Fractal Softworks Forum

Starsector => Mods => Topic started by: Timid on October 29, 2019, 07:27:50 PM

Title: [0.95.1a] Better Colonies 1.86
Post by: Timid on October 29, 2019, 07:27:50 PM
(https://i.imgur.com/M4JWLvc.gif)
Quote
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/1.86/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)
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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.
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0.91a Changes
Compatibility
Do 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%.
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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.
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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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Title: Re: [0.9.1a] Grimdark 1.0
Post by: Barracuda on November 03, 2019, 02:37:53 AM
Shame this mod isn't out yet! I love the idea of all these changes
Title: Re: [0.9.1a] Grimdark 1.0
Post by: I_is_nublet on November 04, 2019, 07:16:37 AM
Shame this mod isn't out yet! I love the idea of all these changes
Agreed!
Title: Re: [0.9.1a] Grimdark 1.0
Post by: I_is_nublet on November 05, 2019, 07:09:18 PM
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?
Title: Re: [0.9.1a] Grimdark 1.0
Post by: Timid on November 12, 2019, 11:03:07 PM
Like next week? I've been experimenting with a lot of stuff lately.
Title: Re: [0.9.1a] Grimdark 1.0
Post by: Innominandum on November 13, 2019, 12:41:06 AM
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.
                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             
Title: Re: [0.9.1a] Grimdark 1.0
Post by: Timid on November 13, 2019, 07:51:36 PM
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.
Title: Re: [0.9.1a] Grimdark 1.0
Post by: Innominandum on November 14, 2019, 09:23:53 AM
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.

Title: Re: [0.9.1a] Better Colonies 1.1
Post by: Timid on December 07, 2019, 02:17:50 PM
Been a long month, but finally released.
Title: Re: [0.9.1a] Better Colonies 1.1
Post by: Timid on December 12, 2019, 07:46:57 PM
Changelog 1.2:

Title: Re: [0.9.1a] Better Colonies 1.2
Post by: NephilimNexus on December 16, 2019, 06:35:25 PM
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?
Title: Re: [0.9.1a] Better Colonies 1.2
Post by: Timid on December 17, 2019, 10:02:17 AM
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)
Title: Re: [0.9.1a] Better Colonies 1.2
Post by: Arcagnello on December 19, 2019, 02:26:30 AM
Can this mod work in conjuction with Nexerelin? It would be amazing!
Title: Re: [0.9.1a] Better Colonies 1.2
Post by: Histidine on December 19, 2019, 03:16:03 AM
  • 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).
Title: Re: [0.9.1a] Better Colonies 1.2
Post by: Timid on December 19, 2019, 01:33:24 PM
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.
Title: Re: [0.9.1a] Better Colonies 1.2
Post by: SparraNova on December 19, 2019, 11:34:46 PM
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.
Title: Re: [0.9.1a] Better Colonies 1.2
Post by: Timid on December 20, 2019, 11:09:02 AM
That UI change is on Alex's part. Modders have found changing the UI to be rather difficult to do.
Title: Re: [0.9.1a] Better Colonies 1.2
Post by: ASSIMKO on December 22, 2019, 02:47:58 AM
I was looking forward to such a mod. Thanks for the mod.
Title: Re: [0.9.1a] Better Colonies 1.2
Post by: XCTrailBlazer on December 23, 2019, 06:50:24 AM
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.
Title: Re: [0.9.1a] Better Colonies 1.3
Post by: Timid on December 26, 2019, 04:04:38 PM
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)

Title: Re: [0.9.1a] Better Colonies 1.3
Post by: truecore on December 29, 2019, 03:25:41 AM
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.
Title: Re: [0.9.1a] Better Colonies 1.3
Post by: Timid on December 29, 2019, 07:13:35 AM
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?
Title: Re: [0.9.1a] Better Colonies 1.3
Post by: truecore on December 29, 2019, 11:31:36 PM
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.
Title: Re: [0.9.1a] Better Colonies 1.3
Post by: Valikdu on January 02, 2020, 01:54:56 PM
I ran into the problem of only 12 structures being possible to build on a planet. Is there any way to build more?
Title: Re: [0.9.1a] Better Colonies 1.3
Post by: Agalyon on January 03, 2020, 12:03:11 PM
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?

