.CollectionConverter
line number : 131811
class[1] : com.fs.starfarer.campaign.econ.Market
converter-type[1] : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
class[2] : com.fs.starfarer.campaign.CampaignPlanet
class[3] : com.fs.util.container.repo.ObjectRepository
class[4] : com.fs.starfarer.campaign.StarSystem
class[5] : com.fs.starfarer.campaign.CircularOrbit
class[6] : exerelin.campaign.intel.fleets.ReliefFleetAI
class[7] : com.fs.starfarer.campaign.fleet.CampaignFleet
class[8] : com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData
class[9] : com.fs.starfarer.api.impl.campaign.fleets.RouteManager
class[10] : com.fs.starfarer.campaign.ai.NavigationModule$AvoidData
class[11] : com.fs.starfarer.api.util.TimeoutTracker$ItemData
class[12] : com.fs.starfarer.api.util.TimeoutTracker
class[13] : com.fs.starfarer.campaign.ai.NavigationModule
class[14] : com.fs.starfarer.campaign.ai.ModularFleetAI
class[15] : com.fs.starfarer.rpg.Person
class[16] : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent$AvailableOfficer
class[17] : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent
class[18] : java.util.LinkedHashMap
converter-type[2] : com.thoughtworks.xstream.converters.collections.MapConverter
class[19] : com.fs.starfarer.campaign.rules.Memory
class[20] : com.fs.starfarer.campaign.CommDirectoryEntry
class[21] : com.fs.starfarer.campaign.CommDirectory
class[22] : com.fs.starfarer.loading.specs.FactionProduction
class[23] : com.fs.starfarer.campaign.Faction
class[24] : com.fs.starfarer.campaign.econ.Submarket
class[25] : com.fs.starfarer.campaign.CustomCampaignEntity
class[26] : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[27] : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[28] : com.fs.starfarer.campaign.econ.Economy
class[29] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[30] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[31] : com.fs.starfarer.campaign.Hyperspace
class[32] : com.fs.starfarer.campaign.CampaignEngine
converter-type[3] : com.fs.starfarer.campaign.save.I
version : not available
truncated version. rest as text file - seems it is redundant maybe
here are the 50 mods I run on Linux btw - no issues with the old bettercolonies
{"enabledMods": [
"PAGSM",
"yunrutechmining",
"$$$_lightshow_nc",
"$$$_trailermoments",
"Adjusted Sector",
"A_S-F",
"Angry Periphery",
"anotherportraitpack",
"aod_capital",
"Cryo_but_better",
"aod_core",
"apex_design",
"lw_autosave",
"timid_admins",
"better_variants",
"CaptainsLog",
"CFT",
"CJHM",
"clearCommands",
"combatactivators",
"chatter",
"cmutils",
"DetailedCombatResults",
"diableavionics_ornate",
"diableavionics",
"Diktat Enhancement",
"Everybody loves KoC",
"lyr_ehm",
"fqol",
"GrandColonies",
"HexShields",
"illustrated_entities",
"immersionFriendlyPortraitPack",
"Imperium",
"JYD",
"largerZoomOut",
"lw_lazylib",
"luddenhance",
"luddenhanceied",
"lunalib",
"MagicLib",
"Mayasuran Navy",
"more_hullmods",
"nexerelin",
"officerExtension",
"pn",
"planet_search",
"portrait_changer",
"portrait",
"pt_qolpack",
"rotcesrats",
"scalartech",
"swp",
"speedUp",
"sun_starship_legends",
"stelnet",
"scf",
"tahlan",
"Terraforming & Station Construction",
"timid_tmi",
"transfer_all_items",
"TTSC",
"underworld",
"uaf",
"US",
"vic",
"vanidad",
"variants_lib",
"lw_version_checker",
"whichmod",
"whichtmi",
"wowp",
"XhanEmpire",
"audio_plus",
"shaderLib",
"G1GC_Hide_Leak_Message"
]}
I use the "safe 8GB" version of the .sh file to launch the game. and I use the Java 8 version suggested in this forum
-
Changelog 1.87:
(https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner2/1.87/total?color=%232299EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner2/releases/download/1.87/Better.Colonies.zip)
- Extracting Ruins have a lower SP Cost (1/2/3/5 -> 1/1/2/3)
- Removed Luddic Shrines for the time being until I know what I want to do with them...
