Fractal Softworks Forum

Starsector => Mods => Topic started by: SirHartley on February 17, 2020, 12:17:57 PM

Title: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: SirHartley on February 17, 2020, 12:17:57 PM
(https://i.imgur.com/7k1QAas.png)


SAVE COMPATIBLE WITH 3.3


Download (https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution3.3.e.zip)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)
Requires LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444.0)

There are currently no known compatibility issues with other mods.
Yes, this means it is compatible with Nexerelin and Terraforming and Station Construction.



Integrated with Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0) and LunaSettings (https://fractalsoftworks.com/forum/index.php?topic=25658.0)
Pairs well with Grand.Colonies (https://fractalsoftworks.com/forum/index.php?topic=20986.0)
as well as Substance.Abuse (https://fractalsoftworks.com/forum/index.php?topic=24378)


Short Summary
Adds a large amount of exploration content and encounters, adds consumable items, new campaign layer defences, and pets
adds special functionality to select core world planets,
comes with more than 20 new buildings for your colonies (all with unique effects),
allows for unique governance types,
unlocks the ability to create detachments from your fleet on the fly and much, much more.

Long Summary
This mod is a gigantic content expansion that fits almost seamlessly into vanilla to add a multitude of new gameplay options, expanding primarily on exploration and colony gameplay.

You will encounter unique events when salvaging derelict entities, three additional types of discoverable stations, a new superstructure, campaign layer artillery that shoots you while navigating a star system, a new type of hostile terrain - and uncover surprising,
powerful relics of the past on planets in the more dangerous, unexplored parts of the sector.

Select locations in the core worlds will offer services that no others do, giving them a unique use, where they were nameless refuelling stations in the past.
Use them, or build the infrastructure needed for these features on your own colonies.

Amongst the huge variety of new buildings are some that can repair D-Mods one by one at a discount, reverse engineer ship blueprints,
assemble automatic raiding fleets, ship cargo between colonies, build new ships from old scrap hulls, and many other new features that are not available anywhere else.
Change how a colony works at a base level through governances, handing your colony over to a crime syndicate or a corporation,
and explore alternative options for vanilla industries - such as dedicated transplutonics refineries or ore mines.

The mod also adds new administrator skills, and the ability to split your fleet into multiple smaller detachments with diverse behaviour modes -
they can wait, hide, transport, escort and more!

You may also find or buy pets for your ships, and try to keep them alive in the unforgiving Persean Sector.
There is so much to list it's impossible to cover everything, just find out for yourself!



To install the mod, simply download the .zip file from the link above, unzip it in your Starsector mods directory, and enable it in the launcher.

This can NOT be added to ongoing games - and it will break saves if removed.



Campaign Features:
Fleet Detachment Ability
(https://i.imgur.com/lOzPAzb.png)

Create fleet detachments on the fly!
They can follow you wherever you go, but make sure they do not run out of fuel or supplies, or you might have to track back and rescue them.
If a detachment loses ships in combat, they will always be recoverable along with any cargo it had.

FAQ

Where do I find this ability?
Right click your hotbar and assign it to a slot.

How do I use it?
You... click the ability? Have you played the game at all?

How do loadouts work?
You specify the ships you want in the detachment, assign a cargo (make sure to balance it properly!), set the behaviour and spawn the fleet. The loadout will be saved and you do not have to set it up again, but you can change it at any time.

What if some ships are no longer in my fleet?
It will just spawn without them.

What happens if my fleet runs out of supplies or fuel?
It will go derelict. This means that it will stay in place and wait until you help it out by either merging it into your own fleet or hand over new supplies or fuel. Check the intel entry for a location.

What happens if my detachment is attacked?
It will enter combat and fight as usual. Any ships that are lost during combat will ALWAYS be recoverable as derelicts, along with the cargo and officers!

Can I lose items if the Detachment gets killed?
Only the supplies, crew and fuel. Everything else will be recoverable along with the ships.

Can detachments go into hyperspace?
Yeah. Just make sure it has enough fuel loaded.

How does transport work?
You select a planet to transport to, give the detachment enough fuel and supplies, and send it off. It will head to the planet, deliver the cargo, then store itself in the local storage along with all ships in the detachment. It will not return to you.

Can Detachments be killed while they are out of sight?
Detachments that are hiding will not be attacked (it's hiding, after all!), other behaviour modes are fair game - however, hostile fleets are more likely to ignore detachments than not. This is still a game and should be fun, so you are unlikely to lose a detachment while it is out of sight.

Can I just split off my entire fleet and fly around in a cargo pod?
TONiGht oN SeCToR GeAR! - No.
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Research Projects
(https://i.imgur.com/aRg256b.png)

Develop new technology at the Research Facilities provided by the Galatian Academy!
Some projects will only unlock after you found specific items.

Locations:
  • Galatia - Galatian Academy - Independent
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Artillery
(https://i.imgur.com/QjBSkxh.gif)(https://i.imgur.com/eJHWE0F.gif)(https://i.imgur.com/DKnglUq.gif)

These are my gift to you, dear player, testament to my deep love and appreciation for the community and their endless flood of dumb questions. Now please die.
FAQ

Can I build my own artillery?
You can reconstruct them by defeating one and then establishing a colony where it was.

But can I build it wherever I want?
No. They are OP and break the NPC fleet AI, which is Very Bad when combined with a story line. You can't build them because they invalidate the game on a conceptual level, so please stop asking.

How do I defeat these?
Dock with them anywhere, they'll show the relevant dialogue.

Help, I keep getting killed!
That is called a skill issue and I can't really help with it.

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Pets
(https://i.imgur.com/u3EIgY8.png)

Add pets to your ships! These critters will live on your boats and play with crew members. There are 30+ different kinds, from common to rare. Some can be bought, some can be found from derelict pet stations, and some can only be found via special interactions.

Pets have to be fed (from cargo, automatically), or they will starve, and can become casualties during combat, so take care.
Hamsters will just die. They don't really live long enough to start starving.

Find a pet center to store, buy, euthanize and manage your pets. It's a small station orbiting a planet which allows convenient access if you are not on the best terms.

Locations:
  • Canaan – Gilead - Luddic Church
  • Westenesse - Fikenhild - Persean League
  • Corvus - Jangala - Hegemony
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Restoration Docks
(https://i.imgur.com/QnmBYHx.png)

Restore your broken hulls in the core worlds!
It takes some time, but it's up to 60% cheaper than on-the-fly restoration and will remove all those pesky D-Mods.
Depending on the AI core the polity has installed, this can even remove a single D-mod at a time - at no cost penalty!

Locations
  • Arcadia - Agreus  - Independent
  • Askonia - Cruor - Sindrian Diktat
  • Aztlan - Chicomoztoc  - Hegemony
  • Canaan - Asher - Luddic Church
  • Hybrasil - Culann - Tri-Tachyon
  • Isirah - Kapteyn Starworks - Pirate
  • Magec-Achaman - Nova Maxios - Independent
  • Mayasura - Lost Astropolis - Pirate
  • Naraka - Yama  - Hegemony
  • Thule - Kazeron - Persean League
  • Valhalla-Ragnar - Ragnar Complex - Hegemony
  • Westernesse - Suddene - Persean League
  • Zagan - Ilm - Independent
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Academies
(https://i.imgur.com/Uese49V.png)

Hoard your excess Officers! Change their Personality! Hire a fresh-out-of-school officer with an elite skill from the planet!
The Academy is a must have feature for anyone fed up with only finding useless steady people and would like them to be a bit more involved in combat.
Can also store, and increase Administrator Skills.

Stored officers do not count against your limit.

Locations:
  • Hybrasil – Eochu Bres  - Tri-Tachyon
  • Westenesse - Fikenhild - Persean League
  • Galatia - Galatian Academy - Independent
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Requisitions Centre
(https://i.imgur.com/IP6kW8l.png)

Buy rare weapons from factions you are on good terms with!
The requisitions centre stocks larger and rarer weapons than usual markets do, and will sell them at a reasonable markup.
Can't find that damned fourth Tach Lance? Centre has you covered - if Tri-Tachyon likes you.

Locations:
  • Eos Exodus - Baetis - Independent
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Salvage Yards
(https://i.imgur.com/xlJkkYV.png)

Move specific D-Mods between similar ships! Build new ships for yourself without a colony or a pesky contract! All it takes for pristine ships are some rare components which drop from hard combat or [REDACTED] enemies, and you are good to go!

Costs scale with reputation. You can also reduce costs by up to 50% by throwing in some Ship Components at a 120% base price rate - it's a steal!
If the yards have too little capacity to produce what you want, try destroying some fleets in the system.

Locations:
  • Hybrasil – Donn - Pirate
  • Westenesse - Suddene - Persean League
  • Arcadia - Agreus - Independent
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Exploration Content:

Derelict Industries
(https://i.imgur.com/4z7UXEe.png)

Technologies lost to time and [REDACTED], waiting to be discovered.
Look for it in the dangerous parts of the sector and reclaim the work of your forebearers.
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Ruined Infrastructure
(https://i.imgur.com/jiwtB3i.png)

Not all Ruins are useless after scouring them for valuables!
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Salvage Interactions
(https://i.imgur.com/o2ugjuN.png)

A large variety of additional interactions when salvaging stations, planets and other discoverables.
Each with unique effects, and enough variation to keep you on your toes!

Interactions are likely to happen more often if the theme is right.
You won't find a lot of working technology on a mining station, but that changes for something like an Orbital Laboratory.
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Themed Derelict Stations
(https://i.imgur.com/Kw1n5Gn.png)

Three new derelict stations, seeded over the sector. Each has a unique drop pool, and salvage interactions you are unlikely to get elsewhere.
Spawns depending on existing derelict stations - so even a larger sector will not have a shortage.
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Colony Buildings:

Colony Governments
Underworld
(https://i.imgur.com/MYmg7AE.png) A cartel of ruthless criminal families rule this polity with an iron fist. Petty decisions are made by the local bosses on a whim, and individual fortune can change quicker than credsticks change hands in one of the countless gambling dens. Everything can be made possible by the ever-changing status quo - everything, except personal safety.

Places a criminal cartel in power of the planet, decreasing income at high stability, and increasing it at low stability. Collects (in)voluntary "donations" from traders visiting the system.
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Rural Polity
(https://i.imgur.com/tRZiG39.png) The people of this polity live in small, distributed villages instead of central cities. Most commodities are locally sourced, if only out of necessity and the lacking infrastructure. Life is much simpler and less convenient than on planets with equivalent population numbers, yet preferred by many due to the general state of the sector. Disturbing this environment with dirty industry will cause severe protests.

Create distributed villages instead of cities, increasing population growth and stability. Farming provides supplies and has increased output. Industrial buildings have increased upkeep and reduce stability, rural buildings increase it instead.
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Hidden Arcology
(https://i.imgur.com/s4lqIM1.png) (https://i.imgur.com/yaoeASk.png) Burrowed deep below the surface lies a massive network of connected subterran hubs, housing the majority of the population and industry of this planet. The problems usually associated with atmospheric exposure are not present here, the cities protected by rock or water. Yet few people wish to stay in an environment as artificial as this, deprived of their chance to gaze at distant suns and living out their lives in damp, dark, safety.

Build a sub-surface arcology to house the population. Negates most surface hazard conditions,  increases the defensive capabilites, lower growth and accesibility, and reduces industry output due to the constricted space.
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Monastic Order
(https://i.imgur.com/brz40Os.png) Monastery-cities dot the mountains and plains of this planet, each ruled by a sect with unique alignment and values, in turn creating a shifting political landscape usually seen only with underdeveloped societies. The people living here are hardy, tend to have combat experience, quickly adapt to change and are strict in their values and belief - making them ideal marines.

Establish monastic sects to govern the population. Halves positive income and military building upkeep, and prevents any luddic path activity. The stability of this planet can not fall below 3 or exceed 7, the maximum population is limited at size 5, and marines gain experience while stationed here. The many sects sometimes provide free ships as tithes.
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Corporate Governance
(https://i.imgur.com/SPEX3yz.png) Massive neon-lit corporate arcologies tower over the slums of the more fortunate, for anyone living under corporate contractorship is considered no better than a slave. Management lives in glitz and glamour, hovercars shooting over gray worker districts as if to remind of what is possible if only you put in enough work. There is no better place to earn money than here - and no better place to lose everything you once stood for.

Leave the governance of this planet to local megacorps. This causes stability to depend on income - the more income, the higher the stability. It also increases earnings, limits the time a building can be disrupted, and unlocks all industry slots. However, military installations have massively increased costs, the working conditions cause negative base growth, and the colony can shrink in size.
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FAQ

How does this work?
Right-Click the population building and select "change governance", then select your preferred version. The change is immediate.

Are there limitations?
A governance can only be selected at population size 3 and will become permanent after 7 days. Some governances only develop their full effects after becoming permanent.

Can I change the governance after it becomes permanent?
No.

The monastic orders give ships, right? How does that work?
Each month, they generate 2 DP of "budget" and store it, then roll a 30% chance to build any ship in your arsenal that is cheaper than the stored budget. If it doesn't build anything, it'll just roll again next month. This means that you'll get better ships the longer you wait.

What's the "Hand-built" Hullmod that the ships from the monastery have?
What it says on the tin. These are hand built, and might be really bad, or really good. It's up to chance what effects the hand-built hullmod has.

Underworld collects what tithes? What's that mean?
Underworld extorts fleets visiting your system, making them give you part of their cargo. That share goes into the local storage.

Why did you even make these?
Roleplay, mostly.

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Variable Assembler
(https://i.imgur.com/ONxfPiA.png) A small autonomous production line with output and input depending entirely on a Variable Production Chip, which can be found in the ruins of former civilization.

Delivers some of the produced commodity to the local storage at the end of each month, amount depending on VPC type and colony size.

This building is a structure and does not require an industry slot – which severely restricts output.

FAQ

How does this work?
You find a VPC anywhere you can find a Nanoforge, and install it in this structure. It will deposit a part of the total output into your cargo storage every month.

Can I set this to deliver to the gathering point?
Yes. Check settings.json for the option to do so. Just note that there is a structure called “Courier Port”, which allows in-universe cargo shipments between colonies – and is more immersive.

Why do skills not work on this?
Because it is a structure, and the export is capped at 3 economy units. It would be OP otherwise. Upgrade to the Variable Manufactory if you want a full industry.

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Variable Manufactory

(https://i.imgur.com/zw9zfxg.png) Upgradeable to from Variable Assembler
A marvel of autonomous variable production - a full size industrial compound with output and input depending entirely on a Variable Production Chip, which can be found in the ruins of former civilization.

Delivers a large amount of the produced commodity to the local storage at the end of each month, amount depending on VPC type and colony size – it is a direct upgrade over the Variable Assembler, at the cost of an industry slot.

This requires an industry slot.
 
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Commodity Forge

(https://i.imgur.com/AuQrWK9.pngg) This crude but effective hack of a variable assembler allows for rapid, high volume commodity production. Once installed, a Variable Production Chip becomes locked to this structure after a few days and is destroyed after a while.

Delivers a huge amount of commodities to the local storage, amount depending on VPC type and colony size.

Does not require an industry slot.

FAQ

How does this work?
Place a VPC into this Structure. It will disassemble it over three months, and deliver a rather sizeable amount of commodities to the local storage.

I can’t change the VPC?
The chip is locked to the structure after 7 days of operation to avoid cheesing it. No dice, mate.

It destroys the installed VPC? How is this ever worth it?
VPCs are rather common, especially the normal variant. You might have three or four copies lying around – remember, a game does not last forever, and they are gathering dust in your dragon hoard. The Commodity Forge has superior output over even the Manufactory, so consider just burning those useless chips.

What is the “Industrial Supply Store”?
The Commodity Forge can pull VPCs to disassemble from this storage. If you place them into that storage, the structure will pull them out of it to use, one after another. Note that this storage is shared with other buildings in this mod, the items you can deposit here are adjusted depending on the local buildings.

Can I set this to deliver to the gathering point?
Yes. Check settings.json for the option to do so. Just note that there is a structure called “Courier Port”, which allows in-universe cargo shipments between colonies – and is more immersive.
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Military Relays

(https://i.imgur.com/uNTp6SF.png) These hidden communications antennae enable instant contact and data transfer with every aligned entity in the system. Increases local fleet size depending on the largest fleet size available between all in-system colonies with a communications relay.

A Military Base or a high Command on one of your colonies in the star system is required to build this. Once completed, the Relay takes the largest fleet size of all planets in the star system that have a Military Relay, and applies part of it to this planet.

While there is no other military installation (Patrol HQ, Military Base, High Command) on the planet, the Relay acts as a mini-military base - better than a Patrol HQ, worse than an actual base. It will spawn patrols and have increased build cost and upkeep.

Does not require an industry slot.

FAQ

How does this work?
The relay checks which planets are owned by you and get the highest fleet size of any planet with a relay int his star system. It then applies a part of that fleet size to the planet it is built on.

The relay ignores my 300% fleet size planet!?
Only in-system planets with a relay are looked at when checking for highest fleet size. Build one over there as well, it's what this structure is for.

How does the bonus get calculated?
The applied fleet size is calculated as follows, valid for all planets in a star system:
Military base: 20% of highest fleet size applied
High command: 35% of highest fleet size applied
High command with alpha core: 40% of highest fleet size applied
It then applies part of that highest fleet size to all planets with a relay, excluding the planet with the highest fleet size. (This is a flat bonus, so any multipliers you have apply to it – but the total will never exceed the highest total in the network, as the bonus does adjust itself accordingly.)

Do I need a Military Base/High Command on every planet?
Nope! You only need one base or high command in the solar system.

Does it matter on which planet I build the military base/ High Command?
Nope! The relay looks only for the largest in-system fleet size. The location of the base is not relevant.

How does this act as a mini-military base?
It will spawn patrol fleets like a normal patrol HQ, amount scaling with colony and fleet size. If you have sufficient fleet size and a large enough colony, it will be between a base and a patrol HQ in effectiveness.

Does this mean it replaces all other military?
Nope! It will be enough for basic defence, but a true military base is still a lot better. It only takes one slot though, instead of 2 (base + relay).

This is expensive as ***?!?
It has doubled cost and upkeep while you have no patrol HQ/Military Base/High Command on the same planet, since it spawns fleets instead of them.

Will it keep spawning fleets when I build a Patrol HQ?
Nope. Only works as defence while there is no other vanilla defence building present.
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Interstellar Relay

(https://i.imgur.com/n6Y4mFS.png) A militarized version of the communications relay, allows fast data transfer between allied star systems while maintaining high security. Due to the danger that hyperwave pulsing poses to human health these stations are usually crewed by the old, the disgraced, or anyone with little perspective.

Star systems with an Interstellar Relay can share fleet sizes for the military relay effect between them.
This works as Makeshift Communications Relay without needing, or taking, a stable location.

Does not require an industry slot.

FAQ

How do I build this?
Upgrade an existing military relay.

How does this work?
This works exactly like the Military Relay, but it also looks at planets in other systems that have an Interstellar Relay when looking for the largest fleet size.

I don't get it.
You got a star system with a military relay. It has a 300% fleet size planet. You have a second star system with one 150%, and two 30% planets. All of them have Military Relays. Build an Interstellar relay in both star systems, and that 300% planet will count as if it was in the second star system.

Still don't get it?
Here is an image to explain
(https://i.imgur.com/T4fs1mF.png)
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What do you mean with "Makeshift Communications Relay?
This works like that thing you can build at a stable location that makes market info appear and gives +1 stability to all colonies in the system. Yeah, it's cool, I know.

Does this also work as mini-military base?
Yes. It is not any better than the relay though - exactly the same values. If you want true defence, you NEED a military base.
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Centralization Bureau

(https://i.imgur.com/GbzSObR.png) Specialized infrastructure to govern system wide commodity fabrication, transport and storage.

This looks for duplicate industries on your colonies in the star system and increases production output for the buildings on the planet it is installed on.
If you had, for instance, 3 planets, and all three had a fuel production, this building would increase the output of the fuel production on the planet it is built on by 2.
Does not require an industry slot, can only have one in the star system.
 

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Salvage Yards

(https://i.imgur.com/pRMckti.png) Massive dumps for spaceship parts gathered throughout the system and brought here. Repurposing the remains of spacecraft can boost production, but will inevitably decrease ship quality if used as sole source for hulls. Main Exporter for Starship Parts.

This industry can increase the production budget even if heavy industry is present on the planet, but requires a steady stream of new wrecks, produced by destroying ships in the star system, by raids, bombings, incursions, pirate activity, or manually feeding weapons to the industrial supply store.

It also allows you to move specific D-mods between similar ships, and can produce ships for you outside of your normal production.

The Salvage Units you gather by creating wrecks will decay each month.
Requires an industry slot, can only have one in the star system.
 
FAQ

Why would I need this?
The production budget, which allows you to build ships, is determined by the highest ship hull output of a planet. Building, for instance, Modular Fabricators (from Shadowyards) next to heavy industry will not increase it due to the lower output of ModFabs. The Salvage Yards add their output to the existing heavy industry, and therefore increase production budget by the full ship hull export amount even if installed on the same planet.

I still don't get it.
(Example) Heavy Industry: Output of 5 ship hulls = Production Budget of 125.000 credits. If you have modular fabricator on the same planet (Output of 3 ship hulls) the production budget stays 125.000 credits (Budget is calculated with the largest planetary export!). If you have salvage yards on the same planet the production budget is increased by 25.000 credits for every ship hull it exports, in addition to the 125.000 provided by the heavy industry (example: Salvage yards: 3 Hulls, Heavy Industry : 5 Hulls, Budget: 200.000).

But it doesn't export anything other than some metal?
The salvage yards export ship hulls, components and metals depending on the available Salvage Points. If you are not seeing any ship hull exports, maybe check the export values of your local heavy industry - it adds to them!

It *** my ship quality!
In Vanilla Starsector, the faction wide quality is determined by the largest exporter of hulls. Salvage Yards come with a -20 quality penalty if they are the only exporter of hulls on the planet, and if they are the largest hull producer in your faction, the quality will tank.

So how do I fix that!?
Reading the tooltip generally helps. Building the yards alongside another hull exorter (Heavy industry, Orbital works, Modular fabricators...) will remove the quality penalty. Alternatively, make sure you have another planet with a higher export than the yards.

How do I get Salvage Units?
You can gather Salvage Units by destroying ships during combat in the star system - the larger the destroyed ship, the more salvage units you get. Of course, it also counts if your patrol fleets destroy a hostile fleet, or get themselves destroyed. Raids, Invasions or any other hostile incursion will provide Salvage Units depending on if they failed and how large the hostile fleets were (if you were not present to defend the system). Pirate activity in the system generates a daily flat amount of units. Adding weapons to the industrial Supply Store also generates SU.

I don't understand Salvage Units decay.
Salvage Units decay by 50% each month, or 30% if you have a gamma core installed. This means: you have 100 Units this month - next month, you will have 50 Units, or 70 with a gamma core.

Will metals also be exported like ship hulls even if I have refining with more output?
No. The parallel export for ship hulls only works to increase production budget, not to make adjacent production possible.

Do debris fields in my system count?
Nope. Not yet, anyways - maybe in the future.

What is the “Industrial Supply Store”?
The Salvage Yards can pull Weapons to disassemble from this storage. If you place them into that storage, the structure will pull them out of it to use, up to a monthly maximum based on colony size, and convert them into salvage units (which translates into increased exports). Note that this storage is shared with other buildings in this mod, the items you can deposit here are adjusted depending on the local buildings.
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Supercomputer

(https://i.imgur.com/9KU2ehw.png) Built deep into the earth, these massive supercomputing units use shackled AI to facilitate their work, causing their cores to burn out. The Hegemony keeps a close eye on all these facilities, but there is no known instance of one ever becoming self aware.

Increases the income of all colonies in the star system, stacking with diminished returns (building two will not get twice the effect) while consuming cores from the Industrial Supply Store to function.
The effect of this is dependent on the planet conditions- temperate planets might be too hot to get decent results, this is best built in cold environments.

Requires an industry slot.
 
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Embassy

(https://i.imgur.com/oDRIy4Q.png) Embassies have existed ever since humans first formed countries - the need to represent oneself to another party is present even in the unstable political climate of the Persean Sector.

This structure improves relations with a faction each month, but increases any negative reputation changes by 50%.
The faction is dependent on the Ambassador in office, which you must hire from a larger faction planet and transport to your Embassy. Make sure to get them there in good time, and without losing or killing them, as that will have consequences.

Does not require an industry slot.

FAQ

How do I get an Ambassador?
You can find them on any size 5+ planet of a faction in the comm panel.

How do I install the Ambassador?
You will receive an item to your cargo when you hire an Ambassador, just install it in a finished Embassy.

I can’t uninstall the item anymore!?
Removing an Ambassador from office is not something that can be done without consequence. Check the comm relay on your planet and ask the Ambassador to vacate office.

I was warned that the Ambassador will return home if I do not install him soon?
Would you like to spend months on a random ship with a dodgy crew asking for favours and eyeing your watch?

The game told me the Ambassador was compromised.
This happens when the Faction Agents lose track of the Ambassador. Wherever you put the poor guy, they could not follow. (Plugin tracking failed – this should not happen. Let me know where you put it so I can adjust the code.)

My reputation does not increase past 35?
The passive monthly increase is limited to 35, or 50 with a beta core. The Ambassador/Embassy cannot increase it past this.

The embassy lowered my reputation instead of increasing it!?
The embassy increases all negative rep changes with the faction by 1.5. Since it only reports a cumulative change at month end, if that negative change is high enough, you might see negative total changes. Example: Embassy base change +10 (total: +10), You got caught smuggling: -10 (-5, total: +5), you insulted a contacts mother: -20 (-10, total: -5), which will cause the embassy to reduce your rep by -5 at month end.

I didn't do anything and it still gave me a penalty!
Half of the penalty of the prior month will carry over into the next one if you *** up hard enough (had a net negative change for embassy relations in the prior month), and half of that into the next, and so on, rounded down (-5/-2/-1/0).

The faction I want to play with is not supported. Will this still work?
The mod will work, and all faction mods, supported or not, are compatible. "Not supported" just means that Ambassadors will not spawn on planets of the faction, and you can therefore not hire them. Bug the mod authors to give me permission to add them, if you want them to work with this.

I want to add a faction to the whitelist!
Go to “Industrial.Evolution\data\config\indEvo\embassy_whitelist.csv” and just add the faction id to the list. It’s dead simple.

What factions are supported?
  • Ashen Keepers
  • Blackrock Drive Yards
  • Dassault-Mikoyan Corporation
  • Fringe Defence Syndicate
  • Galaxy Tigers
  • Hegemony
  • Interstellar Imperium
  • Kadur Remnant
  • Luddic Church
  • Mayasura
  • ORA
  • Persean Democratic Peoples' Revolutionary Council
  • Persean League
  • Prv Starworks
  • Rimward Venture Trading Company
  • Rust Belt
  • Scy Nation
  • Shadowyards
  • Sindrian Diktat
  • Stormhawk Republic
  • Tri-Tachyon Corporation
  • Xhan Empire
  • Hazard Mining Incorporated
  • Brighton Federation
  • First Persean Empire
  • Metelson Industries
  • Caparice Trade Co. (Yuri)
  • Metelson
  • Spindle Protectorate (Scalartech)
  • Pearson Exotronics
  • Free Stars Union
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Senate

(https://i.imgur.com/0goCyCo.png) A senate is the political heart of a star system. Representatives of every planet meet here, deciding legislature, policies and treaties. It enables a more direct approach to planetary law, handling all the small issues that come with rapid regulation changes.

This structure allows you to issue Edicts on your colonies. Edicts are policies with a minimum runtime and very positive effects – but they always come with a drawback. Sometimes, the best Edict might be no Edict.

Does not require an industry slot, can only have one in the star system.

Edicts

Forced Labour
Massively reduces the upkeep of all buildings, but causes a reduction in colony growth and temporary unrest.

Forced Relocation
Relocates parts of the populace to other colonies in this star system, causing rapid growth on them, and some unrest. Effect depending on population size.

Industrial Incentives
Increases all industry output by 1, doubles upkeep.

Labour Restrictions
Increases stability, decreases all industry output.

Growth Reinvestment
Invests income from this market over 20.000 credits into growth incentives, with a 25% bonus. Excess income over the incentive limit is refunded.

Subpopulation Cleansing
Removes any subpopulations on this planet. Time required and unrest caused by this depend on population size, reduces income for the duration.

Wartime Lockdown
Massively increases ground defence rating, fleet size and stability – with a 70% industry output reduction. Lasts 3 months and causes unrest after it ends.

Customs Control
Increases accessibility of this planet for every other colony in the system. Reduces accessibility for all other colonies.

Hard Deadlines
Increases Production budget and local ship hull output, but decreases ship quality.
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FAQ

How do I enact an Edict?
You can choose which edict to implement on any planet in a star system with a functional Senate. The menu point is in the planetary main menu.

How do I remove an Edict?
Removing an edict is done the same way they are implemented – from the main planetary menu. Be aware that edicts have a minimum runtime, removing it before this has passed will cause unrest.

Some options are greyed out?
Check the tooltip in the lower right corner as to what you might be missing to unlock the Edict.
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Restoration Docks

(https://i.imgur.com/7cPp1zT.png) Dry docks and facilities to repair damaged starships, bustling with activity - there is always the next wreck to restore for a client too attached to a pile of scrap to see reason.

Slowly removes D-Mods from ships placed into its special storage, at a massive discount compared to fast restoration.
AI Cores change how this Structure behaves.

Does not require an industry slot.

FAQ

How does this work?
This structure adds a “Storage” to the colony, in which you can place ships with D-Mods. They will then get repaired on month end.

How much does it cost?
The cost of removing a D-Mod is 50% of what it costs in vanilla, calculated per D-Mod. If you are using restoration docks of a foreign faction, there is an additional fee per D-Mod on top, depending on your standing.

So this is more expensive than Vanilla?
Nope. If a ship has 4 D-Mods, and the docks remove one, you pay 12,5% of the vanilla restoration costs. If the dock removes all 4, it's 50% - this works even if you move the ship to another dock in-between, as the game remembers how many D-Mods your ship initially had.

Can I choose which D-Mod to remove?
No. Removal is random, and will stay random. The only way to influence the behaviour of this structure is via AI cores.

How does this work under another factions control?
If a Restoration Dock is under another factions’ control, it will perform just like a regular one – but you will have to pay a fee depending on hull size, per removed D-Mod.

How does the fee work?
If under foreign faction control, You will have to pay a fee depending on your standing with that faction and the hull size. This can get expensive, so consider building your own docks.

What if I become hostile to a faction while they have my ships?
The storage does not vanish or become inaccessible – so you can still retrieve you hulls, if you manage to dock with the planet. No repairs will be performed while hostile – except by the Pirates, which don’t care and will work as long as you got the credits.

Locations in the core worlds
  • Arcadia - Agreus  - Independent
  • Askonia - Cruor - Sindrian Diktat
  • Aztlan - Chicomoztoc  - Hegemony
  • Canaan - Asher - Luddic Church
  • Hybrasil - Culann - Tri-Tachyon
  • Isirah - Kapteyn Starworks - Pirate
  • Magec-Achaman - Nova Maxios - Independent
  • Mayasura - Lost Astropolis - Pirate
  • Naraka - Yama  - Hegemony
  • Thule - Kazeron - Persean League
  • Valhalla-Ragnar - Ragnar Complex - Hegemony
  • Westernesse - Suddene - Persean League
  • Zagan - Ilm - Independent
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Privateer Base

(https://i.imgur.com/ZOpY0iP.png) The Privateer Base allows the shady part of your populace to live out their chosen way of life in a semi-legal way, which can net you a tidy profit on what would otherwise be a nuisance.
It will also cause a pirate subpopulation to appear on your planet, which has effects depending on your standing with the Pirates.

This will stage raids on hostile star systems and bring back spoils of war depending on the industrialisation of the raided planets. Output decays after some time if no new material is "liberated".

Requires 2 industry slots, can only have two in the star system.

FAQ

How does this work?
You build it. It raids people you don’t like. If only life was always this simple.

Seriously though, how does this work?
Every month, the Industry chooses a random faction you are hostile to, and checks the star systems where the faction is present. It then evaluates which system has the best spoils and where a raid is most likely to succeed and chooses the best location for a raid.

How is raid strength calculated?
Raid strength depends on colony size, colony fleet size and AI core effects.

Does this mean it can cause a system to decivilize?
No. During and for a time after a raid, the system gets blocked for subsequent/other raids. This block is shared between all Privateer bases and allows a system to regenerate.

What star systems can be targeted?
Any system with a hostile colony that is part of the sector economy. This does not include those pesky pirate, pather, or modded temporary raid stations.

Do I get stuff?
Your privateers bring back loot depending on what they raided. On planets without notable industrialization, you might only get a few weapons and maybe a fighter LPC, but if they raid a military base or heavy industries there is a good chance for blueprints.

I can't find the loot they brought back?
Loot is delivered to your production gathering point on completion of the raid. Since your storage is probably a massive dumpster filled with stuff you "might need in the future", finding what they brought back could be hard. Consider cleaning your house.

Two industry slots? Why would this ever be worth it?
Exports for this are uncapped. A size 4 colony with a successful Privateer base can export 10 units of every single commodity in the game, provided your raiders bring that much back. It can make a small colony instantly profitable, if you help them a bit on a raid.

What do you mean with “output decay”?
The stuff your privateers took from other planets is being sold off. The output, or commodity export, of this industry therefore gets less and less over time, unless new material is acquired.
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Academy

(https://i.imgur.com/O3WhCVS.png) The Academy is a centre of education, training a new generation of the sectors' best and brightest to take over the burdens of their forefathers - or just to die in some pointless war.

This structure increases the system-wide officer quality, officer quantity for defence fleets assembled on this planet, can store and train both administrators and officers and will massively increase the chance of hireable persons appearing here.

Does not require an industry slot.
 

FAQ

How do I access the Academy?
Just select “Visit the Academy” from the planetary main menu. If you also have a senate in the star system, you can find the menu point under “Colony Options”; also in the planetary main menu.

How does officer Personality training work?
You simply select “Officer Personality Training” from the Academy menu, choose your officer, and select the training direction. After the required time has passed, the officer will have their personality changed and is moved to storage, where you can pick them up again.

What are the prerequisites for officer training?
The academy can only change the personality of an officer once (Twice with an Alpha core) – the officer will not be available for selection after that.

How does Administrator training work?
Select “Administrator Training” from the Academy menu, and choose your Admin. After the required time has passed, the officer will acquire a new skill at level 3 and is moved to storage, where you can pick them up again.

What are the prerequisites for Admin training?
The academy can only increase the skills of an Administrator until they have a total of 2 skills (like Vanilla) – the Admin will not be available for selection if he has 2 skills already.

Officer/Administrator Storage?
You can store personnel you don’t need at the academy. Stored officers do not count towards your limit and will cost you the same as if they were in your fleet without being assigned. You can retrieve them at any time if you have the capacity.

The Academy under AI control
The Academy works exactly the same under foreign faction control – but training and storage will cost a fee, and you cannot access the facilities while hostile to the faction – so be careful who you leave your people with.

Where are the Academies in the Core worlds?
The three Academies are in Galatia, Hybrasil – Eochu Bres, and Westenesse - Fikenhild.
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Requisitions Center
(https://i.imgur.com/WclEw79.png) Resembling an office rather than a market, the Requisitions Center is an institution frequented by picky ship captains, collectors and people looking for specific weapon imports.

Creates a market selling weapons from factions you have good relations with. An Embassy with an active Ambassador on the same planet will cause the Center to source only from that faction. This can easily source specific rare and large weapons.
AI cores change how this Structure operates.

Does not require an industry slot.

FAQ

How does this work?
This will source weapons from factions you are at minimum +35 reputation with. The higher your Reputation, the better and rarer weapons it will source.

And if I am at high standing with multiple factions?
You will get a mixed inventory of weapons to choose from, the more rep, the more weapons of that faction.

Why is the inventory empty?!?
Because you are a dirty warmonger and have no friends. Build a Privateer Base instead.

X weapon never shows up for sale!
The faction might not know their own weapons, it is blacklisted from sale, or a system weapon.

I want weapons of X faction!
Build an Embassy and install an Ambassador of that faction, and it’ll only source from that specific faction. Or use an Alpha core and stockpile the specific weapons you don’t want.

I have an Embassy, but want weapons of another specific faction?
Switch out the Ambassador, or use a Gamma core and start some wars until the sourcing pool is smaller.

Where can I find this in the Core Worlds?
Eos Exodus - Baetis
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Engineering Hub
(https://i.imgur.com/8MGt923.png) As the sector is decaying in knowledge, an institution specialized in the disassembly of functional spacecraft is a rare sight, and can only be afforded by the rich or the desperate.

Reverse engineer ships and turn them into blueprints after enough hulls have been disassembled. You have to overwrite a blueprint of matching hull size.

Does not require an industry slot.   

FAQ

How does this work?
Place ship hulls into the Reverse Engineering Storage. The Hub will pull them in for disassembly, awarding progress for every hull depending on size and D-Mods.

Why do I only get so little progress per hull?
D-Mods severely impact the progress you gain, especially on smaller hulls. Consider restoring them before disassembly.

I can’t reverse engineer the ship I want!
This system is opt-in from fellow mod authors – they have to add a whitelist to their mods for their ships to become accessible. If this is not done, they are locked out from reverse engineering. You can leave a respectful message in their threads, but don’t spam them!

The mod author told me to go fork myself!
I did warn you. However, you can add their ships to the local whitelist under “Industrial.Evolution\data\config\indEvo\reverse_engineering_whitelist.csv”.

The ship I Reverse Engineered does not spawn in defence fleets?
It might be missing an entry in default_ship_roles.json. That’s on the faction mod author, not on me. If you added that ship to the whitelist yourself, you should also add it to the local IndEvo default_ship_roles.json – otherwise, let the mod author know.

I want to reverse Engineer the IBB/HVB/Unique Ship!
These are prohibited, and it’s hardcoded. No, I won’t change that.

Tiandong ships don’t get downloaded to blueprints?
Tiandong ships need appropriately sized Tiandong retrofit templates.

What is the “Industrial Supply Store”?
The Engineering Hub can pull Blueprints to overwrite from this storage. If you place them there, the structure will pull them out of it to use, choosing any blueprint with matching hull size to overwrite, but prioritizing whatever is installed into the industry directly. Note that this storage is shared with other buildings in this mod, the items you can deposit here are adjusted depending on the local buildings.
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Courier Port
(https://i.imgur.com/2uqWiQn.png) Privatized docking facilities allow for a much more direct approach to shipping - and have the distinct advantage of circumventing nosy government officials.

Ship Cargo between any two planets. Can target specific storage for deliveries (Resupply a Supercomputer, Ships to/from Restoration Docks...), can take from your stockpile and deliver somewhere else, and offers recurrent shipments.

Does not require an industry slot.

FAQ

How does this work?
Choose the option “Visit the Courier Port” in the planetary main menu (Or the colony options). Choose origin, destination, cargo and contract options – then confirm to watch your very own shipping fleets do your busywork.

Can this lose my items somehow?
Not anymore. With version 3.0.a, the port has been reworked and will no longer lose anything you want to ship, even if the courier fleet or all planets on the contract are gone.

I can’t find the option?
The local Courier Port might be disrupted, not finished building, gone for whatever reason, or the colony does not belong to you. Otherwise, you will find it in the planetary main menu.

How do recurrent shipments work?
The courier port will try to take the exact amounts of what you specified from storage, and ship them to where you told it to. If you don’t have enough of the target quantity in cargo, it will do a partial shipment – and just ship what it can find.

Will recurrent shipments always cost the same?
No – cost for a shipment is calculated before dispatch. If you only have a partial shipment, it will only bill you the partial amounts.

Can this ship to/from my fleet?
No.

I can’t ship to colony XY!
Does it have a spaceport? Is that spaceport functional? Does it have a place you could possibly store things in? If all of these are yes, it’s a bug, please report it.

I can’t ship from colony XY!
Does it have a spaceport? Is that spaceport functional? Do you have a storage anywhere that could take the stuff that is stored there? Is the faction the planet belongs to not hostile to you? If all of these are yes, it’s a bug, please report it.

My contract got deactivated?
This happens if there is something wrong with the contract. Check the contract list, it will tell you what the problem is.

I don’t have any money for shipments?
Costs are billed via Industry Upkeep. If you can’t afford your own shipments, consider deactivating or cancelling some shipments – otherwise, I hope you like debt.

Why is this so expensive?
It’s only expensive if you try shipping large quantities over a long way. No one will want to brave deep hyperspace for you if you don’t pay them properly. You can set up colonies as waystations, as shipping costs scale exponentially with distance.

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World Symbols
(https://i.imgur.com/RRu0aCr.png) (https://i.imgur.com/ahAYPh7.png)
(https://i.imgur.com/W4bEwbn.png) (https://i.imgur.com/6SO6lQi.png)
(https://i.imgur.com/3xXMjwg.png) (https://i.imgur.com/RZuoQxD.png)(https://i.imgur.com/P207vpm.png) (https://i.imgur.com/dAcWOAK.png) (https://i.imgur.com/kwHlWkx.png)
Humanity has created wonders since the first inception of architecture - be it through scale or meaning. The structures in this group represent such efforts, symbols of will and perseverance in a decaying sector.

Causes recent unrest on the planet to decay at a rate of one point per month, and increases the stability of all planets in the system by 1, and increases local growth.
These are mostly for flavour - build yourself a palace to commemorate your greatness!

Can only have one of the category on the planet.
Does not require an industry slot.
  • Buildings
  • Modern Palace
  • Dark Palace
  • Memorial
  • Cathedral
  • Leisure Orbitals
  • Cloud Painter
  • Ice Palace
  • Lava Fortress
  • World Tree

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Additional Information:

Mod integration – for mod authors
This section contains spoilers for mod content.

Some of the features here need integration with other mods to work properly. If you are not a mod author, the following is not relevant for you.
All Industrial.Evolution cross-mod features are opt-in and work off whitelists. This means that if you want a feature to not work, you don't have to do anything.
If you wish to opt in for them, please fill out the lists and place them into:

Code
yourModName/data/config/indEvo/

Embassy/Ambassadors
If you want your faction supported by the Embassy system, you can:
  • Throw me a message or pm with your faction ID, I’ll add it (2-6 month wait).
  • OR Set the memory key “$deconomics_ambAllowed_factionID” to true.
  • OR Add your faction id to a whitelist (https://bitbucket.org/SirHartley/deconomics/downloads/embassy_whitelist.csv) in your mod under YourMod\data\config\indEvo\embassy_whitelist.csv
You can also recall all active Ambassadors for your faction, and stop new ones from spawning, by setting the memory key “$deconomics_ambAllowed_factionID” to false at any point in the game.
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Reverse Engineering
Take multiple ship hulls and make them into blueprints.
Requires multiple pristine ship hulls and a blueprint of the same size (gets overwritten) to reverse engineer a ship. This does not make the game easier and does not allow for easy cherry picking.

Ships that would break the game if the player could build them, or ships that are unique, or not available for lore reasons (Templars...), should not be whitelisted. Does not work with duplicated ships.

Make sure you have an entry in default_ship_roles.json for anything you whitelist here.

Add the ship ids you wish to allow to the whitelist (https://bitbucket.org/SirHartley/deconomics/downloads/reverse_engineering_whitelist.csv).
Skins are allowed if the base version is allowed, IBBs/HVBs are blacklisted by default and can not be whitelisted.
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Derelict Industries
Allows for true ship duplication (have one ship > space magic > have two ships).
Players will not be able to get this in every playthrough, and getting a reliable duplication chain is hard (requires 3 randomly seeded industries you have to find, restore and keep running, and blank blueprint templates that you also have to find and restore).
It also applies a bunch of D-Mods, and duplicated ships can no longer be duplicated themselves.


I am asking, on a personal note, to please allow as much as possible here. Even the most complex hulls can be duplicated by scanning/printing/space magic, and they will have enough problems after that to not break anything balancewise.

Add the ship ids you wish to allow to the whitelist (https://bitbucket.org/SirHartley/deconomics/downloads/printing_whitelist.csv).
Skins are allowed if the base version is allowed, IBBs/HVBs are blacklisted by default and can not be whitelisted.
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Change Log

3.3.e
  • General
  • Adjusted - Updated to 0.97a
  • Pets
  • Added - Terraforming Drone
  • Added - Domain-Era Roomba
  • Fixed - Pet unassignable Bug
  • Supercomputer
  • Fixed - Cross-Mod Crash with Arthrs' Ships
  • World Wonders
  • Fixed - Cross-Mod Crash with Arthrs' Ships

3.3.d
  • General
  • Fixed - Lunasettings now properly work (some settings will STILL ONLY APPLY WITH A NEW GAME, like disabling pets.)
  • Weapons & Ships
  • Added - Graphicslib effects for everything courtesy of Himemi/Cieve (Thank you so much!)
  • Items
  • Adjusted - Special item drops now about 60% less
  • Research Projects
  • Adjusted - Progress displays now use decimal formatting instead of rounding the number
  • Fixed - Research dialogue not recognizing if you have fitting special items in inventory
  • Artillery
  • Fixed - [Wisp] - Crash on new game https://fractalsoftworks.com/forum/index.php?topic=18011.msg411734#msg411734
  • Fixed - Tentatively fixed another Crash on new game https://fractalsoftworks.com/forum/index.php?topic=18011.msg418708#msg418708
  • Military Relays
  • Fixed - Crash when there is no market with a military but a relay exists (???) https://fractalsoftworks.com/forum/index.php?topic=18011.msg418028#msg418028
  • Supercomputer
  • Fixed - Rare crash when built on a modded station without the "station" tag
  • Governments
  • Adjusted - Monastic Order no longer buildable on stations
  • Adjusted - Monastic Order no longer buildable on gas giants
  • Adjusted - Arcologies now suppress extreme Hot and Cold
  • Adjusted - Arcologies can no longer be built on lava planets, gas giants and stations (they are bunker cities...)
  • Fixed - [Wisp] - Monastic Order Crash when picking having no valid ship to pick
  • Fixed - [Wisp] - Monastic Order Ship production message crash
  • Fixed - Weird crash with ship production message that cropped up when updating the mod
  • Fixed - Rural government image change button now properly shows up
  • Pets
  • Fixed - Can no longer duplicate pets by opening the box multiple times
  • Fixed - Now automatically opens the naming dialogue on press, no more manual unpausing
  • Fixed - [Wisp] - Crash when euthanizing a pet while it's in storage
  • Fixed - [Wisp] - Crash when a pet in storage dies
  • Derelict Industries
  • Adjusted - Made spawn weights a bit more balanced, all types should now show up every run
  • Fixed - Ancient Lab now picks commodities from a whitelist (no more PAGSM commodities...)
  • Fixed - Blacklisted RAT alterations from Hull Forge S-Mod Picker

3.3.c
  • Specialized industries
  • Fixed - GET THE NEW GRAND.COLONIES VERSION (https://fractalsoftworks.com/forum/index.php?topic=20986.0) to fix the vanishing industries bug
  • Fixed - Menu item shows up again (whoops)
  • Fixed - Can no longer change specialization on planets you don't own
  • Fixed - Stopped buildings from vanishing when switched

3.3.b
  • General
  • Fixed - No longer infinitely writes "Type" in front of industry descriptions on load
  • Items
  • Added - Failsafe for weird heavy industry types to demand/produce ship parts - they suck at it, but now they at least do
  • Fixed - Crash when another mod fails to specify a valid variant for a recovery event (looking at you, lukas)
  • Exploration
  • Fixed - Rare crash when an item choice special resolves to null, by making it drop a fish instead
  • Industry Specializations
  • Adjusted - Nerfed all outputs by 1
  • Fixed - Industry option no longer shows up when the feature is disabled in the settings
  • Governances
  • Added - Setting that makes all governances behave like vanilla pop&Infra, turning it into a cosmetic choice.
  • Added - Setting to edit max size for gov change
  • Adjusted - Capped CorpoGov stability Bonus at +10
  • Adjusted - Doubled credits/stability steps for CorpoGov
  • Adjusted - DP buildup for Monastic Orders ship tithes reduced, meaning it takes longer to build caps
  • Fixed - Corrected Monastic Orders description: they are able to build capitals because they have cultivated their inner ki for 6 billion years
  • Pets
  • Added - lotsa pets now have illustrations
  • Added - A setting to disable the entire system including station spawns
  • Added - All pets now eat supplies as well. This means you technically don't have to buy pet food, but it's still cheaper.
  • Adjusted - All pet lifetimes increased by a lot (only applies to new pets)
  • Fixed - Double "." on death message
  • Fixed - Pet station screen getting stuck on pressing ESC
  • Fixed - Crash when a pet dies while not assigned to a ship
  • Artillery
  • Added - Watchtowers now spawn around gates
  • Adjusted - Planets can now be visited, but not surveyed, if an artillery is in orbit (I am extremely sure that this will break)
  • Fixed - Finally, FINALLY fixed the immortal artillery bug
  • Fixed - Bug that caused artillery terrain to crash when no artillery is present

3.3.a
  • General
  • Added - Full LunaLib Integration
  • Added - Setting to adjust column amount in all the ship pickers in this mod
  • Added - Planet Jump listener, interface to notify when a planet has finished jumping via rift generator (for modders)
  • Added - Disrupt Danger to all IndEvo Industries and Structures
  • Adjusted - Rules.csv $market -> $marketName for 0.96
  • Adjusted - Code Changes for 0.96
  • Adjusted - All industry images got touch-ups to bring them more in line with vanilla
  • Pets
  • Added - Pets: Add them to your ship, feed em, make em happy, and they'll accompany you! And die! And do nothing!
  • Added - Research Project for a rare Pet
  • Added - Animal Center: Store, manage, rename, euthanize and buy pets here! Comes with a station and dodgy animal sellers.
  • Added - Animal Centers to Gilead, Jangala, Fikenhild
  • Added - Small interaction to Arthulf (check the comms)
  • Automated Shipyards
  • Added - Rare chance for a ship to be an automated variant, usable without the skill
  • Adjusted - new interaction image (the old one was kinda trash)
  • Exploration
  • Added - Derelict Pet Shops (chance at very rare pets)
  • Added - Arsenal station can now have ship recovery event with capital or cruiser grade hulls
  • Adjusted - Fixed Arsenal station having lower chance to have event than intended
  • Adjusted - Default columns for ship picking on Ship Sacrifice event increased from 5 to 8
  • Fixed - "Exploding Room" special can now pick (certain) Industrial Evolution items again
  • Fixed - "D-Mod Restoration" event can no longer fix unrestorable hulls
  • Detachments
  • Adjusted - De-jankified existing detachment interaction screen popup (no gameplay impact)
  • Weapons
  • Adjusted - Matter Degrader range 500 -> 600
  • Adjusted - Pulsar Carbine range 900 -> 1000
  • Adjusted - Cryo Artillery damage/shot 1200 -> 1000
  • Adjusted - Cryo Artillery flux/shot 480 -> 350
  • Adjusted - Cryo Artillery chargedown 1.2s -> 1s
  • Adjusted - Causality Disturber range 1000 -> 900
  • Adjusted - Causality Disturber EMP 1200 -> 600
  • Minefields
  • Added - Mines now get temporarily disabled by an interdiction pulse
  • Added - Tooltip showing controlling entity
  • Adjusted - Made NPC fleets react to them better (no more jiggling around)
  • Fixed - Base damage halved
  • Fixed - Damage now properly scales with fleet size (hit chance is still fleet size and speed)
  • Items
  • Added - Relic Components now from from Abyssal Enemies (RAT)
  • Adjusted - Simulation Engine - Added tooltip info about scaling effect
  • Adjusted - Neural Compounds - Clarified tooltip if senate with item is in range or not
  • Adjusted - Slightly buffed drop rate of relic components on remnant fleets
  • Adjusted - Halved the relic drop rate on derelicts
  • Fixed - Planet "in Range" tooltip no longer incorrectly states 12 LY range restriction for hypertransmitter, it's infinite as intended
  • Fixed - Crash when tech locator tries to point to a system that has no hyperspace anchor (????)
  • Artillery
  • Added - NPC fleets now respond to artillery fire and try to dodge. They are better at it than me.
  • Adjusted - Doubled build cost and time to bring it in line with the other orbital stations
  • Adjusted - Made all stations, modded or otherwise, compatible with artillery (Praise be Alex, our lord and saviour)
  • Fixed - Artillery Stations should no longer be stuck in repairs on game start
  • Fixed - Watchtowers no longer count as stable locations (Replaced the vanilla PlanetInteractionDialogPluginImpl)
  • Fixed - Bug that caused the station to persist after being killed via planet interaction
  • Specialized Industries
  • Added - Refining Specializations (increased output on one commodity, malus on the other)
  • Added - Mining Specializations (see above but for mining)
  • Governance Types
  • Note - Governances change how a colony works - right click Pop&Infra at size 3 to learn more.
  • Added - Underworld
  • Added - Rural Polity
  • Added - Hidden Arcology
  • Added - Monastic Order
  • Added - Corporate Governance
  • Commerce
  • Fixed - No longer resets build times on load/save
  • Variable Assembler + Manufactory
  • Added - VPC Pather interest
  • Added - Historian can now point towards VPCs
  • Adjusted - Base pather interest to 0 (1 for Manufactory)
  • Interstellar Relay
  • Adjusted - Now a tad more expensive to build
  • Supercomputer
  • Adjusted - Now a tad more expensive to build
  • Salvage Yards
  • Fixed - Can no longer transfer d-mods off or onto unrestorable hulls (sorry!)
  • Courier Port
  • Fixed - Crash when planet has no storage
  • Restoration Docks
  • Fixed - Can no longer restore ships that should be unrestorable
  • Fixed - Broken Tooltips
  • Requisitions center
  • Fixed - No longer gives you the market content for free when removed
  • Fixed - Broken Tooltips
  • Engineering Hub
  • "Fixed" - Crash when Variant is null (I don't know why it does that and the fix is a bandaid.)
  • Privateer Base
  • Fixed - No longer displays cross-mod content tooltips when other mod is not installed
  • World Wonders
  • Added - Ice Palace
  • Added - Lava Fortress
  • Added - Tree of Life
  • Added - Cloud Painter (Can actually change your clouds.)
  • Adjusted - Moved visual changing to its own button
  • Fixed - Dark Palace "Ressource" typo (literally unplayable)
  • Ancient Laboratory
  • Added - Now supports switching the bonus commodity when a beta core is installed
  • Adjusted - Can no longer pick non-vanilla resources as bonus
Older versions
3.2.b
  • Variable Assembler
  • Fixed - AI Core Tooltips
  • Artillery
  • Fixed - Crash when Railgun is shooting

3.2.a
  • General
  • Adjusted - Complete code restructuring
  • Techmining
  • Removed - Techmining progress indicator (Download Better Colonies instead!)
  • Removed - Vanilla techmining override
  • Items
  • Adjusted - Chance for patrols to ignore the Sensor Decoy reduced to 10% (from 30%)
  • Fixed - Transpoofer no longer causes you to fight your own fleet when engaging a station while it is active
  • Supercomputer
  • Fixed - Crash if colony does not have primary entity
  • World Symbols
  • Fixed - No longer applies stability bonus to planet when hovering over build menu
  • Fixed - Stability bonus now properly spreads to other in-faction planets in the system without needing to open them
  • Detachments
  • Fixed - Mystery crash https://discord.com/channels/187635036525166592/619635013201428481/1043634065917608088
  • Minefields
  • Adjusted - Condition is now visible in planet search
  • Artillery
  • Added - Setting to adjust spawn chance
  • Added - Tag "indevo_compat" and functionality to allow other authors to implement orbital station compatibility
  • Adjusted - Derelict artillery is now rarer (about 30% less)
  • Adjusted - Now ignores Epta tradestations for faction change
  • Adjusted - Watchtowers now spawn when artillery condition is applied to planet
  • Adjusted - Condition is now visible in planet search
  • Fixed - Eye indicator now works reliably again
  • Fixed - Eye no longer shows up if artillery is not hostile or broken
  • Fixed - Artillery stations now properly target and shoot you upon target lock
  • Fixed - Eye no longer shows up in systems with friendly artillery
  • Fixed - Now properly reverts to derelict station if there is no other faction claiming the system
  • Fixed - Can no longer spawn on alpha site
  • Fixed - Can no longer spawn in hidden systems
  • Fixed - Planets with artillery are no longer valid targets for missions and quests
  • Fixed - Watchtowers can now be interacted with and no longer display "doesn't work"
  • Fixed - Watchtowers can now be captured by player when not under AI control (remnant/derelict)

3.1.f
  • General
  • Fixed - Performance issue that caused continued slowdown while game went on
  • Artillery
  • Adjusted - FP 100 -> 250 (this makes the tooltip display more stars, to indicate danger level better)
  • Fixed - Crash when a NPC fleet fights the station and it dies to it
  • Fixed - Missile hit sound name to prevent crash on linux
  • Senate
  • Adjusted - Industrial Incentives tooltip (200% -> Doubled)

3.1.e
  • General
  • Adjusted - Made most visual effects not interactable
  • Items
  • Added - Settings for relic component combat drop rates (min FP, destroyed fraction)
  • Exploration
  • Added - A new superstructure to restore, giving access to MORE GACHA MECHANICS LETS *** GO
  • Weapons
  • Added - Side bar indicator for combat slow field effect
  • Artillery
  • Added - Star System Tag "IndEvo_SystemHasArtillery" to denote any system with an artillery
  • Added - Star System Memory Key (boolean) "$IndEvo_SystemDisableWatchtowers" which disables watchtowers and location reporting by fleets
  • Added - A shitload of settings to make your bones harder (or weaker)
  • Added - Sounds for combat weapons (Courtesy of Harmful Mechanic)
  • Added - Sounds for campaign weapons (Courtesy of Harmful Mechanic)
  • Adjusted - Visual adjustments for mortar explosions
  • Adjusted - Railgun damage 2500 -> 3500
  • Minefields
  • Added - Settings
  • Embassy
  • Fixed - Crash when NPC colony decivilizes in a non-standard way (Embassy moved up on rework priority once again)

3.1.d
  • Items
  • Adjusted - Particle colour now properly works off sun colour
  • Fixed - Scoop now also scoops from suns that are not the primary star
  • Fixed - Scoop crash in dual-star systems
  • Fixed - Scoop crash in nebulas
  • Courier Port
  • Fixed - Intel now actually removes itself 7 days after ending (whoops)
  • Fixed - Intel now properly displays total cost instead of only cargo cost
  • Note - use this console command to clear all the stuck intel entries (takes 7 days):
  • runcode com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.intel.ShippingIntel.re moveAll();
  • Embassy
  • Fixed - Weird copy-paste typo in description (how did that even happen)
  • Artillery
  • Added - Indicator telling you if you are being detected by watchtowers
  • Adjusted - Railgun charge up 3s -> 5s
  • Adjusted - Railgun damage 8000 -> 2500
  • Adjusted - Railgun now fires a 3-shot burst
  • Adjusted - Railgun shot interval 3s -> 10s
  • Adjusted - Missile tracking range 800su -> 600su
  • Adjusted - Watchtower hack duration now actually up to 2 months (Was 1)
  • Adjusted - Watchtower now takes some time to get a target lock, depending on your distance to the tower
  • Adjusted - Watchtower sensor ping now irregular
  • Adjusted - Watchtower sensor range range 3000su -> 4000su
  • Fixed - Watchtowers no longer permanently have the first faction they spawned under in their name (new game)
  • Derelict Industries
  • Added - Blacklisted Riftgen from spawning on Niko Satellite planets

3.1.c
  • General
  • Added - Better Colonies SP-Improvement Config data
  • Items
  • Fixed - Refreshing market no longer updates consumable item presence
  • Fixed - Consumables no longer vanish from storage
  • Artillery Stations
  • Adjusted - S-Point improvement now increases range by 4000
  • Adjusted - Tracking distance on missiles 400 -> 800 SU
  • Adjusted - Missile speed 200 -> 250 SU/s
  • Adjusted - Slightly decreased railgun projectile travel time
  • Fixed - Nex colony fleets now auto-destroy the artillery when establishing a colony
  • Research Projects
  • Fixed - New Projects intel is no longer perma-important (does not fix currently stuck intel entries, sorry!)
  • World Wonders
  • Added - Toggle to switch between alternate visuals (if present)

3.1.a
  • General
  • Added - President Matt Damon added to credits of this mod for help with vectors and math. Thank you!
  • Fixed - Corrected all those getList tooltips to get
  • Items
  • Added - Consumable Item: Nanite Repair Module - Repairs your fleet, restores CR
  • Added - Consumable Item: Tech Locator - Grav Scan for hyperspace, indicates systems with lots of loot
  • Added - Consumable Item: Drive Bubble Spike - Deploys a mine that fires an interdiction pulse when an enemy fleet is in range
  • Added - Consumable Item: Sensor Decoy - Attracts military fleets in a large radius, baits artillery fire
  • Added - Consumable Item: Fuel Scoop - Succs juicy space fuel from a nearby star or nebula
  • Added - Consumable Item: Transpoofer - Changes the faction of your fleet for a time
  • Note - Some can be bought, all can be found through combat and exploration
  • Adjusted - Switch to non-vanilla drop group system, courtesy of Matt
  • Adjusted - Drop rates on all IndEvo items and loot overhauled
  • Weapons
  • Adjusted - Rift Pulser now properly scales with ballistic hullmods
  • Adjusted - Causality Disturber is now Hybrid (what have you brought upon us)
  • Adjusted - Causality Disturber Sprite Update (Courtesy of Nia)
  • Adjusted - Revised Causality Disturber Stats - less burst, more sustainability (Courtesy of Nia)
  • Adjusted - Rift Pulser Sprite Update (Courtesy of Nia)
  • Artillery Stations
  • Added - 3 Types of artillery that shoot you on the campaign layer
  • Added - Artillery to Eochu Bres, Chicomoztoc, Kazeron, Sindria
  • Added - Derelict Artilleries that will find you while exploring - conquer them to build your own!
  • Added - Watchtower stations to hack or take over, that report your location to the artillery
  • Research Projects
  • Added - Project Transistor - Trade Relic Components for consumable items
  • Fixed - Intel entry no longer shows up in decivilized tab and is now properly marked important
  • Minefields
  • Added - 2 seconds of invulnerability after a jump
  • Adjusted - Phase ships now only add 0.3x their hull size weight to hit chance calc
  • Adjusted - Damage reduced by 50% (they still hurt)
  • Adjusted - No longer blows up on fleets in combat
  • Adjusted - Bounty and "Important" Fleets are no longer affected by minefields (cheaters, man, amirite)
  • Adjusted - Friendly fleets ignore minefields and will no longer get stuck trying to pass them
  • Adjusted - Increased immunity time after strike for NPC fleets
  • Adjusted - NPC fleets in "immunity time" now treat the minefield as if it was not there = much smoother transition
  • Fixed - Visual IFF check now matches explosion IFF (properly turns green when friendly ect...)
  • Embassies
  • Added - Faction: UAF
  • Engineering Hub
  • Fixed - No longer removes all blueprints of a size from IndStorage when creating a new one
  • Courier Port
  • Adjusted - No longer gets placed on core worlds randomly
  • Fixed - No longer transfers cargo/ships to inventories that can not hold them when "all" is selected
  • Fixed - Shipping intel now vanishes after finishing (just like your dad back then)
  • Fixed - Crash when shipping port intel could not find valid map location
  • Fixed - Crash when shipping from a Nex goverened colony
  • Privateer Base
  • Adjusted - Failed raids now give 30% more output than before (to compensate the unplanned decay nerf)
  • Fixed - No more infinite output stacking with industrial incentives
  • Fixed - Now ignores bonus supply for output decay
  • Note - 2 base output (+ 3 bonus) - 2 decay = 0 supply next month, where up until now it would have been 3
  • Academy
  • Adjusted - Manually blacklisted that one Oculian Armada skill everyone was getting
  • Fixed - No longer counts mercenaries against the officer limit
  • World Wonders
  • Added - Custom image for Timids Kadur rework
  • Fixed - No longer awards SP when an NPC builds one
  • Fixed - Stability Bonus for other in-System worlds is now properly permanent
  • Derelict Industries
  • Adjusted - Laboratory bonus can no longer resolve to modded commodities
  • Fixed - Hull Forge crash when printing a ship (Mod Incompatibility with GundamGC...)
  • Fixed - Rift Generator can no longer spawn on planets with minefields (new game)
  • Detachments
  • Fixed - Ability now gets added to your hotbar after the tutorial ends
  • Fixed - Now properly transfers weapons and fighters on creation
  • Fixed - Crash when orbit focus had no orbit

I ran out of characters for this post so just look here: https://raw.githubusercontent.com/SirHartley/Industrial.Evolution/master/Changelog
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Attribution / Acknowledgement
Anton Juntunen     Paid commission - Almost all the artwork for items, buildings and illustrations. Check out his stuff (and contact) here: https://www.artstation.com/antonjuntunen
Nia Tahl    A huge amount of fancy weapons for the research projects
Wispborne / Wisp    Taking care of this mod while I could not. Thank you!
Himemi / Cieve    Contributed all normal maps and configurations for GraphicsLib
President Matt Damon    Endless patience helping me with vector math, and script contributions.
MesoTroniK    Paid commission - Sound Effects.
Harmful Mechanic   Sound Effects for the artillery
Rikodu Studios     The Salvage Yards icon is an edited version of concept art owned by Rikodu, used with permission.
Alex     Repeatedly helped by answering stupid questions, and making this possible in the first place. 
Avanitia     Massive amounts of feedback, beta testing, and patience.
Baseplate     Multiple extremely in-depth bug reports and beta testing.
Discord Folk     Help and Feedback on multiple occasions - thank you!
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(https://i.creativecommons.org/l/by-nc-nd/4.0/88x31.png) (http://creativecommons.org/licenses/by-nc-nd/4.0/)
Ask before using my code. Do not reuse or modify my images - see attribution!
This includes using my images for any kind of work in Stable Diffusion "AI" networks.

I very much appreciate feedback or suggestions, for both current and future content.

(https://i.imgur.com/15oHa68.png) (https://ko-fi.com/sirhartley)
Title: Re: [0.9.1a] Industrial.Evolution 1.0.a - Industries with non-standard effects
Post by: Matsor Browncoat on February 17, 2020, 12:42:30 PM
Looks great. I love it.
Title: Re: [0.9.1b] Industrial.Evolution 1.0.a - Industries with non-standard effects
Post by: MrRicey on February 17, 2020, 01:11:48 PM
Awesome to see a mod dedicated to colonies! Don't see that much around often!
Title: Re: [0.9.1a] Industrial.Evolution 1.0.b - Industries with non-standard effects
Post by: NephilimNexus on February 17, 2020, 01:41:18 PM
Interesting concepts.  Every though about adding a straight-up Drug Lab?  Just produces drugs from organics, either for your own mining operations or for export when people turn on free port (naturally that would honk-off your neighbors and may invite raids)?
Title: Re: [0.9.1a] Industrial.Evolution 1.0.b - Industries with non-standard effects
Post by: SirHartley on February 17, 2020, 01:50:24 PM
Interesting concepts.  Every though about adding a straight-up Drug Lab?  Just produces drugs from organics, either for your own mining operations or for export when people turn on free port (naturally that would honk-off your neighbors and may invite raids)?

finding the production chip for Recreational Drugs and installing it in a Variable Industry does that, in addition to giving you a monthly supply to trade with.
Title: Re: [0.9.1a] Industrial.Evolution 1.0.b - Industries with non-standard effects
Post by: NephilimNexus on February 19, 2020, 03:38:31 PM
Sweet!
Title: Re: [0.9.1a] Industrial.Evolution 1.0.b - Industries with non-standard effects
Post by: RoquetheRogue on February 20, 2020, 08:12:12 AM
Drop rates seem fine, you can get a decent amount of VPCs of any rarity consistently, and having a way to get rid quick of some was a decent call, it does not seen to overlap your usual loot lists from the vanilla game.

The only problem would be a vanilla issue where we are limited to 12 buildings only in colonies, which is terrible limitation, hopefully one day we'll get something to fix this!

Your mod fixed bad colonies that doesn't have any possible production, however I ran into some balancing issues... your buildings invite pathers with a (7) industrial interest, your buildings are very precious, I do think some shouldn't be available from start, but something you can unlock by exploring, kinda like the planetary shield?

Thank you for your hard work! and keep coming to discord! always good to talk with Mod Authors
Title: Re: [0.9.1a] Industrial.Evolution 1.1.a - Industries with non-standard effects
Post by: SirHartley on February 21, 2020, 04:06:26 PM
Thanks to everyone that provided feedback, especially Matsor Browncoat, SCC and RoquetheRogue.
Most everything that has been said is addressed in this update.

There has been no change to the cost or availability of these, since I consider gating industries behind drop tables not the best approach.

Without further ado - the most complicated industry I have made so far:

Change Log
1.1.a
  • Variable Industries
  • Fixed AI cores randomly not working (All)
  • Slightly decreased pather interest in Manufactory
  • Removed pather interest in Commodity Forge (it destroys tech, they shouldn't care)
  • Military Relays
  • Changed build requirement from High Command to Military Base in Star System
  • Reduced effect if no High command is present
  • Fixed not buildable if planet only has a military base
  • Fixed relays applying the bonus even if the colony had the highest fleet size
  • Increased beta core effect to 25% upkeep reduction
  • Is now unraidable
  • Centralization Bureau
  • Changed Industry blacklist to whitelist (No more issues with other modded industries)
  • Is now unraidable
  • Salvage Yards
  • Added – hunting fleets in your system now has proper rewards.
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Title: Re: [0.9.1a] Industrial.Evolution 1.1.a - Industries with non-standard effects
Post by: NephilimNexus on February 21, 2020, 05:33:50 PM
Salvage Yards?  This looks interesting.

You know... I've often envisioned the idea of a planet structure that refurbishes stores ships and slowly removes their D-Mods over time (like 1 per month, randomly selected from the pool of damaged ships in storage).  I think that the structure would be cheap to maintain (otherwise why bother?) but would cost ship hulls and processed metals to operate.
Title: Re: [0.9.1a] Industrial.Evolution 1.1.a - Industries with non-standard effects
Post by: Malleator on February 21, 2020, 06:39:57 PM
You had me at industrial sized illegal drug lab.
Title: Re: [0.9.1a] Industrial.Evolution 1.1.a - Industries with non-standard effects
Post by: TaylorItaly on February 22, 2020, 07:56:41 AM
Great mod.
Thanks for the update!! ;D
Title: Re: [0.9.1a] Industrial.Evolution 1.1.a - Industries with non-standard effects
Post by: RoquetheRogue on February 22, 2020, 03:36:52 PM
VPCs for Luxury Goods are not showing up in Installation Lists, either in player storage or the colony storage..

is there any VPC for Organs? or maybe a Vatgrown Organ Facility in the future? Aquaculture VPC/Facility for Volturn Crabs?