Code
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?
Title: Re: [0.9.1a] Better Colonies 1.4
Post by: Timid on January 03, 2020, 07:22:24 PM
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)

Title: Re: [0.9.1a] Better Colonies 1.4
Post by: PreConceptor on January 12, 2020, 03:42:03 PM
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.
Title: Re: [0.9.1a] Better Colonies 1.4
Post by: Timid on January 12, 2020, 05:15:27 PM
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.
Title: Re: [0.9.1a] Better Colonies 1.4
Post by: Donahue on January 19, 2020, 03:46:27 AM
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.
Title: Re: [0.9.1a] Better Colonies 1.4
Post by: Timid on January 19, 2020, 06:05:15 AM
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.
Title: Re: [0.9.1a] Better Colonies 1.4
Post by: Donahue on January 19, 2020, 06:35:39 AM
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.
Title: Re: [0.9.1a] Better Colonies 1.4
Post by: IonDragonX on January 22, 2020, 03:13:32 PM
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.
Title: Re: [0.9.1a] Better Colonies 1.4
Post by: Timid on January 22, 2020, 08:00:42 PM
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
Title: Re: [0.9.1a] Better Colonies 1.4
Post by: IonDragonX on January 24, 2020, 03:30:35 PM
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.
Title: Re: [0.9.1a] Better Colonies 1.4
Post by: Prolbo on January 26, 2020, 01:59:44 AM
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.
Title: Re: [0.9.1a] Better Colonies 1.4
Post by: PreConceptor on January 29, 2020, 11:59:15 PM
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
Title: Re: [0.9.1a] Better Colonies 1.4
Post by: SlickRickDeluxe on February 07, 2020, 01:09:28 AM
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.
Title: Re: [0.9.1a] Better Colonies 1.4
Post by: NephilimNexus on February 09, 2020, 08:50:38 AM
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)

Title: Re: [0.9.1a] Better Colonies 1.4
Post by: Pandora on February 28, 2020, 07:37:23 AM
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?
Title: Re: [0.9.1a] Better Colonies 1.4
Post by: Timid on February 28, 2020, 02:00:27 PM
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.
Title: Re: [0.9.1a] Better Colonies 1.4
Post by: TimeDiver on February 28, 2020, 07:17:13 PM
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?
Title: Re: [0.9.1a] Better Colonies 1.4
Post by: Timid on February 28, 2020, 07:31:01 PM
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.
Title: Re: [0.9.1a] Better Colonies 1.4
Post by: mrpras on March 06, 2020, 09:39:08 PM
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.
Title: Re: [0.9.1a] Better Colonies 1.4
Post by: TimeDiver on March 06, 2020, 09:48:26 PM
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.
Title: Re: [0.9.1a] Better Colonies 1.4
Post by: mrpras on March 06, 2020, 10:00:11 PM
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]
Title: Re: [0.9.1a] Better Colonies 1.4
Post by: MRXZX on April 13, 2020, 12:17:22 PM
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)
Title: Re: [0.9.1a] Better Colonies 1.4
Post by: Timid on April 13, 2020, 12:19:44 PM
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. :)
Title: Re: [0.9.1a] Better Colonies 1.4
Post by: MRXZX on April 13, 2020, 12:27:56 PM
 ah sorry i did not know that

(if u saw my question asking who is alex, sorry im stiupid .-.)
Title: Re: [0.9.1a] Better Colonies 1.4
Post by: Xeno056 on May 04, 2020, 10:16:08 PM
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.
Title: Re: [0.9.1a] Better Colonies 1.4
Post by: Kwbr on May 04, 2020, 10:55:44 PM
If you're using nexerelin you'll need to change it in nex's settings.json
Title: Re: [0.9.1a] Better Colonies 1.4
Post by: Xeno056 on May 05, 2020, 06:23:04 AM
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.
Title: Re: [0.9.1a] Better Colonies 1.4
Post by: mkire on May 08, 2020, 07:10:14 PM
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?
Title: Re: [0.9.1a] Better Colonies 1.4
Post by: Kwbr on May 08, 2020, 07:54:07 PM
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)
[close]
Title: Re: [0.9.1a] Better Colonies 1.4
Post by: mkire on May 08, 2020, 11:06:08 PM
thanks, this will make things easier on me
Title: Re: [0.9.1a] Better Colonies 1.4
Post by: Üstad on May 16, 2020, 02:55:10 PM
Is this mod compatible with [0.9.1a] Planetary Shield: Access Control (1.2) ?
Title: Re: [0.9.1a] Better Colonies 1.4
Post by: Mayu on May 17, 2020, 08:56:50 AM
Is this mod compatible with [0.9.1a] Planetary Shield: Access Control (1.2) ?