- Updated for 0.96a
the safe file is a Nexerelin without random core enabled.
I get a looong error when I put the updated version into my current save. in case it's not save compatible anyway for some reason that can't be changed, my apologies. the old version runs just fine for me - it seems at least. played for many hours without issue on Linux
so here goes:
41389 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 3
41838 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error loading
41838 [Thread-4] ERROR com.fs.starfarer.campaign.save.CampaignGameManager -
---- Debugging information ----
cause-exception : com.thoughtworks.xstream.mapper.CannotResolveClassException
cause-message : com.fs.starfarer.api.impl.campaign.econ.impl.luddicteachingGD
class : java.util.ArrayList
required-type : java.util.ArrayList
converter-type : com.thoughtworks.xstream.converters.collections.CollectionConverter
line number : 131811
class[1] : com.fs.starfarer.campaign.econ.Market
converter-type[1] : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
class[2] : com.fs.starfarer.campaign.CampaignPlanet
class[3] : com.fs.util.container.repo.ObjectRepository
class[4] : com.fs.starfarer.campaign.StarSystem
class[5] : com.fs.starfarer.campaign.CircularOrbit
class[6] : exerelin.campaign.intel.fleets.ReliefFleetAI
class[7] : com.fs.starfarer.campaign.fleet.CampaignFleet
class[8] : com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData
class[9] : com.fs.starfarer.api.impl.campaign.fleets.RouteManager
class[10] : com.fs.starfarer.campaign.ai.NavigationModule$AvoidData
class[11] : com.fs.starfarer.api.util.TimeoutTracker$ItemData
class[12] : com.fs.starfarer.api.util.TimeoutTracker
class[13] : com.fs.starfarer.campaign.ai.NavigationModule
class[14] : com.fs.starfarer.campaign.ai.ModularFleetAI
class[15] : com.fs.starfarer.rpg.Person
class[16] : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent$AvailableOfficer
class[17] : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent
class[18] : java.util.LinkedHashMap
converter-type[2] : com.thoughtworks.xstream.converters.collections.MapConverter
class[19] : com.fs.starfarer.campaign.rules.Memory
class[20] : com.fs.starfarer.campaign.CommDirectoryEntry
class[21] : com.fs.starfarer.campaign.CommDirectory
class[22] : com.fs.starfarer.loading.specs.FactionProduction
class[23] : com.fs.starfarer.campaign.Faction
class[24] : com.fs.starfarer.campaign.econ.Submarket
class[25] : com.fs.starfarer.campaign.CustomCampaignEntity
class[26] : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[27] : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[28] : com.fs.starfarer.campaign.econ.Economy
class[29] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[30] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[31] : com.fs.starfarer.campaign.Hyperspace
class[32] : com.fs.starfarer.campaign.CampaignEngine
converter-type[3] : com.fs.starfarer.campaign.save.I
version : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException:
---- Debugging information ----
cause-exception : com.thoughtworks.xstream.mapper.CannotResolveClassException
cause-message : com.fs.starfarer.api.impl.campaign.econ.impl.luddicteachingGD
class : java.util.ArrayList
required-type : java.util.ArrayList
converter-type : com.thoughtworks.xstream.converters.collections.CollectionConverter
line number : 131811
class[1] : com.fs.starfarer.campaign.econ.Market
converter-type[1] : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
class[2] : com.fs.starfarer.campaign.CampaignPlanet
class[3] : com.fs.util.container.repo.ObjectRepository
class[4] : com.fs.starfarer.campaign.StarSystem
class[5] : com.fs.starfarer.campaign.CircularOrbit
class[6] : exerelin.campaign.intel.fleets.ReliefFleetAI
class[7] : com.fs.starfarer.campaign.fleet.CampaignFleet
class[8] : com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData
class[9] : com.fs.starfarer.api.impl.campaign.fleets.RouteManager
class[10] : com.fs.starfarer.campaign.ai.NavigationModule$AvoidData
class[11] : com.fs.starfarer.api.util.TimeoutTracker$ItemData
