Fractal Softworks Forum

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

Title: [0.95a] Better Colonies 1.63
Post by: Techpriest 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/1.63/Better.Colonies.zip)
As of 1.3-1.51, this mod now requires LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444.0), if you're on 1.6+, you don't need LazyLib.

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.

(https://i.imgur.com/mW6kRae.png)

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%.
[close]
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.
[close]
[close]

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.
[close]
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: Techpriest 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: Techpriest 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: Techpriest 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: Techpriest 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: Techpriest 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: Techpriest 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: Techpriest 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: Techpriest 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: Techpriest 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: Techpriest 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: Techpriest 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: Techpriest 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: Techpriest 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: Techpriest 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: Techpriest 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: Techpriest 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: Techpriest 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: Techpriest 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: Techpriest 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: Techpriest 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: Techpriest 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: Techpriest 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: Techpriest 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: Techpriest 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: Techpriest 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: Techpriest 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: Techpriest 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: Techpriest 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: Techpriest 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: Techpriest 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: Techpriest 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: Techpriest 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.