In my experience, yes, it works fine with it.
Title: Re: [0.9.1a] Better Colonies 1.4
Post by: Üstad on May 19, 2020, 03:43:35 PM
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?
Title: Re: [0.9.1a] Better Colonies 1.4
Post by: boom-mug on May 20, 2020, 12:59:08 PM
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.
Title: Re: [0.9.1a] Better Colonies 1.4
Post by: Timid on May 20, 2020, 04:03:34 PM
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.
Title: Re: [0.9.1a] Better Colonies 1.4
Post by: boom-mug on May 21, 2020, 11:15:52 AM
I intend to make a separate version for Archean Order. Just don't have the time atm.

I'm looking forward to it, thanks!
Title: Re: [0.9.1a] Better Colonies 1.4
Post by: sirskips on July 20, 2020, 05:55:59 PM
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?
Title: Re: [0.9.1a] Better Colonies 1.4
Post by: DaBossWade on September 07, 2020, 10:37:19 AM
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)
[close]
Also have these mods enabled
Spoiler
"lw_autosave",
  "timid_admins",
  "gates_awakened",
  "lw_lazylib",
  "bonomel_skilledup",
  "speedUp",
  "Terraforming and Station Construction",
  "lw_version_checker"
[close]
Title: Re: [0.9.1a] Better Colonies 1.4
Post by: Timid on September 07, 2020, 12:28:18 PM
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)
[close]
Also have these mods enabled
Spoiler
"lw_autosave",
  "timid_admins",
  "gates_awakened",
  "lw_lazylib",
  "bonomel_skilledup",
  "speedUp",
  "Terraforming and Station Construction",
  "lw_version_checker"
[close]
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.
Title: Re: [0.9.1a] Better Colonies 1.5
Post by: Timid on September 16, 2020, 07:57:34 AM
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)

Title: Re: [0.9.1a] Better Colonies 1.5
Post by: Mondaymonkey on September 16, 2020, 08:58:23 AM
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.
Title: Re: [0.9.1a] Better Colonies 1.5
Post by: DubTre6 on September 16, 2020, 11:20:49 AM
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.
Title: Re: [0.9.1a] Better Colonies 1.5
Post by: Bob69Joe on October 06, 2020, 01:10:36 PM
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.
Title: Re: [0.9.1a] Better Colonies 1.5
Post by: Bob69Joe on October 11, 2020, 02:56:59 PM
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.
Title: Re: [0.9.1a] Better Colonies 1.5
Post by: SirHartley on October 11, 2020, 03:10:05 PM
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.
Title: Re: [0.9.1a] Better Colonies 1.5
Post by: okj on November 06, 2020, 10:27:50 AM
I don't think the 5 industry at market size >=9 is there anymore, is this intended?
Title: Re: [0.9.1a] Better Colonies 1.5
Post by: Timid on November 08, 2020, 09:10:23 AM
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.
Title: Re: [0.9.1a] Better Colonies 1.5
Post by: Xypez_Gaming on November 21, 2020, 01:51:29 PM
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
Title: Re: [0.9.1a] Better Colonies 1.5
Post by: Outlander on January 05, 2021, 09:49:31 AM
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.
Title: Re: [0.9.1a] Better Colonies 1.5
Post by: SirHartley on January 05, 2021, 10:23:11 AM
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.
Title: Re: [0.9.1a] Better Colonies 1.51
Post by: Timid on February 16, 2021, 03:07:55 AM
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)

Title: Re: [0.95a] Better Colonies 1.6
Post by: Timid on March 27, 2021, 12:43:43 AM
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)

Title: Re: [0.95a] Better Colonies 1.6
Post by: EpicLancer on March 27, 2021, 03:44:18 AM
:( 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
Title: Re: [0.95a] Better Colonies 1.6
Post by: PeepingPeacock on March 27, 2021, 08:50:34 AM
Does the newest update get rid of the size 6 limit added in .95a?
Title: Re: [0.95a] Better Colonies 1.6
Post by: Timid on March 27, 2021, 02:51:38 PM
You can change that in setting.json, it's not Bigger Better Colonies. Also waiting to see how Nexerelin decide things around.
Title: Re: [0.95a] Better Colonies 1.6
Post by: darkond2100 on March 28, 2021, 05:46:48 AM
The max Industry cap isn't going to 5 at 9+ Pop.
Title: Re: [0.95a] Better Colonies 1.6
Post by: Shuhei on March 28, 2021, 10:36:32 AM
This might sound like a silly question, but ... what does this mod actually do? I don't understand from the description.
Title: Re: [0.95a] Better Colonies 1.61
Post by: Timid on March 28, 2021, 01:00:43 PM
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)