By the way, have you seen that mod I've linked you? I'm sure you and mod author creature can accomplish a lot together if you ever collab! Nijigen Extend has some interesting criminal industries.
Title: Re: [0.9.1a] Industrial.Evolution 1.1.a - Industries with non-standard effects
Post by: Fire turtle on February 22, 2020, 09:34:14 PM
It looks very interesting, and the illustrations are also very good
Title: Re: [0.9.1a] Industrial.Evolution 1.1.a - Industries with non-standard effects
Post by: SirHartley on February 23, 2020, 06:50:16 AM
VPCs for Luxury Goods are not showing up in Installation Lists, either in player storage or the colony storage..

is there any VPC for Organs? or maybe a Vatgrown Organ Facility in the future? Aquaculture VPC/Facility for Volturn Crabs?

By the way, have you seen that mod I've linked you? I'm sure you and mod author creature can accomplish a lot together if you ever collab! Nijigen Extend has some interesting criminal industries.

I fat fingered the ID of LuxGoods VPC, will be fixed in the next release. Thanks for letting me know!
There is no VPC for organs, as they can not be made in a production line.

I don't want to make industries that compete with vanilla, but rather add new effects.
CK industries has an organ production and some other industries to offer new ways to produce vanilla commodities. It is not something I would personally use, but check it out if you are after those!

I saw the industries Nijigen Extend adds. They have interesting concepts for sure, but collabs are too time intensive to do for me atm.
Title: Re: [0.9.1a] Industrial.Evolution 1.1.a - Industries with non-standard effects
Post by: SirHartley on February 25, 2020, 01:01:52 PM
Updated OP with notice - There is absolutely no reason for the game to do that, but it does it anyway. Removing salvage Yards, then Heavy Industry is fine.

It shouldn't really affect a save, since industries are rarely removed, but please keep this in mind.
Title: Re: [0.9.1a] Industrial.Evolution 1.2.a - Industries with non-standard effects
Post by: SirHartley on February 28, 2020, 11:05:53 AM
Update, 1.2.a

All the tooltip changes, small fixes and general polish are thanks to the extremely extensive feedback of Tomatopaste.

Supercomputers! Because that 275% Hazard Cryovolvanic planet you never bothered to colonise can now be put to use!

Change Log
1.2.a
  • Variable Industries
  • Added AI-mode for non-player controlled markets
  • Fixed VPC for Luxury goods is now usable
  • Adjusted VPC War Package now displays correct description on deposit
  • Adjusted warnings to text colour yellow
  • Military Relays
  • Fixed tootip displaying the market ID instead of market name
  • Centralization Bureau
  • Added AI-mode for non-player controlled markets
  • Adjusted warnings to text colour yellow
  • Salvage Yards
  • Added AI-mode for non-player controlled markets
  • Added notification about raid success/failure and received SU
  • Fixed Production output/cargo transfer from Salvage market now transfers everything
    (thanks for the pointer LazyWizard)
  • Fixed a crash when trying to remove heavy industry from a planet with salvage yards
  • Fixed Salvage Yards Admin not getting replaced when switched out
  • Fixed Salvage Yards market not getting removed on industry removal
  • Fixed build time to 45 days (was 54)
  • Adjusted warnings to text colour yellow
  • Supercomputer
  • Added AI-mode for non-player controlled markets
  • Added Increase system wide colony income, depending on planet temperature.
  • Added Tri-Tachyon would like to remind you to disregard any rumors of AI creation you might have heard.
  • From dev release: increased diminishing effect on stacking from 0.9 to 0.88
  • From dev release: fixed alpha AI core giving 44% bonus instead of 20%
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Title: Re: [0.9.1a] Industrial.Evolution 1.2.a - Industries with non-standard effects
Post by: RoquetheRogue on February 28, 2020, 11:52:45 AM
This mod keeps getting better and better, I think I may found a reason why your salvage yards are incompatible with heavy industry, is that they also allow for custom manufactoring, that might as well be a reason why you allowed them to help players create their own ships and why it is causing CTD.

I think I may have found an dynamic way to create new salvage using a reliable sorce - Salvager Fleets - these are fleets the salvage yards spawn to collect resources in the system, consisting of shepards and/or Jury-rigged automated delerict ships, these spawned ships could help with the collection but also attract the attention of pirate fleets, either way, more salvage for the yards should pirate and salvage fleets get into combat and destroyed in the system, something Criminal industries allowed as to create player faction pirate fleets to help protect the system, which is very neat.

Using the same design philosphy, can we create Automated Robot Factory using gamma/alpha cores to build autonomous ships for the player faction? kinda like a Patrol HQ, but with remnant(alpha)/delerict (gamma) robot ships to protect the system instead, costly, probably causing some highly illegal infractions within the Hegemony, but if you're going to use AI Cores you are bound to get in trouble with the Hegemons sooner or later, AI cores influencing size and quality.

Variable Industries outputs to the player storage can get out of hand with their quantities, especially if you get rare ones like recreation drugs, I travelled for a bit only to return and find 2k of recreation drugs in player storage, it may need some balancing.

Thank you for your hard work SirHartley!
Title: Re: [0.9.1a] Industrial.Evolution 1.2.a - Industries with non-standard effects
Post by: SirHartley on February 28, 2020, 01:22:31 PM
Salvage yards are not incompatible with heavy industry, quite the opposite - they are very much intended to be built on the same planet, as the yards will increase your production budget regardless of the total colony ship hull output. No other modded industry currently does that. The crash was fixed with this version.

Salvage Points are gathered from the following sources:
- Destruction of fleets if the player is present in the system (can also be from AI vs AI combat)
- Pirate activity in the system
- Raids, failed and successful (this means any incursion by a hostile fleet - bombings, pirates, invasion)

Starsector despawns fleets as soon as you are out of range, so your proposal is sadly not feasible.

I honestly don't know about VPC output - I'm open to balance changes, but I haven't had anyone tell me it's too much up to now, so I'll assess that on the play through I'm doing atm. Thanks for the pointer!
Title: Re: [0.9.1a] Industrial.Evolution 1.2.a - Industries with non-standard effects
Post by: RoquetheRogue on February 28, 2020, 01:49:17 PM
- Destruction of fleets if the player is present in the system (can also be from AI vs AI combat)
- Destruction of fleets if the player is present in the system (can also be from AI vs AI combat) How is it not doable, if that happens? what I've proposed from these AI fleets spawned from the Salvage Yards was exactly that above, AI versus AI while player is present, if no pirates are around, salvager fleets could wander around debris or around the system
I honestly don't know about VPC output - I'm open to balance changes, but I haven't had anyone tell me it's too much up to now, so I'll assess that on the play through I'm doing atm. Thanks for the pointer!
I think that if you reduced the player storage output by 70% or 60% it could potentially store in a more balanced form.

Using the same design philosphy, can we create Automated Robot Factory using gamma/alpha cores to build autonomous ships for the player faction? kinda like a Patrol HQ, but with remnant(alpha)/delerict (gamma) robot ships to protect the system instead, costly, probably causing some highly illegal infractions within the Hegemony, but if you're going to use AI Cores you are bound to get in trouble with the Hegemons sooner or later, AI cores influencing size and quality.
Can this be done at all? like, does StarSector allow the Player Faction to repurpose autonomous ships either by hacking or installing a AI core bound to the player faction? I read somewhere the knowledge to hack robotic ships could be taught by friendly alpha AI Cores (but that's all theory from what I have seen so far, but maybe if you built those ships yourself using advanced AI, it's an entire different take on the matter)

I imagine balacing outputs is a very difficult process, so, thank you for your time and hard work!
Title: Re: [0.9.1a] Industrial.Evolution 1.2.a - Industries with non-standard effects
Post by: SirHartley on February 28, 2020, 02:44:06 PM
Okay, I thought about your proposals, and if they would be in line with what I want for this mod.
I came to the conclusion that adding a worse version of the patrol HQ is not what I aim to do here - my focus is adding things that vanilla doesn't have. I can absolutely agree with your proposal of adding independent salvage fleets that fly around to gather stuff - this is fluff, but it would make the entire thing feel more alive. I put it on the list for optional future implementation.

For your second question - piloting AI ships - this will be implemented in the next version of vanilla, see here: https://twitter.com/amosolov/status/1168299595891466241
If you meant the faction taking and using AI ships? Technically, this is possible, but honestly - it's a novel idea, but kinda doesn't fit the scope of the mod.
Title: Re: [0.9.1a] Industrial.Evolution 1.2.a - Industries with non-standard effects
Post by: RoquetheRogue on February 28, 2020, 03:51:02 PM
It's very interesting that there's a AI alpha core as a pilot there, there's potential, who knows Hacking could be a technology skill? I imagine You'll need something better than a RC controller to actually take over AI ships ;)

Anyways, back on topic.

Not taking and using AI ships, just a better or worse, depending on your wishes, a new type of "system security building/industry" that requires material resources (metals, transplutonics, volatiles), AI cores and other things to properly function, like a robotic/remnant patrol fleet, so you don't have to rely on the heavy-handed doctrine settings and imperfect human officer patrols with questionable portraits
(if you have mods like Interesting portraits player faction will inherit portraits from all factions),
that new robot factory could create robotic fleets controlled by a Alpha/gamma AI, assisted by the Supercomputer, requiring having these buildings in order to work/or just the Alpha AI CORE to manufacture AI fleets controlled by it
compared to the basic Patrol HQ it outputs a decent amount of robotic fleets to protect the system, pickets, armadas and other patrols, using AI portraits and depending on the AI core, using the AI CORES and puts that planet in constant risk with hegemony inspections,
Depending on the AI CORE you assign to the building you'll either have a bunch of fleets, but delerict-like, with poor AI officers, or remnant level high-tech ships with alpha level officers piloting these fleets your factory outputs, there are pros and cons of using such highly advanced forbidden buildings such as attracting the ire of the Pathers and Hegemony
for lore reasons, if you are a very advanced explorer faction and gathered lots of forgotten technology, you travelled very distant sectors, recruiting new people and growth in far off, remote colonies could be problematic, you would probably want to automate a lot of things to make up for the lack of personnel, so having these robot factories could reduce a bit the upkeep of crew in buildings of the colony so you can dedicate your people for industry while Robots Patrol your systems, and vice-versa 

Alternatively, instead of delericts and Remnant ships, that industry could build any blueprint ships you own and preferred, but instead of a human officer, you get an AI officer, with autonomous module ships. If that works best, plus any ordered ships built on that planet can have the autonomous ship module.. It's a bit of a late game building I would say.

Also I took a look at CK industries, some of the buildings there basically depopulate your planets.. Vatgrown Facilities I was refering a few comments back is a Organ Cloning Facility, basically which would be a process a bit like Cultured Meat, but for surrogate organs replacements further science devilry is that you can even grow people in vats (but that's absurd), also, no need to go around kidnaping and killing people like that industrial building from CK Industries, the other suggestion was the VPC for Volturn crabs, but I realize they would be  better in a Aquaculture farm, which is a industrial process of breeding sea-life, which in turn could create food (edible algae) and crabs

Hopefully I've managed to explain myself better, maybe these are in line with your vision of the your mod? maybe future considerations?
Title: Re: [0.9.1a] Industrial.Evolution 1.2.a - Industries with non-standard effects
Post by: PreConceptor on February 28, 2020, 06:46:25 PM
Cool mod, really like the idea of VPCs, very thematic.

2 Questions -
1) Do you plan on adding VPCs for modded commodities if they're present in a game?
2) What's the 'AI-mode for non-player controlled markets' in the change log referring to?
Title: Re: [0.9.1a] Industrial.Evolution 1.2.a - Industries with non-standard effects
Post by: SirHartley on February 29, 2020, 02:35:52 AM
Cool mod, really like the idea of VPCs, very thematic.

2 Questions -
1) Do you plan on adding VPCs for modded commodities if they're present in a game?
2) What's the 'AI-mode for non-player controlled markets' in the change log referring to?

1) Currently - no. Which one would you like to see?
2) Since the effects of some industries depend on player actions, they would not work on non-player controlled colonies. With this update, all of my industries now properly work even if not under player control, or if built by a non-player faction with Vayras' Sector or Nexerelin.
Title: Re: [0.9.1a] Industrial.Evolution 1.2.a - Industries with non-standard effects
Post by: deaxsa on February 29, 2020, 05:40:00 AM
Do you know of any UI workarounds for the 12 display limit? I know I can queue everything I want up when I have 1 slot remaining, but that requires not changing them afterwards without undoing a lot of progress. Is there a way to add a scroll bar to the colony management screen? Or even just a single row more.
Title: Re: [0.9.1a] Industrial.Evolution 1.2.a - Industries with non-standard effects
Post by: RoquetheRogue on February 29, 2020, 07:16:41 AM
Do you know of any UI workarounds for the 12 display limit? I know I can queue everything I want up when I have 1 slot remaining, but that requires not changing them afterwards without undoing a lot of progress. Is there a way to add a scroll bar to the colony management screen? Or even just a single row more.

Unfortunately we don't have anything to show more than 12 buildings in planets, it is a game limitation, we're hoping that the next SS update, or a mod, can fix this because 12 buildings only is very limiting, however if you want more buildings close to your planet, I recommend the Astropoli, you can build those using the Player Station Construction by boggled
https://fractalsoftworks.com/forum/index.php?topic=17094.0
Astropolis are planet-like stations, they'll give you more 12 buildings around medium to huge sized planets, obviously it isn't very balanced and you can build 3 of these astropolis, it's a way to fix that annoying limitation if you have enough money.
Title: Re: [0.9.1a] Industrial.Evolution 1.2.a - Industries with non-standard effects
Post by: PreConceptor on February 29, 2020, 09:56:47 PM

1) Currently - no. Which one would you like to see?

Now that I think about it, forget I asked. All the ones I can think of have kinda unique origins and making them by VPC wouldn't really make sense, things like Shadowyards High Capacitance Storage or HMI's Nanite Mass
Title: Re: [0.9.1a] Industrial.Evolution 1.2.a - Industries with non-standard effects
Post by: Omnicast on March 01, 2020, 06:53:57 PM
I'd like to request/suggest a few building types.

Some sorta Secret Police Headquarters that deals with Pather cells. Requires Marines/Weapons/Drugs to function. It only affects the planet it's built upon. The upgraded version covers the entire star system. You can only build one. Spawns Secret Police patrols. Basically this building makes it much harder to Luddic Pathers to get a foothold. It also removes them over time, but it's slower than the agent. Okay, I admit it needs a new name... Secret Police just sounds stupid.

Some kind of administrator building. Each building should add +1 to the administer limit. Maybe an upgraded version gives the Player +1 to the colony management limit?

Administrator Academy allows the training of Admins to level them up. Tuition fees are gonna cost you an arm and a leg though. Maybe it spawns new Admins every 3 months? So every 3 months you get a fresh batch of admins to sort through.

A Retaliation/Expedition building that commissions fleets to strike at pirate bases or luddic path bases? So when there's a threat it creates an event that prepares a fleet to deal with these colony threats. It starts to suck in Supplies/Fuel/Weapons/Ship Hulls/Crew/Marines/Credits and creates a large fleet to deal with these. Maybe it could also raid hostile factions and bring the loot back?

That's all I can think of for now. Hope these are good ideas.

Also two questions: Do you only need one Military Relay? If so why not make it a Unique?

The AI Core in the salvage yard has different effects? Ie either I pick Beta to remove the quality penalty or I pick Alpha for less salvage used and 10% less decay? Also in regards to the Beta Core in the Salvage Yard the fleet quality doesn't show if there's a decrease or increase.
Title: Re: [0.9.1a] Industrial.Evolution 1.2.a - Industries with non-standard effects
Post by: TFrenchCanadian on March 01, 2020, 09:17:23 PM
I agree with Omnicast this would make colonies more useful but don't feel bad if you don't want to/can't, i am a already happy that i can use your mod and i just want to thank you for the time you put into making this.
Title: Re: [0.9.1a] Industrial.Evolution 1.2.a - Industries with non-standard effects
Post by: SirHartley on March 02, 2020, 01:06:03 AM
@Omnicast -

These are worth consideration, thank you. I try to balance an industry with drawbacks, so should I make one of these they will not result in free stuff - Secret police would most likely result in a systemwide stability and pop growth penalty, for instance, or potentially cause rebellion.

Quote
Also two questions: Do you only need one Military Relay? If so why not make it a Unique?

You need to build a relay on every planet you want the effect on. It will only get the largest fleet size bonus of a planet with a relay, and only apply it to a planet with a relay.

Colonies in the system without this building are not affected by any bonuses whatsoever, and do not provide a bonus to other planets.

Quote
The AI Core in the salvage yard has different effects? Ie either I pick Beta to remove the quality penalty or I pick Alpha for less salvage used and 10% less decay? Also in regards to the Beta Core in the Salvage Yard the fleet quality doesn't show if there's a decrease or increase.

Yes, AI cores work like in Vanilla - you can only have one or the other.
Salvage yards apply a quality penalty - i.e. they reduce the ship quality. The penalty only shows up if there is no other colony with higher quality, due to how vanilla calculates that.
Title: Re: [0.9.1a] Industrial.Evolution 1.2.a - Industries with non-standard effects
Post by: Omnicast on March 02, 2020, 06:40:37 PM
Thanks for the reply man. Hahaha I only built one relay... no wonder no one else in my star system got DirectTV or Dish. Oh well started a new run anyways thanks to the hull mod revival. This time I'll make sure my other planets get coverage too!  ;)
Title: Re: [0.9.1a] Industrial.Evolution 1.2.a - Industries with non-standard effects
Post by: NephilimNexus on March 03, 2020, 12:17:04 PM
If I may make a suggestion: Currently assemblers drop off their goods in the storage area of their own planets.  I think it would more useful if they delivered to the production target planet.  When one has 10+ colonies, running around every month to pick up all that stuff from all those different planets gets tedious.
Title: Re: [0.9.1a] Industrial.Evolution 1.2.a - Industries with non-standard effects
Post by: SirHartley on March 04, 2020, 02:52:16 AM
If I may make a suggestion: Currently assemblers drop off their goods in the storage area of their own planets.  I think it would more useful if they delivered to the production target planet.  When one has 10+ colonies, running around every month to pick up all that stuff from all those different planets gets tedious.

implemented in the next release on friday thursday
Title: Re: [0.9.1a] Industrial.Evolution 1.2.a - Industries with non-standard effects
Post by: SirHartley on March 05, 2020, 11:10:24 AM
Quality-of -life update, some maintenance, some adjustments.
No new industry because rules.csv and learning curves.

I probably spent more time on maths and calculations than on actual coding this time.

Logarithmic increase means you can't produce 11.000 domestic goods per month anymore, but your amounts will increase faster and then stagnate.
This is now the case for all variable industries - the output has also been reduced in total.
Oh, and no more running around trying to gather everything up - these buildings come with home delivery now.

The Supercomputer now needs AI cores to function. Once installed, it will become locked to the industry and burn out after an amount of time, depending on the core.
There is also a storage for these - you can place cores there and the industry will replenish itself once the active core runs out. (The storage is where your normal storage is as well, but to the left - called "AI-Core Storage")
Effects stayed the same - if you want 20% more increase, you will now have to permanently sacrifice an alpha core - but it will last you a year, compared to the month of a gamma.

Change Log
1.3.a
  • Variable Industries
  • Adjusted all deposit outputs from linear increase to logarithmic increase
  • Adjusted output is now delivered to the production gathering point.
  • Centralization Bureau
  • Fixed tooltip - again
  • Fixed not getting a bonus between heavy industry and orbital works
  • Supercomputer
  • Added AI core consumption: the industry will now require AI cores to work, and destroy them in the process.
  • Added AI-core storage: this is where the Supercomputer takes the AI cores from.
  • Fixed gamma core giving better hidden bonuses than alpha core
  • Adjusted beta core tooltip for better understanding (Thanks Coherent Watermelon!)
  • Adjusted some under-the-hood parts for AI behaviour
  • Adjusted the chance for nothing at all, carry on.
[close]
Title: Re: [0.9.1a] Industrial.Evolution 1.3.a - Industries with non-standard effects
Post by: DerpFaceCake on March 06, 2020, 12:48:28 AM
I know it's your mod and any changes are up to your decision (The author). But I don't see why a Supercomputer would require AI cores to use as of 1.3? Specifically, since the description mentions them being 'barely tolerated' by the Hegemony. Because by logic if a supercomputer integrates an Alpha core to itself for usage, doesn't it become an Alpha core already?
Title: Re: [0.9.1a] Industrial.Evolution 1.3.a - Industries with non-standard effects
Post by: SirHartley on March 06, 2020, 01:14:48 AM
I know it's your mod and any changes are up to your decision (The author). But I don't see why a Supercomputer would require AI cores to use as of 1.3? Specifically, since the description mentions them being 'barely tolerated' by the Hegemony. Because by logic if a supercomputer integrates an Alpha core to itself for usage, doesn't it become an Alpha core already?

Out-of-game reason:
I needed a way to balance the massive financial gain these buildings can generate. A single computer on a cryovolcanic planet in a system with 4 colonies with ~100.000 credits income/month will generate an additional 60.000 credits for free. That was too much to not have a drawback. People were building 10+ supercomputers in nebulas, which is not intended.

In-universe reason:
The description has been updated to this:
Built deep into the earth, these massive supercomputing units use shackled AI to facilitate their work, causing their cores to burn out. The Hegemony keeps a close eye on all these facilities, but there is no known instance of one ever becoming self aware.
Title: Re: [0.9.1a] Industrial.Evolution 1.3.a - Industries with non-standard effects
Post by: FrackaMir on March 06, 2020, 07:58:53 AM
That ain't so bad with the new change for Super computers, although Players can still grind for Ai Cores and theres a mod that allows production of them too

Also seems the Mod Isn't really save game friendly it seems? I'm updating to the newest version of this mod from the base 1.0 ver it was at and the error it gives seems to point to Salvage Yards.

Unsure why it causes it as it's just some buildings and industries, wherein none of them have been removed so no clue why the game's freaking out
Title: Re: [0.9.1a] Industrial.Evolution 1.3.a - Industries with non-standard effects
Post by: SirHartley on March 06, 2020, 08:48:56 AM
Hey, I can't balance this around other mods, or I'd never get it done :)

could you post me starsector.log?
it will be in your starsector-core folder

Unsure why it causes it as it's just some buildings and industries, wherein none of them have been removed so no clue why the game's freaking out
those buildings and industries are not as simple as they seem - salvage yards uses multiple scripts to work, so it is likely something there is failing, but I won't know more until I can take a look at your log.
Title: Re: [0.9.1a] Industrial.Evolution 1.3.a - Industries with non-standard effects
Post by: CrimsonPhalanx on March 07, 2020, 08:53:52 PM
Just a really minor thing I've noticed in my game. Luxury goods display as "null" in the notification that says how many units were transported to the gathering point, it works fine tho, just the text.
Title: Re: [0.9.1a] Industrial.Evolution 1.3.a - Industries with non-standard effects
Post by: FrackaMir on March 08, 2020, 04:17:51 AM
Well here's the log with the, well I think Isolated error debug from the rather giant mess of a log, due to all the mods I use, which is almost all of them that are compatible and can work

Spoiler
773766 [Thread-4] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  -
---- Debugging information ----
cause-exception     : com.thoughtworks.xstream.mapper.CannotResolveClassException
cause-message       : com.fs.starfarer.api.impl.campaign.econ.impl.deconomics_AltHullProd
class               : java.util.ArrayList
required-type       : java.util.ArrayList
converter-type      : com.thoughtworks.xstream.converters.collections.CollectionConverter
line number         : 309241
class[1]            : com.fs.starfarer.campaign.econ.Market
converter-type[1]   : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
class[2]            : com.fs.starfarer.api.impl.campaign.econ.impl.deconomics_ScrapYard
class[3]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[4]            : com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD
class[5]            : com.fs.starfarer.campaign.CampaignPlanet
class[6]            : com.fs.util.container.repo.ObjectRepository
class[7]            : com.fs.starfarer.campaign.StarSystem
class[8]            : com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager$ManagedFleetData
class[9]            : data.scripts.world.tiandong.tiandong_MercFleetManager
class[10]           : com.fs.starfarer.campaign.CircularOrbit
class[11]           : com.fs.starfarer.campaign.ai.CampaignFleetAI$FleetAssignmentData
class[12]           : com.fs.starfarer.campaign.ai.AssignmentModule
class[13]           : com.fs.starfarer.campaign.ai.ModularFleetAI
class[14]           : data.scripts.campaign.bases.VayraRaiderNonEventFleetManager$NonEventRaiderManagedFleetData
class[15]           : data.scripts.campaign.bases.VayraRaiderNonEventFleetManager
class[16]           : data.scripts.campaign.intel.bar.events.PromiseBarEvent
class[17]           : data.scripts.campaign.intel.bar.events.PromiseIntel
class[18]           : java.util.LinkedHashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[19]           : com.fs.starfarer.campaign.rules.Memory
class[20]           : com.fs.starfarer.campaign.CustomCampaignEntity
class[21]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[22]           : scripts.campaign.ai.Roider_MinerAssignmentAI
class[23]           : scripts.campaign.fleets.Roider_MinerManager
class[24]           : scripts.campaign.econ.Roider_Dives
class[25]           : com.fs.starfarer.campaign.CircularOrbitPointDown
class[26]           : com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteSegment
class[27]           : com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData
class[28]           : com.fs.starfarer.api.impl.campaign.fleets.RouteManager
class[29]           : java.util.concurrent.ConcurrentHashMap
class[30]           : com.fs.starfarer.campaign.CharacterStats
class[31]           : com.fs.starfarer.rpg.Person
class[32]           : com.fs.starfarer.campaign.fleet.FleetMember
class[33]           : com.fs.starfarer.campaign.fleet.FleetData
class[34]           : com.fs.starfarer.campaign.fleet.CargoData
class[35]           : com.fs.starfarer.campaign.ui.trade.CargoItemStack
class[36]           : exerelin.campaign.submarkets.Nex_StoragePlugin
class[37]           : com.fs.starfarer.campaign.econ.Submarket
class[38]           : com.fs.starfarer.loading.specs.FactionProduction
class[39]           : com.fs.starfarer.campaign.Faction
class[40]           : com.fs.starfarer.campaign.econ.reach.UpdateMarketsAgainTask
class[41]           : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[42]           : com.fs.starfarer.campaign.econ.Economy
class[43]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[44]           : com.fs.starfarer.campaign.Hyperspace
class[45]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.I
version             : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException:
---- Debugging information ----
cause-exception     : com.thoughtworks.xstream.mapper.CannotResolveClassException
cause-message       : com.fs.starfarer.api.impl.campaign.econ.impl.deconomics_AltHullProd
class               : java.util.ArrayList
required-type       : java.util.ArrayList
converter-type      : com.thoughtworks.xstream.converters.collections.CollectionConverter
line number         : 309241
class[1]            : com.fs.starfarer.campaign.econ.Market
converter-type[1]   : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
class[2]            : com.fs.starfarer.api.impl.campaign.econ.impl.deconomics_ScrapYard
class[3]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[4]            : com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD
class[5]            : com.fs.starfarer.campaign.CampaignPlanet
class[6]            : com.fs.util.container.repo.ObjectRepository
class[7]            : com.fs.starfarer.campaign.StarSystem
class[8]            : com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager$ManagedFleetData
class[9]            : data.scripts.world.tiandong.tiandong_MercFleetManager
class[10]           : com.fs.starfarer.campaign.CircularOrbit
class[11]           : com.fs.starfarer.campaign.ai.CampaignFleetAI$FleetAssignmentData
class[12]           : com.fs.starfarer.campaign.ai.AssignmentModule
class[13]           : com.fs.starfarer.campaign.ai.ModularFleetAI
class[14]           : data.scripts.campaign.bases.VayraRaiderNonEventFleetManager$NonEventRaiderManagedFleetData
class[15]           : data.scripts.campaign.bases.VayraRaiderNonEventFleetManager
class[16]           : data.scripts.campaign.intel.bar.events.PromiseBarEvent
class[17]           : data.scripts.campaign.intel.bar.events.PromiseIntel
class[18]           : java.util.LinkedHashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[19]           : com.fs.starfarer.campaign.rules.Memory
class[20]           : com.fs.starfarer.campaign.CustomCampaignEntity
class[21]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[22]           : scripts.campaign.ai.Roider_MinerAssignmentAI
class[23]           : scripts.campaign.fleets.Roider_MinerManager
class[24]           : scripts.campaign.econ.Roider_Dives
class[25]           : com.fs.starfarer.campaign.CircularOrbitPointDown
class[26]           : com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteSegment
class[27]           : com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData
class[28]           : com.fs.starfarer.api.impl.campaign.fleets.RouteManager
class[29]           : java.util.concurrent.ConcurrentHashMap
class[30]           : com.fs.starfarer.campaign.CharacterStats
class[31]           : com.fs.starfarer.rpg.Person
class[32]           : com.fs.starfarer.campaign.fleet.FleetMember
class[33]           : com.fs.starfarer.campaign.fleet.FleetData
class[34]           : com.fs.starfarer.campaign.fleet.CargoData
class[35]           : com.fs.starfarer.campaign.ui.trade.CargoItemStack
class[36]           : exerelin.campaign.submarkets.Nex_StoragePlugin
class[37]           : com.fs.starfarer.campaign.econ.Submarket
class[38]           : com.fs.starfarer.loading.specs.FactionProduction
class[39]           : com.fs.starfarer.campaign.Faction
class[40]           : com.fs.starfarer.campaign.econ.reach.UpdateMarketsAgainTask
class[41]           : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[42]           : com.fs.starfarer.campaign.econ.Economy
class[43]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[44]           : com.fs.starfarer.campaign.Hyperspace
class[45]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.I
version             : not available
[close]

I think this is it

Didn't provide the Log File itself as its pretty massive and I reckon it'd be a large hassle to go through
Title: Re: [0.9.1a] Industrial.Evolution 1.3.a - Industries with non-standard effects
Post by: SirHartley on March 08, 2020, 11:47:42 AM
Just a really minor thing I've noticed in my game. Luxury goods display as "null" in the notification that says how many units were transported to the gathering point, it works fine tho, just the text.
Thank you for the heads up, fixed it for the next update.

Well here's the log with the, well I think Isolated error debug from the rather giant mess of a log, due to all the mods I use, which is almost all of them that are compatible and can work

I think this is it

Didn't provide the Log File itself as its pretty massive and I reckon it'd be a large hassle to go through

Did you delete the old mod files and then install the new ones? I think that error happens when the mod files get overwritten.
Title: Re: [0.9.1a] Industrial.Evolution 1.3.a - Industries with non-standard effects
Post by: thesonofdarwin on March 08, 2020, 03:04:31 PM
About 30 seconds before I saved, I got an intel about a salvage (or ship?) yard depreciating. My game CTD shortly after. Now any time I load my save, about 30 seconds later it will CTD reliably. I've tried to leave the system, enter battles, etc. so it seems like it's unavoidable at this point. I haven't added any new mods or removed/disabled mods since I started this save.

CTD Error:
Code
58434 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.deconomics_ScrapYard.movePlayerShipsToRealStorage(deconomics_ScrapYard.java:251)
at com.fs.starfarer.api.SalvageAdminResetPlugin.resetSalvageAdmin(SalvageAdminResetPlugin.java:61)
at com.fs.starfarer.api.SalvageAdminResetPlugin.advance(SalvageAdminResetPlugin.java:38)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Mods Enabled:
Spoiler
{"enabledMods": [
  "active_gates",
  "anvil_industries",
  "lw_autosave",
  "sd_boardable_unboardables_vanilla",
  "CombatAnalytics",
  "diableavionics",
  "edshipyard",
  "XLU",
  "sun_fuel_siphoning",
  "HA",
  "deconomics",
  "lw_lazylib",
  "MagicLib",
  "Mayasuran Navy",
  "bonomel_skilledup",
  "Boggled Station Construction",
  "timid_supply_forging",
  "TORCHSHIPS",
  "vayrashippack",
  "shaderLib"
]}
[close]

Any ideas? I think this is the station causing the crash, though I'm not certain: https://imgur.com/a/MwJqSVm

Edit: Yep, that's the Salvage Yard causing the crash. I shut it down and now am not getting the CTD. Any idea what this is happening? I'm hesitant to create a new Salvage Yard due to not knowing why this happened.
Title: Re: [0.9.1a] Industrial.Evolution 1.3.a - Industries with non-standard effects
Post by: SirHartley on March 09, 2020, 01:07:13 AM
Thank you for the extremely detailed crash report.

The salvage yards are trying to find a storage for a market that does not exist. Boggles station construction creates stations without primary entity, which is why this happens.

I hope I fixed that problem for the next release, but in the meantime you can replace your .jar file (Industrial.Evolution\jars) with this one:
https://bitbucket.org/SirHartley/deconomics/downloads/Deconomics.jar

it should fix the crash.
Title: Re: [0.9.1a] Industrial.Evolution 1.3.a - Industries with non-standard effects
Post by: thesonofdarwin on March 09, 2020, 10:53:00 AM
Thanks for the quick update! Is there anything I need to do aside from replace the .jar? I get a CTD when launching the game after doing that. I tried unchecking the mod and loading the game and I can get to main menu. However, with mod enabled I get this before I get to main menu:

https://imgur.com/a/EWTqhGw

Log message:

Code
24668 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [com.fs.starfarer.api.impl.campaign.econ.impl.deconomics_AltHullProd]
java.lang.RuntimeException: Error compiling [com.fs.starfarer.api.impl.campaign.econ.impl.deconomics_AltHullProd]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.impl.campaign.econ.impl.deconomics_AltHullProd
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 replaced the new JAR with the backup (original) I had and it allows the game to launch fine.

I created a save just at the point where it was crashing before due to the mod interaction, so I'd like to be able to test this for you.

Thanks :)
Title: Re: [0.9.1a] Industrial.Evolution 1.3.a - Industries with non-standard effects
Post by: FrackaMir on March 09, 2020, 12:45:28 PM
Yeah I always delete the old Mod files when updating, I simply think it might be save related as the old mod stuff might still be in the saves data, hence why it might be having an issue with the newer version
Title: Re: [0.9.1a] Industrial.Evolution 1.3.a - Industries with non-standard effects
Post by: SirHartley on March 09, 2020, 01:49:59 PM
Thanks for the quick update! Is there anything I need to do aside from replace the .jar? I get a CTD when launching the game after doing that. I tried unchecking the mod and loading the game and I can get to main menu. However, with mod enabled I get this before I get to main menu:

https://imgur.com/a/EWTqhGw

Log message:

Code
24668 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [com.fs.starfarer.api.impl.campaign.econ.impl.deconomics_AltHullProd]
java.lang.RuntimeException: Error compiling [com.fs.starfarer.api.impl.campaign.econ.impl.deconomics_AltHullProd]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.impl.campaign.econ.impl.deconomics_AltHullProd
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 replaced the new JAR with the backup (original) I had and it allows the game to launch fine.

I created a save just at the point where it was crashing before due to the mod interaction, so I'd like to be able to test this for you.

Thanks :)

Oh. Are you using the latest version? I can also fix the issue for earlier versions, but I'll have to know which one you are running.

Yeah I always delete the old Mod files when updating, I simply think it might be save related as the old mod stuff might still be in the saves data, hence why it might be having an issue with the newer version

I figured it out in the meantime - I refactored some code in the background and the AltHullProd was moved, which is making games with built salvage yards crash.
So this is not on your end, but on mine - I can't revert the change, sadly, so the only thing that you could do was to remove all salvage yards via console commands, save, update, and add them again. (removeIndustry deconomics_ScrapYard).
Title: Re: [0.9.1a] Industrial.Evolution 1.3.b - Industries with non-standard effects
Post by: thesonofdarwin on March 09, 2020, 04:36:03 PM
Quote
So this is not on your end, but on mine - I can't revert the change, sadly, so the only thing that you could do was to remove all salvage yards via console commands, save, update, and add them again. (removeIndustry deconomics_ScrapYard).

Is there any way to do this to all sectors/markets? The command appears to be on a market-by-market basis and my colony markets no longer have a SalvageYard after I removed the one that was causing my problems. But upgrading from 1.2 to 1.3.b is a no-go. There must be one somewhere? Do factions build these industries?
Title: Re: [0.9.1a] Industrial.Evolution 1.3.b - Industries with non-standard effects
Post by: Kh0rnet on March 09, 2020, 06:59:11 PM
I've had this happen to me (screenshot) when switching a Variable Assembler from a drugs VPC to a luxury goods VPC.
Functionally it doesn't seem to break anything - it still generates luxury goods in the storage, just the "null" in the monthly notification is a bit odd.

EDIT: I've noticed another bug today: the Variable Assemblers and similar industries state in their description that they deposit "some of the local commodity in the local colony storage at the end of each month" - that is simply not true since the ALL additional goods from EVERY planet are automatically deposited in your faction's currently set 'production gathering point' instead of the 'local storage.' On one hand this is convenient since you don't have to fly around your planets to pick up everything, on the other, it makes sense if every surplus of VPC production was gathered locally.

[attachment deleted by admin]
Title: Re: [0.9.1a] Industrial.Evolution 1.3.b - Industries with non-standard effects
Post by: SirHartley on March 10, 2020, 09:11:30 AM
Quote
So this is not on your end, but on mine - I can't revert the change, sadly, so the only thing that you could do was to remove all salvage yards via console commands, save, update, and add them again. (removeIndustry deconomics_ScrapYard).

Is there any way to do this to all sectors/markets? The command appears to be on a market-by-market basis and my colony markets no longer have a SalvageYard after I removed the one that was causing my problems. But upgrading from 1.2 to 1.3.b is a no-go. There must be one somewhere? Do factions build these industries?

Nope, factions don't build these at the moment, and if removing all salvage yards and waiting for a bit doesn't fix it, I can't really do anything. If you don't have the old verison anymore you can download it again from my repo - sorry!

I've had this happen to me (screenshot) when switching a Variable Assembler from a drugs VPC to a luxury goods VPC.
Functionally it doesn't seem to break anything - it still generates luxury goods in the storage, just the "null" in the monthly notification is a bit odd.

EDIT: I've noticed another bug today: the Variable Assemblers and similar industries state in their description that they deposit "some of the local commodity in the local colony storage at the end of each month" - that is simply not true since the ALL additional goods from EVERY planet are automatically deposited in your faction's currently set 'production gathering point' instead of the 'local storage.' On one hand this is convenient since you don't have to fly around your planets to pick up everything, on the other, it makes sense if every surplus of VPC production was gathered locally.

First part is known and has been fixed for the next release. Second part is just me forgetting to update descriptions, which happens - thanks for pointing it out.
The Variable industry output used to gather locally, but I was asked to change this multiple times - so I did, cause ultimately vanilla does it as well with ship hulls and it is more convenient.
Title: Re: [0.9.1a] Industrial.Evolution 1.3.b - Industries with non-standard effects
Post by: Kh0rnet on March 10, 2020, 09:19:11 AM
First part is known and has been fixed for the next release. Second part is just me forgetting to update descriptions, which happens - thanks for pointing it out.
The Variable industry output used to gather locally, but I was asked to change this multiple times - so I did, cause ultimately vanilla does it as well with ship hulls and it is more convenient.

Good to know, thanks for the very cool mod.
Ideally the best solution would be to allow the player to choose where the goods are stored, but I've no idea how hard would that be to implement.

Do you have any plans/ideas to add more industries, by the way?
Title: Re: [0.9.1a] Industrial.Evolution 1.3.b - Industries with non-standard effects
Post by: thesonofdarwin on March 10, 2020, 12:40:51 PM
Nope, factions don't build these at the moment, and if removing all salvage yards and waiting for a bit doesn't fix it, I can't really do anything. If you don't have the old verison anymore you can download it again from my repo - sorry!

I noticed that deconomics_scrapYard is mentioned a few places in my Campaign save file. I reinstalled the prior version and it's working, so I'll just carry on with the version I have until I start a new campaign. Thanks for trying to help troubleshoot!
Title: Re: [0.9.1a] Industrial.Evolution 1.3.b - Industries with non-standard effects
Post by: Kh0rnet on March 10, 2020, 06:52:11 PM
Here's another thing that bothered me about the Variable Assembler again: perhaps I don't get something or maybe it is a bug.
The production itself, if I understand correctly, is intended  to work as a normal industry; that is, it consumes locally produced/imported resources depending on demand, and adds refined resources to the colony's overall production. The extra resources every month dropped in your storage are a bonus.

Then why do the produced goods/commodities not stack with the ones produced by standard industries, as shown here for the fuel and supply VPC with a fuel production industry present: https://imgur.com/a/jAThdp1 (https://imgur.com/a/jAThdp1) - the value doesn't exceed 7 fuel units exported.

I have tested this with the domestic/luxury goods VPC - the production/exports don't grow when their relative standard industries are present.

Question one: is this an intended feature for balance reasons? And if not, then...
Question two: is this because of the local production of the demanded resource not being enough to support the VA? And if so, why don't the demanded resources get added to the colony's imports?
Title: Re: [0.9.1a] Industrial.Evolution 1.3.b - Industries with non-standard effects
Post by: SirHartley on March 11, 2020, 12:28:47 PM

Good to know, thanks for the very cool mod.
Ideally the best solution would be to allow the player to choose where the goods are stored, but I've no idea how hard would that be to implement.

Do you have any plans/ideas to add more industries, by the way?

I could make such an interface - but does it really have any advantage? The player will set the delivery point to the production delivery point in about 99% of cases - so there is not much gained except making the system more complicated.
Adding more industries? - Yes, definitely. I'm not spoiling which ones, though ;)

Here's another thing that bothered me about the Variable Assembler again: perhaps I don't get something or maybe it is a bug.
The production itself, if I understand correctly, is intended  to work as a normal industry; that is, it consumes locally produced/imported resources depending on demand, and adds refined resources to the colony's overall production. The extra resources every month dropped in your storage are a bonus.

Then why do the produced goods/commodities not stack with the ones produced by standard industries, as shown here for the fuel and supply VPC with a fuel production industry present: https://imgur.com/a/jAThdp1 (https://imgur.com/a/jAThdp1) - the value doesn't exceed 7 fuel units exported.

I have tested this with the domestic/luxury goods VPC - the production/exports don't grow when their relative standard industries are present.

Question one: is this an intended feature for balance reasons? And if not, then...
Question two: is this because of the local production of the demanded resource not being enough to support the VA? And if so, why don't the demanded resources get added to the colony's imports?


Starsector economy is logistic. That means this:
(https://i.imgur.com/tYuQG5P.png)

Every resource unit your colony displays is 10x the amount of the prior unit. This is why Gilead, at a base food output of 8 units, can supply the entire sector with food - it could, in theory, supply up to 10 planets that need 7 units of food each (if the engine cared about that, which it doesn't.)
Imagine if I stacked the resource units: The assembler produces 4 units (ten thousand items), the industry, 6 (one million items), you combine them and suddenly you have an output of ten billion items, or 10 units?

The units you see in the industry screen is not a true representation of the produced item amounts. It is a heavy abstraction, called economy units. Economy units produced by industries are completely detached from commodities that the player trades with - there is a definition how many items make up an economy unit, but the economy system does not care about it (that is not entirely true, but explaining it is confusing.)

So - what the Variable industries deposit in the storage has absolutely nothing to do with the actual economic output. It is a number I calculated by taking upkeep vs. commodity cost and theoretical profit, running upkeep to output comparison with a logarithmic increase over market size, and balancing it manually a bit.

I hope that answered both questions.

By the way, this is also why Salvage Yards are so useful - they export their output alongside Heavy industry, which no other industry does because it would just be integrated in whatever industry delivers more units.
Title: Re: [0.9.1a] Industrial.Evolution 1.3.b - Industries with non-standard effects
Post by: Kh0rnet on March 11, 2020, 03:49:08 PM
Starsector economy is logistic. That means this:
(https://i.imgur.com/tYuQG5P.png)

Every resource unit your colony displays is 10x the amount of the prior unit. This is why Gilead, at a base food output of 8 units, can supply the entire sector with food - it could, in theory, supply up to 10 planets that need 7 units of food each (if the engine cared about that, which it doesn't.)
Imagine if I stacked the resource units: The assembler produces 4 units (ten thousand items), the industry, 6 (one million items), you combine them and suddenly you have an output of ten billion items, or 10 units?

The units you see in the industry screen is not a true representation of the produced item amounts. It is a heavy abstraction, called economy units. Economy units produced by industries are completely detached from commodities that the player trades with - there is a definition how many items make up an economy unit, but the economy system does not care about it (that is not entirely true, but explaining it is confusing.)

So - what the Variable industries deposit in the storage has absolutely nothing to do with the actual economic output. It is a number I calculated by taking upkeep vs. commodity cost and theoretical profit, running upkeep to output comparison with a logarithmic increase over market size, and balancing it manually a bit.

I hope that answered both questions.

By the way, this is also why Salvage Yards are so useful - they export their output alongside Heavy industry, which no other industry does because it would just be integrated in whatever industry delivers more units.

Thank you very much for the detailed explanation. This is apparently big-brain stuff, but I think I get it  ;D

Then ultimately there is no reason to use a Variable Assembler to produce a resource you already have a better industry for, EXCEPT for the monthly delivery of the commodity for your personal use.
Title: Re: [0.9.1a] Industrial.Evolution 1.3.b - Industries with non-standard effects
Post by: SirHartley on March 12, 2020, 01:48:22 AM
You still get income/market share for whatever the Assembler produces, but it doesn't affect the total export amounts. Building it next to an industry with the same output can be useful if you need more market presence (=money earned by that second industry).
Title: Re: [0.9.1a] Industrial.Evolution 1.3.b - Industries with non-standard effects
Post by: Fandino on March 12, 2020, 06:13:19 AM
Is the fleet size bonus wrong?
Cadia has the largest fleet size but the military relay says that the largest fleet is from Lavinia.

https://imgur.com/gallery/Eto7HJb (https://imgur.com/gallery/Eto7HJb)
Title: Re: [0.9.1a] Industrial.Evolution 1.4.a - Industries with non-standard effects
Post by: SirHartley on March 15, 2020, 09:19:00 AM
And once again - another structure.
This time, it's more political. Get Ambassadors, try not to get them dead, and participate in the political scene of the Persean sector.
It's a rather complicated system, so let me know when if it crashes.

Change Log

1.4.a
  • Variable Industries
  • Fixed Luxury good deposition notice
  • Salvage Yards
  • Fixed a crash related to stations
  • Embassy
  • Added - Monthly reputation increase with a changeable faction, with a 50% increased penalty on negative relation change.
  • Added - get your own Ambassador at a market near you, today!
  • Added - compatible with most modded factions, see list in the description.
[close]

Is the fleet size bonus wrong?
Cadia has the largest fleet size but the military relay says that the largest fleet is from Lavinia.

https://imgur.com/gallery/Eto7HJb (https://imgur.com/gallery/Eto7HJb)

This is working as intended. The fleet size bonus is taken from the largest flat bonus of the colony, not the total size.
Title: Re: [0.9.1a] Industrial.Evolution 1.4.a - Industries with non-standard effects
Post by: CrimsonPhalanx on March 15, 2020, 12:41:16 PM
Ohh the new update sounds interesting.

I actually had some ideas I wanted to suggest, and it seems like the embassy makes it more viable with that 50% relationship penalty,

A luddic cathedral or church that gives negative luddic path interest, depending on relationship with the luddic church, and will give high amounts of luddic path interest if the relation with the church drops past an amount (maybe below friendly, or below 0)
(basically have the luddic path turn a blind eye to a few things since the church sings praises about the colony, but when relationship is low, they'll see it as a holy site that needs liberation, or just plain annoyed at the hypocrisy)


Maybe a hegemony "representative" building(basically a corrupt embassy or something), where the upkeep is based on how many AI cores are running in the colony, basically getting the reps to report that there are no AI cores, and preventing the AI inspection on the planet it is built in. Maybe have the upkeep get a discount if the hegemony likes you, and they'll straight up rat you off to the Hege about the AI cores and send if the relation dips enough.
(although this might be kinda redundant since you can bribe off the actual inspections, unless the upkeep is more of a luxury good/drugs demand, or a stability hit while it produces "confiscated" goods and slight income)


Finally this is more of a personal thing, and having a building dedicated to it might be a bit overkill (maybe having a device like the VPCs you need to find to plug into the military arrays?) But something that'll auto tell you the location of the base for pirate and luddic activity for the system no matter where the player is would be pretty neat, no more flying 15 light years home to find out the pirate base was 2 light years away from where you started.
Title: Re: [0.9.1a] Industrial.Evolution 1.4.a - Industries with non-standard effects
Post by: SirHartley on March 15, 2020, 01:34:46 PM
Ohh the new update sounds interesting.

I actually had some ideas I wanted to suggest, and it seems like the embassy makes it more viable with that 50% relationship penalty,

A luddic cathedral or church that gives negative luddic path interest, depending on relationship with the luddic church, and will give high amounts of luddic path interest if the relation with the church drops past an amount (maybe below friendly, or below 0)
(basically have the luddic path turn a blind eye to a few things since the church sings praises about the colony, but when relationship is low, they'll see it as a holy site that needs liberation, or just plain annoyed at the hypocrisy)

Path/Pirates other "bad" factions will get their own specialised building sometime in the future, but I do not want to make it easier to gain relations with them.
The idea of having a structure with effects depending on faction reputation is worth consideration though.

Maybe a hegemony "representative" building(basically a corrupt embassy or something), where the upkeep is based on how many AI cores are running in the colony, basically getting the reps to report that there are no AI cores, and preventing the AI inspection on the planet it is built in. Maybe have the upkeep get a discount if the hegemony likes you, and they'll straight up rat you off to the Hege about the AI cores and send if the relation dips enough.
(although this might be kinda redundant since you can bribe off the actual inspections, unless the upkeep is more of a luxury good/drugs demand, or a stability hit while it produces "confiscated" goods and slight income)

That sounds like AI core inspection with extra steps?

Finally this is more of a personal thing, and having a building dedicated to it might be a bit overkill (maybe having a device like the VPCs you need to find to plug into the military arrays?) But something that'll auto tell you the location of the base for pirate and luddic activity for the system no matter where the player is would be pretty neat, no more flying 15 light years home to find out the pirate base was 2 light years away from where you started.

Exists already, the central intelligence agency from SCY does that.
Title: Re: [0.9.1a] Industrial.Evolution 1.4.a - Industries with non-standard effects
Post by: Nerzhull_AI on March 15, 2020, 04:46:40 PM
Ayy, it's finally here. Love your mod, keep up good work.
Title: Re: [0.9.1a] Industrial.Evolution 1.4.a - Industries with non-standard effects
Post by: NephilimNexus on March 15, 2020, 06:01:03 PM
Request: AI Core consumption for supercomputer as a "true/false" toggle in the config, so as to let users decide if they want it that way or not.
Title: Re: [0.9.1a] Industrial.Evolution 1.4.a - Industries with non-standard effects
Post by: Kh0rnet on March 15, 2020, 06:12:30 PM
Aren't we still hard-capped with 12 structures total built for any colony?
Considering the amount of structures/industries that are possible to build, is there a way to increase that limit via modding?
Title: Re: [0.9.1a] Industrial.Evolution 1.4.a - Industries with non-standard effects
Post by: A Random Jolteon on March 15, 2020, 11:22:47 PM
Aren't we still hard-capped with 12 structures total built for any colony?
Considering the amount of structures/industries that are possible to build, is there a way to increase that limit via modding?
IIRC the hard-cap is there due to UI limitations. So unless the mod manages to get around that, I don't think so.
Title: Re: [0.9.1a] Industrial.Evolution 1.4.a - Industries with non-standard effects
Post by: CrimsonPhalanx on March 16, 2020, 03:20:35 AM

Path/Pirates other "bad" factions will get their own specialised building sometime in the future, but I do not want to make it easier to gain relations with them.
The idea of having a structure with effects depending on faction reputation is worth consideration though.

Ohh sounds interesting, can't wait to see them. Sorry if I typed it really messy, but I didn't mean it by increasing relations with the path, I meant it as a method to reduce value that causes sleeper cells to appear in the colony.

That sounds like AI core inspection with extra steps?

yeah, it technically is, my original idea was basically a building that has a bonus of stopping the hege AI inspection entirely, its more of a convenience thing than anything, since some players sometimes miss the notification to bribe the hegemony, and it'll prevent the relation loss from beating them up.
 
The "ratting out" part was just my attempt at suggesting a balance, basically the moment the player and the hegemony go to war, every single colony with the building will get an inspection fleet at once, basically forcing the player to fight off a swarm of hegemony, or always be on their good side.

Exists already, the central intelligence agency from SCY does that.

Ohh thanks for telling me this, I have SCY but I have not seen that building before so I wasn't aware it existed.



Reading up on the UI limitation thing for 12 structures people are talking about, maybe have a way to "merge" certain buildings together into one slot might be a way around it,  making it expensive to build or require something like a corrupted nanoforge/pristine nanoforge to be consumed for construction or not function unless an AI core is there to manage the complex logistics.
eg. Mining Industrial complex( refining+ mining), 
where it either
a)needs refining and mining to be present to construct, and will destroy them afterwards.
or
b)can't be built unless the colony does not have refining and mining, forcing the player to demolish them.


Sorry if I sounded weird or demanding or anything, but thanks for reading my ideas.

Keep up the good work, I'm interested to see what future updates have in store.
Title: Re: [0.9.1a] Industrial.Evolution 1.4.a - Industries with non-standard effects
Post by: SirHartley on March 16, 2020, 09:40:55 AM
Hotfix - it was only a matter of time until someone found a crash with this.
Thanks, Nia Thal, for letting me know!

1.4.b
  • Embassy
  • Added - Added - case handling for a faction being eradicated.
  • Added - dialogue for ambassadors on planets that were just taken over
  • Fixed - crash when taking over a planet.


Request: AI Core consumption for supercomputer as a "true/false" toggle in the config, so as to let users decide if they want it that way or not.

Maybe sometime in the future when I got time, but thanks for the suggestion.

Aren't we still hard-capped with 12 structures total built for any colony?
Considering the amount of structures/industries that are possible to build, is there a way to increase that limit via modding?

IIRC the hard-cap is there due to UI limitations. So unless the mod manages to get around that, I don't think so.

Still soft-capped.
If I was to do anything to that limit, I would make it a hard cap and not allow more than 12 structures for balance reasons. You want more? get a second colony.
Title: Re: [0.9.1a] Industrial.Evolution 1.4.a - Industries with non-standard effects
Post by: Kh0rnet on March 16, 2020, 02:30:27 PM
Still soft-capped.
If I was to do anything to that limit, I would make it a hard cap and not allow more than 12 structures for balance reasons. You want more? get a second colony.

I'm not sure what you mean by "soft-capped" - I've found out that once you hit 12 structures it's impossible to build more industries. It is, however, possible to build "non-permanent" structures (like those from Boggled's Terraforming and Station Construction [Astropolis] mods), that don't formally occupy a "structure slot" when built.
Title: Re: [0.9.1a] Industrial.Evolution 1.4.b - Industries with non-standard effects
Post by: SirHartley on March 16, 2020, 02:53:31 PM
It's possible to build whatever building you want even if you got more than 12 - you just can't see them anymore as they have no space in the row. You still get the effects.
Title: Re: [0.9.1a] Industrial.Evolution 1.4.b - Industries with non-standard effects
Post by: Kh0rnet on March 17, 2020, 08:43:28 AM
It's possible to build whatever building you want even if you got more than 12 - you just can't see them anymore as they have no space in the row. You still get the effects.

When you have max industries it's not possible to build anything at all though, even non-industry structures. The button is un-clickable.
Title: Re: [0.9.1a] Industrial.Evolution 1.4.b - Industries with non-standard effects
Post by: FrackaMir on March 18, 2020, 02:13:32 AM
It's possible to build whatever building you want even if you got more than 12 - you just can't see them anymore as they have no space in the row. You still get the effects.

When you have max industries it's not possible to build anything at all though, even non-industry structures. The button is un-clickable.

So does that mean one could technically add more buildings via either console or just mass building so many at once the colony keeps building the newer buildings despite the lack of additional rows.

Ik the row thing is hard coded for the slots, like I see the appeal of making one planet a central sort of place, but using slots does makes specialization possible

Is it possible that perhaps Alex would introduce like planets that give more then 12 slots but are fairly rare, or planets that have 12 but have some hidden benefits
Title: Re: [0.9.1a] Industrial.Evolution 1.4.b - Industries with non-standard effects
Post by: SirHartley on March 18, 2020, 04:21:05 AM
It's possible to build whatever building you want even if you got more than 12 - you just can't see them anymore as they have no space in the row. You still get the effects.

When you have max industries it's not possible to build anything at all though, even non-industry structures. The button is un-clickable.

So does that mean one could technically add more buildings via either console or just mass building so many at once the colony keeps building the newer buildings despite the lack of additional rows.

Ik the row thing is hard coded for the slots, like I see the appeal of making one planet a central sort of place, but using slots does makes specialization possible

Is it possible that perhaps Alex would introduce like planets that give more then 12 slots but are fairly rare, or planets that have 12 but have some hidden benefits

pretty much


I thought about this issue, by the way, and need to amend my former statement:
While a hard limit is still necessary in my opinion, increasing the possible buildings to 16 might be a good idea. (adding one addititional row)
Title: Re: [0.9.1a] Industrial.Evolution 1.4.b - Industries with non-standard effects
Post by: Kh0rnet on March 18, 2020, 10:25:45 AM
I'd scale the planets' building slots with its population size, honestly. With a base limit of 10, +1 slot per a size increase from 4 onward sounds balanced IMO.
I've got enough mods that the limit actually hurts, there's so many things to build and so little colonies.
Title: Re: [0.9.1a] Industrial.Evolution 1.4.b - Industries with non-standard effects
Post by: Mondaymonkey on March 18, 2020, 11:12:26 AM
there's so many things to build and so little colonies.

Try this (https://fractalsoftworks.com/forum/index.php?topic=17094.0).

Suggestion to that mod: Military Relays are interesting idea, but not full, I think. Fleet size is nothing without fleet and officer quality. Fleet quality is raised by orbital works and nanoforges. Officer quality is not possible to raise any way other than doctrine. So, why not just create a "Military academy" that increase amount and level of your patrol officers. Additionally it can provide large amount of extra hireable officers on that planet.
Title: Re: [0.9.1a] Industrial.Evolution 1.4.b - Industries with non-standard effects
Post by: SirHartley on March 18, 2020, 01:10:41 PM
Official warning: my mod is absolutely not balanced for boggled station construction and will lead to massively overpowered colonies, sucking the fun out of that stage very quickly.
If you are fine with that, BSC is a very polished mod and I agree with the recommendation.

Suggestion to that mod: Military Relays are interesting idea, but not full, I think. Fleet size is nothing without fleet and officer quality. Fleet quality is raised by orbital works and nanoforges. Officer quality is not possible to raise any way other than doctrine. So, why not just create a "Military academy" that increase amount and level of your patrol officers. Additionally it can provide large amount of extra hireable officers on that planet.

The point of relays is that it is not a catch all solution, but needs many other factors to be useful - like all my industries, it is situational.
That academy would be a must build. I'd probably pair it with some kind of disadvantage before implementation.
On the list it goes, thank you.
Title: Re: [0.9.1a] Industrial.Evolution 1.4.b - Industries with non-standard effects
Post by: Kh0rnet on March 18, 2020, 03:40:53 PM
I'm already using Station Construction  ;D
I love colony management stuff so naturally I'd plaster my Starsector with these kinds of mods.

I don't think it's THAT imbalanced, true, the Astropoli basically allow you to cram a lot of stuff into a single system, but they are limited by certain factors (a hard limit of 3, even though it should be 1 IMO, and you can't build them on small planets). It could use some tweaking but I think it's a very welcome addition to features the game needs.
Title: Re: [0.9.1a] Industrial.Evolution 1.4.b - Industries with non-standard effects
Post by: Serenitis on March 19, 2020, 03:31:57 AM
Very much enjoying this.

Although assemblers are way too good.
With only a token effort put into exploration I was able to bypass building some industries entirely. Which kind of undermines the whole industry limit thing.
Suggest removing the exports entirely from the assembler, so it just produces goods to use/sell.
Manufactory upgrade should be fine as-is as it requires an industry slot.

I do like that that there's so much stuff to build with this there's not enough room to fit it all.
It creates an interesting logistical excercise, and forces the player to make desicions and compromises if they don't/can't expand.
Title: Re: [0.9.1a] Industrial.Evolution 1.4.b - Industries with non-standard effects
Post by: SirHartley on March 19, 2020, 11:09:42 AM
Very much enjoying this.

Although assemblers are way too good.
With only a token effort put into exploration I was able to bypass building some industries entirely. Which kind of undermines the whole industry limit thing.
Suggest removing the exports entirely from the assembler, so it just produces goods to use/sell.
Manufactory upgrade should be fine as-is as it requires an industry slot.

I do like that that there's so much stuff to build with this there's not enough room to fit it all.
It creates an interesting logistical excercise, and forces the player to make desicions and compromises if they don't/can't expand.

I might reduce export values to stay constant up to size 4 if the math works, but removing export would increase theoretical cost of the deposited commodities to be no longer economical.

Assemblers have extremely minimal economy export (some commodities don't even have a single export unit up to size 4). Any vanilla industry will always export more than an assembler, and generate more income, especially since output is limited to one, maximum two commodities with a rare VPC - and that is before factoring in import cost for heavy machinery/required base commodities and upkeep.

What industries does it replace, in your opinion?
Title: Re: [0.9.1a] Industrial.Evolution 1.4.b - Industries with non-standard effects
Post by: Kh0rnet on March 19, 2020, 02:35:18 PM
I've noticed that Centralization Bureau could use a little tweak - if you have over over 3 industries of the same type, the bonus of the bureau won't go above 3 since that is the maximum allowed by an Alpha Core.
However, the game will pester you with monthly notifications about the core being "insufficient" - while technically right, it can't get better than that.
Title: Re: [0.9.1a] Industrial.Evolution 1.4.b - Industries with non-standard effects
Post by: SirHartley on March 19, 2020, 03:23:00 PM
I've noticed that Centralization Bureau could use a little tweak - if you have over over 3 industries of the same type, the bonus of the bureau won't go above 3 since that is the maximum allowed by an Alpha Core.
However, the game will pester you with monthly notifications about the core being "insufficient" - while technically right, it can't get better than that.

Fixed for the next release, thanks
Title: Re: [0.9.1a] Industrial.Evolution 1.4.b - Industries with non-standard effects
Post by: Kh0rnet on March 19, 2020, 05:53:42 PM
Another thing I noticed related to the Bureau: its demand for recreational drugs seems bugged. The icon displays 3 units for demand (with an Alpha Core) but the demand is actually a whopping 8 economy units on a size 6 planet.
I'm not sure if this is intentional and the actual demand scales with something else (like the amount of different industries supported, in which case it should still be 3+3=6), but it's impossible to exceed recreational drug production of 7 for me (6+1 from a Variable Manufactory with the Recreational Drugs LPC on a size 5 planet, I suppose the demand would be met exactly through local production once it hits size 6).

The demand for the bureau's recreational drugs is sketchy in the first place. Miners need that juice to keep them through the grim,gray, daily reality of sniffing volatiles and ore dust. But bureaucrats sitting in their comfy offices in an orbital station with a nice view on the planet below?
Title: Re: [0.9.1a] Industrial.Evolution 1.4.b - Industries with non-standard effects
Post by: Serenitis on March 20, 2020, 06:39:42 AM
What industries does it replace, in your opinion?

Using assemblers, I could entirely ignore Light Industry and produce consumer & luxury goods without using industry slots.
Light Industry is entirely obsolete with assemblers.
I could also supply heavy armaments, supplies, machinery, fuel and marines enough to meet demand and trigger the maintenance reduction.
I'm not using any AI cores, but I do have the Industrial Planning 2 skill, and have 4 colonies at sizes 6,5,5,4.

Quote
Assemblers have extremely minimal economy export (some commodities don't even have a single export unit up to size 4). Any vanilla industry will always export more than an assembler, and generate more income, especially since output is limited to one, maximum two commodities with a rare VPC - and that is before factoring in import cost for heavy machinery/required base commodities and upkeep.
I get that you want to give the assembler a passive income from the exports. But unless you can de-couple that from the triggering of the cost reduction, then it's way too much without the 'cost' of an industry slot.
That's why manufactories are fine, but assemblers are currently 'too good'.
The flip-side of this is the goods production. Which allows the player to make an obscene amount of money just by having access to huge piles of fairly valuable stuff - which is fine, as the player must put some effort into converting it into money.

Imports don't cost anything though, so that can be ignored.
Title: Re: [0.9.1a] Industrial.Evolution 1.4.b - Industries with non-standard effects
Post by: SirHartley on March 20, 2020, 09:06:10 AM
Another thing I noticed related to the Bureau: its demand for recreational drugs seems bugged. The icon displays 3 units for demand (with an Alpha Core) but the demand is actually a whopping 8 economy units on a size 6 planet.
I'm not sure if this is intentional and the actual demand scales with something else (like the amount of different industries supported, in which case it should still be 3+3=6), but it's impossible to exceed recreational drug production of 7 for me (6+1 from a Variable Manufactory with the Recreational Drugs LPC on a size 5 planet, I suppose the demand would be met exactly through local production once it hits size 6).

The demand for the bureau's recreational drugs is sketchy in the first place. Miners need that juice to keep them through the grim,gray, daily reality of sniffing volatiles and ore dust. But bureaucrats sitting in their comfy offices in an orbital station with a nice view on the planet below?

not a bug, it increases the demand of mining by one - by setting that demand for itself.
it is not a good system and has been completely overhauled for the next release.

Using assemblers, I could entirely ignore Light Industry and produce consumer & luxury goods without using industry slots.
Light Industry is entirely obsolete with assemblers.
I could also supply heavy armaments, supplies, machinery, fuel and marines enough to meet demand and trigger the maintenance reduction.
I'm not using any AI cores, but I do have the Industrial Planning 2 skill, and have 4 colonies at sizes 6,5,5,4.

You'd need three assemblers for one light industry to achieve that, which I would not call efficient, and you'd miss out on producing stuff you could sell for more money or use.

I get that you want to give the assembler a passive income from the exports. But unless you can de-couple that from the triggering of the cost reduction, then it's way too much without the 'cost' of an industry slot.
That's why manufactories are fine, but assemblers are currently 'too good'.
The flip-side of this is the goods production. Which allows the player to make an obscene amount of money just by having access to huge piles of fairly valuable stuff - which is fine, as the player must put some effort into converting it into money.

I get that, and at the moment, the assembler generates too much income.
Removing exports entirely is not an option, but I am working on a solution for this.

I appreciate the feedback.
Title: Re: [0.9.1a] Industrial.Evolution 1.4.b - Industries with non-standard effects
Post by: Kh0rnet on March 20, 2020, 04:09:53 PM
Is there a trick in making the embassy work? I've planted a Hegemony ambassador in mine and the faction relationship hasn't budged from 42/100 for 6 months. I only noticed a negative extra -10 when using connections to disrupt an expedition.
Title: Re: [0.9.1a] Industrial.Evolution 1.4.b - Industries with non-standard effects
Post by: SirHartley on March 20, 2020, 04:35:53 PM
35's the limit for passive increase
can be upped to 50 with a beta core

can't increase it past that
tooltips' broken, fixed in next version
Title: Re: [0.9.1a] Industrial.Evolution 1.4.b - Industries with non-standard effects
Post by: fu12 on March 21, 2020, 12:59:47 AM
I tried to dismiss an ambassador but they didnt leave. I tried to demolish the embassy. There was still an ambassador on my planet. I tried to dismiss that ambassador. Ditto.
Title: Re: [0.9.1a] Industrial.Evolution 1.4.b - Industries with non-standard effects
Post by: VladIsLove on March 21, 2020, 02:50:46 AM
Hey,like the mod so far although assemblers a bit too good imo.But what i wanted to ask is can u turn off notifications about whats got dropped in ur "storage planet" somehow?
Title: Re: [0.9.1a] Industrial.Evolution 1.4.b - Industries with non-standard effects
Post by: Serenitis on March 21, 2020, 02:58:23 AM
can u turn off notifications about whats got dropped in ur "storage planet" somehow?
I wonder if there's a way to roll the assembler output notifications into the standard Industry/Tech Mining production notification?
That would probably look a bit tidier.
Title: Re: [0.9.1a] Industrial.Evolution 1.4.b - Industries with non-standard effects
Post by: SirHartley on March 21, 2020, 09:12:51 AM
I tried to dismiss an ambassador but they didnt leave. I tried to demolish the embassy. There was still an ambassador on my planet. I tried to dismiss that ambassador. Ditto.

did you give the market time to refresh, as in: leave, wait a day, go back?

Hey,like the mod so far although assemblers a bit too good imo.But what i wanted to ask is can u turn off notifications about whats got dropped in ur "storage planet" somehow?
can u turn off notifications about whats got dropped in ur "storage planet" somehow?
I wonder if there's a way to roll the assembler output notifications into the standard Industry/Tech Mining production notification?
That would probably look a bit tidier.

Next version has a summary message for all deposits.
Title: Re: [0.9.1a] Industrial.Evolution 1.4.b - Industries with non-standard effects
Post by: Uhlang on March 26, 2020, 01:42:51 AM
Assembler production from non-player markets governed by the player(the Nexerelin feature) makes the game crash at the start of each month, which I'm fairly certain didn't happen in 1.3.
Quote
294282 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.deconomics_AdAssem.reportEconomyTi ck(deconomics_AdAssem.java:379)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:75)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
I guess it has something to do with the changes to monthly notifications.
Title: Re: [0.9.1a] Industrial.Evolution 1.4.b - Industries with non-standard effects
Post by: SirHartley on March 26, 2020, 03:49:41 AM
I didn't account for player and player controlled market having different factions. Fixed for next version, thanks for letting me know
Title: Re: [0.9.1a] Industrial.Evolution 1.5.e - Industries with non-standard effects
Post by: SirHartley on April 08, 2020, 10:58:44 AM
New Update, adding a load of new stuff - 3 industries and massive re balancing for the old ones.
Supercomputer is now actually useful, Assembler and Bureau no longer OP and most other stuff a lot less janky.

Also, heck tooltips.