class[12] : com.fs.starfarer.api.util.TimeoutTracker
class[13] : com.fs.starfarer.campaign.ai.NavigationModule
class[14] : com.fs.starfarer.campaign.ai.ModularFleetAI
class[15] : com.fs.starfarer.rpg.Person
class[16] : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent$AvailableOfficer
class[17] : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent
class[18] : java.util.LinkedHashMap
converter-type[2] : com.thoughtworks.xstream.converters.collections.MapConverter
class[19] : com.fs.starfarer.campaign.rules.Memory
class[20] : com.fs.starfarer.campaign.CommDirectoryEntry
class[21] : com.fs.starfarer.campaign.CommDirectory
class[22] : com.fs.starfarer.loading.specs.FactionProduction
class[23] : com.fs.starfarer.campaign.Faction
class[24] : com.fs.starfarer.campaign.econ.Submarket
class[25] : com.fs.starfarer.campaign.CustomCampaignEntity
class[26] : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[27] : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[28] : com.fs.starfarer.campaign.econ.Economy
class[29] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[30] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[31] : com.fs.starfarer.campaign.Hyperspace
class[32] : com.fs.starfarer.campaign.CampaignEngine
converter-type[3] : com.fs.starfarer.campaign.save.I
version : not available
truncated version. rest as text file - seems it is redundant maybe
here are the 50 mods I run on Linux btw - no issues with the old bettercolonies
{"enabledMods": [
"PAGSM",
"yunrutechmining",
"$$$_lightshow_nc",
"$$$_trailermoments",
"Adjusted Sector",
"A_S-F",
"Angry Periphery",
"anotherportraitpack",
"aod_capital",
"Cryo_but_better",
"aod_core",
"apex_design",
"lw_autosave",
"timid_admins",
"better_variants",
"CaptainsLog",
"CFT",
"CJHM",
"clearCommands",
"combatactivators",
"chatter",
"cmutils",
"DetailedCombatResults",
"diableavionics_ornate",
"diableavionics",
"Diktat Enhancement",
"Everybody loves KoC",
"lyr_ehm",
"fqol",
"GrandColonies",
"HexShields",
"illustrated_entities",
"immersionFriendlyPortraitPack",
"Imperium",
"JYD",
"largerZoomOut",
"lw_lazylib",
"luddenhance",
"luddenhanceied",
"lunalib",
"MagicLib",
"Mayasuran Navy",
"more_hullmods",
"nexerelin",
"officerExtension",
"pn",
"planet_search",
"portrait_changer",
"portrait",
"pt_qolpack",
"rotcesrats",
"scalartech",
"swp",
"speedUp",
"sun_starship_legends",
"stelnet",
"scf",
"tahlan",
"Terraforming & Station Construction",
"timid_tmi",
"transfer_all_items",
"TTSC",
"underworld",
"uaf",
"US",
"vic",
"vanidad",
"variants_lib",
"lw_version_checker",
"whichmod",
"whichtmi",
"wowp",
"XhanEmpire",
"audio_plus",
"shaderLib",
"G1GC_Hide_Leak_Message"
]}
I use the "safe 8GB" version of the .sh file to launch the game. and I use the Java 8 version suggested in this forum
yes sorry this is not save-game compatible. if the old version still work you should keep using it!
-
Is there a way to disable or adjust recruitment of cryorevival officers? Given their powerful stats I want the option to make them either rarer or less capable, and I couldn't find the appropriate settings.
-
do you have a 0.95 version I could download?
-
do you have a 0.95 version I could download?
At-a-glance, either v1.86 or v1.85 should work for v0.95(.1a) for Starsector.
v1.86: https://github.com/TechpriestEnginseer/solid-winner2/releases/download/1.86/Better.Colonies.zip
v1.85: https://github.com/TechpriestEnginseer/solid-winner2/releases/download/1.85/Better.Colonies.zip
-
thank you, how did u find the github?
-
Is it possible to remove ruins on your own colony? I see there is an option to do it on uncolonized worlds, but I can't find it anywhere after its colonized. Do I have to remove Tech Mining industry first?
-
Does it work with 0.97 ?
-
Is it possible to remove ruins on your own colony? I see there is an option to do it on uncolonized worlds, but I can't find it anywhere after its colonized. Do I have to remove Tech Mining industry first?
Why would you? There's no benefit to doing that.
-
Any plans to add a feature that removes decivilized population and subpopulation modifier in this current update (0.97a)? Thank you.