Title: Re: [0.95a] Better Colonies 1.61
Post by: KnightShade on March 28, 2021, 04:40:17 PM
Quote
Added a console command to let you add admins (even though CC should be adding them)
CC = Commissioned Crews?
Title: Re: [0.95a] Better Colonies 1.61
Post by: Pokpaul on March 28, 2021, 07:21:22 PM
Quote
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
Title: Re: [0.95a] Better Colonies 1.61
Post by: KnightShade on March 31, 2021, 02:42:00 PM
So, with this mod, you have to use console commands to generate administrators?

There's no natural in-game way to get them?
Title: Re: [0.95a] Better Colonies 1.61
Post by: Timid on March 31, 2021, 05:49:46 PM
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.
Title: Re: [0.95a] Better Colonies 1.61
Post by: megabot on April 13, 2021, 04:20:13 AM
arent the max colony sizes 6 now?
Title: Re: [0.95a] Better Colonies 1.61
Post by: Timid on April 13, 2021, 04:50:21 AM
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)


save-game compatible.
Title: Re: [0.95a] Better Colonies 1.61
Post by: ChrysalisThe on April 13, 2021, 06:24:48 AM
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

Title: Re: [0.95a] Better Colonies 1.61
Post by: megabot on April 14, 2021, 09:07:30 AM
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
Title: Re: [0.95a] Better Colonies 1.61
Post by: Xenohaze on April 14, 2021, 09:33:01 AM
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?
Title: Re: [0.95a] Better Colonies 1.61
Post by: Timid on April 14, 2021, 02:43:02 PM
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.
Title: Re: [0.95a] Better Colonies 1.61
Post by: Xenohaze on April 14, 2021, 03:54:12 PM
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!!
Title: Re: [0.95a] Better Colonies 1.61
Post by: Darenkel on April 18, 2021, 05:19:30 PM
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.
Title: Re: [0.95a] Better Colonies 1.61
Post by: Donko on April 19, 2021, 09:22:23 PM
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
Code
import org.lazywizard.console.CommandUtils;
line 53
Code
        if (!CommandUtils.isInteger(tmp[0]))
line 61
Code
        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.
Title: Re: [0.95a] Better Colonies 1.61
Post by: Timid on April 21, 2021, 08:03:11 PM
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
Code
import org.lazywizard.console.CommandUtils;
line 53
Code
        if (!CommandUtils.isInteger(tmp[0]))
line 61
Code
        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.
Title: Re: [0.95a] Better Colonies 1.63
Post by: AcaMetis on April 27, 2021, 05:41:40 AM
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?
Title: Re: [0.95a] Better Colonies 1.63
Post by: Timid on April 27, 2021, 01:33:02 PM
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.
Title: Re: [0.95a] Better Colonies 1.63
Post by: FreeBubbles on May 09, 2021, 09:41:05 PM
Doesn't work - it's not showing the techmining percentage, the UI hasn't changed.
Title: Re: [0.95a] Better Colonies 1.63
Post by: Timid on May 10, 2021, 08:09:07 PM
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?
Title: Re: [0.95a] Better Colonies 1.63
Post by: FreeBubbles on May 10, 2021, 10:41:39 PM
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.
Title: Re: [0.95a] Better Colonies 1.63
Post by: Timid on May 11, 2021, 01:40:06 AM
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.
Title: Re: [0.95a] Better Colonies 1.63
Post by: Mr_8000 on May 14, 2021, 04:37:17 AM
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.
Title: Re: [0.95a] Better Colonies 1.63
Post by: Timid on May 14, 2021, 11:38:59 AM
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...
Title: Re: [0.95a] Better Colonies 1.63
Post by: Morrokain on June 26, 2021, 12:27:33 PM
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!
Title: Re: [0.95a] Better Colonies 1.63
Post by: travhill20 on August 16, 2021, 08:45:40 PM
Is there any way to edit the number of industries you can have based on size?
Title: Re: [0.95a] Better Colonies 1.63
Post by: DownTheDrain on August 16, 2021, 10:30:18 PM
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.
Title: Re: [0.95a] Better Colonies 1.63
Post by: Starslinger909 on October 14, 2021, 01:44:20 PM
What mods is this compatible with?
Title: Re: [0.95a] Better Colonies 1.63
Post by: Timid on October 14, 2021, 02:08:04 PM
What mods is this compatible with?
default.
Title: Re: [0.95a] Better Colonies 1.63
Post by: Zdubfreelancer on January 06, 2022, 06:46:22 AM
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.
Title: Re: [0.95a] Better Colonies 1.63
Post by: Stroichik on January 07, 2022, 06:08:55 PM
weird, but it doesnt show me any ruins values in tooltip.
Title: Re: [0.95a] Better Colonies 1.63
Post by: Timid on January 07, 2022, 06:42:54 PM
weird, but it doesnt show me any ruins values in tooltip.
mod list?
Title: Re: [0.95a] Better Colonies 1.63
Post by: Wongjunkit on February 09, 2022, 01:24:54 AM
Usable in an existing save?
Title: Re: [0.95a] Better Colonies 1.63
Post by: Meelock on May 21, 2022, 03:29:46 AM
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.
Title: Re: [0.95a] Better Colonies 1.63
Post by: Celepito on May 21, 2022, 11:04:02 AM
At which size does the Cryorevival Facility start producing organs?
Title: Re: [0.95.1a] Better Colonies 1.7
Post by: Timid on July 18, 2022, 02:41:23 AM
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)