Change Log
1.5.e
  • General
  • Code adjustment - fixed memory leaks - massively improved long time performance
  • Code adjustment - highly improved general performance
  • Settings - you can now enable/disable industries, and modify some parameters.
  • Variable Industries
  • Adjusted - Output messages are now a single monthly summary report for Assembler/Manufactory
  • Adjusted - Assembler commodity export locked to maximum of 3, regardless of skills or market size.
  • Adjusted - Supply and demand are no longer always legal
  • Fixed - crash on month end if colony is owned by a different faction, but governed by the player (Nexerelin)
  • Fixed - no longer has import demands while building/disrupted
  • Centralization Bureau
  • Adjusted - Now modifies supply and demand of the affected industries directly.
  • Adjusted - Removed all supply and demand from this structure (no longer generates boatloads of free money)
  • Fixed - "Insufficient AI core" notification when Alpha core is installed.
  • Fixed - shortage handling
  • Military Relay
  • Fixed - Unfinished military installations no longer count towards the prerequisites
  • Salvage Yards
  • Fixed - No longer causes a colony to decivilize in certain cases
  • Fixed - Salvage market removal on market faction transfer
  • Fixed - Concurrent modification exception crash (probably)
  • Supercomputer
  • Adjusted - Income increase now 5/15/20% (up from 5/10/15%)
  • Adjusted - AI core runtime now 3/9/18 months (up from 1/3/12)
  • Adjusted - Now takes 50 days to build
  • Adjusted - No longer produces new AI cores (toggleable in settings)
  • Fixed - Can no longer store ships in AI-Core storage
  • Fixed - Storage no longer present after industry removal
  • Fixed - Storage gets properly removed on AI colonies
  • Embassy
  • Fixed - being able to dismiss ambassadors that are already in the process of leaving
  • Fixed - relations increase limit tooltip (for real this time)
  • Fixed - crash when docking at a planet you govern for another faction (Nexerelin)
  • Fixed - wrong ambassador getting arrested on inauguration when compromised
  • Senate
  • Added - Comes free with floating platforms and *** alien costumes.
  • Added - Edicts! Enslave your populace! Cleanse your planet of undesirables! Allow more vacation time for your workers!
  • Restoration Docks
  • Added - Slowly repairs D-Mods of ships placed into a custom storage at a hefty discount.
  • Added - Be careful, the cost might still exceed what you can afford and might land you in debt - Gamma Core is your friend!
  • Privateer Base
  • Added - Automatically raids people you don't like.
  • Added - Output depending on the raided planets, will bring back spoils of war for you after a successful raid.
[close]
Title: Re: [0.9.1a] Industrial.Evolution 1.5.e - Industries with non-standard effects
Post by: Cyan Leader on April 08, 2020, 12:17:04 PM
Can you detail the edicts and their effects?
Title: Re: [0.9.1a] Industrial.Evolution 1.5.e - Industries with non-standard effects
Post by: SirHartley on April 08, 2020, 01:21:11 PM
Can you detail the edicts and their effects?

did you check the "Edicts" drop down in the original post (under "Senate" )?
Let me know if you want additional descriptions towards their effects, but I'd have to dump numbers on you for more info.
Title: Re: [0.9.1a] Industrial.Evolution 1.5.e - Industries with non-standard effects
Post by: Thaago on April 08, 2020, 02:29:48 PM
This looks very cool! :)
Title: Re: [0.9.1a] Industrial.Evolution 1.5.f - Industries with non-standard effects
Post by: SirHartley on April 09, 2020, 03:35:22 AM
A hotfix has just been released for the privateer base. Good exports are OK, infinite exports are not.
This bug was one of these rare cases where you need exceptionally bad luck to trigger it.

Yes, the save compatible version has also been updated - but if you had 1.5 already, you don't need it.

This looks very cool! :)

Thanks, happy to hear that!

Title: Re: [0.9.1a] Industrial.Evolution 1.5.f - Industries with non-standard effects
Post by: Alfa Cor on April 09, 2020, 04:59:33 AM
will updating from 1.4b to 1.5f break my saves?
Title: Re: [0.9.1a] Industrial.Evolution 1.5.f - Industries with non-standard effects
Post by: SirHartley on April 09, 2020, 05:14:13 AM
will updating from 1.4b to 1.5f break my saves?

1.5.f is not save compatible with versions prior to 1.5.
Title: Re: [0.9.1a] Industrial.Evolution 1.5.f - Industries with non-standard effects
Post by: morriganj on April 09, 2020, 07:09:11 AM
Is there any way this mod could be causing my mysterious crash to desktop? I am going to try a new game without it and see how far I can get without a crash.
Title: Re: [0.9.1a] Industrial.Evolution 1.5.f - Industries with non-standard effects
Post by: SirHartley on April 09, 2020, 07:12:48 AM
please redownload and check if it still happens. if yes, post the crashlog!
Title: Re: [0.9.1a] Industrial.Evolution 1.5.g - Industries with non-standard effects
Post by: SirHartley on April 09, 2020, 08:49:38 AM
Hotfix number 3 for another crash
what even is beta testing
Title: Re: [0.9.1a] Industrial.Evolution 1.5.g - Industries with non-standard effects
Post by: SonnaBanana on April 09, 2020, 09:43:34 PM
Hope to see more edicts!

I will play this mod with Nex..... once I can decide which ship/weap pack to choose  :P
Title: Re: [0.9.1a] Industrial.Evolution 1.5.g - Industries with non-standard effects
Post by: tobymaxgames on April 10, 2020, 09:08:00 PM
could you please make an edict to increases production budget but decreases ship quality and increases heavy industry commodity usage? like "Crunch time" or "enforced deadlines", something like that?
Title: Re: [0.9.1a] Industrial.Evolution 1.5.g - Industries with non-standard effects
Post by: SirHartley on April 11, 2020, 04:11:36 AM
could you please make an edict to increases production budget but decreases ship quality and increases heavy industry commodity usage? like "Crunch time" or "enforced deadlines", something like that?

This is a very decent idea - I'll see what I can do about it.
Title: Re: [0.9.1a] Industrial.Evolution 1.5.g - Industries with non-standard effects
Post by: Argonaut on April 12, 2020, 04:37:56 AM
I get the following crash log whenever i invade and take over an enemy colony (TT right now.)
I think it's related to this mod:
java.lang.NullPointerException
   at com.fs.starfarer.api.plugins.deconomics_ambassadorPersonManager.getFactionEmbas syCount(deconomics_ambassadorPersonManager.java:195)
   at com.fs.starfarer.api.plugins.deconomics_ambassadorPersonManager.updateLastDayRe p(deconomics_ambassadorPersonManager.java:180)
   at com.fs.starfarer.api.plugins.deconomics_ambassadorPersonManager.onNewDay(deconomics_ambassadorPersonManager.java:54)
   at com.fs.starfarer.api.plugins.deconomics_TimeTracker.onNewDay(deconomics_TimeTracker.java:52)
   at com.fs.starfarer.api.plugins.deconomics_TimeTracker.advance(deconomics_TimeTracker.java:30)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I'm running Nexerelin and Vayra's sector, if it helps. I never upgraded this mod or anything, nor i have any embassies built yet. I'm running 1.5g.

Also, my building ideas:
Ai factory: uses an Alpha core to spawn friendly [redacted] units in the sector that only attack enemy fleets. Industry needs to be scavenged to be available (like the p shield in vanilla).
Ludd Cathedral: prevents Ludd terrorism, gives growth bonus, decreases stability for each AI core used on the colony.
Stock exchange: considerably increases income based on accessibility, extra bonus with commerce built, occasionally causes sudden stability drops and destabilization of random industries on the colony.
Title: Re: [0.9.1a] Industrial.Evolution 1.5.g - Industries with non-standard effects
Post by: SirHartley on April 12, 2020, 12:59:05 PM
Yes, this is caused by upgrading from 1.4 to 1.5 on the same save.
The bug is not solvable other than to not invade colonies, and is the reason this update is now marked "Not save compatible."

I apologise for the inconvenience.

There is a beta version fixing some other issues on the unofficial discord, should you wish to start a new save.
Title: Re: [0.9.1a] Industrial.Evolution 1.5.g - Industries with non-standard effects
Post by: knogleknuser on April 13, 2020, 03:58:09 AM
Bug Report:
Issue: Centralization Bureau doesn't do anything

I have one system with a Centralization Bureau and it isn't doing anything, there are no changes in output or income regardless of there being an AI core present or not, furthermore, it always states that there are 'no duplicate industries in this system' despite that not being the case, there are in fact duplicate industries in the system, several in fact.

I updated a few mods, this one included (1.4 to 1.5) and started a new game. (Deleted the 0ld mod files and folders, and copied the new ones in) Ever since I have done this, the Bureau has not been working for me.

Game state:
 System info:
---------------
Game version: Starsector 0.9.1a-RC8
Platform: windows (64-bit)
Resolution: 1920x1080 (60hz, 32bpp, fullscreen)
Launch args: -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms6144m -Xmx6144m -Xss1024k -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=.

 Active mod list:
------------------
Regular mods (24):
 - Automatic Orders 0.3.2 by Blothorn
 - Better Colonies 1.4 by Techpriest
 - Blackrock Drive Yards 0.9.5 by cycerin & co.
 - Celestial Mount Circle 1.2 by Originem
 - Commission Crews 1.8 by Techpriest
 - Disassemble Reassemble v 1.6.9 by AxleMC131
 - ED Shipyard 1.9.9a by Ed
 - Hazard Mining Incorporated 0.2.2g by King Alfonzo
 - High Tech Armada 0.7.1e by Yui & Snrasha
 - HullMods Expansion 4.5a by Phoenix
 - Industrial.Evolution 1.5.g by SirHartley
 - Junk pirates / ASP / PACK (Release) 3.4.0 by mendonca
 - Luddic Enhancement 1.2.0 by King Alfonzo
 - Nexerelin 0.9.6c by Histidine (original by Zaphide)
 - Ship/Weapon Pack 1.10.5 by DarkRevenant
 - SkilledUp 1.1 by bonomel
 - Starship Legends 1.3.14 by Sundog
 - Tahlan Shipworks 0.3.15a by Nia and Nicke
 - Terraforming and Station Construction 5.0.4 by boggled
 - Tiandong Heavy Industries 1.2.1a by -MesoTroniK
 - Underworld 1.4.2 by DarkRevenant
 - Unofficial New Game Plus] 0.2.0 by Originem, Translated By RUA
 - Vayra's Sector 3.1.5 by Vayra
 - Vayra's Ship Pack 1.1.4 by Vayra
Utility mods (8):
 - Autosave 1.1 by LazyWizard
 - Console Commands 3.0 by LazyWizard
 - LazyLib 2.4f by LazyWizard
 - MagicLib 0.28 by Modding Community
 - SpeedUp 0.6.0 by DarkRevenant
 - Version Checker 2.0 by LazyWizard
 - Weapons Group Controls 1.1.0 by stormbringer951
 - ZZ GraphicsLib 1.4.1 by DarkRevenant

Pictures:
Centralization Bureau World (Askja) with tool tip
https://1drv.ms/u/s!Aq-TQ8o3DYigkmlM1aBvp2mAkTE4

Centralization Bureau World (Askja)
https://1drv.ms/u/s!Aq-TQ8o3DYigkmh88gPw34ZuRsmE

Secondary World (Arsenal)
https://1drv.ms/u/s!Aq-TQ8o3DYigkmwlmW2iTOVFBcch

Secondary World (Kazeron)
https://1drv.ms/u/s!Aq-TQ8o3DYigkmrTOBOi80zJ_CD6

Secondary World (Thulian Defence Outpost)
https://1drv.ms/u/s!Aq-TQ8o3DYigkmeTCUupvtG6cd8H

System Map
https://1drv.ms/u/s!Aq-TQ8o3DYigkmuihsCqgivmeEDl
Title: Re: [0.9.1a] Industrial.Evolution 1.5.g - Industries with non-standard effects
Post by: SirHartley on April 13, 2020, 05:16:08 AM
most detailed bug report I have ever seen

Thank you, the amount of information you provided is really good- and allowed me to fix that issue immediately.
This is save compatible to all 1.5 versions, but if you have a Privateer Base you might have to replace it via console commands for the changes to take effect:
https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution1.5.h-beta2.zip

Spoiler
1.5.h-beta2

  • Centralization Bureau
  • Fixed - Now actually works again
  • Privateer Base
  • Adjusted - no longer raids and exports ship hulls (also fixes fleet quality issue)
  • Adjusted - Output decay changed from general to individual for commodity exports
  • Adjusted - Output decay starts immediately instead of 1 month time out
  • Adjusted - Output decay now 2/month, up from 1
  • Adjusted - Spoils now contain more weapons, less high-value blueprints
  • Adjusted - Reduced exports on failed raid by 30%
  • Fixed - correctly factors in fleet size for raid strength
  • Fixed - Only get output on failed raid fleet reached the target system
  • Fixed - Crash when Target Picker only finds bad systems
  • Embassy
  • Fixed - Dialogue not loading correctly when docking at abandoned stations
  • Fixed - Ambassador shows wrong dialogue after market change
  • Fixed - Ambassador of the wrong faction deposited in inventory
[close]
Title: Re: [0.9.1a] Industrial.Evolution 1.5.g - Industries with non-standard effects
Post by: knogleknuser on April 13, 2020, 06:27:18 AM
most detailed bug report I have ever seen

Thank you, the amount of information you provided is really good- and allowed me to fix that issue immediately.
This is save compatible to all 1.5 versions, but if you have a Privateer Base you might have to replace it via console commands for the changes to take effect:
https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution1.5.h-beta2.zip

Spoiler
1.5.h-beta2

  • Centralization Bureau
  • Fixed - Now actually works again
  • Privateer Base
  • Adjusted - no longer raids and exports ship hulls (also fixes fleet quality issue)
  • Adjusted - Output decay changed from general to individual for commodity exports
  • Adjusted - Output decay starts immediately instead of 1 month time out
  • Adjusted - Output decay now 2/month, up from 1
  • Adjusted - Spoils now contain more weapons, less high-value blueprints
  • Adjusted - Reduced exports on failed raid by 30%
  • Fixed - correctly factors in fleet size for raid strength
  • Fixed - Only get output on failed raid fleet reached the target system
  • Fixed - Crash when Target Picker only finds bad systems
  • Embassy
  • Fixed - Dialogue not loading correctly when docking at abandoned stations
  • Fixed - Ambassador shows wrong dialogue after market change
  • Fixed - Ambassador of the wrong faction deposited in inventory
[close]

And here I was fearing that I wasn't providing enough information :P
Title: Re: [0.9.1a] Industrial.Evolution 1.5.g - Industries with non-standard effects
Post by: valerate on April 13, 2020, 06:54:58 AM
Hi!

So Im playing with and started a new game with the latest verision, and I seem to have found a bug:

Hegemony just took a planet from me while I chased some other fleet, and when I went back to invade it and took it back, it now crashes. I had autosave on when I left the planet screen so now the save is bricked.

This is the error I get:

Code
110360 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.plugins.deconomics_ambassadorPersonManager.getFactionEmbassyCount(deconomics_ambassadorPersonManager.java:195)
at com.fs.starfarer.api.plugins.deconomics_ambassadorPersonManager.updateLastDayRep(deconomics_ambassadorPersonManager.java:180)
at com.fs.starfarer.api.plugins.deconomics_ambassadorPersonManager.onNewDay(deconomics_ambassadorPersonManager.java:54)
at com.fs.starfarer.api.plugins.deconomics_TimeTracker.onNewDay(deconomics_TimeTracker.java:52)
at com.fs.starfarer.api.plugins.deconomics_TimeTracker.advance(deconomics_TimeTracker.java:30)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

I assume its related to this mod due to the mention of a ambassador.
My assumption is that it doesnt like to switch ambassador everyday/twice in a day?
Title: Re: [0.9.1a] Industrial.Evolution 1.5.g - Industries with non-standard effects
Post by: SirHartley on April 13, 2020, 09:01:52 AM
Please also update to the beta, there is a download link earlier this thread - it should solve that issue if this is a new game.
(updating from 1.4 to 1.5 without starting a new game also causes that crash, and it is not solvable)
Title: Re: [0.9.1a] Industrial.Evolution 1.5.g - Industries with non-standard effects
Post by: valerate on April 13, 2020, 11:11:39 AM
I made the save when 15 came out, and I already have the latest (15g) installed, as I said in my post.

Additional info, I used to have this issue with another planet too, but had a save just before I captured it and just waited a monthish time and tried capturing it and it worked that time.
Title: Re: [0.9.1a] Industrial.Evolution 1.5.g - Industries with non-standard effects
Post by: nekuskylord on April 13, 2020, 10:03:37 PM
Hello, I also had the same problem. But mine is fixed when you quickly build an embassy after taking over a planet, but the ambassador will try to leave the embassy indefinitely. I tried getting rid of him by comm but he is still there and gives notification about leaving the office. I also tried the beta update, but still get the same result.

EDIT: Apparently disabling embassy helps this.





110264 [Thread-4] INFO  com.fs.starfarer.api.plugins.deconomics_TimeTracker  - running OnNewDay for com.fs.starfarer.api.plugins.deconomics_ambassadorPersonManager
110539 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.plugins.deconomics_ambassadorPersonManager.getFactionEmbas syCount(deconomics_ambassadorPersonManager.java:195)
   at com.fs.starfarer.api.plugins.deconomics_ambassadorPersonManager.getCurrentRepFo rFactionsWithEmbassy(deconomics_ambassadorPersonManager.java:167)
   at com.fs.starfarer.api.plugins.deconomics_ambassadorPersonManager.repTracker(deconomics_ambassadorPersonManager.java:110)
   at com.fs.starfarer.api.plugins.deconomics_ambassadorPersonManager.onNewDay(deconomics_ambassadorPersonManager.java:53)
   at com.fs.starfarer.api.plugins.deconomics_TimeTracker.onNewDay(deconomics_TimeTracker.java:52)
   at com.fs.starfarer.api.plugins.deconomics_TimeTracker.advance(deconomics_TimeTracker.java:30)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Title: Re: [0.9.1a] Industrial.Evolution 1.5.g - Industries with non-standard effects
Post by: SirHartley on April 14, 2020, 12:56:36 AM
To you as well, please update to the beta, which fixes this issue.
Disabling Embassies will just postpone the problem, not solve it.

Thanks to you both for reporting this, letting me know about issues you encounter is the only way I can fix them, and I absolutely appreciate it.
Title: Re: [0.9.1a] Industrial.Evolution 1.5.g - Industries with non-standard effects
Post by: Maelstrom on April 15, 2020, 09:53:02 AM
getting that same crash with the latest version after invading oasis

Spoiler
894677 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.plugins.deconomics_ambassadorPersonManager.getFactionEmbas syCount(deconomics_ambassadorPersonManager.java:195)
   at com.fs.starfarer.api.plugins.deconomics_ambassadorPersonManager.updateLastDayRe p(deconomics_ambassadorPersonManager.java:180)
   at com.fs.starfarer.api.plugins.deconomics_ambassadorPersonManager.onNewDay(deconomics_ambassadorPersonManager.java:54)
   at com.fs.starfarer.api.plugins.deconomics_TimeTracker.onNewDay(deconomics_TimeTracker.java:52)
   at com.fs.starfarer.api.plugins.deconomics_TimeTracker.advance(deconomics_TimeTracker.java:30)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Dont see a link to the beta version of the mod so I presume beta is 1.5.g which is the version I have
Title: Re: [0.9.1a] Industrial.Evolution 1.5.g - Industries with non-standard effects
Post by: SirHartley on April 15, 2020, 09:59:27 AM
beta is version h, available only on the discord for now - but I'll push a full update sometime tomorrow, which will fix all the problems this mod has at the moment (I hope).
Title: Re: [0.9.1a] Industrial.Evolution 1.5.g - Industries with non-standard effects
Post by: NephilimNexus on April 15, 2020, 08:00:12 PM
Found a possible bug with the drydock/repair facility:

Base value, no AI core, says it repairs 3 d-mods per month at 50% normal cost.  Sounds great, right?  So I took a ship with three d-mods and checked how much it would cost to fix it in the normal refit screen.  Total: $1,000,000.  So instead I threw it into the drydock to save money.  1st month goes by, I am billed $500,000 and it is now down to 2 d-mods.  What happened to the other two points?  They went to other ships, which is fine... except that it is charging 50% of the total repair cost per d-mod fixed whenever it is splitting its efforts this way.  And the other ships also got the bill for 50% of the refit screen cost as well, even though they also only repaired one d-mod each.

In other words, yes you pay 50% of the regular price per pass through the machinery, regardless of how many d-mods are actually removed (in my case, 1 out of 3).  Which means that, in actuality, this is costing me more than conventional repairs in the refit screen.

Now obviously I can probably bypass this whole issue by only putting in one ship at a time and making sure that all three of the facility's points all went into that one ship, in which case yes it will be working as intended.  The problem, of course, is that I usually have 3-4 ships waiting in line and having to fly back home every month to swap them is both wasteful in time, fuel, supplies, etc.

Fix, I believe, would be expanding the math involved to divide that total cost by the number of d-mods present and then multiplying by the number actually fixed.
Title: Re: [0.9.1a] Industrial.Evolution 1.5.g - Industries with non-standard effects
Post by: SirHartley on April 16, 2020, 01:33:21 AM
I am unsure what you did there, as restoring a ship via the vanilla function costs 1.2x base hull price per D-Mod (2.4x for 2 D-Mods, 3.6x for 3 D-Mods).

The Restoration docks restore D-Mods at 0.5x base hull cost per D-Mod (this means 1.0x for 2 D-Mods) - it calculates in this way as well, it does not matter if one or three D-Mods are restored in one pass, the total amount will stay the same.

The following is the code that calculates cost:
Code
float cost = (((ship.getHullSpec().getBaseValue())*0.5F)*betaCoreBonus);
                    iNode.upkeep += cost; //Add flat cost to monthly report

What you are describing does not line up with how I coded it.
I'll test this in game again to make sure, thank you for letting me know your theory.


Edit - I am definitely wrong on the above, ship restoration does in fact cost (baseHullPrice * 1.2)*(1.2^dModCount) - which means my math is incorrect, and your report makes sense.
You are slightly off though - even if you repair all 3 Dmods via Restoration docks at once, it'll still cost you more than conventional repairs.

This has been fixed for the next release, thank you for letting me know.
Title: Re: [0.9.1a] Industrial.Evolution 1.5.g - Industries with non-standard effects
Post by: ctuncks on April 16, 2020, 02:27:56 AM
On version 1.5G (first install) and ran into some issues.

1. The Hegemony did an inspection on my Salvage Yard and confiscated the non existent AI that runs it. On the colony screen it's got my assistant there and every time I change him to me it changes back to him and it insists that I have one AI run market even though I don't use any.

2. The embassy is constantly cycling reputation up by 10 and then a few days later back down again by 5 (bu doubled) so I'm stuck in a loop of no reputation changes. (The game also crashes if I remove it)
Title: Re: [0.9.1a] Industrial.Evolution 1.5.g - Industries with non-standard effects
Post by: ZeCaptain on April 16, 2020, 02:51:02 AM
Thanks for this very interesting mod.

One thing to note is I'm using nex with this mod (and a buttload of others) and I have never seen a raid bring back a schematic. Also they add redonkulous amounts of stuff to my economy.
Title: Re: [0.9.1a] Industrial.Evolution 1.5.g - Industries with non-standard effects
Post by: SirHartley on April 16, 2020, 05:59:05 AM
1. The Hegemony did an inspection on my Salvage Yard and confiscated the non existent AI that runs it. On the colony screen it's got my assistant there and every time I change him to me it changes back to him and it insists that I have one AI run market even though I don't use any.

No way to fix this until the next Starsector version. The salvage yards need that market to extend your ship production budget, and unless you want it taking up a colony slot, it must have that AI admin - you don't pay for it though, so it's generally fine.

2. The embassy is constantly cycling reputation up by 10 and then a few days later back down again by 5 (bu doubled) so I'm stuck in a loop of no reputation changes. (The game also crashes if I remove it)

I have no idea why it would do that, this is the first time anyone ever mentioned that. Please update to the beta available on the discord and check if the issue persists.

Thanks for this very interesting mod.

One thing to note is I'm using nex with this mod (and a buttload of others) and I have never seen a raid bring back a schematic. Also they add redonkulous amounts of stuff to my economy.

Blueprints get delivered to the Production Gathering Point. You might just have missed that, as there is no extra notification.
The output has been fixed in the discord beta (You'll have to remove/Replace the building for the changes to take effect) - keep in mind though that it does take two industry slots, and has an output to accommodate this.
Title: Re: [0.9.1a] Industrial.Evolution 1.5.g - Industries with non-standard effects
Post by: NephilimNexus on April 16, 2020, 07:33:37 PM
The following is the code that calculates cost:
Code
float cost = (((ship.getHullSpec().getBaseValue())*0.5F)*betaCoreBonus);
                    iNode.upkeep += cost; //Add flat cost to monthly report

Well, it's been a long time since I've had to use trigonometry for anything so I could be getting this wrong... but it looks like it is indeed grabbing the repair cost based off the number of d-mods present at the time and then dividing that as the cost.  Which again would be fine if it was automatically fixing all the d-mods in one pass... except that it often doesn't.

If you have multiple damaged ships, or even just one ship with more than 3 d-mods, then you're still paying the costs based on all the d-mods on the ship even though it only fixing a partial amount.  When the next month rolls around, you end up paying the costs for whatever d-mods are left over a second time... or even a third or forth.

Meaning float=cost of $1,000,000 for 5 d-mods (@$200,000 each), only 1 gets fixed that month, cost is still $1,000,000.  Month two it is down to $800,000, pay $800,000, fix maybe 2 more of them.  Now down to 2 left... pay $800,000 in month three, and done.  Total cost: $2,600,000 for a $1,000,000 repair job.  I have officially paid more than it would have cost in the refit screen.

So.... I'd suggest something more along the lines of this:

float total cost = (((ship.getHullSpec().getBaseValue())*0.5F)*betaCoreBonus)
float cycle cost = (float total cost/number of d-mods present)*how many d-mods will be repaired this cycle

So if you have a ship with 5 d-mods and a total cost of $1,000,000 to fix it in drydock and it is only slated to fix 2 of them...
($1,000,000/5)*2=$400,000.

You now pay $400,000 to fix the two d-mods and the rest of the cost gets pushed back until it is actually fixed, because next cycle it will recompute it as $600,000 to fix for 3 d-mods.  Drydock fixes 2 of them.  $600,000/3=$200,000 (still) * 2 fixed = $400,000.   One d-mod to go on month three and it costs $200,000.  Ta-da, all $1,000,000 has been spent as it should be.
Title: Re: [0.9.1a] Industrial.Evolution 1.5.g - Industries with non-standard effects
Post by: SirHartley on April 17, 2020, 01:24:19 AM
Check my response again, I updated it stating that I was wrong about calculations earlier.

Your proposal sadly won't work due to total repair cost per mod changing with total amounts. Repairing a ship with 4 D-Mods according to your formula would cost 70% base hull price, repairing one with 10 would be 40% - and what happens if the ship gains an additional D-Mod after being partially repaired?

I found a solution for this and fixed it in the next update - nothing will change in how the structure functions, but it will correctly bill you the 50% cost/D-Mod.

Title: Re: [0.9.1a] Industrial.Evolution 1.5.g - Industries with non-standard effects
Post by: knogleknuser on April 17, 2020, 06:11:13 AM
I've got some bad news SirHartley, bug report, crash due to invasion, ambassador related.
And I am on the beta version of the mod. (h beta_2)

Invaded the last Tri-Tachyon colony in a randomly generated sector (By Nexeriln), the ambassador is saying that she is already packing her things and leaving, which means my only dialogue option is to 'leave' I crash about 1 day afterwards.

 System info:
Spoiler
---------------
Game version: Starsector 0.9.1a-RC8
Platform: windows (64-bit)
Resolution: 1920x1080 (60hz, 32bpp, fullscreen)
Launch args: -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms6144m -Xmx6144m -Xss1024k -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=.

 Active mod list:
------------------
Regular mods (24):
 - Automatic Orders 0.3.2 by Blothorn
 - Better Colonies 1.4 by Techpriest
 - Blackrock Drive Yards 0.9.5 by cycerin & co.
 - Celestial Mount Circle 1.2 by Originem
 - Commissioned Crews 1.9 by Techpriest
 - Disassemble Reassemble v 1.6.9 by AxleMC131
 - ED Shipyard 1.9.9a by Ed
 - Hazard Mining Incorporated 0.3.1 by King Alfonzo
 - HullMods Expansion 4.5b by Phoenix
 - Industrial.Evolution 1.5.h2 by SirHartley
 - Junk pirates / ASP / PACK (Release) 3.4.0 by mendonca
 - Luddic Enhancement 1.2.0 by King Alfonzo
 - Nexerelin 0.9.6c by Histidine (original by Zaphide)
 - Pulse Industry 1.0 by Snrasha
 - Ship/Weapon Pack 1.10.5 by DarkRevenant
 - SkilledUp 1.1 by bonomel
 - Starship Legends 1.3.14 by Sundog
 - Tahlan Shipworks 0.3.15a by Nia and Nicke
 - Terraforming and Station Construction 5.0.4 by boggled
 - Tiandong Heavy Industries 1.2.1a by -MesoTroniK
 - Underworld 1.4.2 by DarkRevenant
 - Unofficial New Game Plus] 0.2.0 by Originem, Translated By RUA
 - Vayra's Sector 3.1.5 by Vayra
 - Vayra's Ship Pack 1.1.4 by Vayra
Utility mods (10):
 - Autosave 1.1 by LazyWizard
 - Console Commands 3.0 by LazyWizard
 - Fuel Siphoning 1.1.3 by Sundog
 - LazyLib 2.4f by LazyWizard
 - MagicLib 0.28 by Modding Community
 - SpeedUp 0.6.0 by DarkRevenant
 - Supply Forging 1.1 by Techpriest
 - Version Checker 2.0 by LazyWizard
 - Weapons Group Controls 1.1.0 by stormbringer951
 - ZZ GraphicsLib 1.4.1 by DarkRevenant
[close]
Crash Log:
Spoiler
465945 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.plugins.deconomics_ambassadorPersonManager.getFactionEmbas syCount(deconomics_ambassadorPersonManager.java:195)
   at com.fs.starfarer.api.plugins.deconomics_ambassadorPersonManager.updateLastDayRe p(deconomics_ambassadorPersonManager.java:180)
   at com.fs.starfarer.api.plugins.deconomics_ambassadorPersonManager.onNewDay(deconomics_ambassadorPersonManager.java:54)
   at com.fs.starfarer.api.plugins.deconomics_TimeTracker.onNewDay(deconomics_TimeTracker.java:52)
   at com.fs.starfarer.api.plugins.deconomics_TimeTracker.advance(deconomics_TimeTracker.java:30)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

[close]

EDIT: I reloaded my save right after my invasion 2 times, the first time it crashed like before, the second time I reloaded I went into the -com browser- and noticed the ambassador was gone, when I exited the docking screen, my game didn't crash within a day like before, so there thankfully is a way to circumvent this crash. Go into the com browser a second time.
Title: Re: [0.9.1a] Industrial.Evolution 1.5.g - Industries with non-standard effects
Post by: mathyou on April 18, 2020, 12:08:56 AM
I'm getting a different crash with both 1.5g and 1.5h2:

Quote
106823 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.deconomics_pirateHaven.supplyDimin ishment(deconomics_pirateHaven.java:294)
   at com.fs.starfarer.api.impl.campaign.econ.impl.deconomics_pirateHaven.reportEcono myTick(deconomics_pirateHaven.java:110)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:75)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.1a] Industrial.Evolution 1.6.a - Industries with non-standard effects
Post by: SirHartley on April 18, 2020, 06:59:58 AM
Updated to 1.6.a because I can't see the number 1.5 anymore without my eyes starting to bleed.
Pretty sure all the crashes have been resolved.

My stuff now actually works again and privateer base is no longer as stupid as it was - still good though.

Changelog
1.6.a
  • General
  • Added - Cleanup and Preparation Script for Save compatibility - still not 1.4 compatible
  • Centralization Bureau
  • Fixed - Now actually works again
  • Supercomputer
  • Fixed - "Missing an AI core" message no longer appears during construction
  • Salvage Yards
  • Fixed - Concurrent Modification Exception crash
  • Embassy
  • Added - Support for Hazard Mining Incorporated
  • Added - Support for the Brighton Federation
  • Added - Support for the First Persean Empire
  • Fixed - Dialogue not loading correctly when docking at abandoned stations
  • Fixed - Ambassador shows wrong dialogue after market change
  • Fixed - Ambassador of the wrong faction deposited in inventory
  • Fixed - Crash after conquering a planet
  • Senate
  • Added - Edict: Hard Deadlines (+ Production budget, - Ship Quality)
  • Added - Edict selection now has a "next page" feature for small screens
  • Fixed - Edicts no longer cause all text to be smaller than it should be
  • Restoration Docks
  • Fixed - Adjusted cost on repair - Now actually costs 50% of vanilla restoration costs.
  • Privateer Base
  • Adjusted - no longer raids and exports ship hulls (also fixes fleet quality issue)
  • Adjusted - Output decay changed from general to individual for commodity exports
  • Adjusted - Output decay starts immediately instead of 1 month time out
  • Adjusted - Output decay now 2/month, up from 1
  • Adjusted - Spoil now contain more weapons, less high-value blueprints
  • Adjusted - Reduced exports on failed raid by 30%
  • Fixed - correctly factors in fleet size for raid strength
  • Fixed - Only get output on failed raid fleet reached the target system
  • Fixed - Crash when Target Picker only finds bad systems
[close]
Title: Re: [0.9.1a] Industrial.Evolution 1.6.a - Industries with non-standard effects
Post by: Mondaymonkey on April 19, 2020, 02:29:23 AM
Question about Privateer Base.

Do they able to target player-related pirate bases?
Title: Re: [0.9.1a] Industrial.Evolution 1.6.a - Industries with non-standard effects
Post by: SirHartley on April 19, 2020, 02:56:48 AM
Question about Privateer Base.

Do they able to target player-related pirate bases?

No, they only consider star systems if the market(s) in them are part of the sector economy, which pirate bases are not, unless they are a full colony like Umbra.
Title: Re: [0.9.1a] Industrial.Evolution 1.6.a - Industries with non-standard effects
Post by: Mondaymonkey on April 19, 2020, 03:03:35 AM
Spoiler
(https://1187604958.rsc.cdn77.org/data/images/full/212748/that-makes-me-a-saaad-panda.jpg)
[close]
Title: Re: [0.9.1a] Industrial.Evolution 1.6.a - Industries with non-standard effects
Post by: SirHartley on April 19, 2020, 03:07:07 AM
Spoiler
(https://1187604958.rsc.cdn77.org/data/images/full/212748/that-makes-me-a-saaad-panda.jpg)
[close]

Hey, they are still OP enough even after I hit them with the nerf bat :P
Title: Re: [0.9.1a] Industrial.Evolution 1.6.a - Industries with non-standard effects
Post by: Mondaymonkey on April 19, 2020, 03:11:42 AM
Dude, I HAVE NOTHING TO RAID.

Spoiler
(https://i.imgur.com/TWwubLw.jpg)
[close]
Title: Re: [0.9.1a] Industrial.Evolution 1.6.a - Industries with non-standard effects
Post by: SirHartley on April 19, 2020, 03:12:45 AM
Dude, I HAVE NOTHING TO RAID.

Spoiler
(https://i.imgur.com/TWwubLw.jpg)
[close]

Well, sat bomb the independents then!
Title: Re: [0.9.1a] Industrial.Evolution 1.6.a - Industries with non-standard effects
Post by: Mondaymonkey on April 19, 2020, 03:17:40 AM
Who will buy my commodities if I wipe out whole global market?

Well, some things just have to be accepted.
Title: Re: [0.9.1a] Industrial.Evolution 1.6.a - Industries with non-standard effects
Post by: NephilimNexus on April 21, 2020, 02:35:57 PM
Ship repair costs work good now, thanks!
Title: Re: [0.9.1a] Industrial.Evolution 1.6.a - Industries with non-standard effects
Post by: saqib126 on April 24, 2020, 06:58:11 PM
Got an ambassador from the Hegemony, raised rep to 55, and now want him to move so that tri tach can use the embassy, whenever I open comm directory and talk to him it says that hes packing his things and will be gone within a day(the only option is leave, I clicked no dialogue option before this), and the ambassador does not leave in the next day, or several. How do I remove the ambassador?
Title: Re: [0.9.1a] Industrial.Evolution 1.6.a - Industries with non-standard effects
Post by: ctuncks on April 26, 2020, 09:36:18 PM
Got an ambassador from the Hegemony, raised rep to 55, and now want him to move so that tri tach can use the embassy, whenever I open comm directory and talk to him it says that hes packing his things and will be gone within a day(the only option is leave, I clicked no dialogue option before this), and the ambassador does not leave in the next day, or several. How do I remove the ambassador?

I've also got this issue on a new game but with a HMI ambassador  instead.
Title: Re: [0.9.1a] Industrial.Evolution 1.6.a - Industries with non-standard effects
Post by: SirHartley on April 27, 2020, 02:32:05 AM
Got an ambassador from the Hegemony, raised rep to 55, and now want him to move so that tri tach can use the embassy, whenever I open comm directory and talk to him it says that hes packing his things and will be gone within a day(the only option is leave, I clicked no dialogue option before this), and the ambassador does not leave in the next day, or several. How do I remove the ambassador?

Got an ambassador from the Hegemony, raised rep to 55, and now want him to move so that tri tach can use the embassy, whenever I open comm directory and talk to him it says that hes packing his things and will be gone within a day(the only option is leave, I clicked no dialogue option before this), and the ambassador does not leave in the next day, or several. How do I remove the ambassador?


Both of you, are you running Nexerelin and is the planet this occurs on a "Commissioned, governed by the player" entity by any chance (So it's still owned by another faction but you acquired governance)?
Title: Re: [0.9.1a] Industrial.Evolution 1.6.a - Industries with non-standard effects
Post by: ctuncks on April 27, 2020, 10:44:11 AM
Yes I'm running Nexerelin and no I didn't acquire governance (if you mean paying the Commissioning faction for governance). I founded the colony, however I did do so while Commissioned by a faction that I later left.
Title: Re: [0.9.1a] Industrial.Evolution 1.6.a - Industries with non-standard effects
Post by: Sturmwind on April 29, 2020, 01:16:32 AM
Hey man, I really love this mod.

Just want to say that it gives a fatal error when I conquer the planet of a faction allied to a faction which has an ambassador comissioned into my embassy.

Specifically, I conquered a BlackRock planet and the faction they allied to was the Interstellar Imperium.

The crash occured shortly after I departed from the conquered planet, I was able to circumvent the issue by shutting down the embassy.

It might have something to do with me running around 20 mods at the same time, idk.

EDIT: here is the error message.

Quote
11720501 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.plugins.deconomics_ambassadorPersonManager.getFactionEmbas syCount(deconomics_ambassadorPersonManager.java:195)
   at com.fs.starfarer.api.plugins.deconomics_ambassadorPersonManager.getCurrentRepFo rFactionsWithEmbassy(deconomics_ambassadorPersonManager.java:167)
   at com.fs.starfarer.api.plugins.deconomics_ambassadorPersonManager.repTracker(deconomics_ambassadorPersonManager.java:110)
   at com.fs.starfarer.api.plugins.deconomics_ambassadorPersonManager.onNewDay(deconomics_ambassadorPersonManager.java:53)
   at com.fs.starfarer.api.plugins.deconomics_TimeTracker.onNewDay(deconomics_TimeTracker.java:52)
   at com.fs.starfarer.api.plugins.deconomics_TimeTracker.advance(deconomics_TimeTracker.java:30)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.1a] Industrial.Evolution 1.6.a - Industries with non-standard effects
Post by: Rik_240 on May 01, 2020, 01:00:24 PM
It looks like i had to restart the game several times after encountering this error. Whenever i tried to load my save, it crashes after showing this message,

"Fatal: com.fs.starfarer.api.plugins.deconomics_ambassadorPersonManager cannot be cast to com.fs.starfarer.api.EveryFrameScript
Check starsector.log for more info."

and this is my error log
#
# A fatal error has been detected by the Java Runtime Environment:
#
#  EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x00007ffc2942dfc4, pid=7512, tid=5944
#
# JRE version: Java(TM) SE Runtime Environment (7.0_79-b15) (build 1.7.0_79-b15)
# Java VM: Java HotSpot(TM) 64-Bit Server VM (24.79-b02 mixed mode windows-amd64 compressed oops)
# Problematic frame:
# C  [nvoglv64.dll+0xd5dfc4]
#
# Failed to write core dump. Minidumps are not enabled by default on client versions of Windows
#
# If you would like to submit a bug report, please visit:
#   http://bugreport.java.com/bugreport/crash.jsp
# The crash happened outside the Java Virtual Machine in native code.
# See problematic frame for where to report the bug.
#

---------------  T H R E A D  ---------------

Current thread (0x0000000021095800):  JavaThread "Thread-13" [_thread_in_native, id=5944, stack(0x0000000012310000,0x0000000012510000)]

siginfo: ExceptionCode=0xc0000005, writing address 0x000000000000000c

Registers:
RAX=0x000000003f800000, RBX=0x0000000015e00000, RCX=0x00000000db116020, RDX=0x0000000000000000
RSP=0x000000001250ee48, RBP=0x00000000000000ff, RSI=0x00000000000000ff, RDI=0x00000000000000ff
R8 =0x0000000000000003, R9 =0x000000003f800000, R10=0x00000000db116020, R11=0x00000000ffffffff
R12=0x0000000000000000, R13=0x000000001250f000, R14=0x00000000000000ff, R15=0x00007ffc2ac28110
RIP=0x00007ffc2942dfc4, EFLAGS=0x0000000000010206

Top of Stack: (sp=0x000000001250ee48)
0x000000001250ee48:   00007ffc293980cd 00000007d55070c0
0x000000001250ee58:   0000000c00000000 0000000021095800
0x000000001250ee68:   000000000000000a 000000003f800000
0x000000001250ee78:   000000003f800000 000000003f800000
0x000000001250ee88:   00007ffc28d0c22a 00000000ea929b40
0x000000001250ee98:   0000000021095800 000000001250ef78
0x000000001250eea8:   00000000ffffffff 00007ffc5683de40
0x000000001250eeb8:   000000001250ef90 00000000faaa0008
0x000000001250eec8:   00007ffc5683de5a 000000003f800000
0x000000001250eed8:   000000003f800000 000000003f800000
0x000000001250eee8:   00007ffc3f800000 0000000000000000
0x000000001250eef8:   0000000000000000 000000001250f000
0x000000001250ef08:   0000000002ebd2fc 00000007d5507a70
0x000000001250ef18:   0000000002e1bf6f 000000077b6da388
0x000000001250ef28:   0000000002ecfc63 00000000ffffffff
0x000000001250ef38:   00000000ffffffff 00007ffc5683de40

Instructions: (pc=0x00007ffc2942dfc4)
0x00007ffc2942dfa4:   58 f9 04 00 4c 3b 51 70 72 0a 45 33 c0 33 d2 e8
0x00007ffc2942dfb4:   18 15 f4 ff b0 01 48 83 c4 28 c3 cc 8b 44 24 28
0x00007ffc2942dfc4:   89 42 0c 8b 44 24 30 41 c1 e0 12 89 42 10 41 81
0x00007ffc2942dfd4:   c0 00 00 68 00 8b 44 24 38 41 81 c8 00 0e 00 80


Register to memory mapping:

RAX=0x000000003f800000 is an unknown value
RBX=0x0000000015e00000 is an unknown value
RCX=0x00000000db116020 is an unknown value
RDX=0x0000000000000000 is an unknown value
RSP=0x000000001250ee48 is pointing into the stack for thread: 0x0000000021095800
RBP=0x00000000000000ff is an unknown value
RSI=0x00000000000000ff is an unknown value
RDI=0x00000000000000ff is an unknown value
R8 =0x0000000000000003 is an unknown value
R9 =0x000000003f800000 is an unknown value
R10=0x00000000db116020 is an unknown value
R11=0x00000000ffffffff is an unknown value
R12=0x0000000000000000 is an unknown value
R13=0x000000001250f000 is pointing into the stack for thread: 0x0000000021095800
R14=0x00000000000000ff is an unknown value
R15=0x00007ffc2ac28110 is an unknown value


Stack: [0x0000000012310000,0x0000000012510000],  sp=0x000000001250ee48,  free space=2043k
Native frames: (J=compiled Java code, j=interpreted, Vv=VM code, C=native code)
C  [nvoglv64.dll+0xd5dfc4]

Java frames: (J=compiled Java code, j=interpreted, Vv=VM code)
J 1916  org.lwjgl.opengl.GL11.nglColor4ub(BBBBJ)V (0 bytes) @ 0x0000000002ebd276 [0x0000000002ebd220+0x56]
J 2913 C2 com.fs.graphics.Sprite.render(FF)V (346 bytes) @ 0x0000000002fed84c [0x0000000002fed6a0+0x1ac]
j  com.fs.starfarer.D.float.o00000(FFF)V+78
j  com.fs.starfarer.D.I.renderImpl(F)V+150
J 2946 C2 com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(F)V (44 bytes) @ 0x0000000002b3fa4c [0x0000000002b3f9c0+0x8c]
j  com.fs.starfarer.campaign.save.H.<init>()V+284
j  com.fs.starfarer.campaign.save.CampaignGameManager$4.run()V+76
j  java.lang.Thread.run()V+11
v  ~StubRoutines::call_stub

---------------  P R O C E S S  ---------------

Java Threads: ( => current thread )
=>0x0000000021095800 JavaThread "Thread-13" [_thread_in_native, id=5944, stack(0x0000000012310000,0x0000000012510000)]
  0x0000000021027800 JavaThread "LWJGL Timer" daemon [_thread_blocked, id=3452, stack(0x000000005be50000,0x000000005c050000)]
  0x000000002102a800 JavaThread "Thread-10" daemon [_thread_blocked, id=12992, stack(0x00000000da1d0000,0x00000000da3d0000)]
  0x0000000021025000 JavaThread "Thread-VC-8" daemon [_thread_blocked, id=8760, stack(0x00000000ce490000,0x00000000ce690000)]
  0x0000000021020000 JavaThread "Thread-VC-7" daemon [_thread_blocked, id=1752, stack(0x00000000ce290000,0x00000000ce490000)]
  0x0000000021021800 JavaThread "Thread-VC-6" daemon [_thread_blocked, id=9020, stack(0x00000000ce090000,0x00000000ce290000)]
  0x0000000021023000 JavaThread "Thread-VC-5" daemon [_thread_blocked, id=2152, stack(0x00000000cde90000,0x00000000ce090000)]
  0x0000000021024800 JavaThread "Thread-VC-4" daemon [_thread_blocked, id=12356, stack(0x00000000cdc90000,0x00000000cde90000)]
  0x000000002101e800 JavaThread "Thread-VC-3" daemon [_thread_blocked, id=6312, stack(0x00000000cda90000,0x00000000cdc90000)]
  0x000000002101f000 JavaThread "Thread-VC-2" daemon [_thread_blocked, id=2468, stack(0x00000000cd890000,0x00000000cda90000)]
  0x0000000021022000 JavaThread "Thread-VC-1" daemon [_thread_blocked, id=11704, stack(0x00000000cce80000,0x00000000cd080000)]
  0x0000000002623800 JavaThread "Thread-8" [_thread_blocked, id=7316, stack(0x0000000000930000,0x0000000000b30000)]
  0x0000000002622800 JavaThread "Thread-5" daemon [_thread_blocked, id=11660, stack(0x000000000fb60000,0x000000000fd60000)]
  0x0000000002621000 JavaThread "Thread-4" [_thread_in_native, id=9724, stack(0x000000000ecb0000,0x000000000eeb0000)]
  0x0000000002626800 JavaThread "DestroyJavaVM" [_thread_blocked, id=1596, stack(0x0000000002700000,0x0000000002900000)]
  0x0000000002622000 JavaThread "AWT-Windows" daemon [_thread_in_native, id=3772, stack(0x000000000eeb0000,0x000000000f0b0000)]
  0x0000000002627000 JavaThread "Java2D Disposer" daemon [_thread_blocked, id=12676, stack(0x000000000eab0000,0x000000000ecb0000)]
  0x0000000002620800 JavaThread "Service Thread" daemon [_thread_blocked, id=6392, stack(0x000000000dc80000,0x000000000de80000)]
  0x000000000262e800 JavaThread "C2 CompilerThread1" daemon [_thread_blocked, id=11388, stack(0x000000000db80000,0x000000000dc80000)]
  0x000000000262c800 JavaThread "C2 CompilerThread0" daemon [_thread_blocked, id=12232, stack(0x000000000da80000,0x000000000db80000)]
  0x0000000002625000 JavaThread "Attach Listener" daemon [_thread_blocked, id=4756, stack(0x000000000d880000,0x000000000da80000)]
  0x0000000002625800 JavaThread "Signal Dispatcher" daemon [_thread_blocked, id=2340, stack(0x000000000d680000,0x000000000d880000)]
  0x000000000b09e800 JavaThread "Finalizer" daemon [_thread_blocked, id=5260, stack(0x000000000d080000,0x000000000d280000)]
  0x000000000b097800 JavaThread "Reference Handler" daemon [_thread_blocked, id=12568, stack(0x000000000ce80000,0x000000000d080000)]

Other Threads:
  0x000000000b094000 VMThread [stack: 0x000000000cd80000,0x000000000ce80000] [id=7780]
  0x000000000d2b3000 WatcherThread [stack: 0x000000000de80000,0x000000000df80000] [id=9732]

VM state:not at safepoint (normal execution)

VM Mutex/Monitor currently owned by a thread: None

Heap
 PSYoungGen      total 686592K, used 26994K [0x00000007d5500000, 0x0000000800000000, 0x0000000800000000)
  eden space 673792K, 4% used [0x00000007d5500000,0x00000007d6f5cae0,0x00000007fe700000)
  from space 12800K, 0% used [0x00000007fe700000,0x00000007fe700000,0x00000007ff380000)
  to   space 12800K, 0% used [0x00000007ff380000,0x00000007ff380000,0x0000000800000000)
 ParOldGen       total 1398272K, used 358701K [0x000000077ff80000, 0x00000007d5500000, 0x00000007d5500000)
  object space 1398272K, 25% used [0x000000077ff80000,0x0000000795dcb468,0x00000007d5500000)
 PSPermGen       total 83968K, used 62084K [0x000000077ad80000, 0x000000077ff80000, 0x000000077ff80000)
  object space 83968K, 73% used [0x000000077ad80000,0x000000077ea21018,0x000000077ff80000)

Card table byte_map: [0x0000000005900000,0x0000000005d30000] byte_map_base: 0x0000000001d29400

Polling page: 0x00000000003f0000

Code Cache  [0x0000000002900000, 0x0000000004cc0000, 0x0000000005900000)
 total_blobs=8871 nmethods=7908 adapters=912 free_code_cache=12965Kb largest_free_block=12882944

Compilation events (10 events):
Event: 5001.407 Thread 0x000000000262c800 9417             com.fs.starfarer.campaign.BaseLocation::removeObject (6 bytes)
Event: 5001.407 Thread 0x000000000262e800 9418             com.fs.starfarer.campaign.CampaignEngine::objectRemoved (40 bytes)
Event: 5001.408 Thread 0x000000000262c800 nmethod 9417 0x0000000004c4cd10 code [0x0000000004c4ce60, 0x0000000004c4cf78]
Event: 5001.409 Thread 0x000000000262e800 nmethod 9418 0x000000000380c550 code [0x000000000380c6a0, 0x000000000380c7a8]
Event: 5001.416 Thread 0x000000000262e800 9419             com.fs.starfarer.api.util.Misc::getAsteroidSource (35 bytes)
Event: 5001.416 Thread 0x000000000262c800 9420             com.fs.starfarer.campaign.rules.Memory::isEmpty (8 bytes)
Event: 5001.417 Thread 0x000000000262c800 nmethod 9420 0x0000000004c4cad0 code [0x0000000004c4cc00, 0x0000000004c4cc78]
Event: 5001.420 Thread 0x000000000262c800 9421 %           com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl::beforeGameSave @ 161 (260 bytes)
Event: 5001.428 Thread 0x000000000262e800 nmethod 9419 0x0000000004c4d7d0 code [0x0000000004c4d9c0, 0x0000000004c4e458]
Event: 5001.453 Thread 0x000000000262c800 nmethod 9421% 0x000000000438ad50 code [0x000000000438b040, 0x000000000438c580]

GC Heap History (10 events):
Event: 4994.557 GC heap before
{Heap before GC invocations=249 (full 2):
 PSYoungGen      total 686592K, used 682400K [0x00000007d5500000, 0x0000000800000000, 0x0000000800000000)
  eden space 673792K, 100% used [0x00000007d5500000,0x00000007fe700000,0x00000007fe700000)
  from space 12800K, 67% used [0x00000007ff380000,0x00000007ffbe8000,0x0000000800000000)
  to   space 12800K, 0% used [0x00000007fe700000,0x00000007fe700000,0x00000007ff380000)
 ParOldGen       total 1398272K, used 843945K [0x000000077ff80000, 0x00000007d5500000, 0x00000007d5500000)
  object space 1398272K, 60% used [0x000000077ff80000,0x00000007b37aa480,0x00000007d5500000)
 PSPermGen       total 83968K, used 62006K [0x000000077ad80000, 0x000000077ff80000, 0x000000077ff80000)
  object space 83968K, 73% used [0x000000077ad80000,0x000000077ea0da48,0x000000077ff80000)
Event: 4994.577 GC heap after
Heap after GC invocations=249 (full 2):
 PSYoungGen      total 686592K, used 4320K [0x00000007d5500000, 0x0000000800000000, 0x0000000800000000)
  eden space 673792K, 0% used [0x00000007d5500000,0x00000007d5500000,0x00000007fe700000)
  from space 12800K, 33% used [0x00000007fe700000,0x00000007feb38000,0x00000007ff380000)
  to   space 12800K, 0% used [0x00000007ff380000,0x00000007ff380000,0x0000000800000000)
 ParOldGen       total 1398272K, used 848889K [0x000000077ff80000, 0x00000007d5500000, 0x00000007d5500000)
  object space 1398272K, 60% used [0x000000077ff80000,0x00000007b3c7e480,0x00000007d5500000)
 PSPermGen       total 83968K, used 62006K [0x000000077ad80000, 0x000000077ff80000, 0x000000077ff80000)
  object space 83968K, 73% used [0x000000077ad80000,0x000000077ea0da48,0x000000077ff80000)
}
Event: 5000.000 GC heap before
{Heap before GC invocations=250 (full 2):
 PSYoungGen      total 686592K, used 193582K [0x00000007d5500000, 0x0000000800000000, 0x0000000800000000)
  eden space 673792K, 28% used [0x00000007d5500000,0x00000007e0dd39e0,0x00000007fe700000)
  from space 12800K, 33% used [0x00000007fe700000,0x00000007feb38000,0x00000007ff380000)
  to   space 12800K, 0% used [0x00000007ff380000,0x00000007ff380000,0x0000000800000000)
 ParOldGen       total 1398272K, used 848889K [0x000000077ff80000, 0x00000007d5500000, 0x00000007d5500000)
  object space 1398272K, 60% used [0x000000077ff80000,0x00000007b3c7e480,0x00000007d5500000)
 PSPermGen       total 83968K, used 62009K [0x000000077ad80000, 0x000000077ff80000, 0x000000077ff80000)
  object space 83968K, 73% used [0x000000077ad80000,0x000000077ea0e6b8,0x000000077ff80000)
Event: 5000.015 GC heap after
Heap after GC invocations=250 (full 2):
 PSYoungGen      total 686592K, used 2304K [0x00000007d5500000, 0x0000000800000000, 0x0000000800000000)
  eden space 673792K, 0% used [0x00000007d5500000,0x00000007d5500000,0x00000007fe700000)
  from space 12800K, 18% used [0x00000007ff380000,0x00000007ff5c0000,0x0000000800000000)
  to   space 12800K, 0% used [0x00000007fe700000,0x00000007fe700000,0x00000007ff380000)
 ParOldGen       total 1398272K, used 852561K [0x000000077ff80000, 0x00000007d5500000, 0x00000007d5500000)
  object space 1398272K, 60% used [0x000000077ff80000,0x00000007b4014480,0x00000007d5500000)
 PSPermGen       total 83968K, used 62009K [0x000000077ad80000, 0x000000077ff80000, 0x000000077ff80000)
  object space 83968K, 73% used [0x000000077ad80000,0x000000077ea0e6b8,0x000000077ff80000)
}
Event: 5000.015 GC heap before
{Heap before GC invocations=251 (full 3):
 PSYoungGen      total 686592K, used 2304K [0x00000007d5500000, 0x0000000800000000, 0x0000000800000000)
  eden space 673792K, 0% used [0x00000007d5500000,0x00000007d5500000,0x00000007fe700000)
  from space 12800K, 18% used [0x00000007ff380000,0x00000007ff5c0000,0x0000000800000000)
  to   space 12800K, 0% used [0x00000007fe700000,0x00000007fe700000,0x00000007ff380000)
 ParOldGen       total 1398272K, used 852561K [0x000000077ff80000, 0x00000007d5500000, 0x00000007d5500000)
  object space 1398272K, 60% used [0x000000077ff80000,0x00000007b4014480,0x00000007d5500000)
 PSPermGen       total 83968K, used 62009K [0x000000077ad80000, 0x000000077ff80000, 0x000000077ff80000)
  object space 83968K, 73% used [0x000000077ad80000,0x000000077ea0e6b8,0x000000077ff80000)
Event: 5001.361 GC heap after
Heap after GC invocations=251 (full 3):
 PSYoungGen      total 686592K, used 0K [0x00000007d5500000, 0x0000000800000000, 0x0000000800000000)
  eden space 673792K, 0% used [0x00000007d5500000,0x00000007d5500000,0x00000007fe700000)
  from space 12800K, 0% used [0x00000007ff380000,0x00000007ff380000,0x0000000800000000)
  to   space 12800K, 0% used [0x00000007fe700000,0x00000007fe700000,0x00000007ff380000)
 ParOldGen       total 1398272K, used 355058K [0x000000077ff80000, 0x00000007d5500000, 0x00000007d5500000)
  object space 1398272K, 25% used [0x000000077ff80000,0x0000000795a3cbb0,0x00000007d5500000)
 PSPermGen       total 83968K, used 61891K [0x000000077ad80000, 0x000000077ff80000, 0x000000077ff80000)
  object space 83968K, 73% used [0x000000077ad80000,0x000000077e9f0c78,0x000000077ff80000)
}
Event: 5001.507 GC heap before
{Heap before GC invocations=252 (full 3):
 PSYoungGen      total 686592K, used 40582K [0x00000007d5500000, 0x0000000800000000, 0x0000000800000000)
  eden space 673792K, 6% used [0x00000007d5500000,0x00000007d7ca1b80,0x00000007fe700000)
  from space 12800K, 0% used [0x00000007ff380000,0x00000007ff380000,0x0000000800000000)
  to   space 12800K, 0% used [0x00000007fe700000,0x00000007fe700000,0x00000007ff380000)
 ParOldGen       total 1398272K, used 355058K [0x000000077ff80000, 0x00000007d5500000, 0x00000007d5500000)
  object space 1398272K, 25% used [0x000000077ff80000,0x0000000795a3cbb0,0x00000007d5500000)
 PSPermGen       total 83968K, used 61902K [0x000000077ad80000, 0x000000077ff80000, 0x000000077ff80000)
  object space 83968K, 73% used [0x000000077ad80000,0x000000077e9f3bf0,0x000000077ff80000)
Event: 5001.524 GC heap after
Heap after GC invocations=252 (full 3):
 PSYoungGen      total 686592K, used 12784K [0x00000007d5500000, 0x0000000800000000, 0x0000000800000000)
  eden space 673792K, 0% used [0x00000007d5500000,0x00000007d5500000,0x00000007fe700000)
  from space 12800K, 99% used [0x00000007fe700000,0x00000007ff37c150,0x00000007ff380000)
  to   space 12800K, 0% used [0x00000007ff380000,0x00000007ff380000,0x0000000800000000)
 ParOldGen       total 1398272K, used 358011K [0x000000077ff80000, 0x00000007d5500000, 0x00000007d5500000)
  object space 1398272K, 25% used [0x000000077ff80000,0x0000000795d1ee00,0x00000007d5500000)
 PSPermGen       total 83968K, used 61902K [0x000000077ad80000, 0x000000077ff80000, 0x000000077ff80000)
  object space 83968K, 73% used [0x000000077ad80000,0x000000077e9f3bf0,0x000000077ff80000)
}
Event: 5001.524 GC heap before
{Heap before GC invocations=253 (full 4):
 PSYoungGen      total 686592K, used 12784K [0x00000007d5500000, 0x0000000800000000, 0x0000000800000000)
  eden space 673792K, 0% used [0x00000007d5500000,0x00000007d5500000,0x00000007fe700000)
  from space 12800K, 99% used [0x00000007fe700000,0x00000007ff37c150,0x00000007ff380000)
  to   space 12800K, 0% used [0x00000007ff380000,0x00000007ff380000,0x0000000800000000)
 ParOldGen       total 1398272K, used 358011K [0x000000077ff80000, 0x00000007d5500000, 0x00000007d5500000)
  object space 1398272K, 25% used [0x000000077ff80000,0x0000000795d1ee00,0x00000007d5500000)
 PSPermGen       total 83968K, used 61902K [0x000000077ad80000, 0x000000077ff80000, 0x000000077ff80000)
  object space 83968K, 73% used [0x000000077ad80000,0x000000077e9f3bf0,0x000000077ff80000)
Event: 5002.476 GC heap after
Heap after GC invocations=253 (full 4):
 PSYoungGen      total 686592K, used 0K [0x00000007d5500000, 0x0000000800000000, 0x0000000800000000)
  eden space 673792K, 0% used [0x00000007d5500000,0x00000007d5500000,0x00000007fe700000)
  from space 12800K, 0% used [0x00000007fe700000,0x00000007fe700000,0x00000007ff380000)
  to   space 12800K, 0% used [0x00000007ff380000,0x00000007ff380000,0x0000000800000000)
 ParOldGen       total 1398272K, used 358701K [0x000000077ff80000, 0x00000007d5500000, 0x00000007d5500000)
  object space 1398272K, 25% used [0x000000077ff80000,0x0000000795dcb468,0x00000007d5500000)
 PSPermGen       total 83968K, used 61902K [0x000000077ad80000, 0x000000077ff80000, 0x000000077ff80000)
  object space 83968K, 73% used [0x000000077ad80000,0x000000077e9f3bf0,0x000000077ff80000)
}

Deoptimization events (10 events):
Event: 4929.202 Thread 0x0000000002621000 Uncommon trap: reason=unloaded action=reinterpret pc=0x00000000049b8d20 method=com.fs.starfarer.api.impl.campaign.command.WarSimScript.processStarSystem(Lcom/fs/starfarer/api/campaign/StarSystemAPI;)V @ 746
Event: 4969.826 Thread 0x0000000002621000 Uncommon trap: reason=unreached action=reinterpret pc=0x0000000004c78880 method=com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(Lcom/fs/starfarer/api/campaign/econ/Industry$IndustryTooltipMode;Lcom/fs/starfarer/api/ui/TooltipMakerAP¼|F}ak³@
Event: 4971.381 Thread 0x0000000002621000 Uncommon trap: reason=class_check action=maybe_recompile pc=0x0000000004c5f7cc method=com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(Lcom/fs/starfarer/api/campaign/econ/Industry$IndustryTooltipMode;Lcom/fs/starfarer/api/ui/TooltipMX»7ÐÉk³@
Event: 4971.788 Thread 0x0000000002621000 Uncommon trap: reason=class_check action=maybe_recompile pc=0x0000000004c5f7cc method=com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(Lcom/fs/starfarer/api/campaign/econ/Industry$IndustryTooltipMode;Lcom/fs/starfarer/api/ui/TooltipM
Event: 4991.145 Thread 0x0000000002621000 Uncommon trap: reason=class_check action=maybe_recompile pc=0x0000000003abe894 method=com.fs.starfarer.campaign.ai.AssignmentModule.advance(F)V @ 98
Event: 4993.955 Thread 0x0000000002621000 Uncommon trap: reason=class_check action=maybe_recompile pc=0x000000000365cf94 method=com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.getWeapons(Lcom/fs/starfarer/api/plugins/AutofitPlugin$AutofitPluginDelegate;)Ljava/util/List; @ 39
Event: 4993.956 Thread 0x0000000002621000 Uncommon trap: reason=class_check action=maybe_recompile pc=0x000000000365cf94 method=com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.getWeapons(Lcom/fs/starfarer/api/plugins/AutofitPlugin$AutofitPluginDelegate;)Ljava/util/List; @ 39
Event: 4993.956 Thread 0x0000000002621000 Uncommon trap: reason=class_check action=maybe_recompile pc=0x000000000365cf94 method=com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.getWeapons(Lcom/fs/starfarer/api/plugins/AutofitPlugin$AutofitPluginDelegate;)Ljava/util/List; @ 39
Event: 4993.956 Thread 0x0000000002621000 Uncommon trap: reason=class_check action=maybe_recompile pc=0x000000000365cf94 method=com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.getWeapons(Lcom/fs/starfarer/api/plugins/AutofitPlugin$AutofitPluginDelegate;)Ljava/util/List; @ 39
Event: 5001.489 Thread 0x0000000002621000 Uncommon trap: reason=class_check action=maybe_recompile pc=0x000000000438c340 method=com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.beforeGameSave()V @ 136

Internal exceptions (10 events):
Event: 4929.202 Thread 0x0000000002621000 Threw 0x00000007f5219998 at C:\re\jdk7u79\2331\hotspot\src\share\vm\prims\jvm.cpp:1304
Event: 4938.680 Thread 0x0000000002621000 Threw 0x00000007e2675dc0 at C:\re\jdk7u79\2331\hotspot\src\share\vm\prims\jvm.cpp:1304
Event: 4938.681 Thread 0x0000000002621000 Threw 0x00000007e26bc3f8 at C:\re\jdk7u79\2331\hotspot\src\share\vm\prims\jvm.cpp:1304
Event: 4938.681 Thread 0x0000000002621000 Threw 0x00000007e26ccd58 at C:\re\jdk7u79\2331\hotspot\src\share\vm\prims\jvm.cpp:1304
Event: 4993.953 Thread 0x0000000002621000 Threw 0x00000007fce94120 at C:\re\jdk7u79\2331\hotspot\src\share\vm\prims\jvm.cpp:1304
Event: 4993.954 Thread 0x0000000002621000 Threw 0x00000007fce96010 at C:\re\jdk7u79\2331\hotspot\src\share\vm\prims\jvm.cpp:1304
Event: 4993.954 Thread 0x0000000002621000 Threw 0x00000007fce9c010 at C:\re\jdk7u79\2331\hotspot\src\share\vm\prims\jvm.cpp:1304
Event: 4993.954 Thread 0x0000000002621000 Threw 0x00000007fce9e560 at C:\re\jdk7u79\2331\hotspot\src\share\vm\prims\jvm.cpp:1304
Event: 4998.947 Thread 0x0000000002621000 Threw 0x00000007de927cb8 at C:\re\jdk7u79\2331\hotspot\src\share\vm\prims\jvm.cpp:1304
Event: 5001.490 Thread 0x0000000002621000 Threw 0x00000007d641bfe8 at C:\re\jdk7u79\2331\hotspot\src\share\vm\prims\jvm.cpp:1304

Events (10 events):
Event: 5001.489 Thread 0x0000000002621000 Uncommon trap: trap_request=0xffffffde fr.pc=0x000000000438c340
Event: 5001.489 Thread 0x0000000002621000 DEOPT PACKING pc=0x000000000438c340 sp=0x000000000eeae760
Event: 5001.489 Thread 0x0000000002621000 DEOPT UNPACKING pc=0x00000000029375a4 sp=0x000000000eeae750 mode 2
Event: 5001.490 loading class 0x00000000212892a0
Event: 5001.490 loading class 0x00000000212892a0 done
Event: 5001.491 Thread 0x0000000021095800 Thread added: 0x0000000021095800
Event: 5001.506 Executing VM operation: ParallelGCSystemGC
Event: 5002.476 Executing VM operation: ParallelGCSystemGC done
Event: 5002.477 loading class 0x0000000020f949d0
Event: 5002.578 loading class 0x000000002062e600