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.
Title: Re: [0.95.1a] Better Colonies 1.7
Post by: Kakroom on July 18, 2022, 08:50:47 AM
I wasn't expecting to see the Luddic subpopulation event so soon
Title: Re: [0.95.1a] Better Colonies 1.7
Post by: merrowind on July 18, 2022, 01:02:32 PM
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:
Code
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
Title: Re: [0.95.1a] Better Colonies 1.7
Post by: Timid on July 18, 2022, 01:53:13 PM
Hi. After updating mod from 1.6.3 to 1.7 the game fails to load.
From the starsector.log:
Code
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.
Title: Re: [0.95.1a] Better Colonies 1.7
Post by: Hexxod on July 18, 2022, 08:44:40 PM
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.
Title: Re: [0.95.1a] Better Colonies 1.7
Post by: Timid on July 19, 2022, 03:25:37 AM
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
Title: Re: [0.95.1a] Better Colonies 1.7
Post by: Timid on July 19, 2022, 01:17:57 PM
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!
Title: Re: [0.95.1a] Better Colonies 1.7
Post by: TheDukeofErl on July 19, 2022, 02:43:14 PM
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
Code
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"
[close]

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. :)
Title: Re: [0.95.1a] Better Colonies 1.7
Post by: Timid on July 19, 2022, 02:54:42 PM
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
Code
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"
[close]

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!
Title: Re: [0.95.1a] Better Colonies 1.71
Post by: Timid on July 19, 2022, 11:53:19 PM
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)


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.
[close]

Save-game compatible, might need to rebuild tech-mining or might not need to if you have other tech-mining mods.
Title: Re: [0.95.1a] Better Colonies 1.71
Post by: TheHZDev on July 20, 2022, 04:31:50 AM
Sir, can I translate this mod into Chinese and update it to the Chinese Starsector Forum?
Thank you very much.
Title: Re: [0.95.1a] Better Colonies 1.71
Post by: Timid on July 20, 2022, 09:02:30 AM
Sir, can I translate this mod into Chinese and update it to the Chinese Starsector Forum?
Thank you very much.
Ok.
Title: Re: [0.95.1a] Better Colonies 1.71
Post by: Chryvrius on July 21, 2022, 11:34:38 AM
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?
Title: Re: [0.95.1a] Better Colonies 1.71
Post by: mechanicalFactory on July 21, 2022, 01:41:52 PM
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.
Title: Re: [0.95.1a] Better Colonies 1.71
Post by: Farya on July 21, 2022, 02:49:07 PM
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.
[close]

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?
Title: Re: [0.95.1a] Better Colonies 1.72
Post by: Timid on July 21, 2022, 07:30:42 PM
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)

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
[close]

Title: Re: [0.95.1a] Better Colonies 1.72
Post by: Farya on July 22, 2022, 03:34:30 AM
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.
Title: Re: [0.95.1a] Better Colonies 1.73
Post by: Timid on July 23, 2022, 04:23:59 AM
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)


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!
Title: Re: [0.95.1a] Better Colonies 1.73
Post by: NoTalkofLowTech on July 25, 2022, 01:42:54 PM
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.
Title: Re: [0.95.1a] Better Colonies 1.73
Post by: Timid on July 25, 2022, 01:48:01 PM
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.
Title: Re: [0.95.1a] Better Colonies 1.73
Post by: NoTalkofLowTech on July 25, 2022, 04:37:01 PM
I don’t use Nex, I didn’t want everything the 4x aspect had to offer. Just a few things. Mostly growing AI worlds.
Title: Re: [0.95.1a] Better Colonies 1.73
Post by: TheLemu on July 28, 2022, 02:59:26 AM
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.
Title: Re: [0.95.1a] Better Colonies 1.73
Post by: Farya on July 28, 2022, 09:57:43 AM
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.
Title: Re: [0.95.1a] Better Colonies 1.73
Post by: Timid on July 28, 2022, 11:32:58 PM
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.
Title: Re: [0.95.1a] Better Colonies 1.73
Post by: Solios14 on July 29, 2022, 02:06:33 PM
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
Title: Re: [0.95.1a] Better Colonies 1.73
Post by: Zr0Potential on July 29, 2022, 05:51:47 PM
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?)
Title: Re: [0.95.1a] Better Colonies 1.73
Post by: Timid on July 30, 2022, 01:34:37 AM
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?
Title: Re: [0.95.1a] Better Colonies 1.73
Post by: Solios14 on July 30, 2022, 03:53:43 AM
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
Title: Re: [0.95.1a] Better Colonies 1.73
Post by: Zr0Potential on August 01, 2022, 04:44:33 AM
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
Title: Re: [0.95.1a] Better Colonies 1.73
Post by: QuePro on August 05, 2022, 07:57:12 AM
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
Title: Re: [0.95.1a] Better Colonies 1.73
Post by: Timid on August 05, 2022, 02:22:12 PM
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.
Title: Re: [0.95.1a] Better Colonies 1.73
Post by: QuePro on August 06, 2022, 04:20:19 AM
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.
Title: Re: [0.95.1a] Better Colonies 1.73
Post by: Phenir on August 20, 2022, 11:56:08 AM
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)
[close]
Steps to reproduce:
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.
Title: Re: [0.95.1a] Better Colonies 1.73
Post by: Timid on August 28, 2022, 07:42:28 AM
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)


I get this crash when I mouse over the luddic shrine market condition.
I think I fixed it, thank you!
Title: Re: [0.95.1a] Better Colonies 1.8
Post by: The0Hax on August 28, 2022, 07:44:10 AM
Good job  ;D ;D ;D
Title: Re: [0.95.1a] Better Colonies 1.73
Post by: Oni on August 28, 2022, 10:50:28 AM
....
  • 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?  ???
Title: Re: [0.95.1a] Better Colonies 1.81
Post by: Timid on August 29, 2022, 02:27:12 PM
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)

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.
Title: Re: [0.95.1a] Better Colonies 1.81
Post by: Jang on August 29, 2022, 04:54:36 PM
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
Title: Re: [0.95.1a] Better Colonies 1.81
Post by: Phenir on August 29, 2022, 04:57:47 PM
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.
Title: Re: [0.95.1a] Better Colonies 1.81
Post by: Timid on August 29, 2022, 11:20:56 PM
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)


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
Title: Re: [0.95.1a] Better Colonies 1.82
Post by: The0Hax on August 30, 2022, 01:00:52 AM
good job  ;D
Title: Re: [0.95.1a] Better Colonies 1.83
Post by: Timid on August 30, 2022, 12:19:16 PM
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)


good job  ;D
The hotfixes needed saddens me.
Title: Re: [0.95.1a] Better Colonies 1.83
Post by: Jang on August 30, 2022, 07:09:56 PM
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.
Title: Re: [0.95.1a] Better Colonies 1.84
Post by: Timid on August 30, 2022, 09:07:15 PM
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)