Dynamic libraries:
0x00007ff7bca00000 - 0x00007ff7bca33000    D:\Program Files (x86)\Fractal Softworks\Starsector\jre\bin\java.exe
0x00007ffc7f7e0000 - 0x00007ffc7f9d0000    C:\WINDOWS\SYSTEM32\ntdll.dll
0x00007ffc7db60000 - 0x00007ffc7dc12000    C:\WINDOWS\System32\KERNEL32.DLL
0x00007ffc7cc40000 - 0x00007ffc7cee3000    C:\WINDOWS\System32\KERNELBASE.dll
0x00007ffc7a870000 - 0x00007ffc7a8ff000    C:\WINDOWS\SYSTEM32\apphelp.dll
0x00007ffc7d990000 - 0x00007ffc7da33000    C:\WINDOWS\System32\ADVAPI32.dll
0x00007ffc7e180000 - 0x00007ffc7e21e000    C:\WINDOWS\System32\msvcrt.dll
0x00007ffc7f3d0000 - 0x00007ffc7f467000    C:\WINDOWS\System32\sechost.dll
0x00007ffc7f230000 - 0x00007ffc7f350000    C:\WINDOWS\System32\RPCRT4.dll
0x00007ffc7e910000 - 0x00007ffc7eaa4000    C:\WINDOWS\System32\USER32.dll
0x00007ffc7d6c0000 - 0x00007ffc7d6e1000    C:\WINDOWS\System32\win32u.dll
0x00007ffc7db30000 - 0x00007ffc7db56000    C:\WINDOWS\System32\GDI32.dll
0x00007ffc7c9f0000 - 0x00007ffc7cb84000    C:\WINDOWS\System32\gdi32full.dll
0x00007ffc7d6f0000 - 0x00007ffc7d78e000    C:\WINDOWS\System32\msvcp_win.dll
0x00007ffc7c7a0000 - 0x00007ffc7c89a000    C:\WINDOWS\System32\ucrtbase.dll
0x00007ffc65c70000 - 0x00007ffc65ef5000    C:\WINDOWS\WinSxS\amd64_microsoft.windows.common-controls_6595b64144ccf1df_6.0.18362.778_none_e6c6b761130d4fb8\COMCTL32.dll
0x00007ffc7ece0000 - 0x00007ffc7f016000    C:\WINDOWS\System32\combase.dll
0x00007ffc7d7f0000 - 0x00007ffc7d870000    C:\WINDOWS\System32\bcryptPrimitives.dll
0x00007ffc7d890000 - 0x00007ffc7d8be000    C:\WINDOWS\System32\IMM32.DLL
0x0000000070940000 - 0x0000000070a12000    D:\Program Files (x86)\Fractal Softworks\Starsector\jre\bin\msvcr100.dll
0x00000000700e0000 - 0x00000000708b5000    D:\Program Files (x86)\Fractal Softworks\Starsector\jre\bin\server\jvm.dll
0x00007ffc7f220000 - 0x00007ffc7f228000    C:\WINDOWS\System32\PSAPI.DLL
0x00007ffc6d4d0000 - 0x00007ffc6d4f4000    C:\WINDOWS\SYSTEM32\WINMM.dll
0x00007ffc792b0000 - 0x00007ffc792b9000    C:\WINDOWS\SYSTEM32\WSOCK32.dll
0x00007ffc7da40000 - 0x00007ffc7daaf000    C:\WINDOWS\System32\WS2_32.dll
0x00007ffc6d220000 - 0x00007ffc6d24d000    C:\WINDOWS\SYSTEM32\WINMMBASE.dll
0x00007ffc7d670000 - 0x00007ffc7d6ba000    C:\WINDOWS\System32\cfgmgr32.dll
0x0000000070930000 - 0x000000007093f000    D:\Program Files (x86)\Fractal Softworks\Starsector\jre\bin\verify.dll
0x0000000070900000 - 0x0000000070928000    D:\Program Files (x86)\Fractal Softworks\Starsector\jre\bin\java.dll
0x00000000708e0000 - 0x00000000708f5000    D:\Program Files (x86)\Fractal Softworks\Starsector\jre\bin\zip.dll
0x000000006ff40000 - 0x00000000700d5000    D:\Program Files (x86)\Fractal Softworks\Starsector\jre\bin\awt.dll
0x00007ffc7e0b0000 - 0x00007ffc7e174000    C:\WINDOWS\System32\OLEAUT32.dll
0x0000000180000000 - 0x0000000180053000    D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\native\windows\lwjgl64.dll
0x00007ffc56810000 - 0x00007ffc56966000    C:\WINDOWS\SYSTEM32\OPENGL32.dll
0x00007ffc7a660000 - 0x00007ffc7a66a000    C:\WINDOWS\SYSTEM32\VERSION.dll
0x00007ffc72f30000 - 0x00007ffc72f5c000    C:\WINDOWS\SYSTEM32\GLU32.dll
0x00007ffc7b310000 - 0x00007ffc7b330000    C:\WINDOWS\SYSTEM32\dxcore.dll
0x00007ffc787a0000 - 0x00007ffc7884e000    C:\WINDOWS\SYSTEM32\mscms.dll
0x00007ffc7c5c0000 - 0x00007ffc7c5e5000    C:\WINDOWS\SYSTEM32\USERENV.dll
0x00007ffc78780000 - 0x00007ffc78797000    C:\WINDOWS\SYSTEM32\ColorAdapterClient.dll
0x00007ffc7c6d0000 - 0x00007ffc7c6f3000    C:\WINDOWS\System32\profapi.dll
0x00007ffc7c6b0000 - 0x00007ffc7c6c1000    C:\WINDOWS\System32\kernel.appcore.dll
0x00007ffc7f470000 - 0x00007ffc7f512000    C:\WINDOWS\System32\clbcatq.dll
0x00007ffc70f40000 - 0x00007ffc70f5a000    C:\Windows\System32\Windows.Internal.Graphics.Display.DisplayColorManagement.dll
0x00007ffc7f6f0000 - 0x00007ffc7f799000    C:\WINDOWS\System32\shcore.dll
0x00007ffc7aec0000 - 0x00007ffc7af59000    C:\WINDOWS\system32\uxtheme.dll
0x00007ffc7f080000 - 0x00007ffc7f1b6000    C:\WINDOWS\System32\MSCTF.dll
0x00007ffc7f520000 - 0x00007ffc7f677000    C:\WINDOWS\System32\ole32.dll
0x00007ffc7d870000 - 0x00007ffc7d887000    C:\WINDOWS\System32\CRYPTSP.dll
0x00007ffc7ba20000 - 0x00007ffc7ba53000    C:\WINDOWS\system32\rsaenh.dll
0x00007ffc7c770000 - 0x00007ffc7c796000    C:\WINDOWS\System32\bcrypt.dll
0x00007ffc7c080000 - 0x00007ffc7c08c000    C:\WINDOWS\SYSTEM32\CRYPTBASE.dll
0x000000006ff20000 - 0x000000006ff3a000    D:\Program Files (x86)\Fractal Softworks\Starsector\jre\bin\net.dll
0x00007ffc7beb0000 - 0x00007ffc7bf17000    C:\WINDOWS\system32\mswsock.dll
0x00007ffc7bbc0000 - 0x00007ffc7bbfa000    C:\WINDOWS\SYSTEM32\IPHLPAPI.DLL
0x00007ffc7f6e0000 - 0x00007ffc7f6e8000    C:\WINDOWS\System32\NSI.dll
0x00007ffc6f9d0000 - 0x00007ffc6f9e6000    C:\WINDOWS\SYSTEM32\dhcpcsvc6.DLL
0x00007ffc6f930000 - 0x00007ffc6f94c000    C:\WINDOWS\SYSTEM32\dhcpcsvc.DLL
0x00007ffc7bc00000 - 0x00007ffc7bcca000    C:\WINDOWS\SYSTEM32\DNSAPI.dll
0x000000006ff00000 - 0x000000006ff11000    D:\Program Files (x86)\Fractal Softworks\Starsector\jre\bin\nio.dll
0x00007ffc7cef0000 - 0x00007ffc7d670000    C:\WINDOWS\System32\windows.storage.dll
0x00007ffc7c700000 - 0x00007ffc7c74a000    C:\WINDOWS\System32\powrprof.dll
0x00007ffc7c6a0000 - 0x00007ffc7c6b0000    C:\WINDOWS\System32\UMPDC.dll
0x00007ffc7f680000 - 0x00007ffc7f6d2000    C:\WINDOWS\System32\shlwapi.dll
0x00007ffc286d0000 - 0x00007ffc2adf4000    C:\WINDOWS\System32\DriverStore\FileRepository\nvmii.inf_amd64_e9929f11705682da\nvoglv64.dll
0x00007ffc7e220000 - 0x00007ffc7e905000    C:\WINDOWS\System32\SHELL32.dll
0x00007ffc7dc20000 - 0x00007ffc7e090000    C:\WINDOWS\System32\SETUPAPI.dll
0x00007ffc77b00000 - 0x00007ffc77b13000    C:\WINDOWS\SYSTEM32\WTSAPI32.dll
0x00007ffc7c440000 - 0x00007ffc7c46a000    C:\WINDOWS\SYSTEM32\DEVOBJ.dll
0x00007ffc7d790000 - 0x00007ffc7d7ec000    C:\WINDOWS\System32\WINTRUST.dll
0x00007ffc7c750000 - 0x00007ffc7c762000    C:\WINDOWS\System32\MSASN1.dll
0x00007ffc7c8a0000 - 0x00007ffc7c9e9000    C:\WINDOWS\System32\CRYPT32.dll
0x00007ffc7b7b0000 - 0x00007ffc7b7e1000    C:\WINDOWS\SYSTEM32\ntmarta.dll
0x00007ffc7af90000 - 0x00007ffc7afbd000    C:\WINDOWS\SYSTEM32\dwmapi.dll
0x00007ffc37540000 - 0x00007ffc377f7000    C:\WINDOWS\system32\nvspcap64.dll
0x00007ffc649f0000 - 0x00007ffc64a8e000    C:\WINDOWS\System32\TextInputFramework.dll
0x00007ffc78a70000 - 0x00007ffc78d9a000    C:\WINDOWS\System32\CoreUIComponents.dll
0x00007ffc7a030000 - 0x00007ffc7a104000    C:\WINDOWS\System32\CoreMessaging.dll
0x00007ffc78910000 - 0x00007ffc78a63000    C:\WINDOWS\SYSTEM32\wintypes.dll
0x00007ffc6ac90000 - 0x00007ffc6af36000    C:\WINDOWS\System32\iertutil.dll
0x00007ffc72900000 - 0x00007ffc72943000    C:\WINDOWS\SYSTEM32\icm32.dll
0x00007ffc7c490000 - 0x00007ffc7c4ec000    C:\WINDOWS\SYSTEM32\WINSTA.dll
0x00007ffc7b3a0000 - 0x00007ffc7b48b000    C:\WINDOWS\SYSTEM32\dxgi.dll
0x00007ffc79dd0000 - 0x00007ffc7a02b000    C:\WINDOWS\SYSTEM32\d3d11.dll
0x00007ffc6c1c0000 - 0x00007ffc6c2af000    C:\WINDOWS\System32\DriverStore\FileRepository\nvmii.inf_amd64_e9929f11705682da\nvldumdx.dll
0x00007ffc6f740000 - 0x00007ffc6f76f000    C:\WINDOWS\SYSTEM32\cryptnet.dll
0x00007ffc7e090000 - 0x00007ffc7e0ad000    C:\WINDOWS\System32\imagehlp.dll
0x00007ffc25ef0000 - 0x00007ffc286c4000    C:\WINDOWS\System32\DriverStore\FileRepository\nvmii.inf_amd64_e9929f11705682da\nvwgf2umx.dll
0x00007ffc6ed10000 - 0x00007ffc6f1f6000    C:\WINDOWS\SYSTEM32\nvapi64.dll
0x000000006fed0000 - 0x000000006ff00000    D:\Program Files (x86)\Fractal Softworks\Starsector\jre\bin\jpeg.dll
0x00007ffc75eb0000 - 0x00007ffc773a3000    C:\WINDOWS\System32\DriverStore\FileRepository\igdlh64.inf_amd64_24de78387e6208e4\igd10iumd64.dll
0x00007ffc7c180000 - 0x00007ffc7c1a6000    C:\WINDOWS\SYSTEM32\ncrypt.dll
0x00007ffc7c140000 - 0x00007ffc7c17b000    C:\WINDOWS\SYSTEM32\NTASN1.dll
0x00007ffc73f40000 - 0x00007ffc75ea5000    C:\WINDOWS\System32\DriverStore\FileRepository\igdlh64.inf_amd64_24de78387e6208e4\igc64.dll
0x000000001f930000 - 0x000000001f994000    D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\native\windows\OpenAL64.dll
0x00007ffc70d00000 - 0x00007ffc70d72000    C:\WINDOWS\System32\MMDevApi.dll
0x00007ffc5e310000 - 0x00007ffc5e3a9000    C:\WINDOWS\SYSTEM32\dsound.dll
0x00007ffc70d80000 - 0x00007ffc70edd000    C:\WINDOWS\SYSTEM32\AUDIOSES.DLL
0x00007ffc72220000 - 0x00007ffc72234000    C:\WINDOWS\SYSTEM32\resourcepolicyclient.dll
0x000000006fe90000 - 0x000000006feca000    D:\Program Files (x86)\Fractal Softworks\Starsector\jre\bin\kcms.dll
0x00007ffc6ea10000 - 0x00007ffc6ea1a000    C:\Windows\System32\rasadhlp.dll
0x00007ffc71390000 - 0x00007ffc71407000    C:\WINDOWS\System32\fwpuclnt.dll
0x00000000cd340000 - 0x00000000cd364000    D:\Program Files (x86)\Fractal Softworks\Starsector\jre\bin\sunec.dll
0x00000000ceb90000 - 0x00000000ceb9b000    D:\Program Files (x86)\Fractal Softworks\Starsector\jre\bin\sunmscapi.dll
0x00007ffc70080000 - 0x00007ffc70096000    C:\WINDOWS\system32\napinsp.dll
0x00007ffc70060000 - 0x00007ffc7007a000    C:\WINDOWS\system32\pnrpnsp.dll
0x00007ffc730e0000 - 0x00007ffc730ee000    C:\WINDOWS\System32\winrnr.dll
0x00007ffc6fea0000 - 0x00007ffc6febc000    C:\WINDOWS\system32\NLAapi.dll
0x00007ffc70f60000 - 0x00007ffc70f75000    C:\WINDOWS\system32\wshbth.dll
0x00007ffc73cb0000 - 0x00007ffc73ea4000    C:\WINDOWS\SYSTEM32\dbghelp.dll

VM Arguments:
jvm_args: -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms2048m -Xmx2048m -Xss2048k -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=.
java_command: com.fs.starfarer.StarfarerLauncher
Launcher Type: SUN_STANDARD

Environment Variables:
PATH=C:\Program Files (x86)\Common Files\Oracle\Java\javapath;C:\Windows\system32;C:\Windows;C:\Windows\System32\Wbem;C:\Windows\System32\WindowsPowerShell\v1.0\;C:\Windows\System32\OpenSSH\;C:\Program Files\NVIDIA Corporation\NVIDIA NvDLISR;C:\Program Files (x86)\NVIDIA Corporation\PhysX\Common;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem;C:\WINDOWS\System32\WindowsPowerShell\v1.0\;C:\WINDOWS\System32\OpenSSH\;C:\Users\Rick\AppData\Local\Microsoft\WindowsApps;D:\Program Files\JetBrains\IntelliJ IDEA Community Edition 2019.2\bin
USERNAME=Rick
OS=Windows_NT
PROCESSOR_IDENTIFIER=Intel64 Family 6 Model 94 Stepping 3, GenuineIntel



---------------  S Y S T E M  ---------------

OS: Windows 8.1 , 64 bit Build 9600

CPU:total 8 (4 cores per cpu, 2 threads per core) family 6 model 94 stepping 3, cmov, cx8, fxsr, mmx, sse, sse2, sse3, ssse3, sse4.1, sse4.2, popcnt, avx, avx2, aes, erms, ht, tsc, tscinvbit

Memory: 4k page, physical 8262160k(1516040k free), swap 19813752k(6726040k free)

vm_info: Java HotSpot(TM) 64-Bit Server VM (24.79-b02) for windows-amd64 JRE (1.7.0_79-b15), built on Apr 10 2015 12:36:16 by "java_re" with unknown MS VC++:1600

time: Thu Apr 30 21:38:04 2020
elapsed time: 5002 seconds


Any tips for fixing around this?
Much Thanks
Title: Re: [0.9.1a] Industrial.Evolution 1.6.a - Industries with non-standard effects
Post by: SirHartley on May 02, 2020, 04:10:12 AM

Are you sure you got 1.6a? the crash you are describing should have been fixed with this version :)

Let me know please, if it still occurs now I'll have to reassess the code.


You tried to update from version 1.4 to 1.5/1.6. - that won't work, you have to start a new game.

no way to fix that, sorry!
Title: Re: [0.9.1a] Industrial.Evolution 1.6.a - Industries with non-standard effects
Post by: dead_hand on May 02, 2020, 03:22:04 PM
Hey. Nice mod, really like the military relay idea especially. The senate is really cool too. Nice to have planets feel less like all the same-y.

Any clues to this crash? Sadly I could not figure out what causes it:

[Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.deconomics_AdInfra.clearRemoteSupD em(deconomics_AdInfra.java:82)
   at com.fs.starfarer.api.impl.campaign.econ.impl.deconomics_AdInfra.unapply(deconomics_AdInfra.java:76)
   at com.fs.starfarer.campaign.econ.Market.reapplyIndustries(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.refreshAllOutpostsEffectsForPlayerOutp osts(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomy.nextStep(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.nextStep(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.reportPlayerOpenedMarket(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

EDIT: will try shutting down some things to see if it makes any difference.

EDIT 2: Deleting Centralization Bureau seems to have fixed this crash. It occurred whenever an upgrade TO High Command completed on the planet where the Centralization Bureau is located. (If it helps, other planets already had this structure completed in the system)
Title: Re: [0.9.1a] Industrial.Evolution 1.6.a - Industries with non-standard effects
Post by: Sturmwind on May 03, 2020, 05:30:46 AM


Are you sure you got 1.6a? the crash you are describing should have been fixed with this version :)

Let me know please, if it still occurs now I'll have to reassess the code.


Apparently not, it seems I have an earlier version, 1.5g. Sorry, I was unaware that it has been fixed since, I'll update before I start the next new game.
Title: Re: [0.9.1a] Industrial.Evolution 1.6.a - Industries with non-standard effects
Post by: Mayu on May 13, 2020, 02:29:31 AM
Hi, I've been using your mod and I'm enjoying it so far. Though I'm not sure if this is a bug or not. This notification about Salvage Yard still persists despite removing the said industry in one of my planets. Every month, this notification keeps appearing. Any idea on how to fix or remove this?



[attachment deleted by admin]
Title: Re: [0.9.1a] Industrial.Evolution 1.6.a - Industries with non-standard effects
Post by: SirHartley on May 13, 2020, 10:39:44 AM
Hi, I've been using your mod and I'm enjoying it so far. Though I'm not sure if this is a bug or not. This notification about Salvage Yard still persists despite removing the said industry in one of my planets. Every month, this notification keeps appearing. Any idea on how to fix or remove this?

Hey there, happy to hear that.
Yes, that is a bug - it's already fixed in the dev version of the mod, but thanks for the report!
Title: Re: [0.9.1a] Industrial.Evolution 1.6.a - Industries with non-standard effects
Post by: mana690 on May 13, 2020, 11:03:02 AM
hi all,

i removed the senat from my main planet to realocate on another.

i take the malus for "Preliminary removal: Edict" in my save for that, i accepte it, but....my malus is of -35 points.....and it reduced one by one each month....

i'va take some edicts on my three planet....so they have 0 stability now.....my economy is stopped.

This "recent unrest" malus is normal or it a bug ?
It decrease one by one each month or it disappear at the moment ?

thanks ofr your reply.
Title: Re: [0.9.1a] Industrial.Evolution 1.6.a - Industries with non-standard effects
Post by: SirHartley on May 13, 2020, 11:09:40 AM
That's a known bug as well, also fixed for dev. While it should apply unrest if ended too soon, it should not break your colonies forever, which it currently does.
You can simply remove those unrest points via console command "removeCondition recentUnrest" to rescue the save.
Title: Re: [0.9.1a] Industrial.Evolution 1.6.a - Industries with non-standard effects
Post by: hollow on May 23, 2020, 06:05:32 PM
the mods pretty cool but I seem to have one tiny issue...

I cant to seem to find my edicts menu even tho I've been trying for a long time to figure out where it might be
it says in the planetary menu yet I'm still lost

idk if I'm just dumb or its bugging for me
Title: Re: [0.9.1a] Industrial.Evolution 1.6.a - Industries with non-standard effects
Post by: Aereto on May 24, 2020, 02:39:24 AM
the mods pretty cool but I seem to have one tiny issue...

I cant to seem to find my edicts menu even tho I've been trying for a long time to figure out where it might be
it says in the planetary menu yet I'm still lost

idk if I'm just dumb or its bugging for me

I have used the Senate and its edicts. There are a few things to point out:

- Senate installed in a star system
- Edicts option reveals itself in the planet menu (when you "dock" into the colony).
- Edict applies to the colony you land; go to other colonies in the same system to apply other edicts
- 1 edict active per planet
Title: Re: [0.9.1a] Industrial.Evolution 1.6.a - Industries with non-standard effects
Post by: hollow on May 24, 2020, 03:49:38 AM
oh I see them now lol...

thanks a lot for the help :D
Title: Re: [0.9.1a] Industrial.Evolution 1.6.a - Industries with non-standard effects
Post by: Mondaymonkey on May 24, 2020, 11:27:27 AM
Game files contains this:
(https://i.imgur.com/JS4Xfpn.png)

But I haven't found any in entire sector. Is it not implemented/removed or a bug?
Title: Re: [0.9.1a] Industrial.Evolution 1.6.a - Industries with non-standard effects
Post by: Aereto on May 26, 2020, 03:07:06 AM
While I am not expecting this, but I am reporting a bug that may have been overlooked. There is a "n must be positive" exception in regards to the Privateer Bases (PirateHaven class) selecting colonies to raid. Something is causing the integer randomizer to go borken, likely the class is giving an input.

This happened when I am not hostile to any faction, resulting in "presumably" 0 targets.

It happens consistently at the end of the month, when production reports are in and a base are planning the next raid. There are 2 bases in my save file, which one is in-transit to a system that is no longer hostile (alliance agreed to a ceasefire), while the other is planning for the next available target.

I'll post the log excerpt, and the save file is set aside though, as a warning, several mods are at play.

Log Excerpt
166029 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: n must be positive
java.lang.IllegalArgumentException: n must be positive
   at java.util.Random.nextInt(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.econ.impl.deconomics_pirateHaven.getRaidTarg et(deconomics_pirateHaven.java:384)
   at com.fs.starfarer.api.impl.campaign.econ.impl.deconomics_pirateHaven.reportEcono myTick(deconomics_pirateHaven.java:114)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:75)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Game files contains this:
(https://i.imgur.com/JS4Xfpn.png)

But I haven't found any in entire sector. Is it not implemented/removed or a bug?

Actually, I found the Supplies VPC from the tech cache. I suppose it is a matter of luck?
Title: Re: [0.9.1a] Industrial.Evolution 1.6.a - Industries with non-standard effects
Post by: SirHartley on May 26, 2020, 03:55:10 AM
Game files contains this:
..img

But I haven't found any in entire sector. Is it not implemented/removed or a bug?

Nope, you are just unlucky then! Only thing not implemented but present in code is the fuel VPC.

...crash report

Thanks for the report, I (think) this is fixed in the beta, you can get it here:
https://discordapp.com/channels/187635036525166592/310517733458706442/714433649197711370 (https://discordapp.com/channels/187635036525166592/310517733458706442/714433649197711370)

it's save compatible to 1.5+.
Title: Re: [0.9.1a] Industrial.Evolution 1.6.a - Industries with non-standard effects
Post by: Mondaymonkey on May 26, 2020, 06:58:24 AM
Quote
you are just unlucky then!

So be it. Just in case you need any statistic, here is what I loot from total exploration of the sector:
Spoiler
(https://i.imgur.com/NWUPqKP.png)
[close]

Some VPC are definitely more common, than others, and not just in "rare vs ordinary" way.
Title: Re: [0.9.1a] Industrial.Evolution 1.6.a - Industries with non-standard effects
Post by: SirHartley on May 26, 2020, 09:06:36 AM

At the moment, all VPCs have an equal drop chance cause I had not figured out how to do proper drop groups when I made them and never changed it.
You getting more of a specific one is really just that - luck of the draw!

I'll probably take a look at them now though, since I'd like to have proper rarity division.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.a - Industries with non-standard effects
Post by: SirHartley on May 31, 2020, 06:43:55 AM
New day, new update - Fixed the crashes I know about, some balance changes, Restoration docks are now available on some planets in the core worlds and can be used for a fee (see FAQ).
There is also a new building, the Academy - which can store your Officers/Administrators, train them (Personality changes for officers, skill training for Administrators), increases the officer quality in the star system and officer frequency on the planet it is built on. There are two in the core worlds, Galatia - Ancyra and on Hybrasil - Eochu Bres, which, again, you can use for a fee.

Military Arrays now work the way you think they work, rare VPCs are now actually rare, Edict: Lockdown is no longer completely useless and Slavery no longer OP.

just remember that building your own stuff will remove all fees and the risk of sudden hostility.

Change Log

1.7.a
  • General
  • Added - Loading screen tips
  • Adjusted - ModUpdater now also replaces Submarkets
  • Fixed - Item removal bug when updating the mod with an Ambassador in cargo
  • Variable Industries
  • Adjusted - VPCs no longer all have the same drop chance - rare stuff is now rare
  • Fixed - No longer replaces a pre-installed VPC under AI faction control
  • Military Arrays
  • Adjusted - Functionality change - now depends on the highest total fleet size between arrays.
  • Note - It now works the way you always thought it did, and it scales better.
  • Centralization Bureau
  • Added - Now supports Variable Manufactory if the same chip is installed (Exports only)
  • Fixed - Crash when removing/changing other industries
  • Fixed - Tooltip always showing "No duplicate industries" even if there are some
  • Supercomputer
  • Fixed - Storage no longer visible on AI colonies
  • Adjusted - removed the "Repair when destroyed" feature due to it causing crashes
  • Salvage Yards
  • Fixed - "Running out of salvage" message spam on removal
  • Adjusted - Ship hull output cap increased (buffed) to market size +2
  • Adjusted - Build cost from 250k to 200k
  • Embassy
  • Added - Mod Authors can now enable and disable ambassador availability via a memory key
  • Added - Support for Metelson Industries
  • Added - Support for Caparice Trade Co. (Yuri)
  • Added - Support for Creatures' other Faction
  • Fixed - Dismissal of an Ambassador via dialogue is no longer impossible
  • Fixed - Timers for Ambassador installation mini quest works again
  • Fixed - No longer spams "Vacated Office" message after reconquering a planet with an embassy
  • Fixed - Ambassadors that are installed after reconquering a planet now correctly appear
  • Senate
  • Adjusted - Edict: Forced Labour - Growth penalty increase to Market size * 2
  • Adjusted - Edict: Wartime Lockdown - Buffed bonuses, changed accessibility penalty to export penalty
  • Fixed - Removing the senate no longer causes Edicts to fail multiple times in succession
  • Fixed - Fixed the "counts down multiple days per day" bug
  • Restoration Docks
  • Added - Some factions now have restoration docks on their planets, which you can use for a fee.
  • Adjusted - New storage icon and colour (this is now a faction mod)
  • Privateer Base
  • Adjusted - Pirate Subpopulation Tooltip properly displays prefixes
  • Fixed - Can no longer raid for remnant and station part blueprints.
  • Fixed - Crash when you are non hostile to all factions
  • Academy
  • Added - Store and retrieve officers or administrators
  • Added - Train officers towards a different personality (1 increment, 2 with an Alpha core)
  • Added - Train administrators to have them gain more skills (2 max, like vanilla)
  • Added - Has a high daily chance to spawn a hireable Officer/Admin on the planet if there is none
  • Added - Increases officer spawn rate and quality for the planet it is built on (Defense fleets)
  • Added - Increases officer quality for all faction planets in the system (Defense fleets)
  • Added - Academy on Galatia and Eochu Bres which the player can access while non-hostile.
[close]
Title: Re: [0.9.1a] Industrial.Evolution 1.7.b - Industries with non-standard effects
Post by: SirHartley on May 31, 2020, 08:59:19 AM
1.7.b Hotfix for a tooltip while not a lot of people updated yet
not doing a changelog for that one
Title: Re: [0.9.1a] Industrial.Evolution 1.7.b - Industries with non-standard effects
Post by: Unnamed_Shadow on June 02, 2020, 12:43:47 AM
I hope the next update for Starsector finally adds more Building Slots to colonies.

This mod will definitely reach the next level if we actually have enough slots to build all the amazing stuff it brings.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.b - Industries with non-standard effects
Post by: Xenthalus on June 06, 2020, 08:39:56 AM
Since the output of the privateer base is based on the success of its raids, is it unaffected by modifiers that boost output such as Administrator skills or special buildings such as centralization bureau (assuming there are multiple privateer bases in the same system)?
Title: Re: [0.9.1a] Industrial.Evolution 1.7.b - Industries with non-standard effects
Post by: SirHartley on June 06, 2020, 08:50:42 AM
Since the output of the privateer base is based on the success of its raids, is it unaffected by modifiers that boost output such as Administrator skills or special buildings such as centralization bureau (assuming there are multiple privateer bases in the same system)?

It'll work with admin skills to represent your Admin selling inventory for longer due to smart rationing.

It won't work with the bureau, I forgot if it works with edicts or not - probably not though.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.b - Industries with non-standard effects
Post by: Xenthalus on June 06, 2020, 09:00:18 AM
Thanks for the quick response. That's good to know, I was thinking of doing a pirate run and having my primary "stronghold" system have multiple colonies running privateer base with a centralization bureau on one of them. Now I know not to waste time and money on the bureau. If I do end up doing the run I'll try setting up a senate and run an edict that boosts production to see if it increases and post my results here.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.b - Industries with non-standard effects
Post by: SirHartley on June 06, 2020, 09:40:58 AM
checked the code, industrial incentives edict works with privateer base
Just keep in mind that you can only have one privateer base in a star system for obvious balance reasons
Title: Re: [0.9.1a] Industrial.Evolution 1.7.b - Industries with non-standard effects
Post by: Dazs on June 07, 2020, 09:07:32 AM
Hello,
I am interested in your mod as I think the colony game is real sparse. I realize you have the blurb at the top "There are currently no known compatibility issues with other mods." and  I went back several pages but I have not seen anyone post if this mod is compatible with boggled's Terraforming and Station Construction mod. I wonder since they both add structures to planets.

Thanks!
Title: Re: [0.9.1a] Industrial.Evolution 1.7.b - Industries with non-standard effects
Post by: Mondaymonkey on June 07, 2020, 09:59:09 AM
Hello,
I am interested in your mod as I think the colony game is real sparse. I realize you have the blurb at the top "There are currently no known compatibility issues with other mods." and  I went back several pages but I have not seen anyone post if this mod is compatible with boggled's Terraforming and Station Construction mod. I wonder since they both add structures to planets.

Thanks!

Are they compatible? Sure they are! Almost made for each other. The only bad side - total 12 structures limit per market. So you have to chose between terraforming and Industrial evolution structures.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.b - Industries with non-standard effects
Post by: hollow on June 07, 2020, 12:09:54 PM
where do I retrieve my stored administrators exactly??

the option to retrieve them is not showing anywhere
Title: Re: [0.9.1a] Industrial.Evolution 1.7.b - Industries with non-standard effects
Post by: SirHartley on June 07, 2020, 03:15:08 PM
where do I retrieve my stored administrators exactly??

the option to retrieve them is not showing anywhere

here...
(https://i.imgur.com/ER4mjmt.png)
[close]

You can only retrieve administrator on the planet you stored them on.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.b - Industries with non-standard effects
Post by: BrotherBiscuit on June 08, 2020, 11:42:41 AM
Found a bug.

When I use Nexerelin's request a fleet feature to invade a current ally's planet, it seems that something about the Ambassadors that I currently have for said ally cause the game to crash with a NullPointerException. I've confirmed this is the source of the crash and can reliably produce it. Here is an excerpt from the crash log:

Spoiler
555877 [Thread-4] INFO  exerelin.campaign.econ.EconomyInfoHelper  - player has heavy industry
555877 [Thread-4] INFO  exerelin.campaign.econ.EconomyInfoHelper  - interstellarimperium has heavy industry
555878 [Thread-4] INFO  exerelin.campaign.econ.EconomyInfoHelper  - luddic_church has heavy industry
555878 [Thread-4] INFO  exerelin.campaign.econ.EconomyInfoHelper  - blackrock_driveyards has heavy industry
555878 [Thread-4] INFO  exerelin.campaign.econ.EconomyInfoHelper  - persean has heavy industry
555883 [Thread-4] INFO  com.fs.starfarer.api.plugins.deconomics_TimeTracker  - newDay
555883 [Thread-4] INFO  com.fs.starfarer.api.plugins.deconomics_TimeTracker  - running OnNewDay for com.fs.starfarer.api.plugins.deconomics_ambassadorPersonManager
556173 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.plugins.deconomics_ambassadorPersonManager.getWarConsequen ces(deconomics_ambassadorPersonManager.java:254)
   at com.fs.starfarer.api.plugins.deconomics_ambassadorPersonManager.onNewDay(deconomics_ambassadorPersonManager.java:203)
   at com.fs.starfarer.api.plugins.deconomics_TimeTracker.onNewDay(deconomics_TimeTracker.java:157)
   at com.fs.starfarer.api.plugins.deconomics_TimeTracker.advance(deconomics_TimeTracker.java:138)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Its possible that the additional 50% to negative changes was too high? Seeing as I lost 105 reputation in a single diplomatic blunder. Not quite sure what's causing it under the hood.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.b - Industries with non-standard effects
Post by: SirHartley on June 08, 2020, 04:13:58 PM
Found a bug.

When I use Nexerelin's request a fleet feature to invade a current ally's planet, it seems that something about the Ambassadors that I currently have for said ally cause the game to crash with a NullPointerException. I've confirmed this is the source of the crash and can reliably produce it. Here is an excerpt from the crash log:

Spoiler
555877 [Thread-4] INFO  exerelin.campaign.econ.EconomyInfoHelper  - player has heavy industry
555877 [Thread-4] INFO  exerelin.campaign.econ.EconomyInfoHelper  - interstellarimperium has heavy industry
555878 [Thread-4] INFO  exerelin.campaign.econ.EconomyInfoHelper  - luddic_church has heavy industry
555878 [Thread-4] INFO  exerelin.campaign.econ.EconomyInfoHelper  - blackrock_driveyards has heavy industry
555878 [Thread-4] INFO  exerelin.campaign.econ.EconomyInfoHelper  - persean has heavy industry
555883 [Thread-4] INFO  com.fs.starfarer.api.plugins.deconomics_TimeTracker  - newDay
555883 [Thread-4] INFO  com.fs.starfarer.api.plugins.deconomics_TimeTracker  - running OnNewDay for com.fs.starfarer.api.plugins.deconomics_ambassadorPersonManager
556173 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.plugins.deconomics_ambassadorPersonManager.getWarConsequen ces(deconomics_ambassadorPersonManager.java:254)
   at com.fs.starfarer.api.plugins.deconomics_ambassadorPersonManager.onNewDay(deconomics_ambassadorPersonManager.java:203)
   at com.fs.starfarer.api.plugins.deconomics_TimeTracker.onNewDay(deconomics_TimeTracker.java:157)
   at com.fs.starfarer.api.plugins.deconomics_TimeTracker.advance(deconomics_TimeTracker.java:138)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Its possible that the additional 50% to negative changes was too high? Seeing as I lost 105 reputation in a single diplomatic blunder. Not quite sure what's causing it under the hood.

Welcome to the Forums and thanks for the report. This is an error that was present in the beta, but was fixed for the release - so it should go away once you update the mod.
Regarding the high negative change - I am not sure. If you attacked an ally with rep 100, it's possible your reputation dropped by around -150 - which could lead to a massive additional drop from the Embassy, even worse if you got more than one - the system is rather robust so this is somewhat of a surprise.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.b - Industries with non-standard effects
Post by: BrotherBiscuit on June 09, 2020, 01:39:24 AM


Welcome to the Forums and thanks for the report. This is an error that was present in the beta, but was fixed for the release - so it should go away once you update the mod.
Regarding the high negative change - I am not sure. If you attacked an ally with rep 100, it's possible your reputation dropped by around -150 - which could lead to a massive additional drop from the Embassy, even worse if you got more than one - the system is rather robust so this is somewhat of a surprise.

I'm using v1.7b which I believe is the most recent version. Unless I'm confused?
Title: Re: [0.9.1a] Industrial.Evolution 1.7.b - Industries with non-standard effects
Post by: SirHartley on June 09, 2020, 04:05:14 AM
I'm using v1.7b which I believe is the most recent version. Unless I'm confused?

Took another look at this - it is, in fact, a new problem with the same error as last time.
Fixed it in dev version, thanks for the report!

Title: Re: [0.9.1a] Industrial.Evolution 1.7.b - Industries with non-standard effects
Post by: Nick XR on June 09, 2020, 12:30:33 PM
I'm really loving this mod, it adds a lot to the game without breaking balance.  Thank you!

But I think I've found an issue however.   The description from my military relays are claiming they're getting a bonus from a high command that no longer exists (downgraded it a year or so ago).  Steps:

1. Planet 1: build a high command
2. Planet 1: build a relay
3. Planet 1: Install alpha core in high command
4. Planet 2: build patrol hq
5. Planet 2: build relay
Planet 2 should be getting its bonus from planet 1 at this point
6. Planet 2: upgrade to high command
7. Planet 1: downgrade to patrol HQ
8. Planet 2 will claim it still getting its bonus from planet 1

Or maybe I'm just confused as to what the bonus % actually is.  Is it based off of planet size, alpha core, military base, or some combination of all three? So it's entirely likely it's correct, I just can't figure it out.

Title: Re: [0.9.1a] Industrial.Evolution 1.7.b - Industries with non-standard effects
Post by: SirHartley on June 09, 2020, 03:05:54 PM
The Military relay is the weak point of this mod at the moment, the effect is hard to understand and lacks good descriptions.

What you noticed was not a bug, but badly explained intended behaviour.
The long description of what this does:

Relay build requirement:
- One military base or high command in the star system
- Patrol HQ, military base or high command on the planet

The relay checks which planets are owned by you and get the highest fleet size of any planet with a relay - regardless of military base /HC location.

The relay always calculates fleet sizes without the current relay bonus, so it might appear that a planet has a larger fleet when that is in fact only due to the relay, which gets ignored for bonus calculation!

It then applies part of that highest fleet size to all planets with a relay, excluding the planet with the highest fleet size. (This is a flat bonus, so any multipliers you have apply to it, which in turn can make the fleet size exceed the planet that has the "original" largest fleet.)

The applied fleet size is calculated as follows, valid for all planets in a star system:
Military base: 20% of highest fleet size applied
High command: 35% of highest fleet size applied
High command with alpha core: 40% of highest fleet size applied

AI core effects work only from a high command, not from a military base.

I am having issues explaining that effect short tooltip, which led to the poor state it is currently in - sorry for that, it's being worked on as the relay gets more love with the next update.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.b - Industries with non-standard effects
Post by: BrotherBiscuit on June 10, 2020, 12:53:13 AM
The Military relay is the weak point of this mod at the moment, the effect is hard to understand and lacks good descriptions.

What you noticed was not a bug, but badly explained intended behaviour.
The long description of what this does:

Relay build requirement:
- One military base or high command in the star system
- Patrol HQ, military base or high command on the planet

The relay checks which planets are owned by you and get the highest fleet size of any planet with a relay - regardless of military base /HC location.

The relay always calculates fleet sizes without the current relay bonus, so it might appear that a planet has a larger fleet when that is in fact only due to the relay, which gets ignored for bonus calculation!

It then applies part of that highest fleet size to all planets with a relay, excluding the planet with the highest fleet size. (This is a flat bonus, so any multipliers you have apply to it, which in turn can make the fleet size exceed the planet that has the "original" largest fleet.)

The applied fleet size is calculated as follows, valid for all planets in a star system:
Military base: 20% of highest fleet size applied
High command: 35% of highest fleet size applied
High command with alpha core: 40% of highest fleet size applied

AI core effects work only from a high command, not from a military base.

I am having issues explaining that effect short tooltip, which led to the poor state it is currently in - sorry for that, it's being worked on as the relay gets more love with the next update.

I actually had a question about the relays.

Does the planet with the highest fleet bonus need a militarybase/highcommand AND a military relay to grant it's bonus to a *** planet with only a patrol station and a military relay?

Or does Highest-Fleet-Bonus planet only need the militarybase/highcommand in order to grant it's bonus?
Title: Re: [0.9.1a] Industrial.Evolution 1.7.b - Industries with non-standard effects
Post by: SirHartley on June 10, 2020, 02:29:06 AM
consider the relays a network - planets in the network share fleet size. They will only ever consider the fleet size of a planet if it has a relay, regardless of MB/HC location.
The highest fleet planet only needs a relay to grant its bonus to the network - no military base or command.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.b - Industries with non-standard effects
Post by: TheDboys on June 10, 2020, 04:49:28 AM
Just wanted to say thanks for making this mod it adds a lot of fun stuff to colony building!
Title: Re: [0.9.1a] Industrial.Evolution 1.7.c - Industries with non-standard effects
Post by: SirHartley on June 10, 2020, 02:36:09 PM
Just wanted to say thanks for making this mod it adds a lot of fun stuff to colony building!

Thanks! Much appreciated :)

Update 1.7.c
Officers in Training in an academy might get moved to storage by this update, you might have to re-set them in some cases!

Added an upgrade to the military relay that extends the network to any system with an interstellar array. Yes, as if this was not complicated enough already.
There is now an FAQ for both of these (Military/Interstellar Relay), please check them out if you are confused. Also, this should help: Link to picture (https://i.imgur.com/T4fs1mF.png)

Restoration Docks were fixed (Again) and no longer rip you off when you repair something like an XIV variant. They are now actually cheaper than fast restoration, and all those poor managers that stole your money should fear for their lives. They also care about AI core effects again.
There is now a cost preview for the restoration, expand the storage tooltip with F1 to see it.

Change Log

1.7.c
  • Embassy
  • Fixed - No longer crashes during invasions
  • Fixed - Corrected rep loss calculation
  • Restoration Docks
  • Adjusted - Fee now correctly scales to +/- 50% cost depending on standing
  • Fixed - AI core effects now actually apply under AI control
  • Fixed - Fixed cost calculations, again - it doesn't rip you off anymore
  • Fixed - Added cost preview to Storage tooltip - expand with F1
  • Military Relay
  • Adjusted - Reworked descriptions
  • Interstellar Relay
  • Added - Extends Military Relay effects to every star system with this structure.
  • Added - Works as Makeshift Communications Relay in a star system without taking a stable location
  • Note - There is a FAQ for this, since both military relay and this seem to cause confusion.
[close]

Edit - Hotfix 1.7.d because the updating script refuses to work and caused crashes.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on June 10, 2020, 07:20:05 PM
Quote
The relay always calculates fleet sizes without the relay bonus, so it might appear that a planet has a larger fleet when that is in fact only due to the current relay effect, which gets ignored for bonus calculations.

The huge red cockroaches living in my head, send fiery greetings to whoever lives in your! ©

Isn't better just limit a bonus, so it can not increase fleetsize more than, idk, 90% of the largest fleetsize in a network? So largest remain largest and smaller get bigger bonus, than comparable to largest?
Title: Re: [0.9.1a] Industrial.Evolution 1.7.c - Industries with non-standard effects
Post by: Nick XR on June 10, 2020, 11:55:22 PM

Added an upgrade to the military relay that extends the network to any system with an interstellar array. Yes, as if this was not complicated enough already.
There is now an FAQ for both of these (Military/Interstellar Relay), please check them out if you are confused. Also, this should help: Link to picture (https://i.imgur.com/T4fs1mF.png)



I looked at the picture and I'm not still sure I get it, maybe it's a personal problem :/ 
Just throwing it out there, maybe if the behavior was each relay in a network adds 5% to the local bonus (with some cap. So 7 planets in network would deliver a 35% fleet bonus to each planet) it would be a lot easier for people to understand what their final result will be before they build it so they can weigh if using a building slot is worth it.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on June 11, 2020, 01:30:53 AM

The huge red cockroaches living in my head, send fiery greetings to whoever lives in your! ©

Isn't better just limit a bonus, so it can not increase fleetsize more than, idk, 90% of the largest fleetsize in a network? So largest remain largest and smaller get bigger bonus, than comparable to largest?

Capping the effect to not execeed the systemwide highest fleet site is a good idea. I'll see if I can't implement that next update.


I looked at the picture and I'm not still sure I get it, maybe it's a personal problem :/ 
Just throwing it out there, maybe if the behavior was each relay in a network adds 5% to the local bonus (with some cap. So 7 planets in network would deliver a 35% fleet bonus to each planet) it would be a lot easier for people to understand what their final result will be before they build it so they can weigh if using a building slot is worth it.


I think the core of this proposal is that there is a problem judging if building this is worth it as the effects are hard to estimate. Not sure how to remedy this as you need at least two relays for an effect prediction to be possible.

I could always point the player towards the ideal configuration and base a tooltip on that, but I feel like that would patronize the player and rob them of the opportunity to think about what to do - which is two thirds of the fun to me.

Flat bonus addition via "build this, get stuff" also isn't really something I'm looking for in a structure - there are vanilla mechanics that are better for this.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Yunru on June 14, 2020, 06:57:58 AM
Somewhat of a bug; the privateer base never says the 1/system limit.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Reavenant on June 15, 2020, 12:56:49 PM

The huge red cockroaches living in my head, send fiery greetings to whoever lives in your! ©

Isn't better just limit a bonus, so it can not increase fleetsize more than, idk, 90% of the largest fleetsize in a network? So largest remain largest and smaller get bigger bonus, than comparable to largest?

Capping the effect to not execeed the systemwide highest fleet site is a good idea. I'll see if I can't implement that next update.


I looked at the picture and I'm not still sure I get it, maybe it's a personal problem :/ 
Just throwing it out there, maybe if the behavior was each relay in a network adds 5% to the local bonus (with some cap. So 7 planets in network would deliver a 35% fleet bonus to each planet) it would be a lot easier for people to understand what their final result will be before they build it so they can weigh if using a building slot is worth it.


I think the core of this proposal is that there is a problem judging if building this is worth it as the effects are hard to estimate. Not sure how to remedy this as you need at least two relays for an effect prediction to be possible.

I could always point the player towards the ideal configuration and base a tooltip on that, but I feel like that would patronize the player and rob them of the opportunity to think about what to do - which is two thirds of the fun to me.

Flat bonus addition via "build this, get stuff" also isn't really something I'm looking for in a structure - there are vanilla mechanics that are better for this.


Hello There!

I've encountered a funny but game braking/crashing bug:
I have a system of 6 planets (3 belong to me, 3 to my faction). All of my planets have military relays with one High Command. Upgrading any of the relays to interstellar gave me a bonus of +2147483647% on every planet. If I go to the custom fleet doctrines my game hangs and CTD :<

Also, I don't know why but one of my planets, where a salvage yard exist has duplicated itself on my list of planets. It shows 0 income, has a secretary assign as overseer (can't change it as it automatically reverse) but doesn't count towards the number of owned planets. Is this normal?

No other mods affecting fleets installed.

Best regards,
Reavenant

Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Yunru on June 15, 2020, 01:44:08 PM
Also, I don't know why but one of my planets, where a salvage yard exist has duplicated itself on my list of planets. It shows 0 income, has a secretary assign as overseer (can't change it as it automatically reverse) but doesn't count towards the number of owned planets. Is this normal?
That's just how it works.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on June 15, 2020, 02:28:31 PM
Somewhat of a bug; the privateer base never says the 1/system limit.

Thanks for letting me know - added the tooltip in dev.


I've encountered a funny but game braking/crashing bug:
I have a system of 6 planets (3 belong to me, 3 to my faction). All of my planets have military relays with one High Command. Upgrading any of the relays to interstellar gave me a bonus of +2147483647% on every planet. If I go to the custom fleet doctrines my game hangs and CTD :<

That's a bug.
What do you mean with "my faction" - the Nex autonomy feature?

Thanks for letting me know, I'll try replicating this.

Also, I don't know why but one of my planets, where a salvage yard exist has duplicated itself on my list of planets. It shows 0 income, has a secretary assign as overseer (can't change it as it automatically reverse) but doesn't count towards the number of owned planets. Is this normal?

This is how the salvage yards can function alongside heavy industry. Without this, it would not register as output for production budget calculations.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Aereto on June 15, 2020, 03:16:16 PM
Somewhat of a bug; the privateer base never says the 1/system limit.

Thanks for letting me know - added the tooltip in dev.


I've encountered a funny but game braking/crashing bug:
I have a system of 6 planets (3 belong to me, 3 to my faction). All of my planets have military relays with one High Command. Upgrading any of the relays to interstellar gave me a bonus of +2147483647% on every planet. If I go to the custom fleet doctrines my game hangs and CTD :<

That's a bug.
What do you mean with "my faction" - the Nex autonomy feature?

Thanks for letting me know, I'll try replicating this.

Also, I don't know why but one of my planets, where a salvage yard exist has duplicated itself on my list of planets. It shows 0 income, has a secretary assign as overseer (can't change it as it automatically reverse) but doesn't count towards the number of owned planets. Is this normal?

This is how the salvage yards can function alongside heavy industry. Without this, it would not register as output for production budget calculations.

By the looks of the user's situation, the calculation of the combined relay bonus went awry when a system is full of military relays and just one interstellar relay, while 3 colonies are running autonomous mode (Nexelrin), supposedly since administrators technically count as player-controlled.

The bonus is so excessive that the faction doctrine tab is confused on how handle this many Deployment Points to budget in a 30-ship fleet.

That is my analysis. It is super helpful if he still has his save file to attach and see for yourself, but it does come with... required mods to keep factors in control in an experiment to search what went wrong.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Reavenant on June 16, 2020, 11:05:37 AM
Ah good to know, I haven't used it before and it was quite a surprise for me!
By my faction I mean Approlight faction. I'm working for them and happened to take over some of their planets after Hegemony's invasion rolled over them. I've bought my rights to one of these 3 planets if it makes any difference for calculations.

Somewhat of a bug; the privateer base never says the 1/system limit.

Thanks for letting me know - added the tooltip in dev.


I've encountered a funny but game braking/crashing bug:
I have a system of 6 planets (3 belong to me, 3 to my faction). All of my planets have military relays with one High Command. Upgrading any of the relays to interstellar gave me a bonus of +2147483647% on every planet. If I go to the custom fleet doctrines my game hangs and CTD :<

That's a bug.
What do you mean with "my faction" - the Nex autonomy feature?

Thanks for letting me know, I'll try replicating this.

Also, I don't know why but one of my planets, where a salvage yard exist has duplicated itself on my list of planets. It shows 0 income, has a secretary assign as overseer (can't change it as it automatically reverse) but doesn't count towards the number of owned planets. Is this normal?

This is how the salvage yards can function alongside heavy industry. Without this, it would not register as output for production budget calculations.

By the looks of the user's situation, the calculation of the combined relay bonus went awry when a system is full of military relays and just one interstellar relay, while 3 colonies are running autonomous mode (Nexelrin), supposedly since administrators technically count as player-controlled.

The bonus is so excessive that the faction doctrine tab is confused on how handle this many Deployment Points to budget in a 30-ship fleet.

That is my analysis. It is super helpful if he still has his save file to attach and see for yourself, but it does come with... required mods to keep factors in control in an experiment to search what went wrong.

Below I've attached a link to my Google drive with a 7zip archive of my mods and saves if you would like to have a look on what's happening there. At the moment I've degraded the interstellar relay on Crucible. Re-upgrade it and it should give you the same result.
https://drive.google.com/drive/folders/1ryvcjWiIQbfpB2CTfcy5iyc_PSpsz9Eq?usp=sharing

Best regards,
Reav
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: captinjoehenry on June 16, 2020, 05:53:15 PM
Ah good to know, I haven't used it before and it was quite a surprise for me!
By my faction I mean Approlight faction. I'm working for them and happened to take over some of their planets after Hegemony's invasion rolled over them. I've bought my rights to one of these 3 planets if it makes any difference for calculations.

Somewhat of a bug; the privateer base never says the 1/system limit.

Thanks for letting me know - added the tooltip in dev.


I've encountered a funny but game braking/crashing bug:
I have a system of 6 planets (3 belong to me, 3 to my faction). All of my planets have military relays with one High Command. Upgrading any of the relays to interstellar gave me a bonus of +2147483647% on every planet. If I go to the custom fleet doctrines my game hangs and CTD :<

That's a bug.
What do you mean with "my faction" - the Nex autonomy feature?

Thanks for letting me know, I'll try replicating this.

Also, I don't know why but one of my planets, where a salvage yard exist has duplicated itself on my list of planets. It shows 0 income, has a secretary assign as overseer (can't change it as it automatically reverse) but doesn't count towards the number of owned planets. Is this normal?

This is how the salvage yards can function alongside heavy industry. Without this, it would not register as output for production budget calculations.

By the looks of the user's situation, the calculation of the combined relay bonus went awry when a system is full of military relays and just one interstellar relay, while 3 colonies are running autonomous mode (Nexelrin), supposedly since administrators technically count as player-controlled.

The bonus is so excessive that the faction doctrine tab is confused on how handle this many Deployment Points to budget in a 30-ship fleet.

That is my analysis. It is super helpful if he still has his save file to attach and see for yourself, but it does come with... required mods to keep factors in control in an experiment to search what went wrong.

Below I've attached a link to my Google drive with a 7zip archive of my mods and saves if you would like to have a look on what's happening there. At the moment I've degraded the interstellar relay on Crucible. Re-upgrade it and it should give you the same result.
https://drive.google.com/drive/folders/1ryvcjWiIQbfpB2CTfcy5iyc_PSpsz9Eq?usp=sharing

Best regards,
Reav
I can confirm I have this same issue upgrading to an interstellar relay.  I can provide my mod list and save game as well if that would help.  As a note it probably has to do with the fact that the bonus I have is +460% which results in some crazy 3,000%+ fleet size.

Also having more than 3 or 4 additional systems makes the centralization building say that an Alpha Core is insufficient.  I would love to get even more than +3 but if not you might want to change the error message to something like +3 is the max instead of saying an Alpha Core is insufficient
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on June 17, 2020, 09:22:14 AM
Thanks to everyone reporting the relay bug. It has been fixed for the next update.

Also having more than 3 or 4 additional systems makes the centralization building say that an Alpha Core is insufficient.  I would love to get even more than +3 but if not you might want to change the error message to something like +3 is the max instead of saying an Alpha Core is insufficient

That is also addressed with the next update!
Thanks!
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on June 17, 2020, 10:22:30 AM
Spoiler
(https://i.imgur.com/b4lEIhy.jpg)
[close]

I guess, this is typo. Should be "80%" instead of "0%".
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: captinjoehenry on June 17, 2020, 12:58:19 PM
I'm not sure if this is a factor but I don't think the military relay affects the size of invasion and defense fleets when using Nexerlim.  Mind you I don't even know if a planets fleet size effects the size of an invasion / defense fleet that Nexerlim spawns
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on June 17, 2020, 01:46:40 PM
Spoiler
(https://i.imgur.com/b4lEIhy.jpg)
[close]

I guess, this is typo. Should be "80%" instead of "0%".

damn you, operator precedence, foiling my tooltips once again!
I forgot a parenthesis. Thanks for letting me know, fixed it!

I'm not sure if this is a factor but I don't think the military relay affects the size of invasion and defense fleets when using Nexerlim.  Mind you I don't even know if a planets fleet size effects the size of an invasion / defense fleet that Nexerlim spawns

The relay bonus is recognised by the game just like any other fleet size bonus is. I do not know how Nexerelin calculates invasion fleet points, but if it is based on planetary fleet size rating, it will take the relay effects into account.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Glomzubuk on June 18, 2020, 05:39:23 AM
I came across a strange bug during my playthrough, the option to retrieve admins and officers disappeared from the academy. They can still be viewed in the training menu if they are eligible for training.
I was on version 1.7.b when it happened, and it stays unavailable after upgrading to 1.7.d .

The only thing related I can think of happening between it being available and now is gaining a bonus administrator slot with nex, upping my capacity to 9.

Here is the academy screen:
Spoiler
(https://vps.lemaillet.fr/screens/academy.png)
[close]
And an administrator in storage I can see:
Spoiler
(https://vps.lemaillet.fr/screens/academy2.png)
[close]

Great mod by the way, I'm having a blast with all the things it brings =)
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on June 18, 2020, 06:43:39 AM
That strange bug is known and fixed in dev. The option to retrieve admins vanishes while you do not have free officer slots.

just store a few officers until you are below the limit and the option to retrieve admins should appear again.

Thank you for reporting this, and happy to hear you are having fun with the mod!
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: ZeCaptain on June 19, 2020, 01:26:09 AM
Does the system wide officer bonuses from the academy stack?
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on June 19, 2020, 09:14:27 AM
Does the system wide officer bonuses from the academy stack?

Nope
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on June 21, 2020, 12:10:33 AM
Question: is it intended better AI core bonuses does not include lesser AI bonuses?

I mean, if alpha AI able to change officer behavior twice, why it can't reduce upkeep? Especially if structure is empty and no ongoing training. That makes Gamma core preferable if player will not use academy for a some time.

Same thing to privateer base.

Spoiler
(https://i.imgur.com/T0cEVna.png)
[close]
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Shuka on June 21, 2020, 05:45:22 AM
What are a few resources to the alpha core but means to an end. Do not belabor HAL 9000 a meager sacrifice of labor and capital.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Yunru on June 21, 2020, 05:58:28 AM
Question: is it intended better AI core bonuses does not include lesser AI bonuses?

I mean, if alpha AI able to change officer behavior twice, why it can't reduce upkeep? Especially if structure is empty and no ongoing training. That makes Gamma core preferable if player will not use academy for a some time.

Same thing to privateer base.
Stranger still with the Salvage Yard, where you need a Beta Core if you don't like D-Mods in your empire.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on June 21, 2020, 06:34:22 AM
Okay, so when I first started making these, I decided not to adhere to the standard vanilla set with AI cores. The vanilla effects always increase the last one, yes, but this results in an inflexible system - using a gamma core is almost never worth it, a beta core only sometimes, and an alpha core is always worth it.

This was not something I wanted to carry over, mostly for one reason - it's not all that interesting.

What is interesting, is having to decide which bonus you want. Do you want less upkeep, or more efficiency, or a stronger effect? Maybe you could go for stronger effect if you alleviate the upkeep issue another way? All of these are choices you could not take if I included the full beta/gamma core effects in the alpha core.

Then, there is the balance aspect. I am able to make AI core effects a lot more powerful than vanilla, because they do not include each other. Imagine stacking the Ind.Evo core effects: Case: Privateer Base: Alpha core would delay output decay by 1 month, increase raid strength by 20%, increase raid frequency on the same system, and increase the amount of spoils, blueprints and weapons. Sounds OP? That's cause it is - but making either of these a choice without including the other is not.

Lastly, the salvage yards. Yeah, you need a beta core if you dislike D-Mods. But what if you actually want D-Mods for an industry skill play through, or just don't care? You can still restore it for cheap via restoration docks, and boost the output with an Alpha core instead - or use a gamma core to make your scrap supply last longer.

It's a choice, and as such, I consider my usage of AI core effects superior to the vanilla model.
I keep seeing screenshots of my industries on discord, and there is almost always a different AI core installed. Vanilla - it's always none, or an alpha core.

Especially if structure is empty and no ongoing training. That makes Gamma core preferable if player will not use academy for a some time.
This is exactly the reason why I did it this way.
Yup, it's preferable - you could put that alpha core to good use somewhere else while you don't need it in the Academy, instead of having it permanently bound there.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Yunru on June 21, 2020, 06:38:10 AM
Maybe it's just me (because gods know there's a lot of D-Mods the AI would just laugh at), but I dislike D-Mods not for me, but for the defense fleets of my colony, making a Beta Core not just a good choice, but the only choice.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on June 21, 2020, 06:49:39 AM
Maybe it's just me (because gods know there's a lot of D-Mods the AI would just laugh at), but I dislike D-Mods not for me, but for the defense fleets of my colony, making a Beta Core not just a good choice, but the only choice.

Note that you always have the option to go for higher fleet quality in the fleet settings.
Also, with a Pristine forge and Orbital works at the largest ship producing colony, you should only rarely have even a single D-Mod while using Salvage Yards, unless you have something else reducing fleet quality.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on June 21, 2020, 06:51:05 AM
Oh... So many words instead of "Yes, it's intended." That would entirely satisfy me. ;D

Problem in AI cores - Alpha is superior to Beta and Gamma, and logically should be able to do everything smaller brothers able to do and even more.

On the other hand, I really like your idea with diversification of bonuses! No, it's not "like", it is rather "love with all my heart". Now I understand the point you made it that way.

Suggestion: add some items, could be inserted into IndEvo building, similar to VPC. Each type (color, shape, grade...) gives player a unique bonus for each building. Players would understand that logic if it wouldn't be tied to a AI cores, which should be superior one to other. And for AI cores - you can just remove bonuses from them. Military relays does not receive a bonuses from AI core and no one think it is wrong.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: captinjoehenry on June 21, 2020, 11:51:16 AM
Oh... So many words instead of "Yes, it's intended." That would entirely satisfy me. ;D

Problem in AI cores - Alpha is superior to Beta and Gamma, and logically should be able to do everything smaller brothers able to do and even more.

On the other hand, I really like your idea with diversification of bonuses! No, it's not "like", it is rather "love with all my heart". Now I understand the point you made it that way.

Suggestion: add some items, could be inserted into IndEvo building, similar to VPC. Each type (color, shape, grade...) gives player a unique bonus for each building. Players would understand that logic if it wouldn't be tied to a AI cores, which should be superior one to other. And for AI cores - you can just remove bonuses from them. Military relays does not receive a bonuses from AI core and no one think it is wrong.

That would be nice.  Because as it is I've sort of just assumed that the higher AI cores just did everything the lower ones did as well.  Having that not be the case means I need to go and adjust all of them all over again.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on June 21, 2020, 01:01:12 PM
That would be nice.  Because as it is I've sort of just assumed that the higher AI cores just did everything the lower ones did as well.  Having that not be the case means I need to go and adjust all of them all over again.

Honestly, the tooltips say that pretty clearly, so reading them would have saved you from this in the first place :)

Suggestion: add some items, could be inserted into IndEvo building, similar to VPC. Each type (color, shape, grade...) gives player a unique bonus for each building. Players would understand that logic if it wouldn't be tied to a AI cores, which should be superior one to other. And for AI cores - you can just remove bonuses from them. Military relays does not receive a bonuses from AI core and no one think it is wrong.

I can say right now that reworking AI core effects according to your proposal is not really feasible because of some upcoming features that close the installableItem route for most of my stuff. It'll be really cool though, so I hope that makes up for it!
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: captinjoehenry on June 21, 2020, 05:55:16 PM
Love this mod.  Only thing is that it doesn't seem to work perfectly with other mod added industries.  I have multiple Lanestate Battleyards in my system, which are basically super Heavy Industries and the Centralization Bureau does not seem to count them as production for supplies, machinery, heavy weapons or ship hulls.  Screenshot of one of the Battleyards:
(https://i.imgur.com/0JvG91y.png)
and the Bureau in question
(https://i.imgur.com/7te545O.png)
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on June 22, 2020, 02:46:32 AM
Bureau works with a whitelist that does not include other mods for balance and bug reasons.
It'll only work with vanilla and the manufactory.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: captinjoehenry on June 22, 2020, 12:31:31 PM
Bureau works with a whitelist that does not include other mods for balance and bug reasons.
It'll only work with vanilla and the manufactory.

Oh good to know!  Is the whitelist something that's exposed and users can edit or is it hardcoded?  As it would be nice to have it as something users could mess with for their mod industries
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on June 22, 2020, 02:49:53 PM
It's hardcoded at the moment, but I'll expose it for the next update since you asked.

Just note that editing that list might break things if the added industry does scripted stuff with it's commodity amounts, and there won't be handling for upgraded industries (f.i. at the moment, the bureau considers heavy indiustry and orbital works the same - that won't work for manually added industries)
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: captinjoehenry on June 22, 2020, 07:25:56 PM
It's hardcoded at the moment, but I'll expose it for the next update since you asked.

Just note that editing that list might break things if the added industry does scripted stuff with it's commodity amounts, and there won't be handling for upgraded industries (f.i. at the moment, the bureau considers heavy indiustry and orbital works the same - that won't work for manually added industries)

Fine by me!  A more complex option might just to make the exposed thing work like: industry_id, output1, output2, output3, output4, etc.  So that way it could avoid any issues?  ( Not knowing how you handle this on the back end I don't know if this would be an easier or harder option.)
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on June 24, 2020, 08:53:44 AM
See some issues:

- Academy description said it massively increase hireable persons. And it is not. It can be compatibility issue with "better colonies (https://fractalsoftworks.com/forum/index.php?topic=17103.0)" mod. It uses it's own mechanic for hireable people.

-Salvage yard looks like have some issues with salvages from expeditions being defeated by system patrols (no player presence in system). I am raided with pirates and expeditions a lot, each and every time defeated by defenders, but massage (and salvage value increased) appear only sometimes. Mostly nothing happens.

-Salvage yard have no (or minor, so I can't see it) influence on fleet quality. Even when it have lot of material and alpha core (which IIRC should not negate this effect). Is there a way to check if effect applies?
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Yunru on June 24, 2020, 09:06:47 AM
-Salvage yard have no (or minor, so I can't see it) influence on fleet quality. Even when it have lot of material and alpha core (which IIRC should not negate this effect). Is there a way to check if effect applies?
It's definitely appearing for me. Are you sure it's on your largest producer planet?
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on June 24, 2020, 09:54:58 AM
It's definitely appearing for me. Are you sure it's on your largest producer planet?

No. It's not the largest. See no point to have it there, as it able to give income from exporting metal and hulls from any planet. Also, it is able to contribute to production budget from any planet.

Yes, I know, having them on a same planet would increase value of produced hulls greatly, but... instead of one exporter now I have two and get approximately the same global marketshare (or even bigger) in hulls as from one large exporter.

Plus, do not forget global market is limited by other factions consuming and there are no large profits from enlarging a biggest exporter when you already have biggest marketshare.

So, if having pristine NF orbital works on different planet is a cure for "crappy hulls" decease - decease can be considered as imaginary.

P.S. Privateer base description said it will not cause deciv. Apparently it can. My Donn just deciv from my single privateer raid. It was strong raid, tho.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Yunru on June 24, 2020, 01:09:08 PM
I can't figure out how to build an interstellar array?

EDIT: Because I no update like a smart smart.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on June 25, 2020, 10:08:59 AM
Does privateer base have some kind of max radius? If it is, what kind of value?
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on June 25, 2020, 11:40:40 AM
- Academy description said it massively increase hireable persons. And it is not. It can be compatibility issue with "better colonies (https://fractalsoftworks.com/forum/index.php?topic=17103.0)" mod. It uses it's own mechanic for hireable people.
It is entirely possible that BC is *** me over here. In vanilla, the Academy ensures that at least one officer and admin are present at any time, with an almost 15% spawn chance/day

-Salvage yard looks like have some issues with salvages from expeditions being defeated by system patrols (no player presence in system). I am raided with pirates and expeditions a lot, each and every time defeated by defenders, but massage (and salvage value increased) appear only sometimes. Mostly nothing happens.
I'll have to check this out. At the moment, it triggers on anything that is based on a raid, so it should trigger on expeditions as well.

-Salvage yard have no (or minor, so I can't see it) influence on fleet quality. Even when it have lot of material and alpha core (which IIRC should not negate this effect). Is there a way to check if effect applies?
-20% applied to the local and the planet with the highest hull production, stacking. It doesn't matter where your highest output is, the penalty always applies. Note that with Orbital works and a pristine forge you will not, or only extremely rarely, see it have an effect - but if you only have a degraded forge, it'll be very noticeable.

- P.S. Privateer base description said it will not cause deciv. Apparently it can. My Donn just deciv from my single privateer raid. It was strong raid, tho.
It can't cause deciv on its' own, but if the planet is raided by something else or has other problems, it can definitely contribute!

- Does privateer base have some kind of max radius? If it is, what kind of value?
No max value, no limit. It can't raid the same system in short succession though.

I can't figure out how to build an interstellar array?

EDIT: Because I no update like a smart smart.

lmao
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on June 25, 2020, 07:12:18 PM
Quote
-20% applied to the local and the planet with the highest hull production, stacking. It doesn't matter where your highest output is, the penalty always applies. Note that with Orbital works and a pristine forge you will not, or only extremely rarely, see it have an effect - but if you only have a degraded forge, it'll be very noticeable.

Looks like pristine NF removes the effect entirely:

Colony with SY, when other colony has OW with PNF, 108% average quality:
(https://i.imgur.com/6NlQZJM.png)
[close]
SY was removed, still 108%
(https://i.imgur.com/ctolZ4l.png)
[close]
Save reloaded. This time OW is removed from the other planet. 18% average quality. Yeah, it is noticeable now
(https://i.imgur.com/tj0UGbk.png)
[close]

P.S. As a cherry on the top, you can see an interstellar array 2000%+ fleet size. It happens when you upgrade one of your military relays into interstellar. Once upgraded, bug disappear. Pretty sure that raid that instantly deciv Donn was form during that bug, as it was 3-fleets capspam. Suggestion: ignore the military relay bonus in raid straight calculations. Even if bug is removed I think it's fair for privateers to entirely relay on the local colony strength, not external.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on June 26, 2020, 03:32:47 AM
checked the code again, the quality penalty only applies to the largest ship-hull producer in the faction, as that is also the value that gets considered for factionwide fleet quality

so it makes sense that the planet you have the yards on don't get the penalty if you have OW somewhere else. Check the planet with orbital works - it will have the penalty.

regarding the relay bug - I know, it's fixed in dev. Thank you for the report!
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on June 26, 2020, 07:08:23 AM
Quote
Check the planet with orbital works - it will have the penalty.

I have checked that at the first. Just forgot to made a screen, so didn't include in a post. It works.

All I want to say - having OW on the larger planet is cure for ship quality penalty, with no negative sides to SY. So... If someone ever say that quality penalty is a big deal - you now have a sharpened stick to answer that.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Fucifa on June 27, 2020, 03:52:29 AM
Sir,may I ask for your permission to translate your mod into Chinese and upload it to a Chinese Starsector forum?
Your mod is interesting.The embassy is exactly what the game lacks now.
Here's it's address:https://www.fossic.org/
Would appreciate it if you agree ;D
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Yunru on June 27, 2020, 05:05:42 AM
-Salvage yard looks like have some issues with salvages from expeditions being defeated by system patrols (no player presence in system). I am raided with pirates and expeditions a lot, each and every time defeated by defenders, but massage (and salvage value increased) appear only sometimes. Mostly nothing happens.
I'll have to check this out. At the moment, it triggers on anything that is based on a raid, so it should trigger on expeditions as well.
It might be a nexerilin invasion fleet, not sure they count as raids.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on June 27, 2020, 05:26:22 AM
No Nex.

Actually, I think I know what happens. Related to interstellar relay superfleet bug.

Not sure the mechanic, but fleets related to superfleet market are also affected. Couple times I saw expedition forces was defeated by my mercantile convoy, and as it was in a hyperspace - objectively no salvage units shouldn't be generated. Once I saw how independent bounty hunters (probably my system related, as they are capspam, which is unusual) kills a pirate armada in the hyperspace.

I think it is possible that those raids, that was not give me any salvage, was defeated by my forces or related indies before they reach the system. Do not remember this part. But the fact is: once I finish upgrading all my relays, I start to get salvage units and messages from all expeditions defeated.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Strangelove on June 27, 2020, 07:53:22 AM
Any particular reason why archaeology structure doesn’t provide any artifacts for the player specifically, as in, put it in his storage?
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on June 27, 2020, 08:12:59 AM
Any particular reason why archaeology structure doesn’t provide any artifacts for the player specifically, as in, put it in his storage?

I am sorry, mister, are we talking about Tech-mining industry (vanilla)? As far as I know, Industrial Evolution does not have any impact on it's work.

And as "artifact" word appear it is also possible you mean "Domain era archeology" industry. This is a wrong thread. In that case you need to post that in TASC (https://fractalsoftworks.com/forum/index.php?topic=17094.0) thread. However, the answer would be: "it is intended to fit vanilla market import/export mechanic", tho'.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on June 27, 2020, 11:32:05 AM
Sir,may I ask for your permission to translate your mod into Chinese and upload it to a Chinese Starsector forum?
Your mod is interesting.The embassy is exactly what the game lacks now.
Here's it's address:https://www.fossic.org/
Would appreciate it if you agree ;D

Sure thing, I'm happy to see interest from the Chinese community as well!
Just be aware, there is a pretty bad bug with the Interstellar array at the moment- no crash, just ~10k% fleet size fleets (fixed in dev), and the menu point for retrieving a stored Admin from the Academy vanishes if you don't have free officer capacity in your fleet - both of these are fixed for the next release.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on June 27, 2020, 11:42:40 AM
Regarding to tech-mining.

Suggestion: add an industry that will do exactly the same tech-mining do, but much faster. Much higher upkeep, demand and probably some penalties to stability, growth or else. And it would be great if it was able to clean the potential completely, not 0.95^X, vanilla do.

Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Strangelove on June 27, 2020, 03:26:12 PM
Any particular reason why archaeology structure doesn’t provide any artifacts for the player specifically, as in, put it in his storage?

I am sorry, mister, are we talking about Tech-mining industry (vanilla)? As far as I know, Industrial Evolution does not have any impact on it's work.

And as "artifact" word appear it is also possible you mean "Domain era archeology" industry. This is a wrong thread. In that case you need to post that in TASC (https://fractalsoftworks.com/forum/index.php?topic=17094.0) thread. However, the answer would be: "it is intended to fit vanilla market import/export mechanic", tho'.

Yes, I mean the Domain era archaelogy. I was sure this was added by your mod. Thanks for pointing me in the right direction!
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: ShoelessRider on June 29, 2020, 12:55:06 AM
Hi, my save no longer loads after updating this mod to the latest version from 1.7.b and I made the mistake of not having a backup. Do you guys still have the 1.7.b version I can download or could you try to look at the problem for me? Much appreciated.

https://fractalsoftworks.com/forum/index.php?topic=18758.0.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on June 29, 2020, 02:58:05 AM
Hi, my save no longer loads after updating this mod to the latest version from 1.7.b and I made the mistake of not having a backup. Do you guys still have the 1.7.b version I can download or could you try to look at the problem for me? Much appreciated.

https://fractalsoftworks.com/forum/index.php?topic=18758.0.

Try removing the Salvage Yards, then updating, then placing them again. I have never seen that crash before, but it is caused by the yards.
You can get any version of Industrial.Evolution from my repo (https://bitbucket.org/SirHartley/deconomics/downloads/)
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Fucifa on June 29, 2020, 04:19:52 AM
I just found a problems.


https://oss.fossic.org/forum/202006/29/191148h91l5wv8.png
The one is that my translation is to find the interface appears in English about the core of AI
The premise that the kernel is completely Chinese
I don’t know if you have modified the AI text?
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on June 29, 2020, 05:08:05 AM
First off, the bug report you got:

252373 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: D:\GAME\Starsector\starsector-core\..\mods\Industrial.Evolution]
264743 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.campaign.econ.boggledTools.getCreateMirrorsOrShades(Lcom/fs/starfarer/api/campaign/econ/MarketAPI;)Z
java.lang.NoSuchMethodError: data.campaign.econ.boggledTools.getCreateMirrorsOrShades(Lcom/fs/starfarer/api/campaign/econ/MarketAPI;)Z
        at data.campaign.econ.industries.Stellar_Reflector_Array.getCurrentImage(Stellar_Reflector_Array.java:328)

that is Boggled Station Construction. There is no way for Industrial Evolution to cause that crash!

Academy text
(https://oss.fossic.org/forum/202006/29/191141aalhjmxj.png)
[close]
The text in that image is found in Industrial.Evolution\data\campaign\rules.csv

AI-Core text
(https://oss.fossic.org/forum/202006/29/191148h91l5wv8.png)
[close]
The AI core effect text, as well as most tooltips for industries, conditions, code-based dialogue, campaign messages and log entires are in the compiled code (.jar) you can find the uncompiled source code in the \jars\src.zip file, and you can recompile the code into a new .jar after changing the texts.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: ShoelessRider on June 29, 2020, 05:30:05 AM
Hi, my save no longer loads after updating this mod to the latest version from 1.7.b and I made the mistake of not having a backup. Do you guys still have the 1.7.b version I can download or could you try to look at the problem for me? Much appreciated.

https://fractalsoftworks.com/forum/index.php?topic=18758.0.

Try removing the Salvage Yards, then updating, then placing them again. I have never seen that crash before, but it is caused by the yards.
You can get any version of Industrial.Evolution from my repo (https://bitbucket.org/SirHartley/deconomics/downloads/)

So I rolled back to 1.7.b, loaded into the save and removed all salvage yards from my colonies then updated it to 1.7.d and still get the same crash. When I set salvage yards to FALSE in the settings file, I got a different crash. Guess I'll stick with 1.7.b for this save for now, thank you very much for your help. If you want to get to the bottom of this I could send you the save or whatever you require. Thank you again for your time and for the great mod.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on June 29, 2020, 05:42:42 AM
I'm really sorry that I can't help here, no idea what is going wrong - I tried replicating it but was not able to.

Since the next update has a larger code revision the bug might already be fixed unknowingly.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: n1Z0 on June 29, 2020, 02:27:37 PM
Question: Do the repair docks in NPC stations effectively become 'free ship storage' provided there are no D mods on the stored ship ?
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on June 29, 2020, 03:04:29 PM
Question: Do the repair docks in NPC stations effectively become 'free ship storage' provided there are no D mods on the stored ship ?

At the moment - yes. That is fixed with the next update, enjoy it while it lasts.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: n1Z0 on June 30, 2020, 05:20:42 AM
Question: Do the repair docks in NPC stations effectively become 'free ship storage' provided there are no D mods on the stored ship ?

At the moment - yes. That is fixed with the next update, enjoy it while it lasts.

Excellent, I look forward to the update !
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on June 30, 2020, 10:11:00 AM
SY get salvage units from hegemony AI inspection even if you are friendly and bribe it.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: JPR on June 30, 2020, 12:25:49 PM
Question/feature request-

Would it be possible to add an embassy upgrade? I'd like to see something that can store 2 ambassadors and ups the relation between your faction AND their faction/ but at half the normal rate (E.x. You have an ambassador from the Hegemony and Persean League there, at the end of every month you gain +5 rep with the Hegemony and League, AND they gain +5 rep towards each other.)

Totally not annoyed how difficult it is to get factions to join a Nex alliance of 2+ factions :P
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on June 30, 2020, 09:14:02 PM
Rather, all three factions get relation based on average. Really bad word choice. Example.

You have two ambassadors TT and heg. You have +75 with TT and +100 with hegs, they have -50 with each other. Averege - "+42".

Basic formula for TT could be (42-75)*0.2= -6 so it will lose 6 relations with player.

(42-(-50))*0.2=18, so it will gain 18 relations with hegs.

Hegs, on the other hand will (42-100)*0.2=-12, so they loose -12 to player, and gain same as TT +18 to each other.

All player need here - is to improve relation as they get worse for steady relation increase between those two factions.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: alaricdragon on June 30, 2020, 09:32:43 PM
so i made a 'senate' in my star system and did the edict 'wartime lockdown' and now the stability bonus will not leave my world. its ben far to long, and i feel like i am cheating. any ideas on how to fix this?
i also have a world with two different stability bonus, both of witch should no longer be there.
it should be noted that when the bounes were active i gave my colonys autonomy (Nexerelin) and the one with the senate was invaded in the time the things were active.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Chairman Suryasari on June 30, 2020, 11:30:19 PM
The senate is game changer, now i doesn't need to reapply investment, thanks for such great mod!
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on July 01, 2020, 03:46:02 AM
SY get salvage units from hegemony AI inspection even if you are friendly and bribe it.

Thanks, I don't know if I can fix that, but I'll try.

Question/feature request-

Would it be possible to add an embassy upgrade? I'd like to see something that can store 2 ambassadors and ups the relation between your faction AND their faction/ but at half the normal rate (E.x. You have an ambassador from the Hegemony and Persean League there, at the end of every month you gain +5 rep with the Hegemony and League, AND they gain +5 rep towards each other.)

Possible - yes, but it doesn't quite make sense from a mechanical perspective - imagine Spain took a Chinese and a US Ambassador, put them in a room, and went "make your nations like each other."
Nexerelin has Agents that can raise relations between two factions as an assignment, give that a look.

so i made a 'senate' in my star system and did the edict 'wartime lockdown' and now the stability bonus will not leave my world. its ben far to long, and i feel like i am cheating. any ideas on how to fix this?
i also have a world with two different stability bonus, both of witch should no longer be there.
it should be noted that when the bounes were active i gave my colonys autonomy (Nexerelin) and the one with the senate was invaded in the time the things were active.

Yup, I *** that one up. Fixed, thanks for the report. (Lockdown)
What other stability bonus are you talking about?

The senate is game changer, now i doesn't need to reapply investment, thanks for such great mod!

Happy to hear that :)
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on July 01, 2020, 09:43:36 AM
Quote
imagine Spain took a Chinese and a US Ambassador, put them in a room, and went "make your nations like each other."

That will not work because Spain have no great relationship neither with Chinese nor with US.

Imagine something else: US have relatively good relationship with UAE and Israel, and they dislike each other till the point they want to eliminate each other from the map. So, US use it's influence to force them to negotiate. Does it makes them to love each other? Apparently not. However it helps they not to have an open hostilities. And it works for last 50 years or so. And there are lot of historical examples when third country trades it's relationship with two countries (in a state of war with each other) to force them stop firing.

So, yeah, it's a common diplomatic trick - close two hostile ambassadors in one room till they agree at least in something. Or kill each other.

On the other hand, I do not use nex, so personally do not care of relation between the factions. And yeah, nex have agents, so it's not an Ind.evo head ache.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: JPR on July 01, 2020, 02:37:14 PM
I've used agents, but they feel "wrong". 90 days for a +15 between 2 nations? And then they trigger a -20 event and RIGHT BACK AT WAR again? Repeatedly? Plus, there's the fact that you keep having to manually assign them.

2 ambassadors for a smaller influence gain between you and them, and between their factions seems like a reasonable endgame building. Hell, make the upgrade an industry, call it a conclave or something, and cap the max influence between the 2 other factions to 0.
My goal isn't to make everyone like everyone else, it's to provide a way to allow actual peace between a few groups (or EVERYONE if you build like 25 buildings/get lucky with relations) that aren't in your grouping.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: alaricdragon on July 01, 2020, 06:34:00 PM
Yup, I *** that one up. Fixed, thanks for the report. (Lockdown)
What other stability bonus are you talking about?

I think it was labor restrictions? however that one has left on its own, so i think that one was good, just was active when i was looking into this.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: darkond2100 on July 01, 2020, 07:57:31 PM
Has anyone tried running this with Archean Order?
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: CountV on July 04, 2020, 09:31:39 AM
Hello, I'm facing a bit of an issue with the ambassador system.

I picked up an ambassador from Yuri Expedition but upon inaugurating them and letting the day pass, I immediately get the two messages that the ambassador was arrested for being compromised along with the message that (Yuri Expedition) agents can no longer track the ambassador and suspect that they are compromised.

I've tried picking up a new ambassador and installing them several times, but the above situation plays out again. It seems to be faction specific as when I tried picking up an ambassador from another faction(mayasura), they were inaugurated without any issues.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on July 04, 2020, 10:42:02 AM
Hello, I'm facing a bit of an issue with the ambassador system.

I picked up an ambassador from Yuri Expedition but upon inaugurating them and letting the day pass, I immediately get the two messages that the ambassador was arrested for being compromised along with the message that (Yuri Expedition) agents can no longer track the ambassador and suspect that they are compromised.

I've tried picking up a new ambassador and installing them several times, but the above situation plays out again. It seems to be faction specific as when I tried picking up an ambassador from another faction(mayasura), they were inaugurated without any issues.

oops, guess I didn't fix that issue after all. Did you update the mod with an ambassador in your inventory by any chance?

This is easily solvable by using console commands to run "addItem deconomics_amb_yrxp", and installing that item. It'll arrest him, and then the system will work again like you are used to.
By the way, do not try to cheat in any more ambassadors after that one, cause it'll break stuff in any case other than the one you have.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: CountV on July 04, 2020, 10:59:18 AM
oops, guess I didn't fix that issue after all. Did you update the mod with an ambassador in your inventory by any chance?

This is easily solvable by using console commands to run "addItem deconomics_amb_yrxp", and installing that item. It'll arrest him, and then the system will work again like you are used to.
By the way, do not try to cheat in any more ambassadors after that one, cause it'll break stuff in any case other than the one you have.

Ah I see, I didn't update recently but I did homebrew in ambassador support for another faction that was lacking it while I had Yuri's ambassador in my inventory, that seems like what might have caused that issue. Thanks for the help. that solved it.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Vex2 on July 04, 2020, 06:47:52 PM
Had an interesting issue pop up with the military/interstellar relay building.

Initially built them on a couple of my planets and no issues, worked as intended.
Later upgraded the relay on my main military base of the system I occupied into an interstellar relay before wandering off around the sector.
When I came back to do some colony management discovered that the relay bonus was stacking off itself on my main fleet base resulting in over 1000% fleet power and 900%+ on the other colonies in the system with relays.

https://i.imgur.com/S6TGyj4.png
https://i.imgur.com/mOO8iLA.png

Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on July 06, 2020, 04:14:09 AM
thanks for that report, it's a known issue and has been fixed for the next version!
For now, there is sadly no real way around it.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on July 06, 2020, 12:13:04 PM
This just in - there is a way around it. Remove the Alpha core from the High command and it stops happening.
You might have to shut down the Interstellar Relay before that to avoid a crash, but that doesn't always happen.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Chikanuk on July 07, 2020, 02:25:02 AM
Dunno this is a know bug or something new, but at some point my salvage yards become a new colony in colony screen. Even with their own administrator. And then i click on this new "colony" it send me to the colony where this structure locate.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on July 07, 2020, 05:38:09 AM
that's just how the salvage yards function, without that the Yards wouldn't work alongside heavy industry.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: S7 on July 07, 2020, 09:30:47 PM
Hi, Im getting a NullPointerException when im in the abandoned terraforming platform in the Corvus system. I've turned off all of my mods except for this one and it still persists in the text. Does this affect anything?
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on July 08, 2020, 02:55:40 AM
Hi, Im getting a NullPointerException when im in the abandoned terraforming platform in the Corvus system. I've turned off all of my mods except for this one and it still persists in the text. Does this affect anything?

that's fixed for the next version already, thanks for the report nonetheless.
it doesn't affect anything at all, you can safley ignore it.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Pelops on July 08, 2020, 02:50:31 PM
Hello, I just updated some mods after Version Checker warning and unfortunately I can no longer start my game if I take Extratential Lanestate in my Mods' list...

Would you have any solution plz ??
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Aposkus on July 16, 2020, 02:48:03 AM
Hello,
I came here to thank you for this great mod, since I really like the colony/empire aspects of the game. However, I have a QoL question:
Is there a possibility to allow VPC be automatically installed(like the AI-cores consumption on the supercomputer)? Since I have a lot of the chips, but I usually travel far away from my system its hard to constantly put each and everyone of them after one is used up.
Once again thanks for the mod.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on July 16, 2020, 12:39:15 PM
Hello, I just updated some mods after Version Checker warning and unfortunately I can no longer start my game if I take Extratential Lanestate in my Mods' list...

Would you have any solution plz ??

Considering this is the Industrial Evolution Mod thread - no, sorry.

Hello,
I came here to thank you for this great mod, since I really like the colony/empire aspects of the game. However, I have a QoL question:
Is there a possibility to allow VPC be automatically installed(like the AI-cores consumption on the supercomputer)? Since I have a lot of the chips, but I usually travel far away from my system its hard to constantly put each and everyone of them after one is used up.
Once again thanks for the mod.

Thanks, always nice to hear.

Hm, I'll think on that. The main issue I am facing is that the next update brings even more Markets/Storage things, and we are reaching a level where the UI does not support it anymore on low res screens.
I might make a shared storage with the Supercomputer, but I really can't promise anything - sorry!
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Vocation on July 16, 2020, 12:58:13 PM
Has anyone tried running this with Archean Order?

Playing with it right now.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on July 17, 2020, 09:32:52 AM
I might make a shared storage with the Supercomputer, but I really can't promise anything - sorry!

Can I suggest a bad idea? Remove that Supercomputer storage and automatically deliver AI cores right from the gathering point storage. Player wouldn't use supercomputer if doesn't have enough AI cores in stash, so manual transportation them from stash to supercomputer storage - nothing more than extra <boring> action. And that is the way to supply more than one supercomputer from single storage.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Chikanuk on July 17, 2020, 09:46:44 AM
Thats... Actually great idea! Also, if you will have option to shut down supercomputer temporarily at will ("Don't use cores" button) - it will be even more useful.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: DecoyGrenadeOut on July 17, 2020, 08:35:28 PM
Hello, I really enjoy your mods! It makes colony gameplay that much more engaging rather than being some cash pinata.

I'm just wondering if you could retrain (respec) your officers in the academy, maybe just once is fine, because I got some pretty inconsistent promotion skill choice leading to unoptimal build I want for the role of that officer and it would be great if I can redo it another way than just dismissing the person and find another one. Thank you!
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: S7 on July 18, 2020, 11:26:57 AM
I built an Academy in my primary world and it's making the administrators I train disappear. Is having officers over cap making this happen?
The retrieve administrator option is also not on the screen.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on July 18, 2020, 12:59:49 PM
I might make a shared storage with the Supercomputer, but I really can't promise anything - sorry!

Can I suggest a bad idea? Remove that Supercomputer storage and automatically deliver AI cores right from the gathering point storage. Player wouldn't use supercomputer if doesn't have enough AI cores in stash, so manual transportation them from stash to supercomputer storage - nothing more than extra <boring> action. And that is the way to supply more than one supercomputer from single storage.

Thats... Actually great idea! Also, if you will have option to shut down supercomputer temporarily at will ("Don't use cores" button) - it will be even more useful.

Absolutely disagreed, this is a terrible idea. Most people use their gathering point as a base, and the supercomputer would just start stealing cores from storage without you being able to do anything against it. It would be counter intuitive and cause issues.

Hello, I really enjoy your mods! It makes colony gameplay that much more engaging rather than being some cash pinata.

I'm just wondering if you could retrain (respec) your officers in the academy, maybe just once is fine, because I got some pretty inconsistent promotion skill choice leading to unoptimal build I want for the role of that officer and it would be great if I can redo it another way than just dismissing the person and find another one. Thank you!

Good proposal, I'm considering it. I do not want to circumvent vanilla gameplay mechanics, and I am on the fence if this is not a too heavy a change to the officer gameplay loop - so don't get your hopes up, it's not decided yet. Thanks!

I built an Academy in my primary world and it's making the administrators I train disappear. Is having officers over cap making this happen?
The retrieve administrator option is also not on the screen.

Yup that's a known bug. If you have no free officer space the "retrieve admin" button vanishes. Just store some officers and it'll reappear.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Chikanuk on July 18, 2020, 01:35:44 PM
Well, i personally never ever leave my AI cores somewhere. And will not be counterintuitive if you warn everyone in building description. But whatever, this is not something important.
Also, im really like idea about officer respec. This is sad when my trusted officer got bad luck and waste last skill, simply cuz he has bad rolls several time straight. Like 3-5 lvl ups with only wing option for direct combat officers or *** damage control for anyone again and again.
Since im true autist i cannot play with such defected officer and forced to fire him. Even if it breaks my heart.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: S7 on July 18, 2020, 02:05:50 PM
I'm gonna assume that deleting the academies, while there are some officers and administrators stored inside, will delete those administrators and officers?
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on July 18, 2020, 02:15:53 PM
I'm gonna assume that deleting the academies, while there are some officers and administrators stored inside, will delete those administrators and officers?

Yep!
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: onychannel on July 24, 2020, 06:13:16 PM
I'm encountering an issue where one of my two variable assemblers is not creating the heavy machinery it should.
I have 2 colonies, one i colonised myself, one is a pirate base I bought.
The pirate base is my default deposit with a variable manufactory, beta core and the marines/arms VPC, which is working just fine.
The other is a Variable Assembler with a beta core and the heavy machinery VPC, and says it produces 0, but afaik there is no disruption to the required supplies for the assembler. It is supposedly also delivering 0 to my other colony.

I'm not sure whether this is an issue with the fact that the pirate base is not technically mine because i bought it, or something else. The two colonies are in different systems.

Luddic Church wanted to satbomb the heresy out of me so i no longer have the 2nd colony to check whether it would still be an issue when upgraded to a manufactory
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: EvilWaffleThing on July 25, 2020, 02:50:26 PM
I can see the rules packages in the settings here.
Code
"ruleCommandPackages":[
  "com.fs.starfarer.api.impl.campaign.rulecmd.academyRules",
  "com.fs.starfarer.api.impl.campaign.rulecmd.ambassadorRules",
  "com.fs.starfarer.api.impl.campaign.rulecmd.edictRules",
But I don't know how to access or change those. I wanted to set it up so I can keep training admins until they are perfect but with vastly increasing costs and time requirements.
How do I do that? I have a very minor understanding of coding and modding.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on July 26, 2020, 10:23:17 AM
strange bug

I have no idea how this can happen, but I'll look into it. thanks for the report!

I can see the rules packages in the settings here.
Code
"ruleCommandPackages":[
  "com.fs.starfarer.api.impl.campaign.rulecmd.academyRules",
  "com.fs.starfarer.api.impl.campaign.rulecmd.ambassadorRules",
  "com.fs.starfarer.api.impl.campaign.rulecmd.edictRules",
But I don't know how to access or change those. I wanted to set it up so I can keep training admins until they are perfect but with vastly increasing costs and time requirements.
How do I do that? I have a very minor understanding of coding and modding.

Not possible unless you can code java, completely change my code for officer training, and recompile the mod.

sorry!
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Vocation on July 29, 2020, 04:42:04 PM
I think something is wrong with military relays. If you have fleet size to max and have a relay it can increase fleet size an absurd amount. I currently have like 3000% increase and once I put an AI core in high command I suddenly get 20000% fleet size which crashes the game.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on July 30, 2020, 03:07:58 AM
I think something is wrong with military relays. If you have fleet size to max and have a relay it can increase fleet size an absurd amount. I currently have like 3000% increase and once I put an AI core in high command I suddenly get 20000% fleet size which crashes the game.

known problem with interstellar relay, please don't use AI cores in High Command - it's fixed for the next update.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Yunru on July 30, 2020, 03:12:13 AM
It's only a problem if you haven't set your fleet doctrine! :P
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Vocation on July 31, 2020, 12:20:27 AM
I deleted all my military relays. The AI doesn't also seem to use them so its kinda unfair too.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on August 01, 2020, 09:51:49 PM
For the upcoming reverse-engineering update: can it do the same for weapons/LPC?

Also, would be great, if we have a full mechanic in words. Exciting!
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Unnamed_Shadow on August 02, 2020, 02:51:21 AM
I deleted all my military relays. The AI doesn't also seem to use them so its kinda unfair too.

In cases like this i recommend activating Brawl Mode. It doubles the size of Invasion Fleets.

With that mode i have seen 4 or 5 Invasion Fleets. Really makes your OP Fleets get a nice challenge.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on August 02, 2020, 04:11:36 AM
For the upcoming reverse-engineering update: can it do the same for weapons/LPC?

Also, would be great, if we have a full mechanic in words. Exciting!

When I made it for weapons/LPC as well, it sucked the fun out of the campaign - "not having access" to some things, even in theory, is imperative for the player reward cycle of visiting other planets and attacking others for loot.
But the ability to reverse engineer salvaged ships added neatly to the experience of the ship salvaging/combat loop instead of breaking it, so that's fine.

Regarding mechanics:
The structure adds a storage to the planet it is built on. You place ship hulls into that storage, which then get taken into the structure and are disassembled over time. You get "Research Progress" depending on the ship hull size, with a negative penalty for every D-Mod. Once you disassembled enough ship hulls to be at 100% progress, you can overwrite a blueprint of the same hull size with the new ship data. It takes multiple (3+) capital hulls to get to that point, so it's not easy - but very rewarding if you pull it off.

There is another upcoming thing that'll make it a bit easier to find that rare weapon you want, so no worries.

I deleted all my military relays. The AI doesn't also seem to use them so its kinda unfair too.

In cases like this i recommend activating Brawl Mode. It doubles the size of Invasion Fleets.

With that mode i have seen 4 or 5 Invasion Fleets. Really makes your OP Fleets get a nice challenge.

Next update clamps the total bonus a relay can provide to the maximum fleet size available in the network - if your highest planet has 300%, no other planet with a relay will exceed that number.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on August 02, 2020, 04:46:09 AM
The structure adds a storage to the planet it is built on. You place ship hulls into that storage, which then get taken into the structure and are disassembled over time. You get "Research Progress" depending on the ship hull size, with a negative penalty for every D-Mod. Once you disassembled enough ship hulls to be at 100% progress, you can overwrite a blueprint of the same hull size with the new ship data. It takes multiple (3+) capital hulls to get to that point, so it's not easy - but very rewarding if you pull it off.

Is that mean just "restore your hulls with money before placing to special storage"? See no point in negative penalty on D-mods.

And what is it mean "overwrite"??? Is it about BP-item you need to have in storage, or about a known ships list?
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on August 02, 2020, 04:55:55 AM
The structure adds a storage to the planet it is built on. You place ship hulls into that storage, which then get taken into the structure and are disassembled over time. You get "Research Progress" depending on the ship hull size, with a negative penalty for every D-Mod. Once you disassembled enough ship hulls to be at 100% progress, you can overwrite a blueprint of the same hull size with the new ship data. It takes multiple (3+) capital hulls to get to that point, so it's not easy - but very rewarding if you pull it off.

Is that mean just "restore your hulls with money before placing to special storage"? See no point in negative penalty on D-mods.

And what is it mean "overwrite"??? Is it about BP-item you need to have in storage, or about a known ships list?

Costs, costs, costs - sure, you can restore it - but that'll eat through your funds in a breeze.
Overwrite means that a blueprint of the same hull size has to be installed into the building like a Nanoforge.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on August 02, 2020, 05:10:38 AM
Overwrite means that a blueprint of the same hull size has to be installed into the building like a Nanoforge.

I will not ask how you did that. Probably magic.

See a little problem here - players would grind BP from raiding weak factions without learning them (to be able to loot it from raid again and again) just to have a source of infinite spendable BP to supply reverse engineering structure. I don't consider this as a big issue, still it would be good to have a way to evade this.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on August 02, 2020, 07:06:31 AM
Overwrite means that a blueprint of the same hull size has to be installed into the building like a Nanoforge.

I will not ask how you did that. Probably magic.

See a little problem here - players would grind BP from raiding weak factions without learning them (to be able to loot it from raid again and again) just to have a source of infinite spendable BP to supply reverse engineering structure. I don't consider this as a big issue, still it would be good to have a way to evade this.

Yup, black magic.
I don't think that motivating the player to play the game is a problem :P
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Chikanuk on August 02, 2020, 10:40:15 AM
I think its pretty good mechanics in general. Some players want to go for exploration and find BP, but some didnt. Players who want to fight 24\7 now have the way to accure BP as well.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on August 03, 2020, 07:58:12 AM
Drunken suggestion:

Reverse engineering is available for the whitelist, right?

And what shall we do with ships not in that list? Or those unique ships, you can not obtain more than one? Obviously player shouldn't obtain the BP to create entire fleet of them, but how about rough copying? Put one ship into the hangar, disassemble it, duplicate parts - assemble more than one. Output - two (or three) hulls of a same type with a specific built-in hullmod that gives a "counterfeit" penalty to ship stats and inability to duplicate it again.

Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Unnamed_Shadow on August 04, 2020, 09:46:45 AM
Drunken suggestion:

Reverse engineering is available for the whitelist, right?

And what shall we do with ships not in that list? Or those unique ships, you can not obtain more than one? Obviously player shouldn't obtain the BP to create entire fleet of them, but how about rough copying? Put one ship into the hangar, disassemble it, duplicate parts - assemble more than one. Output - two (or three) hulls of a same type with a specific built-in hullmod that gives a "counterfeit" penalty to ship stats and inability to duplicate it again.

I feel the Structure could be upgraded with a Pristine Nanoforge and Alpha Core. With both, you only need 1 Hull to create a duplicate.

Unique Duplicates consume the Nanoforge and Alpha Core (this means if you want to have another Copy, you would need to get another Nanoforge and Alpha Core)

To add to this idea. Maybe it might be crazy, but perhaps through Reverse Engineering you get the option to build a [REDACTED] Station as your Colony's Battlestation. Of course this consumes a Nanoforge and Alpha Core. But you get [REDACTED] Station as a Structure to build (no Blueprint, this means you would have to this process on every planet to get a [REDACTED] Station)
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on August 04, 2020, 09:58:57 AM
Also due to how strong they are

Is that a joke? Even those full-powered versions are arguable weaker than any star fortress. Off course with no support fleets. And even if not weaker, definitely not twice as strong to take two industry slots.

Also, I believe this suggestion, although being good, does not belong to IndEvo responsibility zone.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: DubTre6 on August 07, 2020, 11:39:31 AM
SirHartley, this mod is fabulous! It's been so much fun trying to decide which 12 buildings I want with all these options.

I do have one question, does the reinvestment edict from the senate work as intended? I haven't seen any money actually go back into my growth investments. Ok, maybe it does work and I just didn't wait long enough? Because after an in-game month, when I didn't see any reinvestment, I just shut down the edict. Thanks for your help in this regard  ;D
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on August 07, 2020, 12:19:29 PM
Because after an in-game month, when I didn't see any reinvestment, I just shut down the edict

If your profits from that planet is lower than 20000 (IIRC), there would not be any investments made, sorry. If it is higher, but not enough to fill all investments - only that "over 20k" amount would be invested.

Investments are made only at the end of the month, IIRC. Check growth investments rate at the end of the month and on first day of the next one. Works for me.

Quote
decide which 12 buildings I want with all these options.

If we are here already. ©

@SirHartley are you ever ponder about making a "virtual market" option to fit additional structures? Or I've better shut up again?  :-X
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: DubTre6 on August 07, 2020, 03:48:05 PM
@Mondaymonkey Thanks for the explanation, I'm gonna try it again
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Unnamed_Shadow on August 07, 2020, 11:26:42 PM
I feel you need to be able to choose which  Skill you can level up for your Administator on the Academy.

I find Planetary Operations to be the least useful for Administrators.

Being able to choose would be great.

I have sent 3 Administrators to get training at Eochu Bres, and they all get Planetary Operations, which really annoys me.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on August 08, 2020, 07:01:28 AM
@SirHartley are you ever ponder about making a "virtual market" option to fit additional structures? Or I've better shut up again?  :-X

Hm, no, not planned. I personally think that the 12 Structure limit should be 16 (just another row) - but not 24, that'd be too much.

I like giving less, or simplified options, before overshooting and accidentally breaking core game features.

This is one such case.
My opinion here is that having less slots encourages the player to make descisions, and choose between buildings - which is more interesting than just one supercolony with everything.

I feel you need to be able to choose which  Skill you can level up for your Administator on the Academy.

I find Planetary Operations to be the least useful for Administrators.

Being able to choose would be great.

I have sent 3 Administrators to get training at Eochu Bres, and they all get Planetary Operations, which really annoys me.

See above regarding core game loop/gameplay simplification.

I'll change the algorithm for skill picking to not produce  the same skillset twice in a row - that'll make sure at least 1/2 admins gets the skill you want.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Uhlang on August 09, 2020, 05:13:32 AM
I don't get the options to retrieve my officers or administrators.
Image
(https://i.gyazo.com/b4f48f2573a690be0cfa4abda7af4a9b.png)
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In case it's relevant, the academy's on an Independent colony from Dassault-Mikoyan Engineering. I built it myself using the governorship function from Nexerelin. As far as I know, the only mod I use that affects administrators is Better Colonies, though I doubt that has anything to do with this, seeing as the academy on Eochu Bres seems to work just fine.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on August 09, 2020, 07:47:17 AM
Known problem, the option vanishes as long as you have no free officer space.
Store some officers until you have free space, and it will reappear.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Uhlang on August 09, 2020, 10:03:01 AM
Huh. What an odd bug.
Thanks.

Also, here's a minor suggestion for an edict:
Capital Designation: Gives the "Regional Capital" condition. Can only be used on colonies size 5 or above. There may be only one capital per system. The condition will stay around forever unless another colony is set as the capital. There has to be a couple cycles between capital designations to prevent the player from just handing the condition to whatever colony needs the stability bonus.

It's not much, but it would still give the player something to consider while colonizing, I think.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on August 09, 2020, 10:57:51 AM
Capital Designation: Gives the "Regional Capital" condition.

Alternative suggestion: no edict needed. Planet with senate automatically considered as system capitol (IMO have administrative sense). And you can not have more than one in a system already.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Uhlang on August 09, 2020, 11:25:30 AM
That's probably a lot better in terms of the amount of effort involved and the actual results. Though, I feel like it would make the Senate Alpha Core +1 stability bonus kind of redundant.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on August 09, 2020, 11:58:25 AM
Senate Alpha Core +1 stability bonus kind of redundant.

That can always be changed to anything else.

Besides, SirHartley mentioned that whole AI cores bonus system could be slightly changed. Who knows, maybe Alpha AI core in senate already do something else in dev...

I will not be surprised of anything any more.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: DubTre6 on August 10, 2020, 12:24:37 PM
Senate Alpha Core +1 stability bonus kind of redundant.

That can always be changed to anything else.

Besides, SirHartley mentioned that whole AI cores bonus system could be slightly changed. Who knows, maybe Alpha AI core in senate already do something else in dev...

I will not be surprised of anything any more.

Incoming I AM THE SENATE
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on August 12, 2020, 10:05:23 AM
Incoming I AM THE SENATE
Spoiler
(https://i.imgur.com/KwvE08j.gif)
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Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on August 13, 2020, 10:26:42 AM
Can we have a structure (or additional functional of some existed structure) that convert commodities from it's own storage into export values? Imagine you have 6k of metal, 5k of supplies and 2k of heavy machinery from recent kill-em-all expedition. Instead of searching three different markets with best prices (and even if you find them, real price would be much lower, as you oversaturate any  market with that amount of commodities). Idea is to put all exceeded resources into one storage, that will slowly sell it over long time without dropping price to level of garbage. I see two options:

1. Structure generates production of that commodities, based on amount in storage. At the end of the month some amount of goods is removed from storage based on profits of export you gain divided on average price of that commodity. So, month over a month storage will be slowly emptied.

2. No production or exports. Structure just convert stored items (but no more than a fixed monthly maximal value) into income at 90% average price rate.

It also could have additional functional not to be useless when empty.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on August 13, 2020, 10:41:17 AM
Export Structure

Good idea, easy to do - I'll see if I can't tuck that onto the next update.
No promises though ;)

Thanks for the proposal, it's a good one!
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Chikanuk on August 13, 2020, 08:40:41 PM
I was thinking what this is impossible\too hard to make, but turn out i was completely wrong! Great idea, i already have 60k of metals in stashes all around the sector. And i didnt even start colonising.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on August 14, 2020, 09:05:11 AM
Quote
already have 60k of metals in stashes all around the sector.

Put them in a trash bin. IIRC next version of ind.evo would not be save compatibles.

Main reason why I do not play SS for like a month - do not want to start a new game without new ind.evo.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on August 14, 2020, 10:44:20 AM
Can confirm this, next update is going to be super not save friendly.
Other than a boatload of new stuff, there is an ID change which will break everything.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on August 14, 2020, 11:25:48 AM
Almost forgot, can we have that "export structures" on some vanilla markets? They do exactly the same, but player pays a fixed tariff from income to a colony it located on.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Seiryn Coltrip on August 15, 2020, 03:12:46 PM
Fantastic addition to the game, but I was wondering if there's a way to see how many credits D-mods take to remove before storing ships and if you can store ships without having them repaired automatically. Salvaged my first Paragon and right after repair it put me wayyy in the red, so now I'm thinkin of how to come back from that so my officers don't abandon ship. And again, fantastic mod. You, Histidine, and Sundog have really livened up Starsector and it's great.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on August 15, 2020, 03:46:50 PM
Almost forgot, can we have that "export structures" on some vanilla markets? They do exactly the same, but player pays a fixed tariff from income to a colony it located on.

Nope, that one will be player colony only - don't be lazy, sell your own stuff :P

Fantastic addition to the game, but I was wondering if there's a way to see how many credits D-mods take to remove before storing ships and if you can store ships without having them repaired automatically. Salvaged my first Paragon and right after repair it put me wayyy in the red, so now I'm thinkin of how to come back from that so my officers don't abandon ship. And again, fantastic mod. You, Histidine, and Sundog have really livened up Starsector and it's great.

Thank you very much for the kind words!

Regarding your question - just hover over the storage tooltip and press F1, it will give you a cost prediction.
Gamma and Beta cores also change how the building operates - check out their tooltips!
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Seiryn Coltrip on August 15, 2020, 03:56:35 PM
Oh, of course! Can't believe I missed that. Thanks.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on August 16, 2020, 06:10:51 AM
Nope, that one will be player colony only - don't be lazy, sell your own stuff

Oy, vay! ©
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Chikanuk on August 16, 2020, 06:21:21 PM
Well, seems like i will be stuck with this build untill i end this playthrough. And need to sell this 60k by myself. Still good news, cuz i always have huge piles of *** in my stashes.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on August 17, 2020, 12:57:14 AM
Suggestion:

New edict: demilitarized zone. Can not be used on planets with military buildings (patrol HQ, privateer base, etc.) Nullifies ground defense strength and fleet size from planet, making it extremely vulnerable. Grants +100% to any income (stack with other bonuses) and +50% accessibility. Any shiphulls and heavy armament production is removed from planet. Removing edict causes some rep loss with factions presented in-system.

Also, instead of mentioned bonuses, colony could have decreased chance to be chosen as target for any punitive expedition. Off course, if this is possible to do.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Chikanuk on August 17, 2020, 04:15:05 AM
Such bonuses, especially in system with many planets will broke economy even harder than any regular colonies. With such numbers you can simply add cash via console, effect will be the same.
Also, whole idea of "demilitarized zone" going against the game lore. In the game even in most secured zones of central systems war and pirate raids are common thing.
Any demilitarized zone will be a suicide, and will cause exact opposite effect than "decreased chance to be chosen as target for any punitive expedition". Because pronouncing planet as demilitarized zone its literally -"everyone, please, raid us for your heart content".
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on August 17, 2020, 04:22:31 AM
Holly hell! You are right! I made an annoying typo when translating! "Suggestion" should be read as "Stupid suggestion", cos' that is exactly what it was.

Google translate set me up again.

Offtopic
Such a question: the forum still does not digest the Cyrillic?
[close]
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on August 19, 2020, 09:13:11 AM
Suggestion. Structure, that requires a two industry slots like privateer base and doing similar (but opposite in the same time) thing. If any hostile faction perform a successful raid or expedition to any player market in a same system, planet with this structure will send strong raid to the planet (not system), that send those hostile expedition. Will not return any loot, but provide large "recent unrest" and disrupt military structures. Description should say "Can cause deciv", as it what it meant to do. Can not have more than one in a system. Will not send any raid if enemy raid was unsuccessful or faction not hostile. Can not be built in a same system with privateer base. No more than one revenge fleet for X month. If no target for revenge fleet - will attack pirate bases or LP bases (and destroy if success) if they hostile to player and provide respective active influence (pirate activity or active LP cells on markets, disrupted or sleeper are not counted). If those bases are not discovered yet - structure will reveal their position instead of attack (counts as revenge raid).

Yeah, It's a lawful version of privateer base basically.

Almost forgot - epic monthly upkeep! ~1-2m would be right just fine for what it does!
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Minitialize on August 27, 2020, 08:54:01 AM
Been looking for a mod that adds more buildings, this just takes the cake for me. I've been building the same structures in nearly all of my colonies, some of which aren't even necessary. Thank you for creating this wonderful mod.  :)
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on August 28, 2020, 11:56:07 AM
I remember, someone once mention something similar, not sure if it was here. (search didn't find)

Suggestion: Exploration depot industry. Does not do anything until player "feed" it with survey data. Each data increase total score based on survey data rank (not linear, tho'. Something like lvl5 data ~ 20-50* lvl1 data). That value exponentially determines building level. On a lesser ranks will not generate nothing but income monthly, based on rank. From some point there are progressive probability of obtaining some resources, common or uncommon weapons and LPC, etc. Highest ranks (really-really hard to obtain, like full survey data of a half of a sector) can provide a small chance of obtaining some rare special items. Almost forgot: Upkeep is increasing with rank.

Cath: Building generates player faction "Salvage fleet", that run from home to random picked full-explored planet and back. If it is destroyed because any reason - building is disrupted for X month, but upkeep remains. Fleet strength based on market fleet size and quality values, but it is significantly weaker, than average detachment from this planet. Also, contains a lot of salvage rig role ships.

If removed from market, all survey data inside building goes to storage.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: anhkhoa3302 on September 02, 2020, 07:15:07 PM
(https://i.imgur.com/eoBeOaR.png)
Military relay and intrstellar relay aren't supposed to be this ,right :v Beside, the colony have largest fleet size also gain the buff from the relay applied for smaller colonies . My english isn't good but I hope you get it, please fix the relay
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Minitialize on September 03, 2020, 02:06:13 AM
Hello. I'm not sure if this was intended to fix some certain bug I'm not aware of, but a salvage yard in one of my markets turned into a market of it's own. At first glance, it doesn't seem all that bad since it still generates income from the salvage gathered in the system by itself, but the thing is, it also requires an administrator whom I can't bother to assign with since it's useless. I'm unable to assign an AI core to it since I can't "dock" at the non-existent planet (nor am I able to build structures on it, can't access the said market's colony management UI).

Meanwhile, other salvage yards present in my game appear to function without any issues.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on September 03, 2020, 05:13:05 AM
Military relay and intrstellar relay aren't supposed to be this ,right :v Beside, the colony have largest fleet size also gain the buff from the relay applied for smaller colonies . My english isn't good but I hope you get it, please fix the relay

Nope, that's a bug. Don't use Alpha Cores in High Command for now - it triggers this problem.
It's fixed in the dev version, thank you for the report!

Hello. I'm not sure if this was intended to fix some certain bug I'm not aware of, but a salvage yard in one of my markets turned into a market of it's own. At first glance, it doesn't seem all that bad since it still generates income from the salvage gathered in the system by itself, but the thing is, it also requires an administrator whom I can't bother to assign with since it's useless. I'm unable to assign an AI core to it since I can't "dock" at the non-existent planet (nor am I able to build structures on it, can't access the said market's colony management UI).

Meanwhile, other salvage yards present in my game appear to function without any issues.

This is intended behaviour. The Yards establish a colony with a preassigned admin to export alongside heavy industry.

You do not need to do anything with it, as it works and functions on its' own.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on September 03, 2020, 09:26:06 AM
BTW, Suggestion:

Do you remember those sordid TT usurers in a bar? Why not became one?

Credit bank industry will deducts from the player account random value (but no more than that planet monthly profit) and borrow it to some dubious person. After a 6 month player get it back + interest value.

Cath: there are small probability that debtor will refuse to pay. In this case, game will create custom bounty with no expire time and reward equal of debt. Bounty fleet strength based on debt size. Other debtors will delay payments until player proves with plasmagun they should pay in time. There are some cooldown period with no bad debtors after player defeat last custom bounty.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on September 03, 2020, 12:18:07 PM
BTW, Suggestion:

Do you remember those sordid TT usurers in a bar? Why not became one?

Credit bank industry will deducts from the player account random value (but no more than that planet monthly profit) and borrow it to some dubious person. After a 6 month player get it back + interest value.

Cath: there are small probability that debtor will refuse to pay. In this case, game will create custom bounty with no expire time and reward equal of debt. Bounty fleet strength based on debt size. Other debtors will delay payments until player proves with plasmagun they should pay in time. There are some cooldown period with no bad debtors after player defeat last custom bounty.

Hm, shadowy broker adds a "bank" function already.
I'll think on that one - forcing the player to go after money owed to him does sound engaging.

Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on September 03, 2020, 03:54:48 PM
Hm, shadowy broker adds a "bank" function already.

RLY? One day I should install this great mod! Not soon, alas.

However, idea is not to "store money in bank", but "be a bank", with all the hardships and vicissitudes, this business carries. BTW, sometimes that means debtor does not have that amount of cash, so bank get his investments with a mortgaged property. In a terms of SS that means resources, ships, weapons etc, but I suggest limit this to resources only, cos' SS economy does not allow to convert ships and weapons into a cash at acceptable rate, while resources can be sold with even greater profits (requires player personal actions, which is great, right?) or used in "export structure", which makes them a sweet pair!

Quote
forcing the player to go after money owed to him does sound engaging.

Believe or not, that was a core of a suggestion and was inspired by "motivating the player to play the game" concept.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: anhkhoa3302 on September 04, 2020, 06:03:46 AM
I have an ideal to add more flavor to your mod. My English isn't good so I will try to make it simple, I hope you understand  :P

My ideal is to add a special resource that produce by the Academy. The engineer. The Academy now will demand domestic goods and a little supplies to function, demand isn't meet it will produce less engineer and officer training will slower.

The engineer will be demanded by military/insterstellar relay ,supercomputer, restoration dock,....to function at 100% and will less effective if the demand wasn't meet

And if it possible...the engineer could also count as a crew but with much higher payroll and cost to hire. They will give us some effect if we have enought of them in our fleet.
Let say your fleet need 100 crew minium for all ship to function at 100%
 -> 10% of them is engineer : -5% supplies cost to maintain fleet
 -> 20% : -7% supplies cost in maintain, -5% fuel used per light year
 -> 30% : -10% supplies cost, -10% fuel used, +15% more resourse gain from scavenging ,40% faster and 20% cheaper ship repair after/out battle
 -> 40% : -10% supplies cost, -10% fuel used, +20% more resourse gain from scavenging, fast and cheap like the 30%, +15% faster fighter replacement, 20% faster weapon repair in battle and  20% reduce overload duration.
 Any more than 40% will not have any more effect .Let pay them 3 or 4  time more than normal crew to make it balance XD

Thanks for your awesome mod !

Edit : I think restoration dock should demand some heavy machiney, metal and engineer (if you decide to add this in your mod, of couse) to function and It give you +10% ship quality and some credit every month depend  on colony size + fleet size of that planet because the dock not only fix your ship but anyone's ship. This version of restoration dock can only build on planet have heavy industry/ Orbital work.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: e on September 05, 2020, 04:36:46 AM
How does the "Privateer Base" behaves when built in a player faction "autonomous colony"? (Nexerelin)

Does it still stage raids? and if so...
Does it still produce resources for the autonomous planet?
Does the player still gets weapons, bps and whatnot from this raid?
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on September 05, 2020, 10:49:39 AM
Mod idea

Thank you for the proposal! I made a write-up and added it to the idea list, though do note that I really can't promise anything.
It might, or might not - see the light of day in the future.

How does the "Privateer Base" behaves when built in a player faction "autonomous colony"? (Nexerelin)

Does it still stage raids? and if so...
Does it still produce resources for the autonomous planet?
Does the player still gets weapons, bps and whatnot from this raid?

Nope
Nope
Nope

With the next update, the answer will be:

Yep
Yep
Nope
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: e on September 05, 2020, 01:03:36 PM
With the next update, the answer will be:

Yep
Yep
Nope

Alright, that sounds about right. Thanks and i'll wait for the next update!
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Xobra on September 06, 2020, 04:28:27 AM
Suggestions:

As a side note: Better Colonies changes a few things regarding Admins: there are more Tiers and some Admins only got 1 LvL in some Skills. Those Admins cannot be chosen for training. This can be prevented by manually tinkering with Better Colonies Config and only allowing "vanilla" Admins to spawn.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on September 06, 2020, 06:00:18 AM
Suggestions:
  • Academies with an Alpha Core can make Tier 3 Admins, but it needs longer, maybe 6 months training time
  • Allow the player to choose which skill they can gain, when sending Tier 0/1 Admins to train
  • Change Skill Training: Change an Admin, or more importantly Officer Skill to another one (shorter training time?)

As a side note: Better Colonies changes a few things regarding Admins: there are more Tiers and some Admins only got 1 LvL in some Skills. Those Admins cannot be chosen for training. This can be prevented by manually tinkering with Better Colonies Config and only allowing "vanilla" Admins to spawn.

IndEvo is supposed to supplement vanilla, not replace it.

1) I will not allow tier 3 admins - regardless of how many people ask :)
T3 Admins make alpha cores obsolete, which is not desirable. You'll have to live with the danger if you want those bonuses.

2) The next version has a changed algorithm so you will always get all skills within 2 admins - if you are unlucky the first time, you'll get the skills you want the second time.
3) Nope - would make looking for officers/admins obsolete.

Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Xobra on September 06, 2020, 06:14:17 AM
snip

IndEvo is supposed to supplement vanilla, not replace it.

1) I will not allow tier 3 admins - regardless of how many people ask :)
T3 Admins make alpha cores obsolete, which is not desirable. You'll have to live with the danger if you want those bonuses.

2) The next version has a changed algorithm so you will always get all skills within 2 admins - if you are unlucky the first time, you'll get the skills you want the second time.
3) Nope - would make looking for officers/admins obsolete.

Well, back to savegame editing it is then :P

Alpha Cores would not become obsolete, unless Admin Caps are "unlocked". There is no danger from using AI Admins in mid-late modded  game anymore, just grind for Alpha Cores

I never rly had to look for Officers; most of mine had everything they shoud have, except for maybe 1-2 Skills
If the training for Admins resulted in the false Skills, then that Admin needed to seek a new Faction for a Job
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Xobra on September 06, 2020, 07:38:33 AM
I was going through the the Structures of this Mod again, looking which things I barely use and why:

The Relays: Never needed them much; and my High Commands do have Alpha Cores; the bug may be funny but "a bit" gamebreaking.

Embassy: Never rly had relationship problems, but I do them for fun with Beta Cores once I got Spare Room. Only downside if that the AI never uses them (for example for Nex Alliances) I set it up for them if I want to, but I never rly checked if it worked.

Academy: Normally only got one, if ever, or use preexisting ones. Most underused Structure by me.


Suggestion Academy: Each one increases Officer Quality and Quantity of Fleets by 1% (2% with Alpha Core) up to a maximum of 10% (+1% for every Alpha Core, max 20% if possible).

Another one for Restoration Docks: Send repaired Ships (0 D-Mods) automatically to Players Gathering Point, if it exist.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: e on September 06, 2020, 10:55:01 AM
Academy: Normally only got one, if ever, or use preexisting ones. Most underused Structure by me.

Disagree on this one. While the Admin training is subpar with mods like "Better Colonies" installed, the mod has many features that i do use frequently. The ability to store officers and admins is IMMENSELY useful to me as i can just stockpile admins for when i wanna conquer a system to make autonomous. (Nex)

Even then the officer training options are useful, and something i use often. You may also want a couple more than just one as it helps with the spawn of officers/admins for hire.

It's not a top priority on my list, but it is an ok option to fill any gaps on my colonies.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on September 06, 2020, 01:58:06 PM
Thank you for the feedback!

The Relays: Never needed them much; and my High Commands do have Alpha Cores; the bug may be funny but "a bit" gamebreaking.
Relays can save you an industry slot on planets that would otherwise be under defended. It is aimed at people that like to centralise defence. The fleet size bug is unfortunate, but fixed in the next update - which will also cap the total increase to the highest in-network fleet size to make relays less broken op.

Embassy: Never rly had relationship problems, but I do them for fun with Beta Cores once I got Spare Room. Only downside if that the AI never uses them (for example for Nex Alliances) I set it up for them if I want to, but I never rly checked if it worked.
That's a classic case of "doesn't fit your playstyle, then. Most of the stuff this mod adds is niche - some things might never be used due to player preference, while others are extremely nice to have. At this point, with (in the beta) 20+ buildings, not everything will be useful to everyone.

Academy: Normally only got one, if ever, or use preexisting ones. Most underused Structure by me.

Suggestion Academy: Each one increases Officer Quality and Quantity of Fleets by 1% (2% with Alpha Core) up to a maximum of 10% (+1% for every Alpha Core, max 20% if possible).

The Academy already increases fleet officer quality in the entire star system, and quality + quantity on the planet it is built on (read the FAQ?). The fact that you prefer your officers according to standards set by a different mod might make this structure underwhelming for you - but it has many more uses, and I honestly think it's one of the more important things in this mod.

Another one for Restoration Docks: Send repaired Ships (0 D-Mods) automatically to Players Gathering Point, if it exist.
Next update brings something that will alleviate this problem.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: majorfreak on September 06, 2020, 02:23:43 PM
Academy: Normally only got one, if ever, or use preexisting ones. Most underused Structure by me.
wuh wuh wuh The ability to store officers and admins wuh wuh wuh wuh
OMG SQUEEE!!!
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Kartoffel on September 06, 2020, 04:30:33 PM
Got some side questions,

1. Do other factions get the effects of the Privateer Base (do they also get additional privateers)?
a. I've done some testing by giving a whole faction multiple of privateer bases in comparison, if I owned them to find no messages of raids by them on hostile factions to them. Yet when I owned the same systems, I can clearly identify with notifications of raids by my own faction.
b. Purpose for this is so that I can give another faction more offensive capabilities in comparison to what's provided in Nexerelin

2. Is there any plans for a military equivalence to the Privateer Base (to prevent lawless population)?

Any answer is appreciated.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: e on September 06, 2020, 08:26:03 PM
The Relays: Never needed them much; and my High Commands do have Alpha Cores; the bug may be funny but "a bit" gamebreaking.
Relays can save you an industry slot on planets that would otherwise be under defended. It is aimed at people that like to centralise defence. The fleet size bug is unfortunate, but fixed in the next update - which will also cap the total increase to the highest in-network fleet size to make relays less broken op.

I haven't tried the Military/Interestellar Relays much because, as a habit, i always build High Commands on all my planets for a multitude of reasons:
1.- The obvious spam of fleets means safety.
2.- The stability bonus.
3.- Military budget. (Nexerelin)

So, my question is: If i'm willing to meta-game like this, is there any benefit from having the relays? or is this meant for a more conservative play style?
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on September 06, 2020, 10:22:04 PM
I'm not in any way complaining or trying to rush, but I'm still quite curious if the next update will come out in the next ~2 months?

Thank you!
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Minitialize on September 06, 2020, 11:04:57 PM

I haven't tried the Military/Interestellar Relays much because, as a habit, i always build High Commands on all my planets for a multitude of reasons:
1.- The obvious spam of fleets means safety.
2.- The stability bonus.
3.- Military budget. (Nexerelin)

So, my question is: If i'm willing to meta-game like this, is there any benefit from having the relays? or is this meant for a more conservative play style?

Personally I find it really useful to have no need sacrificing an industry slot for every planet while still being able to send out patrol fleets the same size (or even bigger) to what a high command would offer. iirc too, it's also pretty useful if a star system you're occupying doesn't have any "stable orbits" because the interstellar relay also serves as a makeshift comm relay.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: e on September 06, 2020, 11:16:48 PM

I haven't tried the Military/Interestellar Relays much because, as a habit, i always build High Commands on all my planets for a multitude of reasons:
1.- The obvious spam of fleets means safety.
2.- The stability bonus.
3.- Military budget. (Nexerelin)

So, my question is: If i'm willing to meta-game like this, is there any benefit from having the relays? or is this meant for a more conservative play style?

Personally I find it really useful to have no need sacrificing an industry slot for every planet while still being able to send out patrol fleets the same size (or even bigger) to what a high command would offer. iirc too, it's also pretty useful if a star system you're occupying doesn't have any "stable orbits" because the interstellar relay also serves as a makeshift comm relay.

This is something i don't actually understand, so say, let's say i have a system with the following:

High Command with AI core with Interestellar Relay
Military Base with Military Relay
Patrol HQ with Military Relay

Does the end result mean that military base and Patrol HQ will spawn patrols similar to the one with the high command? Because you have to keep in mind that the number of patrols vary depending on the building tier, which means that, even thought you're sending a big buff to your Patrol HQ thanks to the high command, it'll still produce just fast pickets.

Am i getting this incorrectly?
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on September 07, 2020, 12:04:23 AM
Quote
Does the end result mean that military base and Patrol HQ will spawn patrols similar to the one with the high command?

Correct. At least in fleet size.

Quote
it'll still produce just fast pickets.

Not sure, if it would be just a fast pickets, or real detachments, but even if it is just pickets, those "fast pickets" would be the hell strong. And those values definitely are in account for autoresolve battles without player in system. So yeah, that would have almost the same contribution to overall system fleet strength, as HQ would do. Helps in outmatching invasion fleets in space.

Also interstellar relays would give fleet size compared to largest in relay network, which mean that small undeveloped planet size 3 in a distant system could have almost a same fleets as your capitol market of size 10!
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: e on September 07, 2020, 12:35:24 AM
Quote
Does the end result mean that military base and Patrol HQ will spawn patrols similar to the one with the high command?

Correct. At least in fleet size.

Quote
it'll still produce just fast pickets.

Not sure, if it would be just a fast pickets, or real detachments, but even if it is just pickets, those "fast pickets" would be the hell strong. And those values definitely are in account for autoresolve battles without player in system. So yeah, that would have almost the same contribution to overall system fleet strength, as HQ would do. Helps in outmatching invasion fleets in space.

Also interstellar relays would give fleet size compared to largest in relay network, which mean that small undeveloped planet size 3 in a distant system could have almost a same fleets as your capitol market of size 10!

I guess i didn't test them enough that one time i tried. I'll give them another go next time.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on September 07, 2020, 01:18:52 AM
I guess i didn't test them enough that one time i tried. I'll give them another go next time.

Wait till ind.evo update if so. Currently relays are bugged. Also, next update is not save compatible. Reason why I don't play SS for some time.

Also, note next:

patrol HQ < patrol HQ + relay < Hight Command < Hight command + relay(in case this is not a largest hight command you have)

Also, military base + relay are pointless and should be upgraded to HC, as it consume industry slot and obviously inferior to HC.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on September 07, 2020, 02:11:12 AM
I'm not in any way complaining or trying to rush, but I'm still quite curious if the next update will come out in the next ~2 months?

Thank you!

Absolutely - I'm just finalising at this point

Quote
it'll still produce just fast pickets.
Nope - the name depends on the fleet size. Fast pickets, patrols and detachments are the same codewise - even a patrol HQ can produce detachments with sufficient fleet size.

Quote
Wait till ind.evo update if so. Currently relays are bugged.
If you don't use an Alpha core in the high command in combination with the Interstellar Relay you'll be fine - it's just that specific combination that breaks things.

Got some side questions,

1. Do other factions get the effects of the Privateer Base (do they also get additional privateers)?
Not in 1.7 - they currently do nothing on AI colonies. This changes with the next update, the'll also start raiding (including your stuff).
a. I've done some testing by giving a whole faction multiple of privateer bases in comparison, if I owned them to find no messages of raids by them on hostile factions to them. Yet when I owned the same systems, I can clearly identify with notifications of raids by my own faction.
That's cause they don't start any raids, see above.
b. Purpose for this is so that I can give another faction more offensive capabilities in comparison to what's provided in Nexerelin

2. Is there any plans for a military equivalence to the Privateer Base (to prevent lawless population)?
Not at the moment. How would that be supposed to work, while bringing something fresh to the mod and the game? I'd be interested in your proposals.


Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Kitfox88 on September 07, 2020, 05:52:54 AM
It'd be nice to be able to upgrade Embassies to level 2 or 3 to fit more ambassadors in, since otherwise it's really limited. Of course, if you've intended it to be that way for balance reasons then so be it.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: e on September 07, 2020, 07:25:37 AM
I guess i didn't test them enough that one time i tried. I'll give them another go next time.

Wait till ind.evo update if so. Currently relays are bugged. Also, next update is not save compatible. Reason why I don't play SS for some time.

Also, note next:

patrol HQ < patrol HQ + relay < Hight Command < Hight command + relay(in case this is not a largest hight command you have)

Also, military base + relay are pointless and should be upgraded to HC, as it consume industry slot and obviously inferior to HC.

Right, thanks for the heads up.

Quote
it'll still produce just fast pickets.
Nope - the name depends on the fleet size. Fast pickets, patrols and detachments are the same codewise - even a patrol HQ can produce detachments with sufficient fleet size.

Oohh... Now that's interesting, i think this is something that should be included in the FAQ, since sites like the starsector wiki, for example, give the impression that all three types of patrols are completely different.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Kartoffel on September 07, 2020, 11:54:49 AM
Quote
Not at the moment. How would that be supposed to work, while bringing something fresh to the mod and the game? I'd be interested in your proposals.

Since you asked SirHartley, here are my thoughts.

Privateer Bases, based on what I see, activate the raid event from the planet their from, with the faction currently controlling it (currently only player), on another random faction based on relations (if their at war or not). For the military equivalence, it would function similarly, except stronger and minus the lawless population debuff.

--Multiple of factors of this new base would change which would include--

1.Raiding Fleet name change (instead of being privateers, they would hold different names similar to raiding fleets by other factions)

2.No Lawless population, since it's now a operation by the state and not by private citizens (if the British and Dutch can do it, why not the Player?)

3.Much Larger Upkeep and Cost (balance reasons)

4.From upgrading from Privateer Base (balance reasons)

5.2 or 3 raids from 1 base? (I'm no programmer, but if possible...)

6.Increased patrol size (Similar to Military Relays) / ground defense (Since it's a military structure)

7.Need of Military Base or High Command (balance reasons)

8.Still using 2 industry slots (balance reasons)

9.Name and Description suggestion: "Military Operation Center"
"A nationalized private industry now in part with the military in aiding and commanding fleets against enemies of the state. To disrupt enemy trade, hamper its military production, and weaken enemy defenses allowing for the domination against said enemy by proper forces."

10.It will still be raids.

--Why no Invasion Fleet like others suggested?--

That would make the game much more unbalanced. Raids disrupt industries, damage navies, extort resources, and cut off trade routes. Naval warfare between large competing countries have never used it as a means of conquest, unless dedicated towards the goal of conquest, which is something that can be achieved by direct (player) or indirect (Nexerelin Invasion Fleet (already balanced with fleet points)) ways. If objectives are to achieve peace against aggressor or domination of space, than raids are absolutely fine.

Navies are a means of destruction to devastate and dominate trade throughout the given seas of water or space. If someone, even the largest, most populated empire decides to fight against one who has prepared and invested as much towards the seas, such measures of retaliation are expected to be met leading to destruction towards powers which try to hamper the overall power.



These are just my thoughts.
Persean Democratic People's Revolutionary Council Rules the Waves.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on September 07, 2020, 01:05:52 PM
Stuff

Okay, and what's the mechanical difference to the privateer base? What you are proposing is the exact same, just hilariously OP and game breaking.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: e on September 07, 2020, 01:31:13 PM
I don't think the Privateer's Base needs changes or improvements, it already does SO MUCH for you that it NEEDS to have some drawbacks.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Kartoffel on September 07, 2020, 04:38:51 PM
Okay, and what's the mechanical difference to the privateer base? What you are proposing is the exact same, just hilariously OP and game breaking.

I was just hoping for a more "civilized" version of the privateer base with all the limitations that come with it. Privateer bases are already very good, it'd be nice just for a version not run by pirates and instead ran by the state military would be nice (to go with a fully militarized planet theme alongside an stratocrat empire). Of coarse such drawbacks can be included such as expensively high upkeep (6-digits), need of a privateer base (for upgrade), and prerequisites are applicable. I can only see this as a late-game option for warfare against a large group of factions.

Though, I do look forward more towards the ability for other factions to use the Privateer Base, than another industry replicating the Privateer Base with a polished skin.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Minitialize on September 08, 2020, 10:44:09 PM
This is something i don't actually understand, so say, let's say i have a system with the following:

High Command with AI core with Interestellar Relay
Military Base with Military Relay
Patrol HQ with Military Relay

Does the end result mean that military base and Patrol HQ will spawn patrols similar to the one with the high command? Because you have to keep in mind that the number of patrols vary depending on the building tier, which means that, even thought you're sending a big buff to your Patrol HQ thanks to the high command, it'll still produce just fast pickets.

Am i getting this incorrectly?


From what I've seen, Patrol HQs with nearly or over 400% fleet size buff sends out Detachments in place of pickets-- there are still pickets here and there, but I see at least 3-4 detachments per market with a Patrol HQ + Military Relay.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Minitialize on September 08, 2020, 11:34:12 PM
TL;DR add an upgradeable version of Privateers base -> Military Operations Center

I personally like the idea, however I'm thinking of a Private Military Company instead of a Military Operations Center. Functions much like a Privateer's base, but they run with a higher amount/quality of ships & officers.

The part regarding lawlessness is quite arguable-- I'd leave it up to you/others as to what you/they'd prefer.

I don't like the idea of 2-3 raids from only 1 base, the potential amount of resources you can earn from one raid alone is pretty good. Best leave this as is (and enjoy having higher chances of a raid succeeding instead).

Overall, I think it isn't bad. The final judgement however falls onto SirHartley as to whether or not he thinks it's well worth it. I'm fine with the standard Privateer base, but having more options for me doesn't sound so bad (most especially if you have an influx of 4m credits)...
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on September 09, 2020, 09:27:24 AM
Regarding to not lawless Privateer Base, I recently suggested (https://fractalsoftworks.com/forum/index.php?topic=18011.msg296597#msg296597) one of the options.

It might be not best of the ideas (to be honest, it just bad), but general concept still fair: Privateer Base already kind of OP, so if you suggest it being not lawless (buff) you have to nerf it in some other way. Serious nerf, I mean. Just huge upkeep isn't enough.

What can be serious nerf?

-Decrease raid frequency or strength.
-Decrease (or even remove) loot.
-Dramatically limit targets they able to raid.
-Each raid can have direct impact to player gameplay. Either rep lose to numerous factions, or requiring player personal participation in raid, or consuming normally irreplaceable resource, or else...
-Draconic penalty if raid is failed.
-Larger negative impact to all player's markets in a system.
-Else in this vein.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Minitialize on September 10, 2020, 12:57:52 AM
Regarding to not lawless Privateer Base, I recently suggested (https://fractalsoftworks.com/forum/index.php?topic=18011.msg296597#msg296597) one of the options.

It might be not best of the ideas (to be honest, it just bad), but general concept still fair: Privateer Base already kind of OP, so if you suggest it being not lawless (buff) you have to nerf it in some other way. Serious nerf, I mean. Just huge upkeep isn't enough.

What can be serious nerf?

-Decrease raid frequency or strength.
-Decrease (or even remove) loot.
-Dramatically limit targets they able to raid.
-Each raid can have direct impact to player gameplay. Either rep lose to numerous factions, or requiring player personal participation in raid, or consuming normally irreplaceable resource, or else...
-Draconic penalty if raid is failed.
-Larger negative impact to all player's markets in a system.
-Else in this vein.

Hmm, for drawbacks, I guess--
1. The player loses rep (3-5 rep. Given the frequency of raids, I'd say this can pile up pretty quickly) from the targeted faction (additionally, the faction's allies, if any, for 2-3 rep).
2. The upgraded base should demand ship hulls and marines. If any of it's most recent raids failed, the demand for both increases (if demands not met, base is hit with higher upkeep + stability penalty of x amount of products not met).

not really sure what else to add for drawbacks, but yeah
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on September 10, 2020, 02:43:37 PM
Regarding to not lawless Privateer Base, I recently suggested (https://fractalsoftworks.com/forum/index.php?topic=18011.msg296597#msg296597) one of the options.

It might be not best of the ideas (to be honest, it just bad), but general concept still fair: Privateer Base already kind of OP, so if you suggest it being not lawless (buff) you have to nerf it in some other way. Serious nerf, I mean. Just huge upkeep isn't enough.

What can be serious nerf?

-Decrease raid frequency or strength.
-Decrease (or even remove) loot.
-Dramatically limit targets they able to raid.
-Each raid can have direct impact to player gameplay. Either rep lose to numerous factions, or requiring player personal participation in raid, or consuming normally irreplaceable resource, or else...
-Draconic penalty if raid is failed.
-Larger negative impact to all player's markets in a system.
-Else in this vein.

Of everything currently discussed, this is what I agree with the most.
The base is teetering on OP already - any additional benefits would have to be countered by a change in functionality, or a massive nerf to existing features.

Anything that does not directly affect how a player handles the building is not enough - this includes imports, cost and reputation - which get rendered useless by other mods, or are not impactful enough even in vanilla.

If I made it send 3 concurrent raids, it would no longer bring back loot, and get a huge nerf to fleet size.
If I made it target non hostile factions, it would cause a rep penalty - but it would also trigger an immediate response in kind (raids targeting your faction), paired with a reduction in spoils and accessibility loss of the planet.

All of that was considered when I made the thing, but I decided the most fun concept was also the most basic - send a raid, get loot.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on September 11, 2020, 11:47:53 AM
Quote
most fun concept was also the most basic - send a raid, get loot.

Hmm... Not just "hmm", but HMMM!!! ©

If the best concept happens to be the simplest, why not try simple things further?

Privateer base: sand a raid => get loot.

Mercenary den(possible Privateer base upgrade or alternative): Pay a money(based on target strength) => send a raid(you chose where) => get loot.

Task force HQ(military alternative): Pay a money => send a raid(no loot).

Vivisection Center(dark side option) Send a raid => Satbomb&plunder everything(greatly reduced loot)

Department of aggressive investments("clear hands" solution): Pay a money => persuade pirates to raid your foes instead of you (no rep lose and off course no loot)

Procurement Office(Traders choice): Detect NPC market deficit => Send a trade fleet there (If player produce that commodity) => Get rep&money(If manage to reach destination and back)

Genocide node(Yes, I am drunk  ;D): Collect enough AI cores => Launch devastating "Kill all humans" raid onto system you apparently hate for some reason (Once arrived in system fleets became hostile to everyone, including player)
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Andres on September 11, 2020, 03:57:02 PM
Hello Guys
I'm getting this:
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.deconomics_pirateHaven.getBestTarg etSystem(deconomics_pirateHaven.java:419)
   at com.fs.starfarer.api.impl.campaign.econ.impl.deconomics_pirateHaven.getRaidTarg et(deconomics_pirateHaven.java:399)
   at com.fs.starfarer.api.impl.campaign.econ.impl.deconomics_pirateHaven.reportEcono myTick(deconomics_pirateHaven.java:117)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:75)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Any idea what it can be?
I'm using version 1.7d

Cheers
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on September 18, 2020, 11:29:41 AM
This post was rewritten several times, as my fantasy flies faster, than I able to crystallize it in a words. In a current state this suggestion is barely belong to ind.evo domain, but I already started to write it here... so... I'm to lazy to move it elsewhere. You can ignore it completely, tho'.

I am a lazy ass!
The suggestion is to add a structure, that will be able to spawn a support fleet, that follows a player. If player uses ability (sustain burn, go dark, transponder, etc), it will try to use it too. Player skills bonuses does not applied to support fleet, tho'. Fleet composition is entirely player-defined, as each ship used should be manually added to a custom storage. Not to be too OP, support fleet should be capped in fleet size or overall DP cost (not sure what would be better), so exceeded ships from storage wouldn't spawn in a fleet. Fleet composition refreshes only when player interact with home market. Support fleet depend on resources such as supplies, crew and fuel, player should manually add them to a custom storage. It can not store more than a maximal capacity of that resources of spawned ships or store any other commodity. If support fleet running low on that resources it returns home. If fleet loses some ships in battle, they are removed from custom storage (and opposite, if ship is removed from storage, it disappear from the fleet). Player can "dock" to that fleet in space to refresh support fleet supplies/fuel/crew, but can not take those back (to prevent abusing). Additionally, player able to assign up to 4 officers to that fleet (ships they are command of are chosen automatically by "fleet points" and "number" values from ship_data.csv). When player attack (or being attacked by) enemy, support fleet will try to participate fight as ally force (if close enough). Support fleet would not deploy in battle logistic ships, marked as "civilian" (respective hullmod). Also wuld be great, if support fleet (if close enough) would affect to salvage/survey interactions.
[close]
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Minitialize on September 18, 2020, 09:37:06 PM
Hello Guys
I'm getting this:
Spoiler
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.deconomics_pirateHaven.getBestTarg etSystem(deconomics_pirateHaven.java:419)
   at com.fs.starfarer.api.impl.campaign.econ.impl.deconomics_pirateHaven.getRaidTarg et(deconomics_pirateHaven.java:399)
   at com.fs.starfarer.api.impl.campaign.econ.impl.deconomics_pirateHaven.reportEcono myTick(deconomics_pirateHaven.java:117)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:75)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Any idea what it can be?
I'm using version 1.7d

Cheers

Huh, I was about to report the same thing. I've been getting the same issue recently;

Spoiler
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.deconomics_pirateHaven.getBestTarg etSystem(deconomics_pirateHaven.java:419)
   at com.fs.starfarer.api.impl.campaign.econ.impl.deconomics_pirateHaven.getRaidTarg et(deconomics_pirateHaven.java:399)
   at com.fs.starfarer.api.impl.campaign.econ.impl.deconomics_pirateHaven.reportEcono myTick(deconomics_pirateHaven.java:117)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:75)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Thought I was probably the only one, but hey.