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.
Title: Re: [0.95.1a] Better Colonies 1.84
Post by: Jang on August 30, 2022, 09:28:12 PM
Thanks again!
Title: Re: [0.95.1a] Better Colonies 1.85
Post by: Ovid on September 06, 2022, 09:10:04 PM
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!
Title: Re: [0.95.1a] Better Colonies 1.85
Post by: MrNage on September 10, 2022, 07:54:42 PM
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.
Title: Re: [0.95.1a] Better Colonies 1.85
Post by: dirtnap on September 15, 2022, 02:27:38 PM
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?
Title: Re: [0.95.1a] Better Colonies 1.85
Post by: Timid on September 15, 2022, 05:03:37 PM
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.
Title: Re: [0.95.1a] Better Colonies 1.85
Post by: dirtnap on September 16, 2022, 02:46:51 PM
Fixed it, thanks Timid.
Title: Re: [0.95.1a] Better Colonies 1.85
Post by: Timid on September 16, 2022, 07:06:25 PM
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.
Title: Re: [0.95.1a] Better Colonies 1.85
Post by: Frosterus on September 22, 2022, 08:31:23 AM
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.
Title: Re: [0.95.1a] Better Colonies 1.85
Post by: 404 on September 23, 2022, 08:18:44 AM
Is there a way to autoreject calls? I don't need any more captains and the church of Ludd has been annihilated... by me.
Title: Re: [0.95.1a] Better Colonies 1.86
Post by: Timid on September 27, 2022, 09:52:20 PM
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)


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.
Title: Re: [0.95.1a] Better Colonies 1.86
Post by: Corelious on September 27, 2022, 10:18:11 PM
Save game safe?  I learned the hard way to not assume lol
Title: Re: [0.95.1a] Better Colonies 1.86
Post by: Timid on September 27, 2022, 10:18:32 PM
Save game safe?  I learned the hard way to not assume lol
yes
Title: Re: [0.95.1a] Better Colonies 1.86
Post by: Zr0Potential on September 28, 2022, 02:02:33 AM
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
Title: Re: [0.95.1a] Better Colonies 1.86
Post by: Dadada on September 28, 2022, 03:19:32 AM
Removing ruins should re-generate a new seed hoping to ensure a more variety of special items.
Nice
Title: Re: [0.95.1a] Better Colonies 1.86
Post by: e on October 04, 2022, 03:19:46 AM
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.
Title: Re: [0.95.1a] Better Colonies 1.86
Post by: Frosterus on October 04, 2022, 12:25:35 PM
Wow, appreciate the update!

If you don't mind me asking, what's the point of removing ruins from a planet?
Title: Re: [0.95.1a] Better Colonies 1.86
Post by: Dadada on October 04, 2022, 12:41:06 PM
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.
Title: Re: [0.95.1a] Better Colonies 1.86
Post by: Frosterus on October 04, 2022, 12:59:06 PM
So it's an option if you don't want to take the slow way. Cool.
Title: Re: [0.95.1a] Better Colonies 1.86
Post by: Aldazar on October 25, 2022, 05:10:18 AM
Is it possible to get the luddic shrine npc again? I want free salvage in my system.
Title: Re: [0.95.1a] Better Colonies 1.86
Post by: MrNage on October 25, 2022, 10:55:18 AM
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.
Title: Re: [0.95.1a] Better Colonies 1.86
Post by: Timid on October 25, 2022, 11:55:32 AM
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.
Title: Re: [0.95.1a] Better Colonies 1.86
Post by: wstarsector on November 07, 2022, 08:33:08 AM
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?
Title: Re: [0.95.1a] Better Colonies 1.86
Post by: Timid on November 09, 2022, 01:45:53 PM
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.
Title: Re: [0.95.1a] Better Colonies 1.86
Post by: bob888w on November 12, 2022, 02:19:33 PM
Wrong mod, you looking for secrets of the frontier, but yes omnicron has some relationship issues
Title: Re: [0.95.1a] Better Colonies 1.86
Post by: OrariusTempus on November 12, 2022, 03:00:56 PM
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.
Title: Re: [0.95.1a] Better Colonies 1.86
Post by: RoquetheRogue on November 16, 2022, 09:55:49 AM
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.
Title: Re: [0.95.1a] Better Colonies 1.86
Post by: Timid on November 21, 2022, 08:21:11 PM
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.
Title: Re: [0.95.1a] Better Colonies 1.86
Post by: Uther Phobos on November 22, 2022, 12:20:43 AM
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.
Title: Re: [0.95.1a] Better Colonies 1.86
Post by: RoquetheRogue on November 27, 2022, 01:54:09 PM
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.