Update: Managed to bypass this issue by removing the only privateer base I had built.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Farya on September 19, 2020, 07:04:22 AM
Regarding to not lawless Privateer Base, I recently suggested (https://fractalsoftworks.com/forum/index.php?topic=18011.msg296597#msg296597) one of the options.

It might be not best of the ideas (to be honest, it just bad), but general concept still fair: Privateer Base already kind of OP, so if you suggest it being not lawless (buff) you have to nerf it in some other way. Serious nerf, I mean. Just huge upkeep isn't enough.

What can be serious nerf?

-Decrease raid frequency or strength.
-Decrease (or even remove) loot.
-Dramatically limit targets they able to raid.
-Each raid can have direct impact to player gameplay. Either rep lose to numerous factions, or requiring player personal participation in raid, or consuming normally irreplaceable resource, or else...
-Draconic penalty if raid is failed.
-Larger negative impact to all player's markets in a system.
-Else in this vein.
What if you would actually need AI core for one to procure anything but commodities? Say, by default it only raids for commodities from some market and deals minor rep loss for hostile action. With Beta core installed it will prioritize military markets to loot weapons, hull mods and LPCs, though weapons and supplies could also be stolen. With an Alpha core raiders will target industrial markets to procure valuable blueprints but you are unlikely to get anything else. And gamma could instead make for more frequent raids on poorly protected markets.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on September 19, 2020, 07:44:06 AM
@Farya, that is actually, a decent point. Not sure if balanced, but yeah, sounds interesting.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Neitronus on September 23, 2020, 08:34:21 AM
Is it possible to release a hotfix update to fix version checker issue? There's an issue with version file being unreacheble on bitbucket after recent bitbucket change AFAIK. It would be a shame to miss the next update without it and it's painfull to go trough the mods manually.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Cerevox on September 24, 2020, 05:41:13 PM
This mod is still reporting correctly on version checker though, no? At least the last time I looked at version checker it showed up.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Neitronus on September 25, 2020, 01:10:33 AM
This mod is still reporting correctly on version checker though, no? At least the last time I looked at version checker it showed up.
As in version 1.7d, no, it's not.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: SirHartley on September 25, 2020, 03:57:14 AM
and it will stay that way until the next update, since it's neither game breaking nor a real problem.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Neitronus on September 25, 2020, 08:48:47 AM
Got some floating bug with an academy, trying to reproduce with stable steps: As for now, placing administrators into academy which belongs to another faction and then starting to train some officer/administrator will leave administrators unrecoverable and "storage fee" still applying to end of the month income. Recover administrators button is greyed out, so I cannot take them back. I'll try to approach this bug several times, trying random core worlds from Nexerlin, vanilla Core worlds etc. Will come back with the results.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Mondaymonkey on September 25, 2020, 09:00:19 AM
Recover administrators button is greyed out

Sometimes that happens if you have maxed officers in your fleet. Try store one of the officers in academy, recover administrator and then the officer.
Title: Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
Post by: Neitronus on September 25, 2020, 11:26:53 AM
Thing was that I had like 1-2 officers at the time, IIRC, so I'll keep trying to reproduce that I guess.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.a - Colony content expansion
Post by: SirHartley on September 26, 2020, 05:28:20 PM
(https://i.imgur.com/7k1QAas.png)


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


Download (https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution1.8.a.zip)
Integrated with Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)


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

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

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

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


Change Log
1.8.a
  • General
  • Added - Now requires MagicLib
  • Added - A few console commands
  • Added - More tips, stupid tips separated from useful ones
  • Adjusted - ID change from deconomics to IndEvo
  • Adjusted - Some slight artwork adjustments
  • Adjusted - All industries now behave properly on AI markets.
  • Fixed - Migrated version file (*** you bitbucket)
  • Variable Industries
  • Added - Storage for Commodity Forge to auto-pull VPCs from
  • Adjusted - Reduced Commodity Forge base Upkeep by 2000
  • Adjusted - No longer ships to production gathering point (Can be changed in settings, look at courier port first)
  • Adjusted - Rare VPC drop chance reduced
  • Adjusted - General VPC drop chance slightly reduced
  • Adjusted - Commodity Forge no longer takes an Industry Slot
  • Centralization Bureau
  • Adjusted - Reduced base upkeep by 1000
  • Fixed - Crash when changing out Variable Manufactory VPC
  • Fixed - Crash when a Variable Assembler/Manufactory did not have a VPC installed
  • Military/Interstellar Relay
  • Adjusted - Reduced Upkeep
  • Adjusted - Can no longer increase fleet size above the highest size in the network
  • Fixed - Massive fleet size increase bug
  • Supercomputer
  • Adjusted - Removed AI-Core Storage, Added Shared Storage
  • Fixed - Very cold planets now provide higher bonuses than cold (oops)
  • Embassy
  • Added - Support for Spindle (ScalarTech), Pearson Exotronics, Free Stars Union
  • Added - Faction enabling/disabling via memory tag
  • Adjusted - Proper tooltips for Ambassadors
  • Adjusted - Code overhaul for Ambassador Items, Whitelisting custom factions now easier
  • Fixed - Crash on removing beta core from embassy without installed ambassador
  • Fixed - Nex no longer resets the increases/decreases while commissioned
  • Restoration Docks
  • Adjusted - Reduced build time from 60 to 40 days
  • Adjusted - Tooltip changes
  • Adjusted - Alpha core now increases repair cap by 3
  • Adjusted - Can no longer put ships without D-Mods into storage
  • Adjusted - Now also repairs built in D-mods (ex. Champion)
  • Fixed - No longer repairs one D-Mod too many
  • Fixed - Alpha core tooltip now correctly displays the upkeep reduction
  • Fixed - Beta core now displays cost prediction instead of "Something broke"
  • Senate
  • Fixed - Edict: Forced Relocation no longer considers Salvage Yards a colony
  • Fixed - Dialogue text is no longer small after selecting "Remove Edict" option
  • Privateer Base
  • Added - Will now start raids while on AI markets, but not bring back spoils
  • Added - Tooltip now states the build limits
  • Adjusted - Can now build two in a star system
  • Adjusted - System timeout reduced to 1 month on raid failure (was 3)
  • Fixed - No longer gains output whenever a raid of any kind finishes
  • Fixed - No more stupid high output when raiding systems with many planets
  • Fixed - System Raid Timeouts no longer carry over into other saves (yup...)
  • Fixed - Can no longer provide blueprints of Tiandong ships (only Retrofit templates)
  • Fixed - Can no longer target a colony in hyperspace (and subsequently crash)
  • Academy
  • Adjusted - Reduced build time to 60 days
  • Adjusted - Systemwide officer quality increase no longer stacks
  • Fixed - Retrieve Officer menu point no longer invisible while at full officer capacity
  • Fixed - Can no longer access the Academy before it finished building
  • Fixed - NullPointerError on Abandoned Stations
  • Requisition Centre
  • Added - Sources weapons from all factions you have good standing with.
  • Added - Can be set to only source from a specific faction by building an embassy on the same planet.
  • Added - This can easily source specific rare and large weapons, and has powerful AI core effects.
  • Added - Present on Baetis, Eos Exodus - can be unlocked for a fee.
  • Engineering Hub
  • Added - Reverse engineer ships, turn them into blueprints after enough hulls have been sacrificed.
  • Added - You have to overwrite a blueprint of matching hull size (cap for cap, frig for frig)
  • Courier Port
  • Added - Ship Cargo between colonies (From any with cargo, to player colonies)
  • Added - Can target specific storage for deliveries (Resupply Supercomputer, Ships to/from Restoration Docks...)
  • Derelict Industries
  • Added - Find powerful, rare industries in dangerous parts of the sector, and restore their Ruins to working order.
[close]
Title: Re: [0.9.1a] Industrial.Evolution 1.8.a - Colony content expansion
Post by: Mondaymonkey on September 26, 2020, 11:03:53 PM
Spoiler
(http://img1.reactor.cc/pics/comment/my-little-pony-%D1%84%D1%8D%D0%BD%D0%B4%D0%BE%D0%BC%D1%8B-mlp-OC-derptavia-747819.gif)
[close]
Title: Re: [0.9.1a] Industrial.Evolution 1.8.a - Colony content expansion
Post by: Avanitia on September 28, 2020, 12:50:07 AM
These were really fun three months. Didn't even realize it was three months. Anyhow new stuff is useful overall, which is pretty damn nice - being able to send convoys to move cores and other things across the sector is pretty nifty... assuming you don't run with Ruthless Sector <.<
Prime cause of losses?
Spoiler
Remnants in hyperspace
[close]

Spoiler
>>VOULGE FLASHBACKS<<
[close]
Title: Re: [0.9.1a] Industrial.Evolution 1.8.a - Colony content expansion
Post by: Uhlang on September 28, 2020, 02:01:29 AM
Oh, how I wish I wasn't swamped with work and could start a new game with this update.

These were really fun three months. Didn't even realize it was three months. Anyhow new stuff is useful overall, which is pretty damn nice - being able to send convoys to move cores and other things across the sector is pretty nifty... assuming you don't run with Ruthless Sector <.<
Prime cause of losses?
Spoiler
Remnants in hyperspace
[close]
Spoiler
>>VOULGE FLASHBACKS<<
[close]
I'm pretty sure the hyperspace remnants from Ruthless Sector only spawn around the player.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.a - Colony content expansion
Post by: Avanitia on September 28, 2020, 02:08:13 AM
I'm pretty sure the hyperspace remnants from Ruthless Sector only spawn around the player.

They do. Unfortunately my timing of coming to home system is often around time when convoy is moving, so they get caught by spooky cyan boys.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.a - Colony content expansion
Post by: giganticats on September 28, 2020, 12:09:17 PM
just a warning, this currently doesn't work with anvil industries and the nexerlin random worlds mode, it will crash your game when loading.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.a - Colony content expansion
Post by: connortron7 on September 28, 2020, 12:24:42 PM
just a warning, this currently doesn't work with anvil industries and the nexerlin random worlds mode, it will crash your game when loading.
Not SirHartleys fault, also sent out a temp fix so works fine now
Title: Re: [0.9.1a] Industrial.Evolution 1.8.a - Colony content expansion
Post by: Britich on September 30, 2020, 03:59:02 PM
I got this crash several times today, I am using the "dev" excel sheet for whitelist, otherwise everything is as set in the MOD.
I think the Caswell is from Legacy of Arkgneisis Mod, I had so many ships in the engineering hub.

9278108 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_EngHub  - init decon for Caswell-class Light Custom Carrier
9278368 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_EngHub.gethullSize(IndEvo_EngHub.java:234)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_EngHub.onNewDay(IndEvo_EngHub.java:183)
   at com.fs.starfarer.api.plugins.timers.IndEvo_TimeTracker.onNewDay(IndEvo_TimeTracker.java:136)
   at com.fs.starfarer.api.plugins.timers.IndEvo_TimeTracker.advance(IndEvo_TimeTracker.java:117)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.1a] Industrial.Evolution 1.8.a - Colony content expansion
Post by: immortalartisan on September 30, 2020, 09:38:24 PM
need some help with Manchester. i have no idea how to counter those ships
Title: Re: [0.9.1a] Industrial.Evolution 1.8.a - Colony content expansion
Post by: Uhlang on October 01, 2020, 01:08:15 AM
need some help with Manchester. i have no idea how to counter those ships
Wrong thread. That's from Hazard Mining Inc.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: SirHartley on October 01, 2020, 02:27:52 PM
(https://i.imgur.com/7k1QAas.png)


HOTFIX - Save compatible with 1.8.a


Download (https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution1.8.b.zip)
Integrated with Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)


The inevitable hotfix after release to address some problems I missed.
I made the spooky ghost colonies go away, what a fitting start into October!


Change Log
1.8.b
  • Salvage Yards
  • Fixed - No longer notifies you that it is running out of material while building
  • Fixed - Added functionality for the Salvage Market to despawn when the system no longer has a Yard (Ghost colony, takes a day)
  • Privateer Base
  • Fixed - No longer gives you "failed" messages for raids by other factions
  • Requisitions Centre
  • Fixed - Eternal loading bug (I hope)
  • Engineering Hub
  • Fixed - Crash when installing a scripted blueprint (no hull size...)
  • Courier Port
  • Adjusted - Allowed submarkets now run off a whitelist (Avoid mod conflicts)
  • Fixed - No longer displays Null on market check with LTA/VS installed
  • Derelict things
  • Fixed - Crash when an AI colony attempts to upgrade the ruins
  • Fixed - Upgrades no longer change randomly
  • Fixed - No longer blocks out upgrades while another colony has a similar ruin
  • Fixed - RiftGen target option "other colony" now works when there are multiple colonies in the original location
  • Fixed - Hull Forge no longer crashes when doing its' thing
  • Fixed - Hull Forge no longer takes only one day after completing the first hull
[close]
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: immortalartisan on October 01, 2020, 07:37:50 PM
i find it annoying that the industry ruins even after being restored still take up a slot and cant be gotton rid of for other things
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: SirHartley on October 02, 2020, 11:22:12 AM
i find it annoying that the industry ruins even after being restored still take up a slot and cant be gotton rid of for other things

what.... what?
Industrial Ruins get applied to a planet once, and can be upgraded or removed at your leisure?
They do not take up a slot, at all, unless the upgrade that's assigned to them does.

And you can always remove them like you can with any other industry.

Edit - I tested it, and apparently you really can't remove them without upgrading first. Since this is not intended, but also not game breaking, I'll fix it when I got some more things done.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: immortalartisan on October 02, 2020, 03:25:03 PM
i meant eh industrial ruins structure still remain even after i restore the them so in the end they take up two slots
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: SirHartley on October 03, 2020, 06:07:38 AM
i meant eh industrial ruins structure still remain even after i restore the them so in the end they take up two slots

Had someone else replicate this, implemented a fix, will push fix sometime soon.

thank you for the report.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: sabinlord on October 04, 2020, 10:03:47 AM
Hi, nice mod btw. I've been having some problems as I do not know what to do with some items. So, some planets spawn with ancient laboratory right? And you can put in Degraded Forge Templates to turn into Empty Forge Templates. However, what can you do with those then? I've found no use for those items as of now. So how and what type of data can you add on it? 8)
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: Chairman Suryasari on October 04, 2020, 10:11:28 AM
Wtf?! I love being pirate now!

Seriously, thanks for the mod  :D
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: SirHartley on October 04, 2020, 10:51:46 AM
Hi, nice mod btw. I've been having some problems as I do not know what to do with some items. So, some planets spawn with ancient laboratory right? And you can put in Degraded Forge Templates to turn into Empty Forge Templates. However, what can you do with those then? I've found no use for those items as of now. So how and what type of data can you add on it? 8)

The Ancient Lab is not the only thing you can find :)

Wtf?! I love being pirate now!

Seriously, thanks for the mod  :D

Thanks - this is very nice to hear!
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: sabinlord on October 04, 2020, 12:57:10 PM
That still hasn't cleared anything for me. So what do I do with the empty forge templates? This is not a case of "oh you'll find out yourself" I need to know because otherwise I have pretty much finished this run.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: SirHartley on October 04, 2020, 02:56:26 PM
That still hasn't cleared anything for me. So what do I do with the empty forge templates? This is not a case of "oh you'll find out yourself" I need to know because otherwise I have pretty much finished this run.

Great, I guess your run is over then.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: e on October 04, 2020, 06:07:12 PM
I'll make a review for each of the new buildings that I've used.

Please, do keep in mind that not everything said in here is nice and even thought it may come off as rude, it is not in my interest to make people angry or to beat down specific ideas. I want to provide as objective of a feedback as i can from a perspective of a player that uses this buildings regularly as i see them. To the reader: feel free to skip ahead if you're easily offended, this is not for you.

Spoiler
Variably Assembler/Manufactory:
Very good buildings, the incentive of finding new stuff while exploring ruins is great and these buildings are either a good filler for a free spot or a good industry in it's own right respectively. The only downside is that since chips are found in ruins, i can take a while to get some of the rare ones or it is possible to not get a rare one at all, still the common ones are good enough. 9/10

Commodity Forge:
I don't really use this since i don't like the idea of destroying my chips for extra resources. Resources come and go all the time, but production chips are unique. Never really been in a situation where i DESPERATELY need lots of a specific resource in a quick influx that i can't get any other way and just blowing up my chips for no reason is silly, even if i have 20 of the each. NA/10

Military/Interstellar Relays:
Perfect, great, would be broken but you still have to devote a colony slot to it on each colony you want this to take effect, and colony slots with this mod installed are precious. Keep in mind that, contrary to what i was told before, this WILL NOT make your patrol hq suddenly sport detachments and these same buildings are still limited by their number of patrols they can field, so it is not a replacement for high commands at all. (yeah, i was basically lied to, but whatever.)

The one weird thing about this is that 2-3 systems later, the tooltip will struggle to tell you which planet originates the bonus as they all start giving seemingly random sources. 10/10

Centralization Bureau:
The effect is cool and desirable in certain scenarios but the way i have set things up is a building that i don't use, simply because i run out of space and this is a low priority building in my list. But i can see someone else taking advantage of it. As a bit of trivia, this does not increase the yield for Volturnian Lobster in Volturn. (i've tried) 8/10

Salvage Yards:
I've used this for a long time in conflict rich systems and i just don't see it's purpose... It takes up an industry slot, it's dependent on war, but unlike the Privateer Base, it's a very minimal benefit and in one instance it made a "ghost colony" on my colony list. There's better industry out there and this is low priority. 6/10

Supercomputer:
Wonderful, you just pop ai cores and your system generates more cash, AWESOME. To get the most out of it thought you still gotta sacrifice Alphas, but Betas and Gammas still give a benefit and long term the monetary benefit is way bigger compared to selling them to another faction. 9/10

Embassy:
These are good, almost to the point that they are broken. If you build several embassies and put a representative from half of the factions that you are into conflict with, you basically are inmune to wars and get free roam to develop. The downside is that you are not in any wars, so you're Privateer Base becomes idle. This is the one building that i think needs a nerf. 8/10

Senate:
Indispensable on every system, thought not all edicts are useful. I'll make a separate window to review each edict:
Spoiler
Forced Labour: I don't understand why would you ever want to reduce your colony growth and stability for mere upkeep, if you can't afford the upkeep of your planet you have worse problems that this won't resolve.
Forced Relocation: Seems useful, but the system wide unrest is a very harsh punishment. I'd rather use Growth Reinvestment instead.
Industrial Incentives: Depending on what industries you have, it can be worthwhile to opt for this edict, more resources is always better.
Labour Restrictions: Can have it's uses if you have a colony dedicated to military only or you desperately need stability.
Growth Reinvestment: The best edict BY A MILE, this will make sure that the colony is always full on growth investments... as long as it's generating some profit. Saves a lot of micromanagement once your empire gets bigger.
Subpopulation Cleansing: Never used it because Boggled's Military Police Headquarters are a thing and it doesn't cause massive unrest either, pretty bad edict but your only choice if you don't have Boggled's terraforming mod.
Wartime Lockdown: If you don't have enough patrols on your system and IF you don't have enough military budget and/or credits for a Defense Fleet (Nex) then i guess this would be useful.
Customs Control: I don't use it but it can bump your main colony with a huge access bonus in exchange for some minor penalty on the rest. Useful and relatively harmless.
Hard Deadlines: It is beyond me how is it considered worth it to sacrifice your ship quality for anything, really. Go for industrial Incentives if you want extra output.
[close]
Even with all it's imperfections, it is a MUST HAVE on every system for Growth Reinvestment alone.
10/10

Restoration Docks:
You only really need one, ever. but it can save you a lot of cash if you're struggling with it. Once you're empire is set and money start coming in it becomes less important, but it's always there and it doesn't take an industry slot and you only need one ever, so it's good. 8/10

Privateer Base:
Very important to have and it enables "raiding" for your faction. My only gripe with it is that i wish the blueprints it got from a faction were completely randomized instead of the current "randomized between blueprints you don't have", which is how vanilla does it, don't get me wrong but it would be nice to have the ability to change it. In the best case scenario i wish it was somehow tied to Nex's:
Code
"nex_raidBPOnlyUnlearned":false,
But i understand that's wishful thinking. 9/10

Academy:
It is perfect if you don't use Better Colonies. With it, it's just "almost perfect" due to how that mod changes the tiers. Tiers one and three from that mod become somewhat useless. Also it's effect of increasing the chances of spawning more officers and admins just doesn't work with that mod on the way as the spawn will become the same as with any other planet without an academy. Either way, it is a very valuable building to have. 10/10 alone, 8/10 with Better Colonies

Requisitions Center:
I rarely use it, but if you want more weapons it's an ok stock to browse, although it is a very small stock. It's good for flavor and you only really need one, ever. 7/10

Engineering Hub:
This is a MASSIVELY GREAT building on paper. I can see what this wants me to do, you either scavenge ships of buy them through alliance/commission, you reverse engineer and BOOM profit, right? Unfortunately it is not as hassle free; you need several of that ship to get the desirable result, which is understandable, but you also need a blueprint of the same size to overwrite, this is tricky because in a lot of cases you are better off selling said blueprint at the Prism Freeport and since Privateers can only bring blueprints you don't know you are better off just learning those instead of overwriting. I've tried this thinking that i could just research some super rare ship until i realize it's just better to wait for my privateer to bring it to me or just raid it myself. This only works if you're a pacifist or don't want the Privateers Base or the Prism Freeport, but in that case you are giving up a lot of mechanics just for one building. 6/10

Courier Port:
AWFUL! The mod pushes the idea of "immersion" by giving you the ability to micromanage your deliveries. I understand that the menu was done as best as it could've possibly been made, but it is NOT ENOUGH; It is janky and awkward to set up a delivery correctly. It needs to go back to the drawing board as it is undone. So far, the best feature this building provides is that i can turn it and it's functionalities off. The only real positive of this is that at least it's trying something new. 3/10

What about the derelict industries?
I can't comment on those because i haven't used them, it's not that i think they are bad, but resources and location are more important factors in my decision making. It would have to be a GODLIKE bonus for me to consider setting up on a crappy system just because of one industry. Maybe it is a GODLIKE bonus in those industries and i'll never know... Eh NA/10

Conclusion:
Overall, the mod is great and it gives you plenty of tools to shape your empire however you want and the fact that some mods implement some of these buildings really speaks of it's impact in the community. I was skeptical at first when using it, having too many buildings cluttering your list, but now i really like it.

Thanks for reading all this and sorry it wasn't all "pleasantries". I tried to give as objective of a review as i could on the way i use these this mod. But since i'm not being nice i guess this will be ignored into oblivion... oh well. I guess i can wait until people quote the negatives just to tell me how much of a mad care bear i am.
[close]
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: Kartoffel on October 04, 2020, 07:52:28 PM
I have a few things to say about certain things, alongside DarkOmegaMK, here.

Some Issue Stuff
Spoiler
Courier ports: I do have to agree on DarkOmegaMK2 on this one. Direct micromanagement isn't really necessary in this game due to most functions already being automated such as resource management. Instead, such aspects as accessibility or safety of traders should take priority when dealing with a planet's resource. Such industries should instead increase both aspects to maximizing trade towards needed resources. (functionality interesting, practically unnecessary)
Solution?
Simplify it's function. Give it some minor benefits or instead focus on designated trade rather than directed ones.

Embassies: Nice, but broken with relationship boost.
Solution?
Make a price tag for each faction with a ambassador in the embassy.
[close]

Other Comments
Spoiler
Empty Forge Template:
Spoiler
Hulls Deconstructor and Construction
[close]

Rift Generator:
It never gets old watching a whole planet teleport.

Privateer Base:
Interesting to see the Communists constantly beat up the Luddic Path. 8)
[close]

Suggestive Idea
Spoiler
Caravan Protection Company (or Mercenary Protection Agency):

Function(a): Sends out escort patrols alongside traders until they either: are defeated, trader life expectancy ends, or certain amount of time passes.
Function(b): (If a isn't possible) Just increase trade convoy size
Function Ex: This is to protect trading convoys from either pirate or hostile factions (doesn't produce, but instead secures/insures the wealth). A constant problem, even with highly defended systems, is if a trade convoy gets destroyed, the planets where the traders originated / are going to get debuff conditions. This is to prevent that from happening and make hyperspace more safe.

Description Ex: Every trading expedition carries risk when exiting a system's protective defensive network. As such, there existed a high demand for mercenaries to take up the offer of protecting these corporal assets, even if dangers come to them.

Cost: Very Pricy

This goes as a suggestion alongside the courier issue.
[close]

Final Thought:
Not much. Besides some issues, I'd say the update was pretty nice and look forward to what comes next.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: Uhlang on October 04, 2020, 09:16:43 PM
I built an Engineering Hub and dismantled a few Pomeranians(from ED Shipyards) to get 100%, but I can't place anything in my Industrial Supply Store. It just says "Can not be stored here." in red text for everything, blueprints included.
DarkOmegaMK2 seems to have had no issues trying out the Engineering Hub, so I'm guessing it's a problem on my end?
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: e on October 04, 2020, 09:35:19 PM
I built an Engineering Hub and dismantled a few Pomeranians(from ED Shipyards) to get 100%, but I can't place anything in my Industrial Supply Store. It just says "Can not be stored here." in red text for everything, blueprints included.
DarkOmegaMK2 seems to have had no issues trying out the Engineering Hub, so I'm guessing it's a problem on my end?

I did in fact have no issues or bugs with it, I'm not sure what kind of ship the Pomeranian is, but what i do know is that you gotta place a blueprint of the same size as the ship in question in the industrial storage so that it gets overwritten. Just for the record, if you happen to be using Tiandong, the retrofit blueprints won't work as far as i know. You may also be trying to use the blueprint-things that you can sometimes find that i think are supposed to be used on the derelict industries. (i forgot the name of those, but they are NOT blueprints.)

In short, if for some reason it's not taking your blueprints in, then something's up on your end. I think it would help if you let us know what you're trying to put in specifically.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: sabinlord on October 04, 2020, 10:17:24 PM
Quote
Great, I guess your run is over then.

Congratulations, you've convinced everyone in this thread that you're passive agressive and rude. What's the next step in your epic troll? Next time maybe lose a chromosome and then we can talk like normal people.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: Moxxieboxx on October 05, 2020, 01:19:55 AM
I think the loading bug with the requisitions center is still there. I have a save I abandoned because of the bug, and I checked back on it today after installing 1.8.b. It still had the glitch-but it would go away once I deleted the requisitions center. I also noticed its only the alpha-cored requisitions center that does it, and i store all my weapons in that market storage. I also noticed a faction relation notification for trading with a faction named "rssa" sometimes when i purchased weapons from the requisitions center.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: Gothars on October 05, 2020, 01:40:15 AM
Quote
Great, I guess your run is over then.

Congratulations, you've convinced everyone in this thread that you're passive agressive and rude. What's the next step in your epic troll? Next time maybe lose a chromosome and then we can talk like normal people.


You've got a PM in your inbox.

By the way, it is a mod owners prerogative to not spoil the the content of their mod.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: Uhlang on October 05, 2020, 04:10:54 AM
I think it would help if you let us know what you're trying to put in specifically.
Image
(https://i.gyazo.com/b0887b402f210eea79afd80de9cadfbf.jpg)
[close]
As you can see, it's accepting literally nothing EXCEPT the Tarsus BP I just added using console, which is extra weird because it's right next to a Tarsus BP I found while exploring.
I assume that the now-discontinued Common Drops mod I still had on for some reason messes with loot generation somehow.
It's probably my own fault for carelessly turning on NINETY FIVE(95) mods. The game's barely Starsector anymore. It's a wonder it doesn't crash every time I hop into hyperspace, so I guess clashes like this are to be expected.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: sabinlord on October 05, 2020, 06:36:46 AM
Quote
Great, I guess your run is over then.

Congratulations, you've convinced everyone in this thread that you're passive agressive and rude. What's the next step in your epic troll? Next time maybe lose a chromosome and then we can talk like normal people.


You've got a PM in your inbox.

By the way, it is a mod owners prerogative to not spoil the the content of their mod.

Hi mod. Where is this prerogative written? I'd like to see that. I'd also like to see where it says that you have to act like a smart@ss if someome with their first post on this forum asks a simple polite question. "Inb4 spoiling" I think not designing a mod properly and asking how a mechanic of it works in order to have a better experience is totally not a reason to answer like that. But thanks for the "warning", real classy.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: Uhlang on October 05, 2020, 08:02:39 AM
Hi mod. Where is this prerogative written? I'd like to see that. I'd also like to see where it says that you have to act like a smart@ss if someome with their first post on this forum asks a simple polite question. "Inb4 spoiling" I think not designing a mod properly and asking how a mechanic of it works in order to have a better experience is totally not a reason to answer like that. But thanks for the "warning", real classy.
You seem new, so you probably don't know this, but lots of mods have hidden content that's meant to be discovered. It breathes life into the exploration aspect of the game, and if a modder doesn't want to reveal it in the thread, you're goddamn right he doesn't have to do so.
If you're that curious, get the console commands mod and just add the industries into your colonies. The damage is done now, but that would've spared you from typing up stuff that gets you warnings.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: e on October 05, 2020, 09:35:38 AM
I think it would help if you let us know what you're trying to put in specifically.
Image
(https://i.gyazo.com/b0887b402f210eea79afd80de9cadfbf.jpg)
[close]
As you can see, it's accepting literally nothing EXCEPT the Tarsus BP I just added using console, which is extra weird because it's right next to a Tarsus BP I found while exploring.
I assume that the now-discontinued Common Drops mod I still had on for some reason messes with loot generation somehow.
It's probably my own fault for carelessly turning on NINETY FIVE(95) mods. The game's barely Starsector anymore. It's a wonder it doesn't crash every time I hop into hyperspace, so I guess clashes like this are to be expected.

That is indeed strange, if you have your supply storage and this is the planet with the Engineer Hub and even then it's still not taking your ship blueprints then something odd happened...

Sorry i can't help you much on this one except just confirming you that it does work as intended on my end. Never used "Common Drops" so idk what it does or if it indeed is the root of the conflict.

Just to confirm, i assume you didn't install Industrial Evolution mid playthrough, cuz i have seen that causing it's own fair share of issues. If so, then considering running a quick experiment on a new save with console commands to check if the problem persists.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: Arcagnello on October 05, 2020, 09:37:24 AM
I'm commenting on this thread just to say this is the second campaign I'm playing with this mod and it's great!ù

Go tiger go!
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: Uhlang on October 05, 2020, 10:08:39 AM
Just to confirm, i assume you didn't install Industrial Evolution mid playthrough, cuz i have seen that causing it's own fair share of issues. If so, then considering running a quick experiment on a new save with console commands to check if the problem persists.
I definitely didn't start this run without 1.8. I might have updated to 1.8.b after starting, but unless my memory fails me, the chances of that are low.
It's a problem I alone seem to have, though, so I'm in no rush to fix it. I think I'll just throw the useless BPs into a star and use the console to replace them with appropriately-sized ones that work.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: e on October 05, 2020, 10:31:20 AM
Just to confirm, i assume you didn't install Industrial Evolution mid playthrough, cuz i have seen that causing it's own fair share of issues. If so, then considering running a quick experiment on a new save with console commands to check if the problem persists.
I definitely didn't start this run without 1.8. I might have updated to 1.8.b after starting, but unless my memory fails me, the chances of that are low.
It's a problem I alone seem to have, though, so I'm in no rush to fix it. I think I'll just throw the useless BPs into a star and use the console to replace them with appropriately-sized ones that work.

The jump from 1.8.a to 1.8.b should cause no issues (i haven't seen any on my end) so we can assume it's not that. Since you decided on a more practical approach i guess that's that. There's a lot of experimentation you can do in case you are curious as to what mod is causing your problems.

Remember, it's always best to see the results for yourself instead of being told inaccuracies.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: connortron7 on October 05, 2020, 11:04:46 AM
Quote
Great, I guess your run is over then.

Congratulations, you've convinced everyone in this thread that you're passive agressive and rude. What's the next step in your epic troll? Next time maybe lose a chromosome and then we can talk like normal people.


You've got a PM in your inbox.

By the way, it is a mod owners prerogative to not spoil the the content of their mod.

Hi mod. Where is this prerogative written? I'd like to see that. I'd also like to see where it says that you have to act like a smart@ss if someome with their first post on this forum asks a simple polite question. "Inb4 spoiling" I think not designing a mod properly and asking how a mechanic of it works in order to have a better experience is totally not a reason to answer like that. But thanks for the "warning", real classy.
Chill dude, your making a bigger deal out of this then it needs to be.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: sabinlord on October 05, 2020, 11:57:24 AM
Quote
Chill dude, your making a bigger deal out of this then it needs to be.
PSA: you're*
Also, to everyone else in this forum : Ever hear of spoiler marks or private messages? Let me show you what it's like:
Spoiler
Here you can show sh!t while signaling to other readers that it's a spoiler. Mysterious.
[close]
There. Was it really necessary to act like gatekeepers? What a forum dude.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: SirHartley on October 05, 2020, 12:16:54 PM
Wow, there's quite some activity here! so - from the start.

Massive review post

I won't comment on all of these - it's just too much :)
Thank you for the comments on how you feel about the features. I read all stuff here, even if I don't comment on it, and adjust upcoming or past things with the general opinion in mind, so it's appreciated.
Just some notes on a few things that stood out to me:
Military/Interstellar Relays:
Sorry you feel misled. It was not my intention, and I think I might have been unclear on some points - Codewise, all fleets are the same. Detachment or Picket, no matter. However - and that's where you are right - spawn rate is not affected by the relay. It's something I'm thinking on, and it might get shoved into the interstellar relay at some point, as long as it doesn't exceed a certain limit.

Centralization Bureau:
We got a notorious min-maxer on the discord who loves this thing to death cause it's effectively OP if you set up your colonies correctly - but yeah, it's not everyone's cup of tea.

Embassy:
This is hilarious to me - I was told, just yesterday, that embassies are useless and I should rework them. I got the feeling they might be in a good place :P

Privateer Base:
I'll add a toggle, good point - especially with RE.

Requisitions Center:
Give the AI core effects another look - I think you might be missing the point of the building. This can, if properly applied, source super rare faction weaponry for you.

Engineering Hub:
I'd call that a case of "doesn't fit your style". It's to supplement specific blueprint acquisition, but it was never meant to replace the other ways to get them - unless you desire that.

Courier Port:
I thank you for the feedback - but really can't relate to that. The setup is as streamlined as it can ever be in Starsectors limited GUI modding options, and it's rather straightforward, even, for something as complicated as this. I will concede, however, that the system currently has teething issues due to weird bugs - which are on their way to get squashed.

Regarding the Derelicts - you are missing out, in my opinion - but I have already heard that some people do not consider them worth it, since they require a departure from the usual colony game. They might not be for you, but it doesn't detract from the fact that they are rad af :P
[close]

Storage Bug

That one's caused by Common Drops, which replaces the normal blueprints with custom ones that I did not account for. I'll add support for it in an upcoming update, thank you for the report.

I think the loading bug with the requisitions center is still there. I have a save I abandoned because of the bug, and I checked back on it today after installing 1.8.b. It still had the glitch-but it would go away once I deleted the requisitions center. I also noticed its only the alpha-cored requisitions center that does it, and i store all my weapons in that market storage. I also noticed a faction relation notification for trading with a faction named "rssa" sometimes when i purchased weapons from the requisitions center.

The fact that it's caused by the Alpha was the missing piece I needed to properly fix this. Thank you a lot - this really, really helped.
rssa is one of the dummy factions I use to set the colours of submarkets - you can ignore that, it won't do anything and I'll see to fixing it!


Rant

Please reconsider your behaviour. It's my mod - I made it from the ground up - and can withhold, or provide, whatever information I want about it.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: e on October 05, 2020, 12:51:47 PM
I won't comment on all of these - it's just too much :)
Thank you for the comments on how you feel about the features. I read all stuff here, even if I don't comment on it, and adjust upcoming or past things with the general opinion in mind, so it's appreciated.
Just some notes on a few things that stood out to me:
Military/Interstellar Relays:
Sorry you feel misled. It was not my intention, and I think I might have been unclear on some points - Codewise, all fleets are the same. Detachment or Picket, no matter. However - and that's where you are right - spawn rate is not affected by the relay. It's something I'm thinking on, and it might get shoved into the interstellar relay at some point, as long as it doesn't exceed a certain limit.

Centralization Bureau:
We got a notorious min-maxer on the discord who loves this thing to death cause it's effectively OP if you set up your colonies correctly - but yeah, it's not everyone's cup of tea.

Embassy:
This is hilarious to me - I was told, just yesterday, that embassies are useless and I should rework them. I got the feeling they might be in a good place :P

Privateer Base:
I'll add a toggle, good point - especially with RE.

Requisitions Center:
Give the AI core effects another look - I think you might be missing the point of the building. This can, if properly applied, source super rare faction weaponry for you.

Engineering Hub:
I'd call that a case of "doesn't fit your style". It's to supplement specific blueprint acquisition, but it was never meant to replace the other ways to get them - unless you desire that.

Courier Port:
I thank you for the feedback - but really can't relate to that. The setup is as streamlined as it can ever be in Starsectors limited GUI modding options, and it's rather straightforward, even, for something as complicated as this. I will concede, however, that the system currently has teething issues due to weird bugs - which are on their way to get squashed.

Regarding the Derelicts - you are missing out, in my opinion - but I have already heard that some people do not consider them worth it, since they require a departure from the usual colony game. They might not be for you, but it doesn't detract from the fact that they are rad af :P
[close]

Thanks for the lengthy reply, i'd like to add to my some final notes:

Bottom Line
Military/Interstellar Relays:
It's ok, i don't say that i was lied to with bitterness, it was more stating a fact that i should've cleared this issue on my own and see for myself how the effect handled. The Relays still gives an amazing bonus still and fast pickets can get the size of the average patrol in a vanilla game, while detachments from a High Command can become truly massive.

Centralization Bureau:
The building fits a playstyle that i am generally not used to, which is stacking a system with a certain industry. The only difference i have is that i diversify on each system instead of focusing. Never tried to imply it was bad or anything, just low priority on my list.

Embassy:
The argument stands if you only have a single embassy and the faction you want to pacify is on an alliance with someone else that hates you, in that scenario it is useless, but i mean... c'mon now... it's obviously not the fault of the embassy in that case. However, it is a certainty that just one is not gonna cut it if you want "absolute peace". Also that person might just be unlucky and the faction he wants to pacify wages war on him before reaching the neutral level, in which is case it is also not the fault of the embassy.

Privateer Base:
I'd also like to request a toggle for the "your privateers could not find a place to raid" type of message, since it can get a bit annoying to see this every month, like "ok, i get it guys, you are bloodthirsty and even thought i am paying you with all the booze and women you could ever ask for, you still itch, i don't need to be reminded of your weird kinks each month."

Requisitions Center:
I'm not denying that it is a potential source for rare weapons and that each AI core gives it a effect that changes this (and even more if you mix it with an embassy) it's mostly that by the time i build one i'm pretty much mostly overprepared with lots of money and a fleet to sport. The prebuilt one is useful thought.

Engineering Hub:
It's the case that i have many other options that i'd rather try and the Engineer looks the more cumbersome one by comparison. The building actually works best when you are in a commission/governorship/alliance as you can have free reign on their rare ships that you can't find on the Prism Freeport.

Courier Port:
I congratulate you on trying something entirely new, really, and i understand this was done as best as possible, i really do understand this was not half assed or anything and it is not my intention to discourage you from continuing working on this idea further, for all that it's worth, your ability is not being put into question, but i don't like it.

Derelicts:
I don't consider them a departure of my usual game simply because i don't know what they do, the mystery is still there and eventually i plan to tackle it. It's just that each system i capture isa meticulous and time consuming process of tailoring it into self sufficiency so i can properly grant it autonomy with a clear conscience. It's not that I'm actively avoiding them cuz i think they're bad, it's just that the "colonize that system with the weird industry" task is on a queue. I'm sure i'm missing out, and i will continue to miss out for the time being. But i won't lie that the mystery on itself is an incentive and so far i only have hints with the forge-blueprint thingys. It's not something i intend to be spoiled on, since that's part of the design for the mod.
[close]
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: connortron7 on October 05, 2020, 01:14:29 PM
Quote
Chill dude, your making a bigger deal out of this then it needs to be.
PSA: you're*
Also, to everyone else in this forum : Ever hear of spoiler marks or private messages? Let me show you what it's like:
Spoiler
Here you can show sh!t while signaling to other readers that it's a spoiler. Mysterious.
[close]
There. Was it really necessary to act like gatekeepers? What a forum dude.
Oh sorry didn't know this was english class,  *you;,re'r
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: Kartoffel on October 05, 2020, 01:30:00 PM
I do quite say that this conversation is getting out of hand and see the issue here.

sabinlord-"Wants more information on hidden content", but gets more angry by each response.

SirHartley-Responds with vague hints than eventually turning him down, though "not in the best way".

Everyone Else-Tries to give explanation SirHartley's intention but are caught in the fire.

(The quotes "" are to highlight references used in the conversation that can be interpret in a negative way. It's hard to interpret emotions based on said text, so it becomes important on how things are said.)

There's a clear misunderstanding going on (due to how each meaning is said) and such negative conversation must come to be ceased, if hostilities were to be abolished. To avert future conflict, it'd be nice, if both of you (SirHartley and sabinlord) can settle this peacefully and appreciate the amount of work put in this mod, especially with SirHartley's investment to it. Can't we all be friends?
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: Uhlang on October 06, 2020, 06:41:42 AM
Some people here don't seem to be fans of the Courier Port, but I really appreciate recurrent contracts for letting me automatize the Supercomputer restocking process.
I mean, sure, I could just stuff the storage with enough cores to last me the entire run, but I very much prefer to optimize.

One minor problem though: unlike most fleets from your faction, the couriers don't seem to recognize you when your transponder is off. I was idling near a destination planet and noticed the courier fleet basically making wide circles around it, and when I moused over, it said that it was running from my fleet. I had to turn the transponder on for it to finish the delivery.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: Serenitis on October 06, 2020, 08:27:52 AM
Some people here don't seem to be fans of the Courier Port
Part of the problem with it that it's a departure from vanilla mechanics which on it's own isn't bad. But this adds micromanagement, which is at best an acquired taste.

Every process in vanilla that outputs items from industry to storage does so by sending it to the 'gathering point' directly with no input from the player beyond specifying where that is.
The Courier port mechanics insisting that you manage that process yourself is not really something I have much desire for.
I get that 'realism' is a draw. But (imo) gameplay is always superior to realism and this level of micro really doesn't add anything to the game for me except rote tasks that I'm just not interested in.
Definitely appreciative of having the option to revert it all to vanilla standards in the settings tho. So thanks for including that.

Also, I found a giant printer that is super awesome. But makes things I'm reluctant to use because they're all incompatible with the one thing I must have.
I think that counts as a 'meaningful choice'.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: e on October 06, 2020, 09:31:54 AM
One minor problem though: unlike most fleets from your faction, the couriers don't seem to recognize you when your transponder is off. I was idling near a destination planet and noticed the courier fleet basically making wide circles around it, and when I moused over, it said that it was running from my fleet. I had to turn the transponder on for it to finish the delivery.

This is not a problem exclusive to this mod or related to this mod, every trader fleet (being from another faction or from your faction) will have this issue. I've had happen this since forever, way before installing Industrial Evolution.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: Uhlang on October 06, 2020, 10:03:36 AM
This is not a problem exclusive to this mod or related to this mod, every trader fleet (being from another faction or from your faction) will have this issue. I've had happen this since forever, way before installing Industrial Evolution.
I don't recall ever seeing this happen with standard trader fleets from my faction, but I'd be lying if I said that I ever paid much attention to them, so I'll take your word for it.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: Uhlang on October 10, 2020, 04:34:43 PM
Had a crash and the stack trace has "IndEvo" in it, so I'll just post it here.

Quote
7079234 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.fleets.IndEvo_ShippingFleetAssignmentAI.getC argoList(IndEvo_ShippingFleetAssignmentAI.java:59)
   at com.fs.starfarer.api.impl.campaign.fleets.IndEvo_ShippingFleetAssignmentAI.getC argoList(IndEvo_ShippingFleetAssignmentAI.java:67)
   at com.fs.starfarer.api.impl.campaign.fleets.IndEvo_ShippingFleetAssignmentAI.getT ravelActionText(IndEvo_ShippingFleetAssignmentAI.java:147)
   at com.fs.starfarer.api.impl.campaign.procgen.themes.RouteFleetAssignmentAI.addTra velAssignment(RouteFleetAssignmentAI.java:350)
   at com.fs.starfarer.api.impl.campaign.fleets.IndEvo_ShippingFleetAssignmentAI.addT ravelAssignment(IndEvo_ShippingFleetAssignmentAI.java:201)
   at com.fs.starfarer.api.impl.campaign.procgen.themes.RouteFleetAssignmentAI.pickNe xt(RouteFleetAssignmentAI.java:173)
   at com.fs.starfarer.api.impl.campaign.procgen.themes.RouteFleetAssignmentAI.giveIn itialAssignments(RouteFleetAssignmentAI.java:90)
   at com.fs.starfarer.api.impl.campaign.procgen.themes.RouteFleetAssignmentAI.<init>(RouteFleetAssignmentAI.java:44)
   at com.fs.starfarer.api.impl.campaign.fleets.IndEvo_ShippingFleetAssignmentAI.<init>(IndEvo_ShippingFleetAssignmentAI.java:46)
   at com.fs.starfarer.api.impl.campaign.fleets.IndEvo_ShippingManager.spawnFleet(IndEvo_ShippingManager.java:378)
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.spawnAndDespawn(RouteManager.java:614)
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.advance(RouteManager.java:572)
   at com.fs.starfarer.api.impl.campaign.CoreScript.advance(CoreScript.java:126)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: DubTre6 on October 10, 2020, 04:40:56 PM
Thanks for your work, you've made colonies fun again!
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: Arcagnello on October 11, 2020, 02:52:50 AM
Thanks for your work, you've made colonies fun again!

Make Jangala Great again and Make Culann pay for it

Completely agreed :)
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: Jharug on October 12, 2020, 11:37:02 AM
Well i used the Hegemony's restoration dock at Chicomoztoc. i'm very early in my campaign and i was a bit cautious and only put 2 small ships in to try it out and took off to do other things. End of the month passes and i get the bill and pay it and get back and the ships are gone. I tossed the 5k storage fee on the table to see if they where there and then i traveled back to that starting place and looked in that storage just in case but i can't see the ships anywhere. Not a loss really but still annoying and i'm just hoping that i'm missing something cus i won't use those again til i know how it's supposed to work.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: SirHartley on October 12, 2020, 12:59:06 PM
Had a crash and the stack trace has "IndEvo" in it, so I'll just post it here.

Known, am working on fixing this - first bug I'm having serious problems with.

Thanks for your work, you've made colonies fun again!

thanks :)

Well i used the Hegemony's restoration dock at Chicomoztoc. i'm very early in my campaign and i was a bit cautious and only put 2 small ships in to try it out and took off to do other things. End of the month passes and i get the bill and pay it and get back and the ships are gone. I tossed the 5k storage fee on the table to see if they where there and then i traveled back to that starting place and looked in that storage just in case but i can't see the ships anywhere. Not a loss really but still annoying and i'm just hoping that i'm missing something cus i won't use those again til i know how it's supposed to work.

I have zero idea what happened here - you are the first to ever report this, and I can't replicate it as well.
Do you have some more hints as to what you did? Maybe updated mods, or changed something else in the meantime?

What ships did you put into storage?
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: Jharug on October 12, 2020, 08:03:31 PM
so... i think i put in a hound or wolf and some other small early game ship, maybe a dram i really can't remember. (edit i remember pictures much much better then names) I did blast off to make a quest and that ended up being to hard so i reloaded a quick save i had just taken before engaging. GF then barged and and needed me to go and buy some more coffee... (her without coffee is me sleeping on the sofa) so i figured i might as well turn the game off. Came back after that and on my way back from that failed quest the month end triggered and i payed for some ship repairs and then came back and they where gone.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: SirHartley on October 13, 2020, 06:52:51 AM
I am laughing way too much at your bug report.
It's the least helpful thing I have ever seen, but by far the most amusing :P
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: Chairman Suryasari on October 13, 2020, 04:41:12 PM
Maybe, it's conflict wiith other mods or something, the best way to check it, is to test the mod itself in in vanilla game. If the mod run just fine is probably other mods cause the problem, maybe mods that add new storage like StellarNet can cause this but idk. I'm not a modder  :-\
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: SteelHeart on October 13, 2020, 05:11:43 PM
Could someone please explain to me what these forge templates I've been finding do?
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: SirHartley on October 14, 2020, 06:11:51 AM
Could someone please explain to me what these forge templates I've been finding do?

These are exploration content. Go survey planets in Cyan Boi constellations, you might find something that gives you more hints.

I amended the tooltip for the next version to include a pointer in that direction.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: SteelHeart on October 14, 2020, 06:58:47 AM
Could someone please explain to me what these forge templates I've been finding do?

These are exploration content. Go survey planets in Cyan Boi constellations, you might find something that gives you more hints.

I amended the tooltip for the next version to include a pointer in that direction.

Cyan, I'll take a look at those ones. Just a note, I've got grand sector installed. My understanding is it just lets more systems spawn so hopefully I didn't break anything.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: SirHartley on October 14, 2020, 08:01:29 AM
damn, you might run into problems then. Grand sector only increases the sector size/system amount, but does not increase the amount of things you can find.

it effectively creates a lot of empty systems.

You should use Adjusted sector instead.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: SteelHeart on October 14, 2020, 11:41:22 AM
damn, you might run into problems then. Grand sector only increases the sector size/system amount, but does not increase the amount of things you can find.

it effectively creates a lot of empty systems.

You should use Adjusted sector instead.

Well too late for that now then. I guess I might ask what I should be looking for? Is there a beacon or something designating the system because if its that I can just get some tankers and do a flyby around the map. Otherwise, is there a key word I could search for in the save file to try and get system coordinates?
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: SirHartley on October 14, 2020, 11:56:12 AM
Just dive into systems with normal warning beacons, you'll come across them sooner or later.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: SteelHeart on October 14, 2020, 02:12:38 PM
Just dive into systems with normal warning beacons, you'll come across them sooner or later.

Warning beacons, ok then. Better get my remnant hunting fleet up and running.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: Serenitis on October 15, 2020, 03:11:22 AM
A small observation re: printing things on the giant printer.

Vanilla things seem to work entirely as expected/intended.
They have defects which cannot be removed by any means and are there forever.

Mod added things appear to be a bit more fickle.
Some mod things get the defect added same as vanilla things, but lose said defects once the game is saved & re-loaded.
Other mod things never get the defect added at all.
It doesn't seem to be any specific mod which suffers from this - it's all of them. And neither does there seem to be any pattern as to how each thing will behave.
I've seen two of the exact same things from the same mod behave in different ways.

The only constants I have seen is that things produced in the same run (ie: the template has >1 charges) always behave the same way.
And none of the mod things keep their printing defects after save/load.

Weird.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: BeltfedVendetta on October 16, 2020, 06:22:52 AM
Is this a crash related to Industrial.Evolution? Keep having similar errors constantly after about an hour. This is using the latest IE and on a new character.

Code
2077261 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.boggledTools.getPlanetType(boggledTools.java:697)
at data.campaign.econ.boggledTools.refreshAquacultureAndFarming(boggledTools.java:929)
at data.campaign.econ.industries.Military_Police_Headquarters.advance(Military_Police_Headquarters.java:109)
at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: SirHartley on October 16, 2020, 07:32:13 AM
A small observation re: printing things on the giant printer doesn't always apply defects

Thanks for letting me know - I think I fixed it for the next version.

Is this a crash related to Industrial.Evolution? Keep having similar errors constantly after about an hour. This is using the latest IE and on a new character.

Military_Police_Headquarters is not an Industrial.Evolution thing, I think it's TASC?
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: Drazhya on October 16, 2020, 02:25:31 PM
Got this crash on colonizing a planet with Rift Generator Ruins

1207290 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RuinsCondition  - Adding ruins to Irkara
1207296 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207296 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207300 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207300 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207304 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207304 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207307 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207308 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207311 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207312 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207315 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207315 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207363 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207364 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207440 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207440 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207452 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207452 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207456 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207456 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207459 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207460 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207463 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207463 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207466 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207466 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207470 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207470 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207519 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207519 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207594 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207594 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207607 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207608 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207611 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207612 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207615 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207615 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207619 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207619 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207623 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207623 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207627 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207627 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207675 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207675 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207748 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207748 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207946 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
   at java.util.ArrayList$Itr.next(Unknown Source)
   at com.fs.starfarer.campaign.econ.Market.reapplyConditions(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:864)
   at com.fs.starfarer.campaign.ui.marketinfo.q$1.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.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.public.super(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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.campaign.ui.marketinfo.OO0o.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: BeltfedVendetta on October 17, 2020, 05:52:34 AM
Is this a crash related to Industrial.Evolution? Keep having similar errors constantly after about an hour. This is using the latest IE and on a new character.

Military_Police_Headquarters is not an Industrial.Evolution thing, I think it's TASC?
[/quote]

Doh! Sorry about that. I thought boggled was part of IE for some reason.
On another note, I tried removing that industry from the market and it seems to not crash anymore. So... You actually helped me solve a problem that wasn't even caused by your mod. LOL. Thanks. And sorry again about that.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: fu12 on October 17, 2020, 08:19:47 AM
So are the industrial ruins supposed to stay after youve repaired them? Cuz i can see it goin either way. They stay in case you accidentally shut down the repaired thing. On the other hand....its supposed to be a repaired thing.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: SirHartley on October 17, 2020, 08:41:41 AM
Got this crash on colonizing a planet with Rift Generator Ruins

Thanks for the report, fixed in Dev

So are the industrial ruins supposed to stay after youve repaired them? Cuz i can see it goin either way. They stay in case you accidentally shut down the repaired thing. On the other hand....its supposed to be a repaired thing.

That's a bug, also fixed in Dev.
thanks for the report!
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: adam_2020 on October 22, 2020, 07:45:00 AM
I have yet to try this mod as of the moment, but it looks great! I think one cool thing you could add is modifying the needs of supercomputers based on what environments they're built on. Supercomputers generate a lot of heat, and even more so with using AI cores to the point of burning out. All supercomputers should require volatiles or supplies (for large amounts of coolant) and supercomputers built on planets that are cold or very cold will consume less volatiles and have lower upkeep cost, while a supercomputer built on hot or extremely hot planets will consume more volatiles and have higher upkeep cost. This would give incentive to colonize cold planets in order to build more supercomputers.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
Post by: SirHartley on October 22, 2020, 09:25:37 AM
supercomputer effect already depends on temperature :)
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: SirHartley on October 22, 2020, 03:08:55 PM
(https://i.imgur.com/7k1QAas.png)


1.8.c is probably Save Compatible with 1.8.b



Download (https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution1.8.c.zip)
Integrated with Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)



De-jankified Courier Port and RiftGen. Added some QOL, Sound Effects, more fixes, Roider retrofit template support.
Courier port is now properly usable and can actually be relied upon. Only took me two weeks to un-break it.



Change Log
1.8.c
  • General
  • Adjusted - optimized data loading behaviour
  • Variable Industries
  • Adjusted - Misspellings in VPC tooltips
  • Interstellar Relay
  • Fixed - No longer crashes the game/Prevents saving when built in a nebula
  • Supercomputer
  • Fixed - no longer ticks down cores if not functional
  • Embassy
  • Added - Dialogue choice to move ambassador to another embassy
  • Privateer base
  • Added - Roider Union retrofit template support
  • Added - Setting allow the base to acquire unknown blueprints
  • Fixed - Lawless SubPop Tooltip
  • Engineering hub
  • Added - Roider Union Retrofit Template support
  • Adjusted - No longer continues pulling ships that have reached 100% progress
  • Fixed - THI Retrofit Template support works again
  • Courier Port
  • Fixed - Boggled Astropoli - transfer is now immediate and no longer freezes the delivery
  • Fixed - Ship selection no longer soft locks the game when closing selection window with ESC
  • Fixed - Will now correctly transfer ships from one point to another
  • Fixed - Intel now correctly displays lost ships
  • Fixed - No longer auto-fails on moving in and out of the origin system
  • Fixed - Item selection screen items no longer overlap
  • Requisitions Centre
  • Fixed - Game no longer freezes on cargo update in rare cases when an Alpha Core is installed
  • Derelict Industries
  • Adjusted - Forge Template tooltips to provide more hints
  • Fixed - Ruins can now be removed and no longer spawn double
  • Fixed - Printed Ships sometimes did not get printing defects
  • Fixed - AutoDelivery setting now actually works
  • RiftGen
  • Added - Sound for the Transition Effect
  • Adjusted -Flare effect timing looks less weird
  • Adjusted - Orbit now gets normalized to fit the target system (No more speedy planet boi)
  • Adjusted - Can no longer spawn on Gas Giants (Cannot move a gravity well...)
  • Fixed - Rare bug that would cause an orbital station to despawn
  • Fixed - Colony targetting option (again!)
  • Fixed - Planets from a Nebula now properly orbit a sun
  • Fixed - Colony no longer gets stuck when exiting the system before the animation has finished
  • Fixed - Salvage yards no longer misbehave when stacked in a system
[close]
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Arcagnello on October 22, 2020, 04:55:51 PM
Nice! Will update it tomorrow  ;D
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Fucifa on October 24, 2020, 07:01:59 AM
 :P :P
I hope it will not be like the last version 1.7.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Fucifa on October 24, 2020, 07:13:14 AM
 ;D ;D
The Rift Generator is a super weapon?
Like this?

[attachment deleted by admin]
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: SirHartley on October 24, 2020, 12:25:13 PM
;D ;D
The Rift Generator is a super weapon?
Like this?

Nope - it's part of the new exploration content, I won't spoil it - but it's rather cool. Not a weapon though.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Chairman Suryasari on October 25, 2020, 11:53:57 AM
Hi Hartley! Thanks for the mods all the hard work and passion you put into the mod, i'm really appreciate it!

And i have a probably terrible idea but can you make new 2 slot industries beside Privateer HQ? Because Starsector spaghetti UI code, it's hard too choose what kind of structure we want to stay or not to make space for other industry or structure so the Industries UI can properly display it.

My idea is to combine certain industry into one industry that required 2 slot industry, for example (Mining+Refinery), (Mining+Fuel Production), (Mining+Light Industry), (Refinery+Heavy Industry), etc you get the idea, it's really helpful for modded playthrough that have many new structure and industries.

I don't know if Starsector code allow it or not, i hope it can do it. Thanks again Hartley for the mod and reading my idea  ;D
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: SirHartley on October 25, 2020, 02:06:10 PM
Combine industries proposal

Hi there!
I did actually try making something like this - but failed at it, since I would have to overwrite some vanilla code for it, which is considered a massive no-go in the modding community.
The issue is that if you have an industry combined into two, the game will no longer register these industries as present - and they will be build-able again, which would allow stacking duplicates.
That problem is only solvable by changing the industries themselves.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: unit098 on October 26, 2020, 02:10:24 AM
0/10 the tips said selling an ambassador was a risk-free transaction, I was lied to!!!!  >:( >:( >:(
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: ArkaneKannon on October 26, 2020, 06:55:27 AM
I've been using this mod for a while now and I have to say it'd be hard to play without it. However the variable assembler and the commodity are great but I almost never use the forge. Typically I sell the chips I don't want and slot up the ones I do in the assembler. Personally I feel like you shouldn't get goods per month from the assembler and that should be directed towards the Forge exclusively. Being able to pick and choose and output for a colony at will makes the assembler strong and the forge kinda just there. I personally never used it until today, otherwise I love and enjoy this mod. Thanks for all the hard work.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: iamAcTive on October 26, 2020, 11:24:29 AM
2020 mod of the year. Love this mod.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Jakro on October 27, 2020, 06:40:20 AM
Where can I find hull fabricators or whatever. The place where I can fabricate ships from those blueprint-like chips.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Jakro on October 27, 2020, 02:06:05 PM
Where can I find hull fabricators or whatever. The place where I can fabricate ships from those blueprint-like chips.
I have been informed, that the what I am looking for is a hull forge, which is suppoosed to be able to build ships out of these Forge Templates. Reddit told me to survey planets in Remnant star systems, but now the description of the Forge Templates says to look out for planets lost in the second ai war. Im confused! Which planets were lost in the second ai war? What exactly am I looking for or rather how do I know when I have found it ? Can someone explain Forge Templates to me please ?
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: SirHartley on October 27, 2020, 02:41:13 PM
0/10 the tips said selling an ambassador was a risk-free transaction, I was lied to!!!!  >:( >:( >:(
I would never lie to you <3

I've been using this mod for a while now and I have to say it'd be hard to play without it. However the variable assembler and the commodity are great but I almost never use the forge. Typically I sell the chips I don't want and slot up the ones I do in the assembler. Personally I feel like you shouldn't get goods per month from the assembler and that should be directed towards the Forge exclusively. Being able to pick and choose and output for a colony at will makes the assembler strong and the forge kinda just there. I personally never used it until today, otherwise I love and enjoy this mod. Thanks for all the hard work.
The forge gives you a giant heap of stuff, but eats the chip after three cycles - it's not comparable to the Assembler at all.
You could feed it the chips you don't need instead of selling them - I guarantee you, it's better bang for your buck - and you can eliminate the upkeep with an (I think) beta core.

2020 mod of the year. Love this mod.
Thanks, that's high praise :)

Where can I find hull fabricators or whatever. The place where I can fabricate ships from those blueprint-like chips.
I have been informed, that the what I am looking for is a hull forge, which is suppoosed to be able to build ships out of these Forge Templates. Reddit told me to survey planets in Remnant star systems, but now the description of the Forge Templates says to look out for planets lost in the second ai war. Im confused! Which planets were lost in the second ai war? What exactly am I looking for or rather how do I know when I have found it ? Can someone explain Forge Templates to me please ?

Okay, first off, please stop spoiling exploration content in this thread.
Second, go survey planets in [Redacted] Star systems - you'll find what you need sooner or later.

Do note though - if you added the mod mid-game, this is one of the things that will not spawn.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Fucifa on October 28, 2020, 05:38:04 AM
 :P :PC  :P
Does customs control refer to the form of import duties? Or does it mean that import trade can only go through specialized counterpart companies and accounts?Take a Chinese example: Thirteen Hongs of Canton?
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: SirHartley on October 29, 2020, 11:50:02 AM
:P :PC  :P
Does customs control refer to the form of import duties? Or does it mean that import trade can only go through specialized counterpart companies and accounts?Take a Chinese example: Thirteen Hongs of Canton?

Yup, that's exactly what it's supposed to be! All goods/trade for that system is routed through a single entity.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Fucifa on October 29, 2020, 02:01:32 PM
:P :PC  :P
Does customs control refer to the form of import duties? Or does it mean that import trade can only go through specialized counterpart companies and accounts?Take a Chinese example: Thirteen Hongs of Canton?

Yup, that's exactly what it's supposed to be! All goods/trade for that system is routed through a single entity.
SO I will use the term "closed and locked country" to  instead of customs control .Thirteen Hongs of Canton  is the representative that controls the foreign trade export.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: DietrichT on October 31, 2020, 05:17:21 PM
buggie report!!!! :)

AmbassadorPersonManager plugin needs to add an exception.
currently if lastDayFactionRep is null/empty the game CTDs.

//
280060 [Thread-4] INFO  com.fs.starfarer.api.plugins.ambassadorPlugins.IndEvo_ambassadorPersonManager  - reptracker
280060 [Thread-4] INFO  com.fs.starfarer.api.plugins.ambassadorPlugins.IndEvo_ambassadorPersonManager  - lastDayFactionRep isEmpty/null
//
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: SirHartley on November 01, 2020, 01:46:24 AM
Hey there,
That line you are pointing to is a daily check that runs and reports faction rep status. It doesn't cause crashing - if you scroll up, you'll see it multiple times in your log.

That ctd must have been something else. I'll gladly help you figure out what it was, but you'll have to post me the full error log (right after the crash) here - please upload the file.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: IsaacBolts on November 02, 2020, 06:31:07 PM
Hey, so i'm having a bit of trouble with the entire engineering bay and hull forge/scanner whitelist.
I simply cannot get them to work even if i carefully place every single ship hull from every mod faction in the lists.

After at least half an hour of putting ship IDs into both lists i came to the discovery that suddenly i couldn't put any ships in the hull scanner/engineering bay, not even vanilla ones.
All of them simply said that they couldn't be put in the respective storage for each facility.
I then assumed that it might be something with one of the ship IDs, or perhaps a certain set of ships just didn't function.. so i progressively eliminated all modded ship hulls from lists and eventually found out that even with all modded ship hulls removed the same error still occured.
I then took the raw unedited files from a fresh download and put it into correct folder replacing the edited documents.. and it suddenly worked again.
So next i put in a small list of ships in the engineering whitelist and when i started it up this time it didn't block out the vanilla ships.. but it didn't do it's job as intended either as the modded ships added to the list couldn't get into the engineering bay storage.
I then tried adding one of the ships i put into the engineering whitelist into the hull scanner whitelist and started it up again to see if that specific hull could now be scanned or deconstructed.. but no the entire vanilla ships blocked off as well reoccured, and again i tried removing the hulls from the list and the bug remained.

I'm completely clueless at this point, am i overlooking something, is this a bug or am i using it in the wrong way?

For further information, i directly used the ship IDs listed (double checked in some cases with ingame console command and looking into the actual hulls folder of the relevant mod)
I didn't alter any of the text at the top of the documents.
I made sure to restart the game after each edit to the whitelists.
I tried adding new ships to my fleet via console command to see if it only worked on new ships (it didn't)
I tried doing it on different planets, didn't work either.
I tried doing it on a new save file, didn't work either.

Right now i'm frustrated and clueless, i spend numerous hours figuring this out and i'm at the end of my knowledge.
It'd be highly appreciated if you could shine some light onto the situation and help me out with this one, thank you!
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: SirHartley on November 03, 2020, 03:27:44 AM
Are you using a proper .csv editor? Notepad/Excel won't work, you need either google sheets or Rons CSV editor (https://www.ronsplace.eu/Products/RonsEditor/Download).
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: IsaacBolts on November 03, 2020, 07:07:31 AM
thank you, i'll try it on google sheets then.
I'll be sure to report any other issue if they arrise.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: UberWaffe on November 14, 2020, 12:52:20 AM
Allright, bug report, but keep in mind I have been mucking about in the source code, so might be totally on me.

Version: 1.8.c + source code changes

Crashlog.
Spoiler
93202 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [faction_generic_market_01_neutral_var01.ogg]
93202 [Thread-10] INFO  sound.null  - Playing music with id [faction_generic_market_01_neutral_var01.ogg]
93257 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
   at java.util.ArrayList$Itr.next(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Built two interstellar arrays in the same system. (Yes, I know that was redundant.) Also had another two military relays in the same system.
Game would throw the above error whenever I docked with any planet or fleet in the system. Would be fine outside the system.

I downgraded the two interstellar arrays down to military arrays. No longer get the above error.
I did not make changes to the "IndEvo_ComArray" class, otherwise wouldn't have report this.

Would still first find out if anyone else that hasn't mucked about with the source can replicate this behavior before diving too deep into code.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Ultrarattecoon on November 15, 2020, 10:52:23 AM
 :) Hi. I don't understand how to use forge templates. Please explain or point me where to read on that. :P
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: SirHartley on November 15, 2020, 11:56:15 PM
Bug report

I'd need to know which classes you touched on - but yes, it's possible that's on me.

Hi. I don't understand how to use forge templates. Please explain or point me where to read on that.

Forge templates are Explorarion content and I won't spoil what they do!
Hint: survey some planets in systems with [redacted] presence.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: drbonsai on November 17, 2020, 01:12:54 PM
So far I'm loving this mod, but I have a question.  I dropped an administrator into a different faction academy, and I have completely forgotten where I left them.  I know there was a small popup notification but I ignored it.  Is there a way to track all administrators/officers in academies or am I out of luck?
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: TiberQ on November 17, 2020, 03:03:10 PM
Hi,

Very nice mod, keep it going !

Bug;
An officer whit available levelling being retrained in academy results in the officer to be no longer upgradeable, and even losing it's made progress before he/she went into academy.

Your settings file is missing stuff, i tried to deactivate salvage yards and supercomputers. Salvage yard because AI builds them for no reason, forgoing heavy industry/ orbital. Resulting in crappy AI fleets. Not sure if that was intended / bug.

Adding all your stuff to settings.json (for playstyle) would be appreciated. The spice must flow! xD

Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: UberWaffe on November 18, 2020, 12:57:16 AM
I'd need to know which classes you touched on - but yes, it's possible that's on me.

WinMerge report csv.
Left side is modified source. Right side is original.

Spoiler
com,,Folders are different,  01/10/2020 23:13:50,* 22/10/2020 23:40:16,
fs,com,Folders are different,  01/10/2020 23:13:50,* 22/10/2020 23:40:16,
starfarer,com\fs,Folders are different,  01/10/2020 23:13:50,* 22/10/2020 23:40:16,
api,com\fs\starfarer,Folders are different,* 01/11/2020 21:25:49,  22/10/2020 23:40:17,
impl,com\fs\starfarer\api,Folders are different,  01/10/2020 23:13:50,* 22/10/2020 23:40:16,
campaign,com\fs\starfarer\api\impl,Folders are different,  01/10/2020 23:13:50,* 22/10/2020 23:40:17,
econ,com\fs\starfarer\api\impl\campaign,Folders are different,  01/10/2020 23:13:50,* 22/10/2020 23:40:17,
conditions,com\fs\starfarer\api\impl\campaign\econ,Folders are different,* 01/11/2020 21:35:21,  22/10/2020 23:40:17,
IndEvo_edict_forced_reloc.java,com\fs\starfarer\api\impl\campaign\econ\conditions,Text files are different,* 18/10/2020 15:58:24,  14/09/2020 19:00:32,java
IndEvo_baseEdict.java,com\fs\starfarer\api\impl\campaign\econ\conditions,Text files are identical,  14/09/2020 19:00:32,  14/09/2020 19:00:32,java
IndEvo_BeaconCondition.java,com\fs\starfarer\api\impl\campaign\econ\conditions,Text files are identical,  14/09/2020 19:00:31,  14/09/2020 19:00:31,java
IndEvo_CryoRevivalDisabler.java,com\fs\starfarer\api\impl\campaign\econ\conditions,Text files are identical,  17/09/2020 13:17:39,  17/09/2020 13:17:39,java
IndEvo_edict_cleanse.java,com\fs\starfarer\api\impl\campaign\econ\conditions,Text files are identical,  14/09/2020 19:00:31,  14/09/2020 19:00:31,java
IndEvo_edict_conscription.java,com\fs\starfarer\api\impl\campaign\econ\conditions,Text files are identical,  14/09/2020 19:00:32,  14/09/2020 19:00:32,java
IndEvo_edict_customs.java,com\fs\starfarer\api\impl\campaign\econ\conditions,Text files are identical,  14/09/2020 19:00:32,  14/09/2020 19:00:32,java
IndEvo_edict_deadlines.java,com\fs\starfarer\api\impl\campaign\econ\conditions,Text files are identical,  20/07/2020 17:52:04,  20/07/2020 17:52:04,java
IndEvo_edict_growth_reinv.java,com\fs\starfarer\api\impl\campaign\econ\conditions,Text files are identical,  02/07/2020 16:59:28,  02/07/2020 16:59:28,java
IndEvo_edict_ind_incent.java,com\fs\starfarer\api\impl\campaign\econ\conditions,Text files are identical,  02/07/2020 16:59:30,  02/07/2020 16:59:30,java
IndEvo_edict_labour_rest.java,com\fs\starfarer\api\impl\campaign\econ\conditions,Text files are identical,  02/07/2020 16:59:29,  02/07/2020 16:59:29,java
IndEvo_edict_lockdown.java,com\fs\starfarer\api\impl\campaign\econ\conditions,Text files are identical,  14/09/2020 19:00:31,  14/09/2020 19:00:31,java
IndEvo_pirate_subpop.java,com\fs\starfarer\api\impl\campaign\econ\conditions,Text files are identical,* 01/11/2020 21:35:19,  11/10/2020 15:23:54,java
IndEvo_RuinsCondition.java,com\fs\starfarer\api\impl\campaign\econ\conditions,Text files are identical,  11/10/2020 14:50:31,  11/10/2020 14:50:31,java
impl,com\fs\starfarer\api\impl\campaign\econ,Folders are different,* 14/11/2020 17:41:51,  22/10/2020 23:40:17,
derelicts,com\fs\starfarer\api\impl\campaign\econ\impl,Folders are different,* 01/11/2020 21:41:27,  22/10/2020 23:40:17,
IndEvo_AdAssem.java,com\fs\starfarer\api\impl\campaign\econ\impl,Text files are different,* 14/11/2020 17:41:51,  14/09/2020 00:36:21,java
IndEvo_AdManuf.java,com\fs\starfarer\api\impl\campaign\econ\impl,Text files are different,* 17/10/2020 22:50:50,  14/09/2020 00:36:21,java
IndEvo_ComArray.java,com\fs\starfarer\api\impl\campaign\econ\impl,Text files are different,* 12/11/2020 10:15:45,  21/10/2020 20:48:05,java
IndEvo_dryDock.java,com\fs\starfarer\api\impl\campaign\econ\impl,Text files are different,* 18/10/2020 15:52:40,  26/09/2020 23:34:14,java
IndEvo_EngHub.java,com\fs\starfarer\api\impl\campaign\econ\impl,Text files are different,* 05/11/2020 15:35:30,  17/10/2020 18:21:57,java
IndEvo_PrivatePort.java,com\fs\starfarer\api\impl\campaign\econ\impl,Text files are different,* 10/11/2020 21:17:49,  18/10/2020 12:42:16,java
Contract.java,com\fs\starfarer\api\impl\campaign\econ\impl,Left only: C:\Games\Simulation\Starsector\Extra\Version 0.9.1\IndustrialEvo 1.8\src\com\fs\starfarer\api\impl\campaign\econ\impl,* 10/11/2020 21:17:55,  ,java
IndEvo_ShieldArray.java,com\fs\starfarer\api\impl\campaign\econ\impl,Left only: C:\Games\Simulation\Starsector\Extra\Version 0.9.1\IndustrialEvo 1.8\src\com\fs\starfarer\api\impl\campaign\econ\impl,* 14/11/2020 13:05:31,  ,java
ShippingContainer.java,com\fs\starfarer\api\impl\campaign\econ\impl,Left only: C:\Games\Simulation\Starsector\Extra\Version 0.9.1\IndustrialEvo 1.8\src\com\fs\starfarer\api\impl\campaign\econ\impl,* 10/11/2020 22:03:21,  ,java
ShippingStatus.java,com\fs\starfarer\api\impl\campaign\econ\impl,Left only: C:\Games\Simulation\Starsector\Extra\Version 0.9.1\IndustrialEvo 1.8\src\com\fs\starfarer\api\impl\campaign\econ\impl,* 10/11/2020 21:20:43,  ,java
installableItemPlugins,com\fs\starfarer\api\impl\campaign\econ\impl,Identical,  01/10/2020 23:13:50,* 22/10/2020 23:40:17,
subindustries,com\fs\starfarer\api\impl\campaign\econ\impl,Identical,  01/10/2020 23:13:50,* 22/10/2020 23:40:17,
IndEvo_Academy.java,com\fs\starfarer\api\impl\campaign\econ\impl,Text files are identical,  14/09/2020 19:51:52,  14/09/2020 19:51:52,java
IndEvo_AdInfra.java,com\fs\starfarer\api\impl\campaign\econ\impl,Text files are identical,  22/09/2020 23:25:34,  22/09/2020 23:25:34,java
IndEvo_ComForge.java,com\fs\starfarer\api\impl\campaign\econ\impl,Text files are identical,  27/09/2020 00:40:11,  27/09/2020 00:40:11,java
IndEvo_embassy.java,com\fs\starfarer\api\impl\campaign\econ\impl,Text files are identical,  19/10/2020 21:13:29,  19/10/2020 21:13:29,java
IndEvo_pirateHaven.java,com\fs\starfarer\api\impl\campaign\econ\impl,Text files are identical,  20/10/2020 17:46:48,  20/10/2020 17:46:48,java
IndEvo_ReqCenter.java,com\fs\starfarer\api\impl\campaign\econ\impl,Text files are identical,  19/08/2020 13:41:57,  19/08/2020 13:41:57,java
IndEvo_ScrapYard.java,com\fs\starfarer\api\impl\campaign\econ\impl,Text files are identical,  30/09/2020 23:09:30,  30/09/2020 23:09:30,java
IndEvo_senate.java,com\fs\starfarer\api\impl\campaign\econ\impl,Text files are identical,  14/09/2020 19:00:32,  14/09/2020 19:00:32,java
IndEvo_SharedSubmarketUser.java,com\fs\starfarer\api\impl\campaign\econ\impl,Text files are identical,  18/09/2020 22:07:30,  18/09/2020 22:07:30,java
IndEvo_SharedSubmarketUserAPI.java,com\fs\starfarer\api\impl\campaign\econ\impl,Text files are identical,  18/09/2020 23:18:13,  18/09/2020 23:18:13,java
IndEvo_SupCom.java,com\fs\starfarer\api\impl\campaign\econ\impl,Text files are identical,  09/10/2020 19:08:10,  09/10/2020 19:08:10,java
fleets,com\fs\starfarer\api\impl\campaign,Folders are different,* 10/11/2020 21:22:30,  22/10/2020 23:40:17,
IndEvo_ShippingManager.java,com\fs\starfarer\api\impl\campaign\fleets,Text files are different,* 10/11/2020 21:22:30,  07/10/2020 20:35:30,java
IndEvo_ShippingFleetAssignmentAI.java,com\fs\starfarer\api\impl\campaign\fleets,Text files are identical,  18/10/2020 16:02:49,  18/10/2020 16:02:49,java
ids,com\fs\starfarer\api\impl\campaign,Folders are different,* 12/11/2020 14:44:17,  22/10/2020 23:40:17,
IndEvo_ids.java,com\fs\starfarer\api\impl\campaign\ids,Text files are different,* 12/11/2020 14:44:17,  21/10/2020 11:14:33,java
adInfraAllowedIDs.java,com\fs\starfarer\api\impl\campaign\ids,Text files are identical,  02/07/2020 16:59:28,  02/07/2020 16:59:28,java
IndEvo_AmbassadorIdHandling.java,com\fs\starfarer\api\impl\campaign\ids,Text files are identical,  10/10/2020 22:17:35,  10/10/2020 22:17:35,java
IndEvo_Items.java,com\fs\starfarer\api\impl\campaign\ids,Text files are identical,  15/08/2020 17:38:45,  15/08/2020 17:38:45,java
intel,com\fs\starfarer\api\impl\campaign,Folders are different,  01/10/2020 23:13:50,* 22/10/2020 23:40:17,
misc,com\fs\starfarer\api\impl\campaign\intel,Folders are different,* 10/11/2020 21:23:32,  22/10/2020 23:40:17,
IndEvo_ShippingFleetIntel.java,com\fs\starfarer\api\impl\campaign\intel\misc,Text files are different,* 10/11/2020 21:23:32,  18/10/2020 19:08:17,java
rulecmd,com\fs\starfarer\api\impl\campaign,Folders are different,  01/10/2020 23:13:50,* 22/10/2020 23:40:17,
portRules,com\fs\starfarer\api\impl\campaign\rulecmd,Folders are different,* 10/11/2020 21:26:38,  22/10/2020 23:40:17,
IndEvo_CreateShippingSelectionList.java,com\fs\starfarer\api\impl\campaign\rulecmd\portRules,Text files are different,* 10/11/2020 21:25:18,  10/10/2020 22:17:35,java
IndEvo_DisplaySubListPage_Shipping.java,com\fs\starfarer\api\impl\campaign\rulecmd\portRules,Text files are different,* 10/11/2020 21:24:46,  27/09/2020 00:40:11,java
IndEvo_OptionStartsWith_Shipping.java,com\fs\starfarer\api\impl\campaign\rulecmd\portRules,Text files are different,* 10/11/2020 21:26:38,  13/09/2020 18:41:57,java
IndEvo_ShippingAllowed.java,com\fs\starfarer\api\impl\campaign\rulecmd\portRules,Text files are different,* 10/11/2020 21:26:38,  29/09/2020 19:50:20,java
IndEvo_ShippingCargoRemovalSelection.java,com\fs\starfarer\api\impl\campaign\rulecmd\portRules,Text files are different,* 10/11/2020 21:25:40,  22/09/2020 16:07:16,java
IndEvo_ShippingCargoSelection.java,com\fs\starfarer\api\impl\campaign\rulecmd\portRules,Text files are different,* 10/11/2020 21:26:05,  18/10/2020 22:58:57,java
IndEvo_DesignateSubListPageToLoad_Shipping.java,com\fs\starfarer\api\impl\campaign\rulecmd\portRules,Text files are identical,  01/09/2020 21:20:30,  01/09/2020 21:20:30,java
IndEvo_ShippingVariables.java,com\fs\starfarer\api\impl\campaign\rulecmd\portRules,Text files are identical,  12/09/2020 18:28:08,  12/09/2020 18:28:08,java
academyRules,com\fs\starfarer\api\impl\campaign\rulecmd,Identical,  01/10/2020 23:13:50,* 22/10/2020 23:40:17,
ambassadorRules,com\fs\starfarer\api\impl\campaign\rulecmd,Identical,* 01/11/2020 21:46:12,  22/10/2020 23:40:17,
edictRules,com\fs\starfarer\api\impl\campaign\rulecmd,Identical,  01/10/2020 23:13:50,* 22/10/2020 23:40:17,
riftGenRules,com\fs\starfarer\api\impl\campaign\rulecmd,Identical,  01/10/2020 23:13:50,* 22/10/2020 23:40:17,
IndEvo_marketHasIndustry.java,com\fs\starfarer\api\impl\campaign\rulecmd,Text files are identical,  20/08/2020 11:52:54,  20/08/2020 11:52:54,java
IndEvo_marketIsPlayerOwned.java,com\fs\starfarer\api\impl\campaign\rulecmd,Text files are identical,  02/07/2020 16:59:29,  02/07/2020 16:59:29,java
IndEvo_notAtWar.java,com\fs\starfarer\api\impl\campaign\rulecmd,Text files are identical,  20/07/2020 17:52:04,  20/07/2020 17:52:04,java
IndEvo_requiresColonyMenuPoint.java,com\fs\starfarer\api\impl\campaign\rulecmd,Text files are identical,  14/09/2020 19:00:31,  14/09/2020 19:00:31,java
entityplugins,com\fs\starfarer\api\impl\campaign,Identical,  01/10/2020 23:13:50,* 22/10/2020 23:40:17,
hullmods,com\fs\starfarer\api\impl\campaign,Identical,  01/10/2020 23:13:50,* 22/10/2020 23:40:17,
submarkets,com\fs\starfarer\api\impl\campaign,Identical,  01/10/2020 23:13:50,* 22/10/2020 23:40:17,
campaign,com\fs\starfarer\api,Identical,  01/10/2020 23:13:50,* 22/10/2020 23:40:16,
plugins,com\fs\starfarer\api,Identical,* 01/11/2020 21:27:15,  22/10/2020 23:40:17,
IndEvo_IndustryTools.java,com\fs\starfarer\api,Text files are identical,* 01/11/2020 21:25:44,  19/10/2020 21:01:52,java
RandomCollection.java,com\fs\starfarer\api,Text files are identical,  24/03/2020 19:11:42,  24/03/2020 19:11:42,java
META-INF,,Identical,  01/10/2020 23:13:51,* 22/10/2020 23:40:17,
[close]
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Krelian on November 18, 2020, 02:44:08 PM
Will the AI faction use them? In nexerelin?
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: pipai on November 19, 2020, 03:26:15 AM
Bug report:

The Courier Port doesn't seem to work for me. I created 2 contracts to ship a bunch of Heavy Armaments to storage somewhere else, and although it said that it was successful, I saw no Heavy Armaments in storage at the destination. But the source's Heavy Armaments were gone. I saw no errors in logs.

EDIT:
A later shipment worked. Storage happened to have the first 2 slots blank because I took some supplies and fuel beforehand, and the heavy armaments showed up in the first slot, so maybe there's a clue there.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Chairman Suryasari on November 19, 2020, 05:47:04 PM
Combine industries proposal

Hi there!
I did actually try making something like this - but failed at it, since I would have to overwrite some vanilla code for it, which is considered a massive no-go in the modding community.
The issue is that if you have an industry combined into two, the game will no longer register these industries as present - and they will be build-able again, which would allow stacking duplicates.
That problem is only solvable by changing the industries themselves.

Oh well..

But will we get another industries with 2 slot beside Privateer? Maybe make the cloning facility as 2 slot with better effect, and more dark industries like slave trade industries that will boost other production and population with little harvested organ commodity but add  downside effect like constantly have bad reputation with "good" moral alignment faction, some faction mod like Diable Avionics and Legio Infernalis run on slave population so it's not that jarring in modeverse, this also perfect for pirate playthrough because pirate doesn't have top of the line equipment and must rely on hard labor to make their ship flying at all. It's probably feel like cloning facility but more grounded in a way.

But in the end of the day, i'm happy to see any content you add in this mod in the future  ;D
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: battleturkies on November 21, 2020, 09:33:42 PM
This mod makes me happy. Thank you
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: N3V3R on November 22, 2020, 06:57:41 PM
Question: is there a limit to how many planets u can have in a system with "extra" means?
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: SirHartley on November 27, 2020, 10:16:16 AM
So far I'm loving this mod, but I have a question.  I dropped an administrator into a different faction academy, and I have completely forgotten where I left them.  I know there was a small popup notification but I ignored it.  Is there a way to track all administrators/officers in academies or am I out of luck?
unless you are playing nex random sector, there are only two academies in the sector - check the FAQ. Otherwise, you are out of luck, sorry!

Bug;
An officer whit available levelling being retrained in academy results in the officer to be no longer upgradeable, and even losing it's made progress before he/she went into academy.
I'll fix it for the next release, thanks for the report.

Your settings file is missing stuff, i tried to deactivate salvage yards and supercomputers. Salvage yard because AI builds them for no reason, forgoing heavy industry/ orbital. Resulting in crappy AI fleets. Not sure if that was intended / bug.

Adding all your stuff to settings.json (for playstyle) would be appreciated. The spice must flow! xD
There are setting entries for deactivating industries. AI won't build them if they are deactivated, also, NPC colonies building stuff is Nexerelin.
Adding "all my stuff" to settings is not possible, both due to time constraints and balance reasons. I did add a plethora of options, take a look.

Will the AI faction use them? In nexerelin?
Some, yes.

But will we get another industries with 2 slot beside Privateer? Maybe make the cloning facility as 2 slot with better effect, and more dark industries like slave trade industries that will boost other production and population with little harvested organ commodity but add  downside effect like constantly have bad reputation with "good" moral alignment faction, some faction mod like Diable Avionics and Legio Infernalis run on slave population so it's not that jarring in modeverse, this also perfect for pirate playthrough because pirate doesn't have top of the line equipment and must rely on hard labor to make their ship flying at all. It's probably feel like cloning facility but more grounded in a way.
I won't make "X but better" buildings, they are uninteresting and do not facilitate choice. Also, avoiding on-the-nose edgy topics has worked well for me so far, narrative is better interpreted than told. Check out the Senate / Edicts for some morally questionable options.

This mod makes me happy. Thank you
Nice to hear that, thank you :)

Question: is there a limit to how many planets u can have in a system with "extra" means?
I don't quite know what you are referring to here - if it's the exploration content, then the limit is 2 per system.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Farya on November 27, 2020, 10:41:08 AM
What about some industries centered about [REDACTED] shenanigans? Not availible from the start though. You have to either be a friend of TT or successfuly destroy fully intact [REDACTED] station for that technology, or both. Like being able to build their station as orbital yourself. Or maybe you could build a relay that would make local automated fleets treat your colony as protected facility - they will basically act like defensive patrols instead of drifting dormant and will no longer attack factions that are not hostile to Tritach. So your indie friends would be safe now.
And for Derelicts there could be a kind of beacon that attracts them to your system - could be useful to make it harder for other factions that share system with your colony at the cost of some access. And maybe there would be a chance for Comsec or Knights of Ludd to find out your involvement.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Twilight Sentinel on November 29, 2020, 11:25:43 AM
Some questions.  I'm having a lot of trouble knowing whether or not I should build any of the new buildings in the mod and had mostly been using trial and error until now.  I figured I should ask rather than spend money on any more buildings I'm going to immediately shut down after I finish them because I can't use them.

1. Is there any way to know how many ships you need before you can do a full reverse engineering project?  Preferably without needing to build the reverse-engineering building first.

2. Is the intention of reverse-engineering purely for flavor reasons to add ships to your faction's navies?  It seems that you need five ship hulls to do reverse-engineering and I'm not sure of any situations where a player would need more than five of any given ship for their own fleets.

3. Is there any way to know if you can make use of an ancient ruin building without building it first?

4. If you do find that you have no use for an ancient ruin, is the ruin suppose to disappear if you shut down the building you made from it?  Say in case you don't want to pay for maintenance at the moment, but might want it back in 5-10 cycles?

5. Is a combination of 10 buildings and industries (not including population + spaceport) a hard limit on building things on planets?

6. Does a variable assembler produce automatically exported resources to make up for its maintenance cost?  How many units does each variant produce?

7. How long does it take for a restoration dock to remove a D-mod?

8. Can salvage yards be used instead of heavy industry for custom production and to give my faction doctrine fleets?

9. Do any of the buildings waive their maintenance costs by default if they are not in active use?
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: SirHartley on November 29, 2020, 12:15:58 PM
1. Is there any way to know how many ships you need before you can do a full reverse engineering project?  Preferably without needing to build the reverse-engineering building first.
cap/cruiser/dest/frig 3/3/4/5
2. Is the intention of reverse-engineering purely for flavor reasons to add ships to your faction's navies?  It seems that you need five ship hulls to do reverse-engineering and I'm not sure of any situations where a player would need more than five of any given ship for their own fleets.
It's intended as addition to the combat/salvage gameplay loop, to give ships you'd otherwise scrap a use. Also, anything you can come up with.
3. Is there any way to know if you can make use of an ancient ruin building without building it first?
No.
4. If you do find that you have no use for an ancient ruin, is the ruin suppose to disappear if you shut down the building you made from it?  Say in case you don't want to pay for maintenance at the moment, but might want it back in 5-10 cycles?
Ruins are ancient, advanced pieces of tech on a planet, that can no longer be built with post-collapse knowledge. Nuking one means permanent removal.
5. Is a combination of 10 buildings and industries (not including population + spaceport) a hard limit on building things on planets?
That is the vanilla cap, yes. Can't be changed, it's hardcoded.
6. Does a variable assembler produce automatically exported resources to make up for its maintenance cost?  How many units does each variant produce?
It's not supposed to make up for its' maintenance cost, but it sometimes does under good circumstances. Assembler produces less than Manufactory, exact numbers don't matter - it's enough to be generally worth it.
7. How long does it take for a restoration dock to remove a D-mod?
month tick over
8. Can salvage yards be used instead of heavy industry for custom production and to give my faction doctrine fleets?
probably not - it's supposed to supplement, not replace.
9. Do any of the buildings waive their maintenance costs by default if they are not in active use?
check the AI core effects
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Twilight Sentinel on November 29, 2020, 01:10:25 PM
1. Is there any way to know how many ships you need before you can do a full reverse engineering project?  Preferably without needing to build the reverse-engineering building first.
cap/cruiser/dest/frig 3/3/4/5
2. Is the intention of reverse-engineering purely for flavor reasons to add ships to your faction's navies?  It seems that you need five ship hulls to do reverse-engineering and I'm not sure of any situations where a player would need more than five of any given ship for their own fleets.
It's intended as addition to the combat/salvage gameplay loop, to give ships you'd otherwise scrap a use. Also, anything you can come up with.
3. Is there any way to know if you can make use of an ancient ruin building without building it first?
No.
4. If you do find that you have no use for an ancient ruin, is the ruin suppose to disappear if you shut down the building you made from it?  Say in case you don't want to pay for maintenance at the moment, but might want it back in 5-10 cycles?
Ruins are ancient, advanced pieces of tech on a planet, that can no longer be built with post-collapse knowledge. Nuking one means permanent removal.
5. Is a combination of 10 buildings and industries (not including population + spaceport) a hard limit on building things on planets?
That is the vanilla cap, yes. Can't be changed, it's hardcoded.
6. Does a variable assembler produce automatically exported resources to make up for its maintenance cost?  How many units does each variant produce?
It's not supposed to make up for its' maintenance cost, but it sometimes does under good circumstances. Assembler produces less than Manufactory, exact numbers don't matter - it's enough to be generally worth it.
7. How long does it take for a restoration dock to remove a D-mod?
month tick over
8. Can salvage yards be used instead of heavy industry for custom production and to give my faction doctrine fleets?
probably not - it's supposed to supplement, not replace.
9. Do any of the buildings waive their maintenance costs by default if they are not in active use?
check the AI core effects

Thank you.

So salvage yards aren't really useful unless I'm doing a lot of wars or have the money to buy many copies of the ship I want to reverse engineer.  Without any kind of passive gain and the massive number of extra ships added from other mods, I simply can't make use of it this early in the game.  I can at least use a gamma core to put the thing into a partial sleep mode in case an opportunity comes up unless I end up needing the building slot.

I'll have to demolish this ruin then.  The ancient lab is doing nothing but cost me money and I can't get rid of the maintenance cost.  I need the building slot anyway.  At least I now know not to touch the ancient ruins until very late in the game with an extensive faction.  Digging that place out was one of the very first things I spent money on colony wise.

Luckily I haven't finished my variable assembler yet, so I can cancel that for a full refund.  Glad I asked about it's payback rate.

Restoration dock is worth getting then.  One month per d-mod and paying only for the maintenance is something I can actually use at this stage of the game.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: SirHartley on November 29, 2020, 01:23:13 PM
- Luckily I haven't finished my variable assembler yet, so I can cancel that for a full refund.  Glad I asked about it's payback rate.
You are aware that the Assembler deposits Commodities into storage, though? The exports might not make up for the upkeep, but the total output is very much positive. If you play a pure numbers game, it's the best thing you can build bar none - since it's a structure, not an industry.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Twilight Sentinel on November 29, 2020, 02:18:02 PM
- Luckily I haven't finished my variable assembler yet, so I can cancel that for a full refund.  Glad I asked about it's payback rate.
You are aware that the Assembler deposits Commodities into storage, though? The exports might not make up for the upkeep, but the total output is very much positive. If you play a pure numbers game, it's the best thing you can build bar none - since it's a structure, not an industry.
I really don't like doing trade in games like this, so unless it earns money automatically I don't want to deal with it.

EDIT: You also can't get a full refund from cancelling construction... the tooltip lies!  I guess I may as well let it finish and produce some heavy machinery until the heavy industry is done.  It makes no difference on the refund when I shut it down.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: brekmehrkus on December 01, 2020, 11:09:45 AM
I really don't like doing trade in games like this, so unless it earns money automatically I don't want to deal with it.

I found a VPC that makes supplies AND fuel and put an assembler on one of the colonies near the center of the sector, it alone makes enough to satisfy 50% of my fleet's supply and 20% of fuel needs per month. I don't really need more since I get more fuel than I can use from salvage and I have more VPCs just making supplies in other places.

Variable fabricators are actually much more beneficial than they initially look, they create a lot of demand (e.g. supplies+fuel VPC needs volatiles, metals and transplutonics while the fabricator itself needs machinery - four different commodities) and significantly raise market capitalization which means that your exports will bring more money. VPCs are also good for earning money from those trade missions since they keep accumulating goods forever and you only need to remember about them when you find a mission worth pursuing. E.g. was passing by Atzlan in hyperspace when it gave me a mission to bring 8k of some commodity to Chicomoztoc for 500k money, would be great if I had a VPC stockpiling that stuff somewhere - no way I was getting that much stuff from normal markets in 40 days - but alas.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Twilight Sentinel on December 01, 2020, 03:41:40 PM
I feel so tired and so broken.

The restoration dock does not only cost maintenance, it still costs 50% of the restoration cost with the ability to get a small discount with a beta AI core.  It also does not restore exactly 1 d-mod per month.  What's worse is that this information is actually told to you in the tooltip, but not until after the building has been constructed.  I just don't understand why.  Why is this mod so incredibly unfriendly to new players?  Why is nothing explained in game before you commit to building it?  I like so much of what this mod adds, but I have no idea how to use it.  I've wasted at a minimum 600,000 credits in my game just trying to figure it out.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: cjuicy on December 01, 2020, 05:41:00 PM
The mod OP explains quite a bit actually, and if you took a trip to any of the existing yards you'd have gotten a lot of answers without spending a cent.

Nova Maxios and Kazerion are both relatively easy to poke around to and check, as is Chicomoztoc if you haven't *** the Hegemony off.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: TiberQ on December 02, 2020, 04:24:02 AM
Bug:

Spoiler
8441122 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error saving game
8441123 [Thread-4] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  -
java.lang.StackOverflowError
   at java.nio.CharBuffer.arrayOffset(Unknown Source)
   at sun.nio.cs.UTF_8.updatePositions(Unknown Source)
   at sun.nio.cs.UTF_8$Encoder.encodeArrayLoop(Unknown Source)
   at sun.nio.cs.UTF_8$Encoder.encodeLoop(Unknown Source)
   at java.nio.charset.CharsetEncoder.encode(Unknown Source)
   at sun.nio.cs.StreamEncoder.implWrite(Unknown Source)
   at sun.nio.cs.StreamEncoder.write(Unknown Source)
   at sun.nio.cs.StreamEncoder.write(Unknown Source)
   at java.io.OutputStreamWriter.write(Unknown Source)
   at com.sun.xml.internal.stream.writers.XMLStreamWriterImpl.closeStartTag(Unknown Source)
   at com.sun.xml.internal.stream.writers.XMLStreamWriterImpl.writeCharacters(Unknown Source)
   at com.sun.xml.internal.txw2.output.DelegatingXMLStreamWriter.writeCharacters(Unknown Source)
   at com.sun.xml.internal.txw2.output.IndentingXMLStreamWriter.onStartElement(Unknown Source)
   at com.sun.xml.internal.txw2.output.IndentingXMLStreamWriter.writeStartElement(Unknown Source)
   at com.thoughtworks.xstream.io.xml.StaxWriter.startNode(StaxWriter.java:191)
   at com.thoughtworks.xstream.io.AbstractWriter.startNode(AbstractWriter.java:53)
   at com.thoughtworks.xstream.io.WriterWrapper.startNode(WriterWrapper.java:33)
   at com.thoughtworks.xstream.io.path.PathTrackingWriter.startNode(PathTrackingWriter.java:44)
   at com.thoughtworks.xstream.io.ExtendedHierarchicalStreamWriterHelper.startNode(ExtendedHierarchicalStreamWriterHelper.java:17)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:224)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>
[close]
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: TiberQ on December 02, 2020, 04:26:49 AM
Bug after trying to remove the building in question: kieka at an Astropolish station.
Station was around large gas planet, whit planetary asteroids, whit plantes (close but close enuf)

Spoiler
9207912 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error saving game
9207912 [Thread-4] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  -
java.lang.StackOverflowError
   at java.nio.CharBuffer.arrayOffset(Unknown Source)
   at sun.nio.cs.UTF_8.updatePositions(Unknown Source)
   at sun.nio.cs.UTF_8$Encoder.encodeArrayLoop(Unknown Source)
   at sun.nio.cs.UTF_8$Encoder.encodeLoop(Unknown Source)
   at java.nio.charset.CharsetEncoder.encode(Unknown Source)
   at sun.nio.cs.StreamEncoder.implWrite(Unknown Source)
   at sun.nio.cs.StreamEncoder.write(Unknown Source)
   at sun.nio.cs.StreamEncoder.write(Unknown Source)
   at java.io.OutputStreamWriter.write(Unknown Source)
   at com.sun.xml.internal.stream.writers.XMLStreamWriterImpl.closeStartTag(Unknown Source)
   at com.sun.xml.internal.stream.writers.XMLStreamWriterImpl.writeCharacters(Unknown Source)
   at com.sun.xml.internal.txw2.output.DelegatingXMLStreamWriter.writeCharacters(Unknown Source)
   at com.sun.xml.internal.txw2.output.IndentingXMLStreamWriter.onStartElement(Unknown Source)
   at com.sun.xml.internal.txw2.output.IndentingXMLStreamWriter.writeStartElement(Unknown Source)
   at com.thoughtworks.xstream.io.xml.StaxWriter.startNode(StaxWriter.java:191)
   at com.thoughtworks.xstream.io.AbstractWriter.startNode(AbstractWriter.java:53)
   at com.thoughtworks.xstream.io.WriterWrapper.startNode(WriterWrapper.java:33)
   at com.thoughtworks.xstream.io.path.PathTrackingWriter.startNode(PathTrackingWriter.java:44)
   at com.thoughtworks.xstream.io.ExtendedHierarchicalStreamWriterHelper.startNode(ExtendedHierarchicalStreamWriterHelper.java:17)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:224)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:213)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:144)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:90)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hallField(AbstractReflectionConverter.java:274)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:250)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:213)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:144)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:90)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:43)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:88)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.wri teIt
[close]
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: SirHartley on December 02, 2020, 04:45:44 AM
I just don't understand why.  Why is this mod so incredibly unfriendly to new players?
As CJuicy said, there is a 6000 word FAQ in the OP. Tooltips allow for a very limited amount of info, and players generally don't read, so keeping it short and abstract is preferred to total information overload. This is especially important since most of the stuff in this mod is rather complex compared to vanilla industries, and players should engage with it and find out on their own - too much info leads to a reduction in engagement, which is not desireable.

I am sorry to hear that you are unhappy with this, but I account for the average, not the outlier.

Bug:

Spoiler
8441122 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error saving game
8441123 [Thread-4] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  -
java.lang.StackOverflowError
   at java.nio.CharBuffer.arrayOffset(Unknown Source)
   at sun.nio.cs.UTF_8.updatePositions(Unknown Source)
   at sun.nio.cs.UTF_8$Encoder.encodeArrayLoop(Unknown Source)
   at sun.nio.cs.UTF_8$Encoder.encodeLoop(Unknown Source)
   at java.nio.charset.CharsetEncoder.encode(Unknown Source)
   at sun.nio.cs.StreamEncoder.implWrite(Unknown Source)
   at sun.nio.cs.StreamEncoder.write(Unknown Source)
   at sun.nio.cs.StreamEncoder.write(Unknown Source)
   at java.io.OutputStreamWriter.write(Unknown Source)
   at com.sun.xml.internal.stream.writers.XMLStreamWriterImpl.closeStartTag(Unknown Source)
   at com.sun.xml.internal.stream.writers.XMLStreamWriterImpl.writeCharacters(Unknown Source)
   at com.sun.xml.internal.txw2.output.DelegatingXMLStreamWriter.writeCharacters(Unknown Source)
   at com.sun.xml.internal.txw2.output.IndentingXMLStreamWriter.onStartElement(Unknown Source)
   at com.sun.xml.internal.txw2.output.IndentingXMLStreamWriter.writeStartElement(Unknown Source)
   at com.thoughtworks.xstream.io.xml.StaxWriter.startNode(StaxWriter.java:191)
   at com.thoughtworks.xstream.io.AbstractWriter.startNode(AbstractWriter.java:53)
   at com.thoughtworks.xstream.io.WriterWrapper.startNode(WriterWrapper.java:33)
   at com.thoughtworks.xstream.io.path.PathTrackingWriter.startNode(PathTrackingWriter.java:44)
   at com.thoughtworks.xstream.io.ExtendedHierarchicalStreamWriterHelper.startNode(ExtendedHierarchicalStreamWriterHelper.java:17)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:224)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>
[close]
Not my fault, you are running too many mods for your PC specs or have not increased RAM allocation, or both.

Bug after trying to remove the building in question: kieka at an Astropolish station.
Station was around large gas planet, whit planetary asteroids, whit plantes (close but close enuf)

Spoiler
9207912 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error saving game
9207912 [Thread-4] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  -
java.lang.StackOverflowError
   at java.nio.CharBuffer.arrayOffset(Unknown Source)
   at sun.nio.cs.UTF_8.updatePositions(Unknown Source)
   at sun.nio.cs.UTF_8$Encoder.encodeArrayLoop(Unknown Source)
   at sun.nio.cs.UTF_8$Encoder.encodeLoop(Unknown Source)
   at java.nio.charset.CharsetEncoder.encode(Unknown Source)
   at sun.nio.cs.StreamEncoder.implWrite(Unknown Source)
   at sun.nio.cs.StreamEncoder.write(Unknown Source)
   at sun.nio.cs.StreamEncoder.write(Unknown Source)
   at java.io.OutputStreamWriter.write(Unknown Source)
   at com.sun.xml.internal.stream.writers.XMLStreamWriterImpl.closeStartTag(Unknown Source)
   at com.sun.xml.internal.stream.writers.XMLStreamWriterImpl.writeCharacters(Unknown Source)
   at com.sun.xml.internal.txw2.output.DelegatingXMLStreamWriter.writeCharacters(Unknown Source)
   at com.sun.xml.internal.txw2.output.IndentingXMLStreamWriter.onStartElement(Unknown Source)
   at com.sun.xml.internal.txw2.output.IndentingXMLStreamWriter.writeStartElement(Unknown Source)
   at com.thoughtworks.xstream.io.xml.StaxWriter.startNode(StaxWriter.java:191)
   at com.thoughtworks.xstream.io.AbstractWriter.startNode(AbstractWriter.java:53)
   at com.thoughtworks.xstream.io.WriterWrapper.startNode(WriterWrapper.java:33)
   at com.thoughtworks.xstream.io.path.PathTrackingWriter.startNode(PathTrackingWriter.java:44)
   at com.thoughtworks.xstream.io.ExtendedHierarchicalStreamWriterHelper.startNode(ExtendedHierarchicalStreamWriterHelper.java:17)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:224)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:213)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:144)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:90)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hallField(AbstractReflectionConverter.java:274)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:250)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:213)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:144)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:90)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:43)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:88)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.wri teIt
[close]

Astropolis and Kletka are Terraforming and station construction.
Also, that's the exact same error as you posted before - see my first response about too many mods.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Chairman Suryasari on December 02, 2020, 10:05:35 AM
I feel so tired and so broken.

The restoration dock does not only cost maintenance, it still costs 50% of the restoration cost with the ability to get a small discount with a beta AI core.  It also does not restore exactly 1 d-mod per month.  What's worse is that this information is actually told to you in the tooltip, but not until after the building has been constructed.  I just don't understand why.  Why is this mod so incredibly unfriendly to new players?  Why is nothing explained in game before you commit to building it?  I like so much of what this mod adds, but I have no idea how to use it.  I've wasted at a minimum 600,000 credits in my game just trying to figure it out.
Yeah, you're right, some industries and structure have little and sometimes vague tool tips, but then again, i don't think both of us want to read 3 paragraph of info dump that explain what actually going on in game, the industry and structure on this mod is too complex compare to vanilla one but that the selling point of this mod so don't expect simple demand and produce industries.

SirHartley spend mind, time, and effort to make this mod full of content, let us do our part and read the damn FAQ or start the game with console command active to play around untill we actually understand how everything work in this mod.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: TiberQ on December 02, 2020, 10:52:09 AM

Astropolis and Kletka are Terraforming and station construction.
Also, that's the exact same error as you posted before - see my first response about too many mods.

Oh crap, your right, totally my fault.
I have been using Station construction for so long in one form or another i kinda forgot it was in the list. ( And therefore wrongfully assumed it was one of my latest additions... namely this great mod of yours ;- )

Anyway, console command says i am ok on Ram use:


(https://i.ibb.co/G9K3dML/Curretn-Ram-Usage.jpg)



Still, problems dint crop up till i started using this one .... might be some kind of incompatibility tho, guess i gonna have to look a bit closer to things.

PS Jungle world + a certain Park + Beta Core = Dino Riders ! ;-p
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Chairman Suryasari on December 04, 2020, 07:12:41 AM
So huh, i try reverse engineering some modded ship, i already write their ID including the capital word, but they still cannot be reverse engineered.
Spoiler
tahlan_Castella
tahlan_Castella_lp
tahlan_Castella_pirates

tahlan_Hresvelgr
tahlan_Hresvelgr_p

tahlan_Nibelung

tahlan_sateen
tahlan_gown

vayra_tyrant
vayra_tyrant_lp

swp_chronos
swp_liberator
swp_liberator_luddic_church
swp_victory
swp_cathedral
[close]
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: LeStinke on December 06, 2020, 09:18:39 PM
Hey, I don't want to be that guy who gets on here to bother the author about previous versions of the mod but I ran into an issue, I recently started a new game and of course didn't check for mod updates, I'm on 1.7d and I just built a whole ass space station so I could build another privateer base, as there wasn't any mention in the description that I was only limited to 1 per system, but it seems that I can't build a second one, is there a something I can do about it or do I just need to give up my save and update to the new version? Privateering was kinda the whole theme of my playthrough so that's a bit of a deal breaker for me, not a big deal all in all but I'd rather not start a new game again if I can avoid it.

Again, sorry for being that guy, I should have checked for updates before spending a dozen hours on a new game but I was too preoccupied planning my vast and totally legal Pirate Empire.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Chairman Suryasari on December 07, 2020, 05:56:41 AM
You can use console command when visiting your planet "AddIndustry Privateer" and then use "Addcredits -250000" to take your credits.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: NDogmeat on December 07, 2020, 06:27:08 AM
First of all, thank you so much for this amazing mod.
I need your help with something. I started a new game specifically because I installed Industrial Evolution and I was fortunate enough to pick up a few salvages on the first few weeks. I put them on a Dock to get rid of DMods, I was then informed that they were ready, I got to the planet and... I have no idea where the ships are. And the Docks seem to have gone! I swear I'm on the right planet.
Am I missing something - other than the ships? :)
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Chairman Suryasari on December 07, 2020, 11:18:02 AM
Have you check they don't get invaded or get their Restoration Dock scuffed?
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: SirHartley on December 07, 2020, 01:14:39 PM
So huh, i try reverse engineering some modded ship, i already write their ID including the capital word, but they still cannot be reverse engineered.
Spoiler
tahlan_Castella
tahlan_Castella_lp
tahlan_Castella_pirates

tahlan_Hresvelgr
tahlan_Hresvelgr_p

tahlan_Nibelung

tahlan_sateen
tahlan_gown

vayra_tyrant
vayra_tyrant_lp

swp_chronos
swp_liberator
swp_liberator_luddic_church
swp_victory
swp_cathedral
[close]
You figure it out by now? I don't know what went wrong, but SWP does have support already afaik, as should Tahlan.

circumvent build restriction
You can use console command when visiting your planet "AddIndustry Privateer" and then use "Addcredits -250000" to take your credits.
yup, only way

First of all, thank you so much for this amazing mod.
I need your help with something. I started a new game specifically because I installed Industrial Evolution and I was fortunate enough to pick up a few salvages on the first few weeks. I put them on a Dock to get rid of DMods, I was then informed that they were ready, I got to the planet and... I have no idea where the ships are. And the Docks seem to have gone! I swear I'm on the right planet.
Am I missing something - other than the ships? :)
You sure? It shouldn't vanish, even if the planet changes faction (invasions ect...).
Only possibility for ships to vanish is if the planet completely decivilizes. Even removing the Docks only moves the ships into storage.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: LeStinke on December 08, 2020, 04:58:47 PM
Alright, I did go ahead and start a new game anyways, started getting crashes probably due to outdated version and figured that save just wasn't going to work. I must have gotten insanely lucky because I'm not that far in and I already managed to find two very interesting things in the same system no less. The mod has certainly improved from the last version I played, the fact that I can actually find planets with these kinds of goodies makes exploration so much more worth it. The variety is especially good, I haven't even touched half the structures and industries in the game, and it'll probably take me a few playthroughs to do so. I'd say out of the colony / industry related mods out there this might just take the top spot for me, but that's of course just personal preference.

Spoiler
My question is however, is there any negative to having discovered these absolutely massive industrial ruins? I imagine the Luddic path would start getting very agressive should they ever learn that I've got my hands on what might just be up there at the pinnacle of human engineering, not to mention that I feel like there are other things besides the luddite space terrorists out there that might be interested in this kind of tech. Maybe I wouldn't rate it as high on the heresy list as alpha core usage but it seems like an absolutely massive discovery. Should I be worried about having something that no one else has, or can ever have unless they grab a thousand ships and start burning towards my colony with malicious intent?
[close]
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Chairman Suryasari on December 09, 2020, 07:27:17 AM
@SirHartley

So about reverse engineering, it's work now for SwP, HMI, Brighton, and ScalarTech, but still nihil for Tahlan Shipworks, oh well, doesn't really matter, i can just use console command for that. It's nice to see Sateen on my own fleet :)
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Chairman Suryasari on December 09, 2020, 10:33:11 AM
I'm not into Javascript but is there a possibility to make automatic whitelist, i'm just thinking about the console command mod, and it can detect and show all the ships on the game, is there a way to make engineering hub detect every ship in the game without manually adding it to whitelist using the same method console command have? I know it's utterly broken and OP in player hand but maybe set it off by default? Thanks in advance!
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Null Ganymede on December 15, 2020, 02:10:00 AM
Excellent mod! This and Terraforming add some stylish choices to what was previously a straightforward money sink -> money faucet.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Pybot on December 20, 2020, 06:44:36 PM
Hmmm ive been thinking and i think a tourism style structure wich is dependant on the hazard rating, accesibility and/or ruins could work quite well, you could also make it have 3 leves with increasing amounts of industry slots required as specialisation increases, high relations could boost its efficiency, while a lot of production and military power would do the oposite while it would simultaneosly decrease this. Would be quite cool and highly fitting with the theme.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Agalyon on December 30, 2020, 04:07:30 AM
Is there anyway we could have an intel tab showing what officers/ships/etc you have in other stations (or yours, since you could have several) academies and repair bays? Or if im blind and there is one, whats it called.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Flacman3000 on December 30, 2020, 05:05:04 AM
Hey, man love the mod, I have an issue where sometimes I like to join my privateer raids, and when they set up to raid and all is well the fail to raid the system immediately they don't even move from the rendezvous point they basically say *** it and go back home failing even though the fleet was in pristine shape.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: SirHartley on December 30, 2020, 05:07:20 AM
I'm not into Javascript but is there a possibility to make automatic whitelist, i'm just thinking about the console command mod, and it can detect and show all the ships on the game, is there a way to make engineering hub detect every ship in the game without manually adding it to whitelist using the same method console command have? I know it's utterly broken and OP in player hand but maybe set it off by default? Thanks in advance!
Could easily do it - but not a good idea to add functionality like that. For a ship to spawn in your fleet, it needs an entry in default_ship_roles. If it doesn't have that, things will break. Mod authors that whitelist their ships usually add those themselves. Removing the whitelist, however, will result in hulls like this being buildable. It would also disrespect the wishes of other mod authors and potentially break scripted things, so the answer stays no.
Hmmm ive been thinking and i think a tourism style structure wich is dependant on the hazard rating, accesibility and/or ruins could work quite well, you could also make it have 3 leves with increasing amounts of industry slots required as specialisation increases, high relations could boost its efficiency, while a lot of production and military power would do the oposite while it would simultaneosly decrease this. Would be quite cool and highly fitting with the theme.
generally a good idea, but what would it do that isn't already covered?
Is there anyway we could have an intel tab showing what officers/ships/etc you have in other stations (or yours, since you could have several) academies and repair bays? Or if im blind and there is one, whats it called.
Could probably do, but it's a shitload of work. I'm currently prepping the code for 0.95 (=total rework), so while I'll add it to the "do sometime" list, it's not a priority. Thanks for the feedback :)
Hey, man love the mod, I have an issue where sometimes I like to join my privateer raids, and when they set up to raid and all is well the fail to raid the system immediately they don't even move from the rendezvous point they basically say *** it and go back home failing even though the fleet was in pristine shape.
Happens when the system defences are way too high for the raiding fleet. Current raiding behaviour is entirely vanilla code, so it's how raids work. Next version has a smarter target selection that accounts for this.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Agalyon on December 30, 2020, 06:17:28 AM
I noticed that you pay slightly to have academies store your officers after training which shows up in the monthly report. So heres a funny idea, how about make the repair bays have a cost to store your ships? It could be 10 credits but it would show up with the location. I know its hacky, but I think its worth mentioning at least.

Great work overall though honestly, I love the mod. Everything feels so welcome and useful.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Extension du contenu colony
Post by: wnumenor on January 01, 2021, 12:06:56 PM
Hello,

I'd like to add to the whitelist a new ship that comes from another mod (tahlan). This is not a totally broken ship, I just like him. So I would like to know how to add it to the whitelist because it doesn't work by adding it as described on the mod page.

Can you be more specific about what to do?
You had talking about a .json file... What do you have to do with it?

thx and felicitation for your mod,
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Miggis on January 02, 2021, 02:03:33 AM
Hi, I'm also having trouble whitelisting ships for reverse engineering.

I tried adding ms_morningstar and ms_charybdis for shadowyards mod. I tried it two ways: adding the ship names to whitelist in your mod and adding copy of whitelist to shadowyards mod. Neither worked.
As a curiosity, I also tried to remove whitelisted ships from ORA mod. That didn't work either. ORA ships are still reverse-engineerable after restarting and reloading my game.

Makes me wonder if changes to whitelists only take effect when starting a new game?

 
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Farya on January 02, 2021, 07:03:04 AM
So what about an upgrade for Commerce industry that would work together with Embassy? You will be able to purchase ships from friendly factions at your colony. Actually what if it would also affect independent/pirate doctrines? When you got upgraded Commerce, their fleets will occassionaly get new ships from your own pool of blueprints. So while you will be able to purchase ships of other factions at your colony, other parties may use yours in their fleets.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Fucifa on January 04, 2021, 05:07:39 PM
 :-\ :-\
Sorry, I am so late to report the problem. In the college interface, officer training, administrator training, and storage interface. There is no way to exit normally. There is no exit option, I press ESC, and there is no response.
I tested on Chinese text before and found this problem. It was suspected that the Chinese text was wrong. But switching to the English version, this problem still exists.
Others also reported that the college interface also encountered the same problem.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: SirHartley on January 07, 2021, 12:16:54 AM
:-\ :-\
Sorry, I am so late to report the problem. In the college interface, officer training, administrator training, and storage interface. There is no way to exit normally. There is no exit option, I press ESC, and there is no response.
I tested on Chinese text before and found this problem. It was suspected that the Chinese text was wrong. But switching to the English version, this problem still exists.
Others also reported that the college interface also encountered the same problem.

Could you post me a screenshot on that one? I might have missed something.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Fucifa on January 07, 2021, 04:12:53 AM
I tried to send, but the forum was limited to 192KB.
(https://cn-sh-fossic.oss-cn-shanghai.aliyuncs.com/forum/202101/07/200949v0gwn9yc.png)
(https://cn-sh-fossic.oss-cn-shanghai.aliyuncs.com/forum/202101/07/200959h0022uu8.png)
If you still can't see the picture, I uploaded it to the Chinese forum.
https://www.fossic.org/thread-1629-3-1.html
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: SirHartley on January 07, 2021, 04:29:50 AM
Understood, thank you. I am currently working on a code overhaul, and externalizing all text in the mod to a Strings.json file for easy translation. I will look to replicate and fix this issue while I am at it.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: –Phase– on January 09, 2021, 12:14:12 AM
Is there any way to disable forge templates from spawning? Not only are these worthless things not worth the hassle that's involved with actually getting a ship out of them (a d-modded one at that) what's worse is that they spawn in all the ruins in the sector and saturate the loot spawning. So instead of getting blueprints I can actually use, I get a bunch of useless forge templates, since the templates took the place of actual blueprints when the sector was being generated at the start.

What line do I have to modify to make them not spawn anymore in any future campaigns I start?
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: SirHartley on January 09, 2021, 04:08:49 AM
.

First off, I severely disagree with you on everything you said.

Second, Forge Templates are their own drop group and do not affect "loot spawning", as they do not influence the drop chances of blueprints in the slightest. Your perceived situation is in fact just that - imaginary.

Third, you'll have to figure that one out, yourself - you are deviating too far from my vision for the mod for me to support it.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Shadowkiller on January 09, 2021, 01:37:20 PM
Hello, I'm a little confused on the mechanics concerning the restoration dock. Sorry if this is stated somewhere else but I went through quite a few pages and I wasn't able to find the answer.

A Fee is mentioned for when you try to restore ships in a foreign market, does this mean that it's free to restore ships that you have in your own personal colony?  I purchased a governorship for a League station I conquered from pirates (Nexerelin) that has a restoration doc, I have 100 opinion with the league and I'm trying to repair one of my ships. The total cost for removing two d-mods 172,800, and the total cost of building the ship myself is 200,000. Are these the correct numbers or am I misunderstanding something? Because personally I would rather just build a new ship rather than pay almost the entire price to remove 2 D-mods. Particularly since i have the whole industry skill line unlocked.

Loving everything in the mod though, really adds alot of depth to the colony building experience. Thank you for your contributions to the community!
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: SirHartley on January 09, 2021, 03:00:44 PM
Hey there - Nope, it's never free. The fee is a flat foreign repair fee that gets applied in addition to the normal cost of removing a D-Mod (which is still half the cost of restoring the ship via the vanilla way).

The advantage of building your own dock is that you do not pay any additional fee, have control over the AI-Core, and don't lose access to your ships should the foreign faction become hostile.

You can read about how most of the stuff in this mod works in the FAQ on the mod page :)
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: –Phase– on January 11, 2021, 02:39:09 AM
.

First off, I severely disagree with you on everything you said.

Second, Forge Templates are their own drop group and do not affect "loot spawning", as they do not influence the drop chances of blueprints in the slightest. Your perceived situation is in fact just that - imaginary.

Third, you'll have to figure that one out, yourself - you are deviating too far from my vision for the mod for me to support it.

Well, good to know that those templates are at least not affecting everything else from being spawned. Though, I still feel like I'd get more blueprints in general if the templates weren't set to spawn at all. To that end, all I ask for is a line that simply disables the forge templates from spawning. You stated that you were working on a code overhaul didn't you? So just add a true/false line that stops the templates from spawning. I doubt it'd break anything.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: SirHartley on January 11, 2021, 04:31:08 AM
your feeling is flat out wrong, and disabling drop groups is not possible without weird hacks, so the answer stays no.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: –Phase– on January 11, 2021, 04:05:40 PM
your feeling is flat out wrong, and disabling drop groups is not possible without weird hacks, so the answer stays no.

Weird hacks huh? Strange how disabling drop groups is much harder than disabling other stuff usually is in mods. Hopefully that'll be addressed in a later vanilla update.

As for the templates, well I guess I can just continue using the worthless things as a cash injection when I need quick money, so at least they're useful for that. Good thing they sell as much as the actual blueprint, so thanks for that.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Farya on January 11, 2021, 11:14:27 PM
What about a small feature that would work as compromise - Nexelerin Prism support for templates. An option to trade them in for points just like normal blueprints. And maybe purchase them too as well. So even if you are unlucky to get all the ancient structures or don't want to use them these non-empty templates would be of great value over just an amount of credits your colonies produce each month anyway.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Chairman Suryasari on January 12, 2021, 07:44:07 AM
Don't force a demand to a modder that share his works for free, he spend mind, time, and effort and expect nothing in return. Modder has no obligation to fulfill your request. Atleast ask politely and if he refuse then don't push it further. Unless you support him one way or another.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: NephilimNexus on January 16, 2021, 06:25:10 AM
I find the entire reverse engineering process to be too convoluted to even bother with, if I must be honest. 

If I was a modder (I'm not) I would just have the facility spawn one copy of the appropriate blueprint at 100% and then just toss it into your storage like any other item made by any other facility.  Seems a lot more straightforward and simple compared to all the hoops one must jump through with the current system. 

Templates, scavenging ruins, sacrificing other perfectly good blueprints... all too much of a headache.  I already feed this thing six captured enemy battleships, now it's telling me that still isn't good enough?  That when I hit the scrap button, build something actually useful in its place and move on.  Less time, money and energy to just find what I'm looking for surveying ruins, to be honest, or just buying it at Prism Freeport.

Don't get me wrong, I really, really like this mod.  It's just that one facility that I have no use for.  I could use it but, in terms of efficiency, its just not worth the effort.  Everything else seems very well balanced, easy to understand, easy to use, and well thought out.  I just feel like this one thing has been made needlessly over complicated.

My request, if I may be so bold, is make this process optional.  I know there are "hard core" types who just love it when things are made more difficult and think everything is fine the way it is, and I would not want to take that experience away from them.  For the rest of us, however, it would be nice to have a button we can push at game start to "dumb it down" to the simple process I mentioned at the start of this post: Feed it ships, wait for them to digest, poop out blueprint.  Ta-da and done.  And then everyone can just play it the way they enjoy the most.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: SirHartley on January 16, 2021, 08:41:55 AM
Thanks for the feedback - I think you are getting two things mixed up.

There is reverse engineering (For blueprints), which is rather simple:
- Place Ships into Storage (Progress towards 100% depends on Hull size and D-mods, press F1 on the storage tooltip)
- Install a blueprint to overwrite (can be done even before the research is finished, it'll also auto-use any appropriate sized blueprint in the Industrial Storage for extra convenience)

To reverse engineer a capital, you need 3 hulls - and they can even have some D-Mods. That doesn't feel too convoluted to me (pristine caps give 40% progress/hull).

The reason it needs another blueprint is both balance and lore. If it was just "print blueprint", it would be rather overpowered compared even to some full on industries in pure money gain - giving you something for effectively nothing (you could even trade them into Prism for whatever ship you actually wanted). The structure is intended to supplement your blueprint acquisition, not replace it.
Lorewise, the creation of new blueprints is impossible, and every single one is a relic.

I do hear your concerns, but I am unlikely to change it, since I feel it's in a good place.
______

Then, there is the derelict chain (Ship Duplication), which requires two different ruins and Forge Templates to work, and is more complex - mostly because it is intentionally obscure, as I intended for people to find out on their own instead of spoon feeding them.

I won't elaborate too much, but I've received plenty feedback that people are confused, and consider it "not worth it". I can't do anything about the confused part except go over the tooltips again, but people don't read anyway.

The second complaint, however, is addressed in the next update: it will change the Industrial Ruin spawn algorithm to:
a) Increase the amount of systems that have 2 planets with ruins slightly (mostly in high-danger systems)
b) With a high chance, these 2 planets will have the Forge/Decon combo required to properly use forge templates.

That should fix at least some of the inconvenience by making the system more accessible.
I'm also working on quests to make everything a bit easier to find, but it'll be a while.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Twilight Sentinel on January 16, 2021, 11:03:08 AM
I think that the better way to do things than just getting a blueprint after reverse engineering would be that the design is added directly to your faction's known designs.  Though I understand if that's not possible modding wise.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: brekmehrkus on January 17, 2021, 02:14:17 PM
I am not against this ship fabricator in ruins thing per se but so far it has been really disappointing. By the time I got a planet with a ruin I was already raking in half a million a month. By the time I used automatic plant from another ruin (first one only fixed broken blueprints) to print a Doom cruiser I already had 5 Paragons I built traditional way in storage gathering dust. I found other ruins, they probably allow making more ships or copying existing ones... but why bother? I already have blueprints to build almost everything in the game, worst case I can just go and spend money to buy them since I have nothing to do with those tens of millions of money anyway.

It is in my understanding that these ruins are endgame content, maybe allow ruin made ships to have beneficial hullmods to make them worth the hassle? Currently they only seem to be a way to make ships for players cheaper but with much more hassle around moving blueprints around and grant bonuses to industrial production.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: MagicKarpson on January 18, 2021, 06:30:29 AM
Got this crash when opening the upgrade menu for the rift generator on a newly colonized world.

883131 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RuinsCondition  - Adding ruins to Mnea
883133 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
883134 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
883135 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
883136 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
883187 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
883258 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
883266 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
883267 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
883268 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
883269 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
883317 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
883388 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
883395 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
883396 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
883397 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
883398 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
883448 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
883521 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
883527 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
883527 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [Starsea.ogg]
884039 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
   at java.util.ArrayList$Itr.next(Unknown Source)
   at com.fs.starfarer.campaign.econ.Market.reapplyConditions(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:864)
   at com.fs.starfarer.campaign.ui.marketinfo.q$1.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.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.public.super(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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.campaign.ui.marketinfo.OO0o.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Serenitis on January 18, 2021, 08:25:18 AM
I find the entire reverse engineering process to be too convoluted to even bother with, if I must be honest. 
I had the same thought.
Single ship blueprints are rare enough that you can't rely on finding duplicates at all. And valuable enough that there's not really any such thing as a 'spare' one you can just casually swap for something else.
There *is* the whole 'difficult choice' thing going on. But that isn't relevant when it all depends on RNG, and you have multiple ships sat at 100% completion you can do exactly nothing with because you don't have any 'spare' single ship prints.
And those prints also need to be for the exact same size of ship as well, which further reduces the already tiny scope for use this thing has.

The 'something for nothing' argument I honestly don't think applies here either, as the player needs to put in a non-trivial amount of effort just to collect ship hulls. (12 is the highest number I've needed so far, and that took quite some time.)
I can see why it's been done like that with the prints vs lore, but it really doesn't do anything positive for gameplay (imo).

In the end it's not really any of my business if this gets changed or not. But feedback is always good, or at the very least useful.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Chairman Suryasari on January 18, 2021, 09:25:45 AM
Blueprint hunting, our favorite activity, heh.

It's probably easier to fix it on our part, player. Download mod that adjust Sector generation like Adjusted Sector, then make the the number research, mining, or any darelict station much larger, but everything else set to vanilla, it's probably feel a little cheaty but you can pump the number of remnant spawn if you want. With this we can have more blueprint to use or for reverse-engineering.

With so much mod installed to my game, using vanilla generator can be really agitating to me. Also thanks modder who bundle their ship faction into a single blueprint, you're truly wonderful.

[0.9.1a] Adjusted Sector
https://fractalsoftworks.com/forum/index.php?topic=17331.0
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: ktarn on January 20, 2021, 02:08:18 PM
I am not against this ship fabricator in ruins thing per se but so far it has been really disappointing. By the time I got a planet with a ruin I was already raking in half a million a month. By the time I used automatic plant from another ruin (first one only fixed broken blueprints) to print a Doom cruiser I already had 5 Paragons I built traditional way in storage gathering dust. I found other ruins, they probably allow making more ships or copying existing ones... but why bother? I already have blueprints to build almost everything in the game, worst case I can just go and spend money to buy them since I have nothing to do with those tens of millions of money anyway.

It is in my understanding that these ruins are endgame content, maybe allow ruin made ships to have beneficial hullmods to make them worth the hassle? Currently they only seem to be a way to make ships for players cheaper but with much more hassle around moving blueprints around and grant bonuses to industrial production.

I agree a lot with this.  I love this mod, I hope this comes across as constructive criticism, but here was my experience messing with the forge template and all that:

Spoiler
1.  There is a very high cost associated with finding not just one, but two ruins (1 deconstructor and 1 constructor).  This is fine, this is end game content.  By this point money is no issue, so even if the ship building cost was 5-10x I wouldn't care much.
2.  At this point I have blue prints to most of the faction ships or ships I want other than the unique/special variants.
3.  I find out I can't deconstruct unique ships (no problem, they're unique, afterall, slightly disappointed but understandable).
4.  I found a nice 'prototype' cruiser (Minokawa) that I wanted to make more of, this would be the perfect opportunity to do it.  I deconstruct the ONLY one I have at this point.
5.  Template made, horray, I take it over to my fab plant and stick it in...
6.  Some time later, out pops 3 of them but they all have printing defects (what the heck???)
7.  I thought to my self, ok, no problem, I'll just take them to the engineering hub to turn into a regular BP.
8.  Turns out I can't reverse engineer them due to the printing defects.  *sad face*

So  after all that setup, I basically scrapped a neat pristine one of a kind ship for useless copies that does me no good other than take up space, seems to be a great let down for end game content.

Maybe there should be a way to raise the price significantly or increase the printing time to remove the printing defects.

I really don't see the point of the forge template thing as it currently stands.
[close]
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: SirHartley on January 21, 2021, 02:37:39 AM
RiftGen Crash is fixed in the next version, thanks for the report!

Stuff

I understand the gripes, but do note that the printing defects you got were the result of the AI cores you installed. There are three tiers of defects, Minor, Normal, and Major. Every printed ship starts with normal, and the defects increase or decrease depending on AI core. If you got three charges from one ship, I'd say you probably also had major defects, which render a ship almost useless.

Minor defects are not noticeable at all, so using the appropriate cores is kinda important to avoid having issues.

The thing is made for you to experiment with, which is why it's obscure. Ancient tech, and so on.

As I said earlier, the next update will make it more likely for the Forge/Decon pair to spawn in one system, to make it a bit more approachable.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: ktarn on January 21, 2021, 08:18:18 AM
RiftGen Crash is fixed in the next version, thanks for the report!

Stuff

I understand the gripes, but do note that the printing defects you got were the result of the AI cores you installed. There are three tiers of defects, Minor, Normal, and Major. Every printed ship starts with normal, and the defects increase or decrease depending on AI core. If you got three charges from one ship, I'd say you probably also had major defects, which render a ship almost useless.

Minor defects are not noticeable at all, so using the appropriate cores is kinda important to avoid having issues.

The thing is made for you to experiment with, which is why it's obscure. Ancient tech, and so on.

As I said earlier, the next update will make it more likely for the Forge/Decon pair to spawn in one system, to make it a bit more approachable.

Thanks, I wasn't aware lesser cores may have different effects for those, though I should've expected it since they do different things in the other buildings.  I printed mine with no cores installed since I saw that alpha cores added defects, I guess I should have experimented with a regular ship first instead of the only copy I had  :P

I originally thought 'printing errors' were just d-mods I could remove, not a permanent unremovable dmod.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: SirHartley on January 21, 2021, 09:53:14 AM
Hm, normal printing defects can be counteracted a bit by the automated repair unit hullmod. They are annoying, but don't render a ship useless.

The core tooltips have been updated to better reflect that the defects are permanent!
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Farya on January 24, 2021, 08:36:55 AM
What if the ancient lab would have an option to convert blueprint packages into blueprint templates of universal size? Or some another structure.
Also would be great to be able to reverse-engineer weapons and wing LPCs as well. Maybe even remnant/explorarium ones.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Quantax on January 27, 2021, 06:36:30 AM
Bug report: I am still receiving messages about salvage yards running out of materials after releasing them to other factions. As you propably guessed, I am using Nexerelin and bunch of other mods (list below). First I thought it was a problem for allied salvage yards since I kept getting message about a yard belonging to an ally but which I conquered and released to the faction. But later that one stopped messaging (maybe it got enough salvage?) and another started giving warnings. This one I conquered and gifted also but the current holder is not my ally. I had a commission with this faction previously, if it happens to matter.

I am running version 1.8.c of I.E.
Spoiler
Quote
{"enabledMods": [
  "Adjusted Sector",
  "sd_advancedHullMods",
  "anotherportraitpack",
  "anvil_industries",
  "raccoonarms",
  "timid_admins",
  "blackrock_driveyards",
  "CWSP",
  "Celestial Mount Circle",
  "clearCommands",
  "CombatAnalytics",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_console",
  "istl_dam",
  "diableavionics",
  "DisassembleReassemble",
  "edshipyard",
  "ExLaneUnion",
  "fluffships",
  "foundation",
  "sun_fuel_siphoning",
  "HMI",
  "gunnyhegexpeditionary",
  "HA",
  "hte",
  "hm_barratry",
  "IndEvo",
  "Imperium",
  "kadur_remnant",
  "lw_lazylib",
  "ArkLeg",
  "logisticsNotifications",
  "luddenhance",
  "MagicLib",
  "Mayasuran Navy",
  "missingships",
  "more_hullmods",
  "sun_new_beginnings",
  "nexerelin",
  "yunru_pirate_collection",
  "portrait",
  "roider",
  "SCY",
  "SEEKER",
  "shadow_ships",
  "PT_ShipDirectionMarker",
  "swp",
  "bonomel_skilledup",
  "speedUp",
  "sun_starship_legends",
  "stellics",
  "StopGapMeasures",
  "timid_supply_forging",
  "Sylphon_RnD",
  "tahlan",
  "Terraforming and Station Construction",
  "exalted",
  "THI",
  "transfer_all_items",
  "TS_Coalition",
  "underworld",
  "US",
  "vayrasector",
  "vayrashippack",
  "vesperon",
  "audio_plus",
  "shaderLib"
]}
[close]


Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Zelnik on January 31, 2021, 08:20:15 AM
Hey SirHartley!

First, thanks so much for making this mod, I love so much about it!


I do have one piece of feedback for you if I may.

The special industrial ruins seem... almost pointless to go for. Sure you can copy, print and make ships, or even teleport a planet but the negatives are... well.. making them pointless to even care about.


So the lab is probably the most useful because it repairs damaged forge templates. Pity that it's just about ALL it does, but by gosh by golly it does it!

The Hull Deconstructor and hull forge just make no sense when it comes to printing errors. If you can take a ship apart, then put it back together again... you can fix printing errors. I also don't understand how a MORE advanced AI would cause MORE printing errors. Ultimately, even if you minimize the printing errors, the risk of weapons not working in combat ruins the point. It's just not worth the time or the hunt. 

The rift generator is a mixed bag. I can teleport a planet! Neat! I just have to find a planet worth teleporting... and... then build a colony on it... then I suppose teleport it within it's bubble to another destination... the situations that make it useful are small.


Is it possible for these to be made a little more useful or a little less punishing?
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Zelnik on January 31, 2021, 10:08:33 AM
Hm, normal printing defects can be counteracted a bit by the automated repair unit hullmod. They are annoying, but don't render a ship useless.

The core tooltips have been updated to better reflect that the defects are permanent!


I... don't think this is a logical solution. It's certainly a systematic solution but it isn't logical.

Printing defects themselves make no sense.  If you know something is present but not supposed to be there.. you remove it. You don't just shrug and let it blow your ship up over time, or patch it over with robots to fix the mess. If we were playing a pirate or luddic meta, that would be fine but these facilities are supposed to be -more advanced then current technology-  not "Pirate scrapper hopped up on anti-matter fumes" level.


Yes, technology has been lost but at the same time the people of the sector aren't primitive.


Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: SirHartley on February 01, 2021, 01:04:50 PM
Thanks for your feedback! I addressed most of the points you cover in prior posts, so I won't repeat them here.

The stuff works the way it does for multiple reasons, "lore" being the least important.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Zelnik on February 02, 2021, 11:15:48 AM
Thanks for your feedback! I addressed most of the points you cover in prior posts, so I won't repeat them here.

The stuff works the way it does for multiple reasons, "lore" being the least important.

You are most welcome, and thank you for your polite interaction. It's a breath of fresh air on these forums where even the most simple feedback that isn't fawning admiration results in insults of character and parentage.

If it's not going to change, I really don't see myself using them. None of them are really useful enough to pursue, and when they appear it's more useful to put other things in the slots. Since 3 out of the 4 different options require one-another to work, and the 4th has no major use by itself, why even bother?

Simply put, the blueprints are too easy to find to make forge templates useful if they are making sub-par ships.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Avanitia on February 02, 2021, 02:43:48 PM
You are most welcome, and thank you for your polite interaction. It's a breath of fresh air on these forums where even the most simple feedback that isn't fawning admiration results in insults of character and parentage.

If it's not going to change, I really don't see myself using them. None of them are really useful enough to pursue, and when they appear it's more useful to put other things in the slots. Since 3 out of the 4 different options require one-another to work, and the 4th has no major use by itself, why even bother?

Simply put, the blueprints are too easy to find to make forge templates useful if they are making sub-par ships.


Well, one potential use of that system is to get more of rare / one-off ships. I can see why you might not want to bother though.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Zelnik on February 03, 2021, 08:15:19 PM
You can’t print or deconstruct unique or one off ships.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Plasmatic on February 05, 2021, 02:09:18 AM
The download link appears broken, connection refused on both Firefox and Chrome
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Chairman Suryasari on February 05, 2021, 05:47:31 AM
It's probably your Internet Provider that have a problem.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Bub on February 06, 2021, 11:45:15 AM
Hey, so with the forge templates it says I should look for planets lost in the 2nd AI war, but I already looked at all the planets mentioned in the 2nd AI war and none of them have anything other than regular ruins, I even colonized them so see if that would do it.
So my question is where should I go looking for the right thing to use the templates? been getting a lot of them lately but can't figure out what to do with them
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: SirHartley on February 06, 2021, 12:16:08 PM
Check systems with warning beacons!
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Bub on February 06, 2021, 02:19:35 PM
Alright tyvm! I'm guessing the higher the risk the better right
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Bub on February 07, 2021, 04:23:33 PM
Hey, so I think I found a tiny visual bug with the interstellar relays, if I constantly swap out a beta and an alpha core from the high command in the system the fleet strength % keeps rising. The number stays the same until you reload the save and as far as I've been able to test it doesn't actually change the fleet size of a planet so nothing game breaking
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: fotosina on February 12, 2021, 10:24:05 AM
I think Restoration docks restores one more d-mod than expected.

[attachment deleted by admin]
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Twilight Sentinel on February 19, 2021, 09:43:27 AM
Do embassies interact with the Commerce industry at all?  I was thinking that maybe the open market could occasionally stock some of that faction's ships if it doesn't.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Chairman Suryasari on February 19, 2021, 12:34:59 PM
Embassies don't interact with Commerce at all but it does interact with Requisitions Center.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: hollow on February 24, 2021, 06:09:44 AM
Can I increase the size of the raid fleet in the settings?

They only send 2 fleets to raid a place like sindria and they get rekt every time
and I have put an alpha core in it to increase the size of the fleets but it only sends 3 fleets instead which barely make a diffrecne
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Chairman Suryasari on February 24, 2021, 09:33:03 AM
How is raid strength calculated?
Raid strength depends on colony size, colony fleet size and AI core effects.

Please read the mod FAQ, they're exist so people don't ask the same question for months.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: hollow on February 24, 2021, 10:50:24 AM
I did read the mod faq but im still surprised that my size 7 colony produces only 3 raid fleets
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Chairman Suryasari on February 24, 2021, 05:56:02 PM
About that, yeah, Raids are really ineffective if you observe them, they are usually much more effective when they are off camera. Perhaps because of how Starsector is programmed, Starsector doesn't simulate 1: 1 for every fleet in the game.

When they are off camera, the simulation is simpler and usually more successful. At least that's my observation, I usually go to the most corner of the sector and AFK there.

That's why Privateer will be much more profitable if you as a player directly help them. Think of them as unlimited quest.

And I argued that Beta Core is much better than Alpha Core, because Beta Core allows Privateer HQ to attack the same colony in a shorter period of time, so they won't waste their time attacking Luddic Path colonies that don't have anything valuable.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Plasmatic on February 26, 2021, 11:07:21 AM
It's probably your Internet Provider that have a problem.

I found the issue, Amazon is refusing my connection due to being behind a VPN. They are serious about tracking folks it seems.

So, *** that ***.

(I use NordVPN, so not a unknown service either, and I'm in my own country, not trying to cross borders via VPN either)
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Spardok on February 27, 2021, 12:56:26 PM
Any reason why if I add a ship to the the whitelist it's still not able to reverse-engineer it?
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Chairman Suryasari on February 27, 2021, 10:32:41 PM
I have similar problem with ships for Tahlan Shipworks, don't know why.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: SirHartley on February 28, 2021, 02:37:11 AM
I think Restoration docks restores one more d-mod than expected.
Yup, fixed, thanks!

I did read the mod faq but im still surprised that my size 7 colony produces only 3 raid fleets
It's less about how many fleets, and more about how strong they are. You can increase raid strength by increasing the planet fleet size. However - even the largest privateer forces will need some help with massively fortified systems (destroying stations and defence fleets there before they arrive seems to be most effective), but the rewards are worth it.

Any reason why if I add a ship to the the whitelist it's still not able to reverse-engineer it?
because I *** it up and only recently noticed - settings points to the wrong whitelist.
go to "Industrial.Evolution\data\config\settings.json", and change the line entry "IndEvo_reverseList" to "data/config/indEvo/reverse_engineering_whitelist.csv".
That'll fix it.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Ballagarraidh on March 01, 2021, 08:27:31 PM
Hello there! I am thoroughly enjoying this mod, and I was particularly excited when I chanced upon one of those Experimental BPs for an Onslaught, no less, so I followed the trail and discovered how to use them. It became my end-game goal and mission to get the facility up and running and I frequently left my colonies, established new ones, and explored everywhere I can in order to fulfill said mission.

Imagine my excitement when I finally had the necessary facilities up and running and I was about to print out one of those Experimental BPs, of course I read the Industry Descriptions first and knew there was a chance for them to be defective but the idea of -experimental- really stood out for me.

In any case, the end product was... lackluster, I even put in a gamma-core to minimize the chances of defects, but I still got a Minor Printing Defects hullmod baked into my Onslaught. So I thought, maybe I need to print out more, so I thought about deconstructing the one I just printed out but it didn't want me to because it had said defects. So, alright, I just deconstructed my 2 prized pristine Onslaughts I managed to poach from the Hegemony (I still haven't gotten access to the actual BP) , and also placed a beta-core (was it? unsure about this one) in the Deconstructor to reduce chances of the Experimental BPs having defects. And then I printed a new set, and to my surprise all of them also had Minor Printing Defects baked into them. This time, I was curious, is this as good as it gets, so I finally peaked into the inner workings of the mod and discovered it is, I was... disappointed.

You see I was sort of expecting and giddy about the idea of the experimental nature of the setup and with all the effort it took to set everything up. I wasn't really expecting a super strong hullmod baked in, but I was expecting something... experimental, kind of like hullmods that could be quirky or weird but -can- be positive, like say a System Overrides mod but random-y, mixed buffs is what I'm getting at I guess, things that both bestow blessings but boons onto the ship. But as it stands all of the possible baked in hullmods are debuffs (albeit the Minor one legitimately being Minor) and that doesn't feel to good for the effort put into it. Even more so when I could have just built the Engineering Facility to reverse engineer the 2 Onslaughts I had to maybe get the actual BP for it and construct actual pristine ones.

What I'm seeing is that most people feel the same way about it, during the late-game, you aren't short on cash and that's effectively what printing does for you, makes making ships cheaper, but when the whole system to get them to begin with is expensive (and dangerous), you already probably have the means to support even more expensive endeavors. So what I feel like a good lategame credit sink would be is if an alpha-core for the Construction Industry did increase chances of having defects, but also provided a chance of some <mixed blessing random stroke of luck this one got printed out quirky kind of buffs>. It would incentivize people to build a pristine copy in their own colonies, take those ships to possibly be printed into some of those mixed bag baked in hullmods, and keep doing so until they get the mixed bag they want.

This would further tie together the features in this mod already, the Reverse Engineering Facility to get BPs for say an Onslaught, construct said Onslaughts and send them to the Deconstructor, the Deconstructor creates Experimental BPs which, using the Courier Port will be delivered to the Experimental Fabricator, Fabricator prints the ships and outputs Degraded BPs that are then Courier Port-ed to a Library, Library fixes them up and then are Courier Port-ed back to Deconstructor, ready again for you to send some ships over to it to potentially get some of the mixed bag hullmods you want, the ones that you don't want you can probably scrap.

If you disregard all of this that's fine with me, I do enjoy it just not what I expected. I do have one final request, which is the capitalization on the printing defects hullmods, right now it's kinds off-putting for me to see "Minor printing defects" instead of "Minor Printing Defects" more so for the capitalization than the actual effects it has on my not so perfect copy Onslaughts.

Thank you for reading and I hope you're doing well and safe during all the crazy going on! Have a good one!
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: RT_Neiron on March 02, 2021, 05:51:37 PM
and what? Thanks y kill my 2 hours in game =\ OUT - ctrl-alt-del ?

[attachment deleted by admin]
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: SirHartley on March 03, 2021, 12:53:56 PM
Detailed Feedback

Thank you for the feedback! I understand your gripes with the system, but am honestly not sure if I can really fix that. The main issue is that duplication of ships is as strong as the ship that's put in - and the strength of those varies wildly. Duplicating an Onslaught might feel underwhelming, and it absolutely is - but duplicating a Tahlan Derelict? That's a completely different league.

I generally try to balance for the average, not the min-maxer, which is why minor printing defects are more or less cosmetic - but making a ship more powerful after duplication might cause issues with ships that are strong, and were intended to be limited to a very small amount of hulls.

I'll be experimenting with a bit of a buff to the entire thing, but honestly, it needs a rework to be more accessible.
I do like your proposal of baking in random hullmods (For a third of their usual OP cost, maybe?), and will think on it - it might end up being an option toggleable via AI core, but I can't promise anything, as I'll have to test if it interferes with scripted stuff.

Regarding the Hullmod names - I fixed those for the next release.

Again, I really appreciate your feedback and suggestions - Thank you!

and what? Thanks y kill my 2 hours in game =\ OUT - ctrl-alt-del ?

I'd need to know which version of the mod you are on, and a screenshot of your officer menu. You can close a stuck dialogue via console commands in the future - sorry for the problems you are experiencing.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: RT_Neiron on March 03, 2021, 07:44:19 PM
I'd need to know which version of the mod you are on, and a screenshot of your officer menu. You can close a stuck dialogue via console commands in the future - sorry for the problems you are experiencing.
SS - 091a New game(+Nexerelin, and nessesery mods) Industrial.Evolution1.8.c  =\  (this is the first time I have encountered such a problem in game. And Only Academy problem)
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Chairman Suryasari on March 04, 2021, 12:02:46 AM
Did you do a clean install? Remove old mod folder before installing new ones.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: RT_Neiron on March 04, 2021, 03:14:27 PM
Did you do a clean install? Remove old mod folder before installing new ones.
Clean install.. Hm.., mb  conflict another mod =\
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: RT_Neiron on March 05, 2021, 06:10:59 AM
You can close a stuck dialogue via console commands in the future - sorry for the problems you are experiencing.
This induce me to install autosave_mod  ;D  (at last) But thx, y work is great )
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Myrkin on March 05, 2021, 10:12:20 AM
and what? Thanks y kill my 2 hours in game =\ OUT - ctrl-alt-del ?
Same problem at me. Clean install too :(
I'am forgot about Academy after two or three times, when i was needed to shut down game from task manager ^_^
Anyway - Great Mod!
Thank you ^_^
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: SirHartley on March 05, 2021, 11:22:44 AM
I can't replicate this issue.
Do you have a way to trigger this in a reliable way?
If your save keeps doing it, I'd like to ask you to upload your save, and your entire mod folder somewhere, so I can replicate and debug.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: RT_Neiron on March 06, 2021, 06:17:12 AM
I think another language(In core game files), unofficial localisation
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Felcaster on March 06, 2021, 10:29:25 AM
Hi there, this is a great mod, really enjoying the additional depth added by the new industries.

I think I'm encountering a bug. 3 in-game months back I "liberated" Maggie's station in Ounalashka system. A system I think was added by Roider's Union. There was a salvage yard on Maggie's already before I captured it.
I immediately switched ownership over to the independents. However I am continuing to receive the warning icon at the end of each month letting me know the Salvage Yard is below 30% and decaying.
It doesn't really impact my game, it's just a quirky bug(maybe?) that I thought I'd let you know about.

Thanks for the additional depth you are adding to the game, the Academy in particular meets my personal need to hoard good officers that I'll never ever use.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: SirHartley on March 06, 2021, 12:03:17 PM
I think another language(In core game files), unofficial localisation

Could do it - thanks for the PM, I'll check!

Hi there, this is a great mod, really enjoying the additional depth added by the new industries.

I think I'm encountering a bug. 3 in-game months back I "liberated" Maggie's station in Ounalashka system. A system I think was added by Roider's Union. There was a salvage yard on Maggie's already before I captured it.
I immediately switched ownership over to the independents. However I am continuing to receive the warning icon at the end of each month letting me know the Salvage Yard is below 30% and decaying.
It doesn't really impact my game, it's just a quirky bug(maybe?) that I thought I'd let you know about.

Thanks for the additional depth you are adding to the game, the Academy in particular meets my personal need to hoard good officers that I'll never ever use.

Yup, it's a bug, and fixed for the next version. Thanks for the report!

Y'all are a buncha hoarders, I know. I'm just here to feed your bad habits!
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: mrmcbagman on March 12, 2021, 05:42:18 AM
Got a weird problem on my end, I'm able to reverse engineer ships no problem but the blueprints aren't being deposited once 100% is reached. A fresh install of the mod on a new save with only this (and the required mods ie magic lib lazy lib etc...) on it doesn't seem to fix the issue any ideas on what might be causing this problem?
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: SirHartley on March 12, 2021, 07:10:29 AM
Did you install a blueprint of the same size in the structure? You need to overwrite an existing one, either by placing it in the blue shared storage or installing it directly.

read the FAQ on the mod page for more info.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: RT_Neiron on March 12, 2021, 08:09:11 AM
I exellent reverse Brilliant-ship.  :) 100% works
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: WWladCZ on March 12, 2021, 11:47:43 AM
Hello I have a question is some of the secret exploration stuff tied to not having random core worlds? I have scouted the whole sector yet I did not find some of the things mentioned/hinted at in the Forge template descriptions. My guess would be that this is caused by using the Adjusted sector and random core worlds + Derelict Empire scenario. Or did I just get bad rng in sector generation?
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: SirHartley on March 12, 2021, 03:20:16 PM
Entirely possible, these are both things that mess with sector generation. I can only really guarantee that it'll work with vanilla.

Try opening the console and typing indevo_spawnRuins, if there are ruins, it'll tell you where - if there are not, it'll add some if there are constellations that meet the prerequisites.
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: GhostReconZB on March 14, 2021, 03:44:57 AM
Would like to to report a bug, after getting into the academy main menu, any choice such as store officer, train officer would result in a stucked dialogue screen with no furthur choosing option, for example: I select store a officer then the dialogue siad:
"select a person"
NullPointerException:null

Maybe it is the localisation problem? I am using the chinese localized version of the vanilla game. Other than that, the passive effect of the academy is functioning as intended.
ps: Great Mod!
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: SirHartley on March 14, 2021, 07:20:24 AM
Hi - yeah, that's a problem with the translations, the Russians have the same problem. I am not sure what it is yet, but am working on fixing it.

Edit - and Fixed, for both russian and chinese translations!
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: Kakroom on March 23, 2021, 10:13:34 PM
I know that, given the title, this might be beyond the scope of this mod, but is there any chance of some buildings outside an industrial/military sense in the future?

I really like everything this adds but one of the things I think vanilla could use are bits that allow a certain range in the way that you maintain control of your population. Right now, that's almost purely in a military sense; bases, batteries, and stations, but there's other ways that one might keep people happy or foster stability. I think this mod already does that with the Commerce building? More stuff like that; a 40kathedral, for example, that might stabilize and build relations with Luddic factions; state of the art Space hospitals with facilities that could mitigate drug dependency and the organ market, or if you want to go the other way a KGB building that roots out terrorist cells and rebels and stabilizes at the cost of growth.

Such stuff would be the cherry on top to an already great package. Between this and Boggled's I can finally build the interstellar Corpo/Pirate empire of my dreams.

edit: lol
Title: Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: SirHartley on March 25, 2021, 01:11:53 PM
(https://i.imgur.com/7k1QAas.png)


1.9 is not Save Compatible



Download (https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution1.9.d.zip)
Integrated with Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)



Massive update, main points:

Why yes, I hate myself, dropping complex and lengthy updates like a day before the new Starsector update, why do you ask?



Change Log
1.9.d
  • Variable Industries
  • Added - Deposit amounts now get reduced in the case of deficits (Deficit% of max output)
  • Adjusted - Switched Commodity Forge over to Monthly Deposits
  • Adjusted - Commodity Forge deposits are now also reported by the monthly summary report
  • Adjusted - Commodity Forge Alpha Core effect from -31 days to - 1 Month (yes, there is a difference)
  • Fixed - No longer has a free VPC installed when built on Nex governed markets
  • Fixed - Tooltip now correctly states "local storage" instead of "production gathering point" as output destination
  • Fixed - Tooltip now properly denotes deficits
  • Fixed - Crash when there was no storage on the colony on month end (how does that even happen)
  • Centralization Bureau
  • Added - Now works off a whitelist. Adjust at your own risk, will not properly work with scripted things.
  • Adjusted - Removed "Insufficient AI Core" message spam
  • Adjusted - No longer works with Variable Manufactory (It never properly did in the first place.)
  • Fixed - Now properly applies bonuses
  • Fixed - Displays additional demands above 1 unit
  • Fixed - no longer displays "Can only have one" in the build menu when available to build.
  • Military/Interstellar Relay
  • Added - While no other military is present, acts as Patrol HQ +
  • Added - While no military is present, costs/build time is as much as a patrol HQ. If a HQ is present, costs/time are reduced to normal.
  • Added - While acting as Patrol HQ, spawns patrol fleets depending on colony size / fleet size (always less than a military base)
  • Adjusted - Removed Patrol HQ build requirement
  • Adjusted - Removed local AI Core installed tooltip line, bound it to High Command instead (It now looks better)
  • Salvage Yards
  • Added - Now unlocks the Custom Order menu (Like Heavy Industry)
  • Added - Will pull weapons from the Industrial Storage (dark blue) and convert them to salvage points (depending on weapon size).
  • Adjusted - Auto-changes gathering point if set to salvage yards market, no longer spams warnings.
  • Embassy
  • Added - Support for the Star Federation and VIC
  • Added - Factions will now respond appropriately to hostile action against Ambassadors
  • Adjusted - Rep penalty now calculates monthly
  • Adjusted - Embassy rep changes now have a summary notification like Variable Industries
  • Senate
  • Adjusted - Overhauled Edict rules.csv
  • Fixed - no longer displays "Can only have one" in the build menu when available to build.
  • Privateer Base
  • Adjusted - Is now less likely to go on suicide missions while there are weaker targets available
  • Academy
  • Fixed - No longer gets stuck with a NullPointer on officer selection when using a translated version of Starsector (Chinese/Russian...)
  • Requisitions Centre
  • Fixed - Can no longer gain rep with the ReqCenter dummy faction when trading (I hope.)
  • Engineering Hub
  • Added - Whitelisted Vayras' stuff
  • Fixed - No longer uses the wrong whitelist (changes to reverse engineering now actually take effect)
  • Fixed - Tooltip now denotes toggle function when not extended
  • Courier Port
  • Fixed - Can now transport multiple ships of the same kind at once without bugging out
  • Exploration
  • Added - Two new derelict station types (Like research stations)
  • Added - 10 additional types of salvage events
  • Derelicts
  • Added - Whitelisted Vayras' stuff
  • Adjusted - Reduced the price of working Forge Templates
  • Adjusted - Increased the chance for Ruins to spawn in pairs in high danger systems
  • Adjusted - If one part of a pair of Ruins in a system is a Forge, the other will usually be a Deconstructor, and vice versa.
  • Adjusted - Reworked how Printing defects work (they are now removeable, but come with additional D-mods depending on the chosen AI cores)
  • Adjusted - Reworked Hull Decon/Hull Forge AI core effects
  • Adjusted - Forge/Decon can now bake Hullmods into a ship (check the new AI core effects)
  • Fixed - RiftGen no longer causes planets to sometimes orbit at burn 20
  • Fixed - Rare CTD for the Rift Generator on mouseover (I hope)
  • World Symbols
  • Added - Build one of 5 different structures with the same effect
  • Effect - Reduces temporary unrest by one point a month
  • Effect - Increases population growth by 10
  • Effect - All worlds in the system have +1 stability
  • Note - These are mostly for flavour and might get a proper effect in the future, when I can think of something cool.
[close]
[/list][/list]
Title: Re: [0.9.1a] Industrial.Evolution 1.9.d - Campaign content expansion
Post by: SirHartley on March 26, 2021, 10:31:48 AM
Welp, it's dead. RIP.

Edit: Not really, but this will take a while.
Title: Re: [0.9.1a] Industrial.Evolution 1.9.d - Campaign content expansion
Post by: IonDragonX on March 26, 2021, 04:10:16 PM
Welp, it's dead. RIP.
I'm really sorry, man. IE is a really great mod.
Edit: Oops got ahead of myself...
Title: Re: [0.9.1a] Industrial.Evolution 1.9.d - Campaign content expansion
Post by: Kakroom on March 26, 2021, 06:48:53 PM
Edit: Not really, but this will take a while.

I actually had a heart attack, I'm currently recovering in ICU.

Title: Re: [0.9.1a] Industrial.Evolution 1.9.d - Campaign content expansion
Post by: Chikanuk on March 27, 2021, 09:45:37 AM
This is sad. How long (approximately) it will take to update it to new patch? Love you mod.
Title: Re: [0.9.1a] Industrial.Evolution 1.9.d - Campaign content expansion
Post by: SirHartley on March 27, 2021, 11:35:25 AM
I have to play through vanilla, get a proper understanding of what I can do in the current state of colonies, then adjust most code since almost nothing was unaffected by the new changes. Please consider that this mod is amongst the most complex campaign expansions currently published - and I would like to carry the high quality I had over to the new version.

I expect it to take three weeks to two months.
Title: Re: [0.9.1a] Industrial.Evolution 1.9.d - Campaign content expansion
Post by: Chikanuk on March 27, 2021, 04:08:09 PM
Take you time, but i still hope it will be released sooner than later =P
Title: Re: [0.9.1a] Industrial.Evolution 1.9.d - Campaign content expansion
Post by: Fucifa on April 01, 2021, 07:38:09 AM
 :P
Good to see version 1.9.
You need to watch a movie and adjust. It's time to go play.
Indulge in board games, or read a book.
Title: Re: [0.95a] Industrial.Evolution 2.0.a - Campaign content expansion
Post by: SirHartley on April 01, 2021, 11:16:03 AM
(https://i.imgur.com/7k1QAas.png)


2.0.a is not Save Compatible



Download (https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution2.0.a.zip)
Integrated with Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)


Barebones compatibility patch - new features of vanilla are not implemented yet (no upgrading with story points ect.)
I have not slept for three days.



Change Log
2.0.a
  • 2.0.a
  • Variable Industries
  • Adjusted - VPC Drop Chances
  • Adjusted - Merged into single drop group as to not affect other item drop chances too much
  • Salvage Yards
  • Removed - Salvage Market. Now works via direct modification of budget (no longer makes a weird pseudo colony)
  • Senate
  • Added - Edict: Exact Clearances (Increases ship Quality, decreases hull output)
  • Removed - Edict: Growth Reinvestment
  • Academy
  • Added - Academy to Fikenhild (since the one in Galatia doesn't spawn hireable officers)
  • Adjusted - Spawned hireable officer max level reduced to match 0.95a
  • Adjusted - Hireable officer has a chance to have an elite skill
  • Adjusted - Now accessible at Galatia Academy Station instead of Ancyra
  • Engineering Hub
  • Adjusted - Updated Whitelists
  • Derelict Industries
  • Adjusted - Merged Forge Templates into single drop group as to not affect other item drop chances too much
  • Adjusted - Updated whitelists
  • Exploration
  • Added - Another event (secret)
  • Adjusted - D-Mod event no longer eats the Nanoforge, but was nerfed in turn
  • Adjusted - Chances (no, you still can't savescum it)
  • Removed - Marine Cryopod Event (is now Vanilla)
[close]
Title: Re: [0.9.1a] Industrial.Evolution 1.9.d - Campaign content expansion
Post by: SirHartley on April 01, 2021, 11:22:09 AM
:P
Good to see version 1.9.
You need to watch a movie and adjust. It's time to go play.
Indulge in board games, or read a book.

never
i do not sleep
i only mod
Title: Re: [0.95a] Industrial.Evolution 2.0.a - Campaign content expansion
Post by: Helldiver on April 01, 2021, 12:40:30 PM
Didn't expect such a fast patch for IE, cheers for the hard work.
Title: Re: [0.95a] Industrial.Evolution 2.0.a - Campaign content expansion
Post by: Chikanuk on April 01, 2021, 03:23:00 PM
He did it boyz, absolute madlad.
Let me kiss ya, good sir.
No homo.
Title: Re: [0.95a] Industrial.Evolution 2.0.a - Campaign content expansion
Post by: jwc1015 on April 01, 2021, 05:05:41 PM
Hello!
I've run into a bug - I found a forge template in an arsenal station, but when I retrieved it the second I opened the inventory menu the game crashed.


[attachment deleted by admin]
Title: Re: [0.95a] Industrial.Evolution 2.0.a - Campaign content expansion
Post by: ultrashotpull on April 01, 2021, 05:17:38 PM
YES. THE BEST MOD HAS UPDATED.
Title: Re: [0.95a] Industrial.Evolution 2.0.a - Campaign content expansion
Post by: PeepingPeacock on April 01, 2021, 06:53:42 PM
Wooo! This mod does waystations better than the base game. Glad to get the supply&fuel VPCs back!
Title: Re: [0.95a] Industrial.Evolution 2.0.a - Campaign content expansion
Post by: Bastion.Systems on April 02, 2021, 07:07:56 AM
Small typo in "VPC Exploration Package" description.
Spoiler
(https://i.imgur.com/ULdtqPG.png)
[close]
As Tri-Tachyon is not a plural the apostrophe should come before the posessive "s".
Title: Re: [0.95a] Industrial.Evolution 2.0.b - Campaign content expansion
Post by: SirHartley on April 02, 2021, 04:37:44 PM
hotfixes for exploration events
Title: Re: [0.95a] Industrial.Evolution 2.0.b - Campaign content expansion
Post by: TMPhoenix on April 03, 2021, 01:43:16 AM
getting a bunch of null pointer errors when opening the academy screen on one of my colonies; log has a bunch of these in it (version 2.0b):

Spoiler
Code
8381768 [Thread-3] WARN  com.fs.starfarer.campaign.rules.A  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.academyRules.IndEvo_DisplayTrainingStatus: null
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.rulecmd.academyRules.IndEvo_CreatePersonSelectionList.getMarket(IndEvo_CreatePersonSelectionList.java:81)
at com.fs.starfarer.api.impl.campaign.rulecmd.academyRules.IndEvo_DisplayTrainingStatus.execute(IndEvo_DisplayTrainingStatus.java:24)
at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.C.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBest(RuleBasedInteractionDialogPluginImpl.java:177)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionSelected(RuleBasedInteractionDialogPluginImpl.java:210)
at com.fs.starfarer.ui.newui.V$1.super(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(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(Unknown Source)
[close]
Title: Re: [0.95a] Industrial.Evolution 2.0.b - Campaign content expansion
Post by: SirHartley on April 03, 2021, 11:25:09 AM
Yeah, I know - it's borked. I'll fix it when I'm back home in a few days. Thanks for the report!

There is an academy at the Galatian Academy Station, that one will work.
Title: Re: [0.95a] Industrial.Evolution 2.0.b - Campaign content expansion
Post by: Grugposter on April 03, 2021, 04:02:48 PM
I am also getting various NullPointerExceptions when visiting e.g. a tri-tachyon academy and salvaging a mining station after defeating the remnants.
Screenshot of the mining station NPE, which locks you in the screen: https://i.imgur.com/QwxIDYM.png
Spoiler
Code
26160520 [Thread-3] WARN  com.fs.starfarer.campaign.rules.A  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.salvage.SalvageSpecialInteraction: null
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.IndEvo_ItemChoiceSpecial.init(IndEvo_ItemChoiceSpecial.java:70)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.SalvageSpecialInteraction$SalvageSpecialDialogPlugin.init(SalvageSpecialInteraction.java:57)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.SalvageSpecialInteraction.execute(SalvageSpecialInteraction.java:165)
at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.C.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.C.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBest(RuleBasedInteractionDialogPluginImpl.java:177)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionSelected(RuleBasedInteractionDialogPluginImpl.java:210)
at com.fs.starfarer.ui.newui.V$1.super(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(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(Unknown Source)
[close]
My mods list is:
Spoiler
Automatic Orders (manually changed version tag)
Autosave 1.1c
Industrial.Evolution 2.0.b
LazyLib 2.6
MagicLib 0.32rc2
SpeedUp 0.7.1
Starship Legends 1.5.0
Version Checker 2.0b
zz GraphicsLib 1.5.1
[close]
And thank you for updating the mod so quickly! My first run of the update just didn't feel right without it.
Title: Re: [0.95a] Industrial.Evolution 2.0.b - Campaign content expansion
Post by: Lord Sputnik on April 03, 2021, 04:45:22 PM
I'm sure you've seen these already, but here is another one of many NullPointerExceptions since the 2.0b update.

Spoiler
109980 [Thread-3] WARN  com.fs.starfarer.campaign.rules.A  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.salvage.SalvageSpecialInteraction: null
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.IndEvo_ItemChoiceSpe cial.init(IndEvo_ItemChoiceSpecial.java:70)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.SalvageSpecialInteraction$SalvageSpecialDialogPlugin.init(SalvageSpecialInteraction.java:57)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.SalvageSpecialInteraction.ex ecute(SalvageSpecialInteraction.java:165)
   at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.C.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
   at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.C.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:177)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:210)
   at com.fs.starfarer.ui.newui.V$1.super(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.new(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.k.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.processInput(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.processInput(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.V.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.processInput(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.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(Unknown Source)
[close]
Title: Re: [0.95a] Industrial.Evolution 2.0.b - Campaign content expansion
Post by: dk1332 on April 04, 2021, 03:01:59 AM
There is a bug with the one finding a stash of credits in a Derelict ship. If a fleet spawns and makes contact with you, you are give 3 choices which is to "communicate", Fight, or use a story point to avoid confrontation.

The problem lies with the "communicate one" if you accept it you are then led to two choices, pay-up or close the communication. You cannot close the channel and you will only have to pay. Pressing the "Cut the communication link" option doesn't do anything.
Title: Re: [0.95a] Industrial.Evolution 2.0.b - Campaign content expansion
Post by: Caypbaron on April 04, 2021, 03:55:15 AM
I recently started playing star sector and didn´t get to try your mod, yet.

But i still want to thank you in advance for your work. Once Nexerelin is updated your mod, and the aforementioned one, will be essential to add those aspects to Starsector, already enjoyable on it´s own, which i´m missing and looking forward to.
Title: Re: [0.95a] Industrial.Evolution 2.0.b - Campaign content expansion
Post by: Harpuea on April 04, 2021, 10:38:55 AM
Hello, encountered a crash when I tried sacrificing a ship during exploration of an Arsenal Station. I chose the Kite Shuttle and the game crashed to desktop. Luckily I saved before hand.

Crash Log
Spoiler
13078510 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
13090401 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.IndEvo_ShipRouletteS pecial.createAndPrepareMember(IndEvo_ShipRouletteSpecial.java:217)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.IndEvo_ShipRouletteS pecial$1.pickedFleetMembers(IndEvo_ShipRouletteSpecial.java:178)
   at com.fs.starfarer.ui.newui.oOOo.advance(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.N.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.V.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: SirHartley on April 04, 2021, 12:46:50 PM
(https://i.imgur.com/7k1QAas.png)


2.0.c is Save Compatible with anything after 2.0.



Download (https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution2.0.c.zip)
Integrated with Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)


Hotfix thyme.
This should take care of all crashes and issues the new version had.


Change Log
2.0.a
  • Salvage Yards
  • Fixed - Now properly adds to production budget
  • Restoration Docks
  • Fixed - Crash during Nex Random Sector generation (getMemory())
  • Academy
  • Fixed - Nullpointer when accessing, now properly works
  • Exploration
  • Fixed - Non-Exitable Dialogue/Nullpointer for the secure room event
  • Fixed - Forge Templates no longer crash the secure room event
  • Fixed - Crash when not sacrificing enough ships to the Machine God
  • Fixed - Impoverished Merc now lets you exit the conversation if you don't want to pay him (you monster)
[close]
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: Dekent59 on April 04, 2021, 10:17:01 PM
Embassy did quite the opposite for me with reaction.   I built it on an arcopolis station from the terraforming and station construction mod if that matters.  At first I put a beta core in it but kept getting the removed core hit so I took it out, waited a few months, however relations kept going down 1 point a month instead of up. 
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: highIntensityGazer on April 05, 2021, 07:04:16 AM
I've run into a nullpo (gah) error where it crashes after a faction declares war and then the Ambassador vacates their post:
Spoiler
49399 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [sun_sl/data/defaultFactionReputation.json]
49400 [Thread-3] INFO  starship_legends.FactionConfig  - Reading config file for faction: pirates
49400 [Thread-3] INFO  starship_legends.FactionConfig  - Reading custom section for faction: player
49401 [Thread-3] INFO  starship_legends.FactionConfig  - No integration data found for faction: reqSellStorageColour
49401 [Thread-3] INFO  starship_legends.FactionConfig  - Reading custom section for faction: remnant
49402 [Thread-3] INFO  starship_legends.FactionConfig  - No integration data found for faction: indStorageColour
49402 [Thread-3] INFO  starship_legends.FactionConfig  - No integration data found for faction: deconStorageColour
49402 [Thread-3] INFO  starship_legends.FactionConfig  - No integration data found for faction: poor
49402 [Thread-3] INFO  starship_legends.FactionConfig  - No integration data found for faction: sleeper
49402 [Thread-3] INFO  starship_legends.FactionConfig  - Reading custom section for faction: neutral
49402 [Thread-3] INFO  starship_legends.FactionConfig  - Reading config file for faction: neutral
49403 [Thread-3] INFO  starship_legends.FactionConfig  - No integration data found for faction: omega
49403 [Thread-3] INFO  starship_legends.FactionConfig  - No integration data found for faction: scavengers
49404 [Thread-3] INFO  starship_legends.FactionConfig  - No integration data found for faction: mercenary
49404 [Thread-3] INFO  starship_legends.FactionConfig  - Reading custom section for faction: lions_guard
49404 [Thread-3] INFO  starship_legends.FactionConfig  - Reading config file for faction: independent
49405 [Thread-3] INFO  starship_legends.FactionConfig  - Reading custom section for faction: luddic_church
49405 [Thread-3] INFO  starship_legends.FactionConfig  - Reading custom section for faction: persean
49406 [Thread-3] INFO  starship_legends.FactionConfig  - Reading custom section for faction: sindrian_diktat
49406 [Thread-3] INFO  starship_legends.FactionConfig  - No integration data found for faction: engHubStorageColour
49406 [Thread-3] INFO  starship_legends.FactionConfig  - Reading custom section for faction: derelict
49407 [Thread-3] INFO  starship_legends.FactionConfig  - Reading custom section for faction: hegemony
49407 [Thread-3] INFO  starship_legends.FactionConfig  - Reading custom section for faction: knights_of_ludd
49408 [Thread-3] INFO  starship_legends.FactionConfig  - No integration data found for faction: dryDockButtonColor
49408 [Thread-3] INFO  starship_legends.FactionConfig  - Reading custom section for faction: luddic_path
49409 [Thread-3] INFO  starship_legends.FactionConfig  - Reading custom section for faction: tritachyon
49523 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 34
49523 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 35
49561 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 36
49561 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 37
49562 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 38
49562 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 39 - last
51303 [Thread-7] INFO  sound.public  - Cleaning up music with id [miscallenous_main_menu.ogg]
51429 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Mining Station, faction: Persean League
51623 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [campaign_music_part_2_v28.ogg]
51623 [Thread-9] INFO  sound.null  - Playing music with id [campaign_music_part_2_v28.ogg]
54303 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel  - Created SurveyPlanetMissionIntel: Epsilon Mance II, faction: Persean League
54352 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Derinkuyu Mining Station to Nova Maxios
55702 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Port Tse Franchise Station to Yesod
57016 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel  - Created SurveyPlanetMissionIntel: Delta Hadreel I, faction: Persean League
57051 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Sindria to Sphinx
59401 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: Tri-Tachyon
62434 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel  - Created SurveyPlanetMissionIntel: Rocannon's World, faction: independent
64937 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Arsenal Station, faction: independent
67728 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Orbital Habitat, faction: Persean League
69658 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Skathi to Qaras
69843 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Minor Weapons Cache, faction: pirates
70811 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Mazalot to Asher
72045 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: pirates
73161 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.FactionHostilityIntel  - Making factions hostile: Hegemony <-> Tri-Tachyon
74094 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel  - Created SurveyPlanetMissionIntel: New Conclave, faction: independent
80647 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Eventide to Derinkuyu Mining Station
81167 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: Hegemony
82972 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the pirates for a rep change (1155.9379, 0.0)
82972 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the Requisitions Centre for a rep change (0.0, 0.0)
82972 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the remnant for a rep change (0.0, 0.0)
82973 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with rssa for a rep change (0.0, 0.0)
82973 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with rssa for a rep change (0.0, 0.0)
82973 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the refugees for a rep change (0.0, 0.0)
82973 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the sleeper for a rep change (0.0, 0.0)
82974 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the Omega for a rep change (0.0, 0.0)
82974 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the scavengers for a rep change (0.0, 0.0)
82974 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with mercenaries for a rep change (0.0, 0.0)
82974 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the Lion's Guard for a rep change (0.0, 0.0)
82975 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the independents for a rep change (4.264618, 3.9876304)
82975 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the Luddic Church for a rep change (0.0, 0.0)
82975 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the Persean League for a rep change (1.4144241E-13, 2.1316282E-12)
82975 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the Sindrian Diktat for a rep change (464.625, 578.125)
82976 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with rssa for a rep change (0.0, 0.0)
82976 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the derelict for a rep change (0.0, 0.0)
82976 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the Hegemony for a rep change (59.027847, 48.45946)
82976 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the Knights of Ludd for a rep change (0.0, 0.0)
82977 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with ddbc for a rep change (0.0, 0.0)
82977 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the Luddic Path for a rep change (0.0, 0.0)
82977 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with Tri-Tachyon for a rep change (2993.9666, 525.3657)
83872 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: Luddic Path
85403 [Thread-7] INFO  sound.public  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
85514 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.plugins.ambassadorPlugins.IndEvo_ambassadorPersonManager.l ogRepChange(IndEvo_ambassadorPersonManager.java:119)
   at com.fs.starfarer.api.plugins.ambassadorPlugins.IndEvo_ambassadorPersonManager.o nNewDay(IndEvo_ambassadorPersonManager.java:95)
   at com.fs.starfarer.api.plugins.timers.IndEvo_TimeTracker.onNewDay(IndEvo_TimeTracker.java:136)
   at com.fs.starfarer.api.plugins.timers.IndEvo_TimeTracker.advance(IndEvo_TimeTracker.java:117)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
85657 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [campaign_music_part_2_v28.ogg]
85657 [Thread-9] INFO  sound.null  - Playing music with id [campaign_music_part_2_v28.ogg]

[close]
I've encountered it in version 2.0.b. I've updated to 2.0.c right after running into the problem but the update does not fix it.
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: Kaokasalis on April 05, 2021, 12:43:51 PM
I am having nearly the same problem as Dekent59. I built my embassy complex on a frozen world that I was using as a utility planet and it worked fine at first. However, after I installed a Beta AI core I started to lose 20 reputation per month while it displays the message that the Beta AI core has been removed but its still in there.

My mod list if that helps:
Spoiler
Autosave 1.1c
Better Colonies 1.61
Combat Chatter 1.11.1
Commissioned Crews 1.9999
Industrial Evolution 2.0.c
LazyLib 2.6
Leading Pip 1.9.1
MagicLib 0.32.rc2
Persean Chronicles 2.0.1
Practice Targets 1.41rc2
SpeedUp 0.7.1
Starship Legends 1.5.0
Transfer All Items 1.2
Unknown Skies 0.43
Unofficial New Game Plus 1.3.0
zz GraphicsLib 1.5.1
[close]
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: SirHartley on April 05, 2021, 01:03:42 PM
Thanks for the reports, everyone!
Avoid embassies for now, there's (obviously) an issue with them.

I'll fix it ASAP, but I also have to sleep and go to work at some point in my life.
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: Kh0rnet on April 05, 2021, 01:17:11 PM
Are we still soft-capped to the number of structure/industry slots as dictated by the colony management window, as in, after you build more than 12 they don't "fit" in it anymore?
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: 5ColouredWalker on April 06, 2021, 12:17:16 AM
Hi, I might be blind because I've tracked down the Industrial Ruins to this mod but can't see how they work beyond potential teleportation. Do they just add industry options? And for the teleportation, does that mean you can move them to other systems?
Mainly interested because I ran into an otherwise ok system with 5 of them, and I'm wondering whether it's worth settling them for the special industries.

Or just for teleporting them into a good system later.
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: speeder on April 06, 2021, 09:57:28 PM
I found a "rift generator" thingy.

But it says it can't fire because there is stuff in orbit.

I am screwed because planet generated with rift generator + orbital mirrors?
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: Maethendias on April 07, 2021, 01:46:46 PM
question, can you reverse engineer the battlegroup version of onslaught, and more importantly legion?

and thus replicate them?
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: Mr_8000 on April 08, 2021, 06:37:15 AM
Tooltip on the repair docks appears to be borked, tried on both player and ai market to be sure. Used version is 2.0.c
Spoiler
(https://i.imgur.com/GxkxIZr.png)
[close]
Spoiler
(https://i.imgur.com/o6laVVA.png)
[close]
Edit: It gets even more wild after completion and claims to have repaired all of Tri-Tachyon
Spoiler
(https://i.imgur.com/nKyss51.png)
[close]
(to be clear the ship's name is ISS Redshift, and it is a hound)
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: Thorrr85 on April 09, 2021, 12:21:38 AM
Hello, first thanks for great mod, it adds somany great things to exploration it's whole new level of excitement :)
Second can someone please give me some hint for ancient lab? I settled on planet with labs on it, got a one time blueprint for Doom cruiser, when I install it in the labs it says something about production cycle, cost ect. But nothing is happening after it. Do I need some other industry like salvage works or maybe basic ship production is enough and then I'll be able to produce it? I don't have either of these yet, it's still early game struggle for money for me :)

Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: SirHartley on April 09, 2021, 09:32:55 AM
Are we still soft-capped to the number of structure/industry slots as dictated by the colony management window, as in, after you build more than 12 they don't "fit" in it anymore?
Yeah, still capped.

Hi, I might be blind because I've tracked down the Industrial Ruins to this mod but can't see how they work beyond potential teleportation. Do they just add industry options? And for the teleportation, does that mean you can move them to other systems?
Mainly interested because I ran into an otherwise ok system with 5 of them, and I'm wondering whether it's worth settling them for the special industries.

Or just for teleporting them into a good system later.
There are currently 4 things it can resolve to.

I found a "rift generator" thingy.
But it says it can't fire because there is stuff in orbit.

I am screwed because planet generated with rift generator + orbital mirrors?
Yup! Sorry - I'm changing the spawning so they can't spawn on mirror worlds anymore.

question, can you reverse engineer the battlegroup version of onslaught, and more importantly legion?

and thus replicate them?
You can, it's exactly how it is supposed to be used. Legion is also reverse-engineerable if you find all the derelict ones, but be careful - D-Mods will reduce the progress you gain.

Tooltip on the repair docks appears to be borked, tried on both player and ai market to be sure. Used version is 2.0.c
Spoiler
(https://i.imgur.com/GxkxIZr.png)
[close]
Spoiler
(https://i.imgur.com/o6laVVA.png)
[close]
Edit: It gets even more wild after completion and claims to have repaired all of Tri-Tachyon
Spoiler
(https://i.imgur.com/nKyss51.png)
[close]
(to be clear the ship's name is ISS Redshift, and it is a hound)
Whoops! Thanks for the report! (I wonder how I didn't catch that)

Hello, first thanks for great mod, it adds somany great things to exploration it's whole new level of excitement :)
Second can someone please give me some hint for ancient lab? I settled on planet with labs on it, got a one time blueprint for Doom cruiser, when I install it in the labs it says something about production cycle, cost ect. But nothing is happening after it. Do I need some other industry like salvage works or maybe basic ship production is enough and then I'll be able to produce it? I don't have either of these yet, it's still early game struggle for money for me :)
You need another one of the derelict industries, lab isn't the one that makes ships!
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: ultrashotpull on April 09, 2021, 09:35:22 AM
Are the Industrial Ruins structures spawned randomly or in fixed order? i.e. I have Ancient Labs on one world, I won't have one on another world unless I colonize multiple worlds to get copies?

If not, are there any hints to gauge what industry is on a planet? I *think* I saw the modifier show up in a different colour but not sure if that was because one was on a barren world and the other was on a toxic world.
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: SirHartley on April 09, 2021, 02:53:41 PM
Are the Industrial Ruins structures spawned randomly or in fixed order? i.e. I have Ancient Labs on one world, I won't have one on another world unless I colonize multiple worlds to get copies?

If not, are there any hints to gauge what industry is on a planet? I *think* I saw the modifier show up in a different colour but not sure if that was because one was on a barren world and the other was on a toxic world.

Semi-randomized, all start with set weights, but the chance to get a duplicate one is reduced with every one that is resolved.
So at start:
Ind_A: weight 1
Ind_B: weight  1
Resolves to Ind_A

For the next ruin:
Ind_A: weight 0,5
Ind_B: weight 1

and so on.

Second question: Nope, since it's unclear what you get until you actually colonize (see above).
I might do that sometime in the future though.
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: skairunner on April 10, 2021, 02:39:57 AM
I seem to get this null pointer exception when exploring particular exploration sites (such as research stations, orbital labs, orbital habitats etc):

Quote
609223 [Thread-3] WARN  com.fs.starfarer.campaign.rules.A  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.salvage.SalvageSpecialInteraction: null
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.IndEvo_ItemChoiceSpe cial.init(IndEvo_ItemChoiceSpecial.java:62)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.SalvageSpecialInteraction$SalvageSpecialDialogPlugin.init(SalvageSpecialInteraction.java:57)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.SalvageSpecialInteraction.ex ecute(SalvageSpecialInteraction.java:165)
   at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.C.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
   at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.C.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:177)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:210)
   at com.fs.starfarer.ui.newui.V$1.super(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.new(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.k.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.processInput(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.processInput(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.V.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.processInput(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.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(Unknown Source)

I wonder if at the least I can delete the sites in my save so that I won't run into them again...
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: SirHartley on April 10, 2021, 02:55:41 AM
you are on an old version, update the mod.
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: skairunner on April 10, 2021, 12:23:58 PM
Will do!
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: Grugposter on April 10, 2021, 02:58:42 PM
This might just be my luck, but I've received far fewer high-tier AI cores and colony items (e.g. automated drill) when compared to my run before adding this mod.
For comparison, I had maybe ~10 colony items and ~5 alpha-level cores after exploring 1/6th of the map without the mod, compared to one alpha-core I got from whacking a remnant nexus and two colony items with 1/4 of the map explored.

Is it possible that Industrial Evolution is diluting or overwriting the drop pool for explorables (e.g. ruins, mining stations, labs, etc.)?
I have other mods installed, but none of them should be touching drop tables. Here they are regardless:
Spoiler
Automatic Orders 0.3.2 (manually changed the version)
Autosave 1.1c
Better Colonies 1.6.1
High Tech Expansion 1.4
Industrial.Evolution 2.0.c
Lazy Lib 2.6
MagicLib 0.33rc1
SpeedUp 0.7.1
Starship Legends 1.5.1
Tahlan Shipworks 0.5a
Unknown Skies 0.43
Vayra's Ship Pack 1.2.3
Version Checker 2.0b
zz GraphicsLib 1.5.1
[close]
Edit: After asking my friend, he's also having the same issues. He only seems to have found them in derelict survey ships and some equipment caches.
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: Maethendias on April 10, 2021, 04:57:42 PM
This might just be my luck, but I've received far fewer high-tier AI cores and colony items (e.g. automated drill) when compared to my run before adding this mod.
For comparison, I had maybe ~10 colony items and ~5 alpha-level cores after exploring 1/6th of the map without the mod, compared to one alpha-core I got from whacking a remnant nexus and two colony items with 1/4 of the map explored.

ditto, noticed the same thing
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: Jasticus on April 10, 2021, 05:26:04 PM
This might just be my luck, but I've received far fewer high-tier AI cores and colony items (e.g. automated drill) when compared to my run before adding this mod.
For comparison, I had maybe ~10 colony items and ~5 alpha-level cores after exploring 1/6th of the map without the mod, compared to one alpha-core I got from whacking a remnant nexus and two colony items with 1/4 of the map explored.

I usually lurk here, but had to comment that I noticed this too. I installed a bunch of mods though so I had no idea which one might be causing it.

According to my map I've 'cleaned' 49 individual systems (spread out from missions, probably 120+ planets surveyed and 20-40 ruins/derelicts?) so far since I started a fresh game with the mods. In that time, I've gotten 1 Alpha, 7 Betas, 7 Gammas, and 8 random colony items... and 5 corrupted nanoforges. ??? During my unmodded run I had nearly twice as many AI and like 5 alphas by this point.

I figured I just got a super unlucky seed or something so far, but then was scanning for mod updates and saw this and figured I should also toss in what I've noticed just in case there was an adjustment somewhere that is affecting things.

Otherwise, I still love the mod anyway.  :D
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: Achilles42x on April 10, 2021, 11:39:23 PM
Throw my 2 cents in- love the mod, but same thing with colony items and AI cores. I've explored half the sector, and I have 3 Alphas and ~5 colony items. Usually have like 5x that much
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: 5ColouredWalker on April 10, 2021, 11:55:49 PM
This is probably more due to:
A) The change to .95 which has resulted in change to loot tables.
B) Random chance. You've explored 1/4 of the galaxy and received less stuff, not all parts of the galaxy are generated equal.

For an example of B, I'm running a mod (Can't remember which) which introduces a lot of cool planet modifiers. In my run before I tried .95 I found lots of the cool stuff, and one ruin. In my current run having reverted while I wait for Nex, I've found ruins by the bucketful, including a system with 5 (I was really hoping for a moment you could chose which ruin you found, and enjoying the idea of having a absurdly large system full of moved planets), and only one orbital elevator, and nothing else.

Finally, Industrial Evolution introduces a repeating quest for spawning colony items at the cost of a fight a mid-game fleet can take with little dificulty.

Oh, I haven't gotten to the stage of fiddling with the ruins yet, but can you demolish them for slots? I'll find out myself soon enough but making the knowledge public would be great.
Edit: Wait, Nex updated, I'm not going to get to this soon so won't updating this soon with an answer.

Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: ShpunkY on April 11, 2021, 02:03:10 AM
will you ever add special items for the industries this mod adds ?
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: SirHartley on April 11, 2021, 03:42:56 AM
Okay, to alleviate these concerns -

No, The AI core drop rates are not affected by this mod. They have their own group which is not touched. If you get less than before, that is probably just bad luck, unless another mod changes the numbers!

Yes, this mod affects the special item drop pools, BUT the total chance to get an item, vanilla or modded, stays the exact same.

To explain:
The game has 2 relevant special Item drop groups:

These have the following drop chances purely for vanilla items:
Without IndEvo:

With IndEvo:

However, these are the drop chances to get an IndEvo item from either of these rolls (Added)

Notice something? Yup, if you add them up, you get the same numbers as before - thus, you receive the exact same amount of items. (math is heavily rounded to keep it readable)

That's not all though. With IndEvo, you have 30% more discoverable stations in the sector - Arsenal Stations and Orbital Labs generate in those numbers without removing any vanilla stations. Since they also roll on these pools, the drop chances for vanilla items over the global sector stay the same, even if the chance to get one from any single roll is a bit lower.

Additionally, this mod adds salvage events which can give you a specific special item if you are willing to take a risk, and these are added to the total loot pools.

In total, you should get more special items, rather than less.
I do test this extensively and do the math every time, to avoid having a negative impact on your game experience.

Please be aware that loot generation in starsector is heavily RNG. You are not guaranteed a certain amount of items, and I had runs where I did not find even a single pristine forge. If you get a lot in one run, but little in another, there is absolutely nothing I can do to change that.


Now for questions:
Quote
Oh, I haven't gotten to the stage of fiddling with the ruins yet, but can you demolish them for slots? I'll find out myself soon enough but making the knowledge public would be great.
Yeah! They can be demolished, but not re-built!

will you ever add special items for the industries this mod adds ?
Yes! But this will take some time. I have to commission art, code the effects, make events/quests to get them without murdering the drop tables (because if I straight up added 20 new items, you would never get a vanilla item again.)

So far, most of my time goes into fixing the numerous bugs this burning pile of code currently still has due to the game update.
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: Khornaar on April 11, 2021, 04:05:46 AM
Yes, this mod affects the special item drop pools, BUT the total chance to get an item, vanilla or modded, stays the exact same.

To explain:
Spoiler
The game has 2 relevant special Item drop groups:
  • rare_tech_low
  • rare_tech

These have the following drop chances purely for vanilla items:
Without IndEvo:
  • rare_tech_low: 1,1%
  • rare_tech: 4,3%

With IndEvo:
  • rare_tech_low: 0,9%
  • rare_tech: 3,3%

However, these are the drop chances to get an IndEvo item from either of these rolls (Added)
  • rare_tech_low: 0,2%
  • rare_tech: 1%

Notice something? Yup, if you add them up, you get the same numbers as before - thus, you receive the exact same amount of items. (math is heavily rounded to keep it readable)
[close]

Might it be that "rare_tech: 3,3%" gets diluted with mod BPs? so the more mods people have, the rarer vanilla industry items become, while IndEvo items have constant 1% droprate?
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: SirHartley on April 11, 2021, 04:27:28 AM
Well, considering this mod does not have terraforming and does not add any of the items that have dropped for you, maybe post in the thread for DIY planets.

Quote
Might it be that "rare_tech: 3,3%" gets diluted with mod BPs? so the more mods people have, the rarer vanilla industry items become, while IndEvo items have constant 1% droprate?
Not possible, the rare_tech drop groups do not have entries for blueprints.

It's rather obvious that DIY planets is breaking your drop rates.

Oh- Also, not a single IndEvo item dropped for you, so there might be an even larger problem with that other mod.
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: Khornaar on April 11, 2021, 04:44:22 AM
Well, considering this mod does not have terraforming and does not add any of the items that have dropped for you, maybe post in the thread for DIY planets.

Quote
Might it be that "rare_tech: 3,3%" gets diluted with mod BPs? so the more mods people have, the rarer vanilla industry items become, while IndEvo items have constant 1% droprate?
Not possible, the rare_tech drop groups do not have entries for blueprints.

It's rather obvious that DIY planets is breaking your drop rates.

Oh- Also, not a single IndEvo item dropped for you, so there might be an even larger problem with that other mod.
You're totally right. I'm a dumbass. I've confused two thread i had opened. :-[

Btw, droprate of Forge templates seems fine.
Spoiler
(https://i.imgur.com/JiXoQaa.png)
[close]
BPCs with two runs are about 100 times rarer drop from ruins.
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: Jasticus on April 11, 2021, 08:58:39 AM
Okay, to alleviate these concerns -

No, The AI core drop rates are not affected by this mod. They have their own group which is not touched. If you get less than before, that is probably just bad luck, unless another mod changes the numbers!

Yes, this mod affects the special item drop pools, BUT the total chance to get an item, vanilla or modded, stays the exact same.

Thanks, that's all I needed to read. I figured I had just gotten a bad seed or it was an overall change, but when I started seeing other comments it just made me wonder.
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: Arazach on April 12, 2021, 06:22:14 AM
so got this error
java.lang.NullPointerException
   at com.fs.starfarer.api.plugins.ambassadorPlugins.IndEvo_ambassadorPersonManager.l ogRepChange(IndEvo_ambassadorPersonManager.java:119)
   at com.fs.starfarer.api.plugins.ambassadorPlugins.IndEvo_ambassadorPersonManager.o nNewDay(IndEvo_ambassadorPersonManager.java:95)
   at com.fs.starfarer.api.plugins.timers.IndEvo_TimeTracker.onNewDay(IndEvo_TimeTracker.java:136)
   at com.fs.starfarer.api.plugins.timers.IndEvo_TimeTracker.advance(IndEvo_TimeTracker.java:117)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

some context
i am comisioned by tri tachion
tritachion went to war with persean league
message anouncing ambasador resignation apeared
and about 10 seconds later the game crashed

edit1: in the same game i found a bug
i shutdown a supercomputer (remotely i think) with gama core in it
and after that all planets in sector still reported *1,05 income

edit2:
also when i had betacore installed in embasy the penalty for removing was done at the end of every month even when i didnt do anything with the core/building
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: skairunner on April 12, 2021, 12:54:47 PM
Is it intentional that you have to have a military base in-system to build a Military Relay to later build an Interstellar Relay? I'm trying to have a central military base and transmit its power through the interwebs, but I need to build a military base somewhere in the system first and that takes quite a lot of time and money :(

Edit: Also, the interstellar relay isn't active at all without a military base in the system, oof.
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: speeder on April 12, 2021, 10:05:11 PM
Is it intentional that scavengers tend to create infinite loops fighting each other over the scraps of their previous battles?

In more than one game, almost vanilla, nexerelin, etc... I noticed while exploring distant systems that sometimes I would run into 3, 4 different scavenger fleets, that would fight, leave a ton of hulls, attract more scavengers, that would fight, leave more ton of hulls...
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: megabot on April 13, 2021, 03:59:44 AM
So i know that it probably is OP but, would it be possible to add settings so that i do not need a blueprint to make a blueprint of something? usually when I want a paragon the thing is that I have no other blueprints, else i would be using other ships. also, was the bug of lacking resources for the variable assemblies fixed? because i remember using it but it always staying on lack of resources supplied, thus always outputting less than it should(probably because of the -30 ramp up thing not being removed).
oh and another thing, would it be possible to make the industrial ruins(or something) into a planetary feature like "forge ruins" or something like that after settling, because having a building slot taken up when the slots are already limited is...well... I wanna rebuild it when needed
else love the mod, will use it in the next playtrough with nexerelin! i wonder how effective raids are, considering the new stuff...
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: krisslanza on April 14, 2021, 07:55:27 AM
Not sure if this bug has been reported yet but, when doing the storyline one of the new salvage events can have unintended consequences.
Spoiler
In my current game, the Hamatsu had intel to send to two factions. Sending it to neither just has the event wait. Sending it to one or the other, then makes the derelict uninteractable. It still exists there, and has its unique text, but you can't actually 'investigate' it to progress the story. The only option you have left is 'Leave'.
[close]
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: verdanloop on April 14, 2021, 07:10:42 PM
The same thing happened to me, but instead it was the event where you would find some survey data items.
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: SirHartley on April 15, 2021, 09:28:47 AM
Righto, time to answer more stuff:

so got this error ...
Thank you so much! I did not know about some of these, they are fixed for the next release.

Is it intentional that you have to have a military base in-system to build a Military Relay to later build an Interstellar Relay? I'm trying to have a central military base and transmit its power through the interwebs, but I need to build a military base somewhere in the system first and that takes quite a lot of time and money :(

Edit: Also, the interstellar relay isn't active at all without a military base in the system, oof.
Yeah, that's intentional. I'll need to think if I want to disable that or do "needs a military base in the faction", since it's currently kinda not useable for its' intended purpose. I'll likely do "needs a base in the system OR a high command in another system".

Is it intentional that scavengers tend to create infinite loops fighting each other over the scraps of their previous battles?

In more than one game, almost vanilla, nexerelin, etc... I noticed while exploring distant systems that sometimes I would run into 3, 4 different scavenger fleets, that would fight, leave a ton of hulls, attract more scavengers, that would fight, leave more ton of hulls...
While I feel honoured that you confuse a Nexerelin with my mod, it's still a Nexerelin feature :P

So i know that it probably is OP but, would it be possible to add settings so that i do not need a blueprint to make a blueprint of something? usually when I want a paragon the thing is that I have no other blueprints, else i would be using other ships. also, was the bug of lacking resources for the variable assemblies fixed? because i remember using it but it always staying on lack of resources supplied, thus always outputting less than it should(probably because of the -30 ramp up thing not being removed).
oh and another thing, would it be possible to make the industrial ruins(or something) into a planetary feature like "forge ruins" or something like that after settling, because having a building slot taken up when the slots are already limited is...well... I wanna rebuild it when needed
else love the mod, will use it in the next playtrough with nexerelin! i wonder how effective raids are, considering the new stuff...
Firt one - nope, that'd need too much rework on the code to be worth it. I consider it balanced, if you don't have enough blueprints, you could try building a privateer base - they usually bring some home!

"bug of lacking resources for the variable assemblies" - first time I hear about it. If it was in some past mainline version, then yeah, it's probably fixed.

"Make industrial ruins(or something) into a planetary feature " - Nope. You can't just bulldoze and rebuild ancient forgotten technology. Check out my newest mod, Grand.Colonies.

The same thing happened to me, but instead it was the event where you would find some survey data items.
I sincerely apologize for that, it's fixed in the next version.
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: N3V3R on April 15, 2021, 12:25:26 PM
if editing a  planet how do i set them to have industrial ruins on them?
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: SirHartley on April 15, 2021, 12:34:30 PM
add the condition, don't do anything else.
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: N3V3R on April 15, 2021, 12:37:08 PM
right im not great at the coding part lmao what is the line to add?
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: Ramdat on April 15, 2021, 12:38:29 PM
right im not great at the coding part lmao what is the line to add?

If you're using the Console Commands mod, you can use the command "list conditions" to see all the market conditions that you can add via the console.

For the ruins, dock with the planet and type this into the console:

Code
addcondition indevo_ruinscondition
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: N3V3R on April 15, 2021, 12:47:29 PM
ty for the help but what about editing the system file (i have a custom system im trying to edit) so i dont have to console command it each time? also i put in the line for unknown skies condition but it said missing condition IE didnt recognize it so how do i edit the files it takes the conditions from IE use unknown skies files as well
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: SirHartley on April 15, 2021, 12:54:54 PM
Code
market.addcondition("indevo_ruinscondition");
market is whatever "colony" you want to add it to!

Do note that if you do that, and anyone starts the mod without indEvo installed, it will crash.

edit - btw, if you want a specific ruins industry, just add that one directly - the condition will resolve to a random one otherwise.
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: N3V3R on April 15, 2021, 01:04:57 PM
so for example i did add unknownskies floating continent condition but it says it cant find it as a condition IE mod A cant interact with mod B so what lines do i add for mod A to see mod Bs conditions as well
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: Ramdat on April 15, 2021, 01:12:48 PM
so for example i did add unknownskies floating continent condition but it says it cant find it as a condition IE mod A cant interact with mod B so what lines do i add for mod A to see mod Bs conditions as well

The market condition ID for the UnknownSkies floating island is

Code
US_floating

Is that what you used?
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: N3V3R on April 15, 2021, 01:16:54 PM
exactly and your line cashed after i made my character and hit play said market condition not found

im trying to make my own system instead of going thru seed after seed
Title: Re: [0.95a] Industrial.Evolution 2.1.a - Campaign content expansion
Post by: SirHartley on April 15, 2021, 03:33:15 PM
(https://i.imgur.com/7k1QAas.png)


2.1.a is not Save Compatible



Download (https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution2.1.a.zip)
Integrated with Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)
Pairs well with Grand.Colonies (https://fractalsoftworks.com/forum/index.php?topic=20986.0)



Fixed a bunch of bugs. Should now run stable, Ambassadors no longer crash and calculate penalties/boni correctly. No longer breaks quests by overwriting recoverable ships.

Buffed Military/Interstellar relay - can now be built by having a High Command anywhere.
Oh, and the derelict industry build-ins properly work now.



Change Log
2.1.a
  • General
  • Fixed - Some tooltip adjustments
  • Military + Interstellar Relays
  • Adjusted - Now needs either a military base in the system, or a High Command on any player owned colony (can be outside of system).
  • Embassy
  • Adjusted - Negative Rep Change Penalty now trails into a new month (if you cause a -5 change, you will lose 2,5 the first month, then 1 the second, then 0)
  • Fixed - No longer applies the beta core penalty every day
  • Fixed - Crash when the planet changes faction, or becomes hostile, or is removed, or because it felt like crashing.
  • Supercomputer
  • Fixed - Bonus is no longer kept if there is no AI core or the SupCom is removed
  • Privateer Base
  • Fixed - No longer applies lawless subpopulation when just being looked at in the build menu
  • Engineering Hub
  • Adjusted - Removed Guardian from whitelist
  • World Wonders
  • Fixed - No longer allow for AI cores to be installed
  • Derelict Industries
  • Added - Indicator as to what type of ruins are on the planet without colonizing it. READ, PEOPLE, FOR LUDDS SAKE
  • Adjusted - Changed Forge template in-builts to S-Mods (do not count against the limit)
  • Fixed - FT in-built mods no longer vanish when clicking the "build in" button
  • Fixed - Rift Generator can no longer spawn on worlds with solar arrays
  • Fixed - Ruins no longer switch between upgrades when another building is removed
  • Exploration
  • Added - Setting to change the base chance of a special to be assigned to an entity
  • Adjusted - Changed the item choice special dialogue text to give you a better understanding of the explosion chance
  • Adjusted - Print Ship Special now only applies one free built-in
  • Fixed - Salvage specials no longer overwrite ship recovery specials (quests...)
  • Fixed - The impoverished merc will no longer try to charge you double for your sins (you are still a bad person)
  • Fixed - No longer spawns salvageable stations in the core worlds
[close]
Title: Re: [0.95a] Industrial.Evolution 2.1.a - Campaign content expansion
Post by: Glitzer on April 15, 2021, 04:51:26 PM
Oh heck yes, thanks so much for the update!

I had a quick question, I'm 15+ hours in my current run with your previous version, and I've had no problems and haven't colonized anything yet or used Ambassadors and haven't done any story stuff. Do you think I can get away with updating or should I just start a new save? Thanks so much for such a cool mod!
Title: Re: [0.95a] Industrial.Evolution 2.1.a - Campaign content expansion
Post by: Achilles42x on April 15, 2021, 06:33:56 PM
Happy for the update!

I saw you replied to my comment about less loot- I'll take your word for it if IE doesn't affect loot tables. Just figured I'd comment because I saw a few other people mention it- as you say, it could certainly be chance.

Edit- Unfortunately adding this to my Nexerelin campaign broke the save- don't know if that is a known issue- if log info would be helpful let me know. Tested it back and forth with previous copies as well.

Edit 2- started a new game and it's crashing too- don't know if it's a problem between this and another mod, or the mod itself...

java.lang.NullPointerException
   at exerelin.campaign.fleets.InvasionFleetManager.getTargetMarketForFleet(InvasionFleetManager.java:507)
   at exerelin.campaign.fleets.InvasionFleetManager.getTargetMarketForFleet(InvasionFleetManager.java:493)
   at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:644)
   at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:458)
   at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:942)
   at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1302)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I am playing ScalarTech
Title: Re: [0.95a] Industrial.Evolution 2.1.a - Campaign content expansion
Post by: SirHartley on April 15, 2021, 10:58:10 PM
Oh heck yes, thanks so much for the update!

I had a quick question, I'm 15+ hours in my current run with your previous version, and I've had no problems and haven't colonized anything yet or used Ambassadors and haven't done any story stuff. Do you think I can get away with updating or should I just start a new save? Thanks so much for such a cool mod!
last version had a severe issue that could lock you out of being able to progress on the main quest. I recommend updating.


That's a pure Nex crash, I can't do anything there and have nothimg to do with it.
I think Histidine knows about it, but post it to his thread just to maje sure.
Title: Re: [0.95a] Industrial.Evolution 2.1.a - Campaign content expansion
Post by: Nicegye00 on April 15, 2021, 11:08:16 PM
I'm assuming this one will be a new one to you, or maybe not, probably not. I just picked up an enigma ship that is labeled as ???? which I assume is from another mod, perfectly fine and normal to me. Kicker is that is has 7 D-mods which wouldn't in all honesty even be that much of an issue, I genuinely don't mind it too much. I recalled that this mod exists however so I went to drop it off at Ilm and I've found an issue. It considers it to have no D mods. I assume that somewhere in the codes it limits this to 4 D mods considering base vanilla, Though I have seen my fair share of other mods adding in ships that are absolutely loaded with 6 to 8 D mods so I was wondering if there's anything in between I could do about it. if not that is fine and I could sell my soul off after I make enough money for the repairs but I wanted to ask here before I do the classic restoration.
Title: Re: [0.95a] Industrial.Evolution 2.1.a - Campaign content expansion
Post by: Achilles42x on April 15, 2021, 11:12:18 PM
Thanks Sir H, posted to Nex thread.
Title: Re: [0.95a] Industrial.Evolution 2.1.a - Campaign content expansion
Post by: 5ColouredWalker on April 15, 2021, 11:25:58 PM
I'm assuming this one will be a new one to you, or maybe not, probably not. I just picked up an enigma ship that is labeled as ???? which I assume is from another mod, perfectly fine and normal to me. Kicker is that is has 7 D-mods which wouldn't in all honesty even be that much of an issue, I genuinely don't mind it too much. I recalled that this mod exists however so I went to drop it off at Ilm and I've found an issue. It considers it to have no D mods. I assume that somewhere in the codes it limits this to 4 D mods considering base vanilla, Though I have seen my fair share of other mods adding in ships that are absolutely loaded with 6 to 8 D mods so I was wondering if there's anything in between I could do about it. if not that is fine and I could sell my soul off after I make enough money for the repairs but I wanted to ask here before I do the classic restoration.
Have you tried the field repairs skill? OFC, it may target other ships first.

Also, IIRC, is it a ship with no ability, and says studying it may yeild rewards? If so, paying to repair it doesn't unlock anything special. Which was much to my disapointment.
Title: Re: [0.95a] Industrial.Evolution 2.0.c - Campaign content expansion
Post by: Arazach on April 16, 2021, 02:44:04 AM
Is it intentional that you have to have a military base in-system to build a Military Relay to later build an Interstellar Relay? I'm trying to have a central military base and transmit its power through the interwebs, but I need to build a military base somewhere in the system first and that takes quite a lot of time and money :(

Edit: Also, the interstellar relay isn't active at all without a military base in the system, oof.
Yeah, that's intentional. I'll need to think if I want to disable that or do "needs a military base in the faction", since it's currently kinda not useable for its' intended purpose. I'll likely do "needs a base in the system OR a high command in another system".

This maybe a dumb and execively complex idea but what if you could build interstelar relay directly (meaning without upgrading) but for the combined MR build time and IR upgrade time ( meaning it ucupies the build queue for longer) if following was to be true
1 you a high command in any system with interstelar relay
2 you do not have military base in this system
Title: Re: [0.95a] Industrial.Evolution 2.1.a - Campaign content expansion
Post by: SirHartley on April 16, 2021, 02:57:39 AM
I'm assuming this one will be a new one to you, or maybe not, probably not..
Not a new one, but something I have to adress anyway. Thanks for mentioning it.

For now, it just ignores these since they count as in built. You can't do anything about that, but I can!

Relay suggestion
Check the changelog of the last version ;)
Title: Re: [0.95a] Industrial.Evolution 2.1.a - Campaign content expansion
Post by: ChrysalisThe on April 16, 2021, 03:03:40 AM
I am using 2.0.0c for my current playthrough. And my courier port "ate" an entire shipment, ensured for 5m... the thing is i got neither the insurance nor the items. Those were a host of ai cores, a modded ship and just some stuff. Did this happen to anyone else? (also i checked the entire route, with of course transponder online.)
Title: Re: [0.95a] Industrial.Evolution 2.1.a - Campaign content expansion
Post by: speeder on April 16, 2021, 09:44:22 AM
Hey, can you add cool interactions with the Unknown Skies mod? For example a building you can make if you have the space launcher or floating continent?

Also can we get more civilian buildings? Like something that boost growth as long you have the goods for it, or that affects trade in some way, or that affects the annoying luddic path, maybe a police building that has high upkeep and materials usage but reduces luddic path interest and supresses pirates, etc...

Basically, more stuff to put in colonies since now we can have more than 12 buildings ;)

Also extra industries for some some planets that don't quite fit vanilla optimal situation anymore (for example: in vanilla now the best world to make an entire ship production chain is a hot airless planet, because you can put all buildings needed to make ships there + all items that boost these buildings... on my current playthough for exampel I can't figure out what more industries are interesting to put in a gas giant after I got the volatiles mine setup, all other buildings that accept items went into other planets, and now there is nothing interesting to do with the free space on the gas giant)
Title: Re: [0.95a] Industrial.Evolution 2.1.a - Campaign content expansion
Post by: ShangTai on April 16, 2021, 01:24:04 PM
I started new game with new updated Industrial.Evolution 2.1.a, but I can't load saved game.
Is this error caused by Industrial Evolution?

Quote
3286603 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
3286603 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Failed calling method
---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.NullPointerException
cause-message       : null
method              : com.fs.starfarer.campaign.econ.PlanetConditionMarket.readResolve()
class               : com.fs.starfarer.campaign.econ.PlanetConditionMarket
required-type       : com.fs.starfarer.campaign.econ.PlanetConditionMarket
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 605172
class[1]            : com.fs.starfarer.campaign.CampaignPlanet
class[2]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[3]            : com.fs.util.container.repo.ObjectRepository
class[4]            : com.fs.starfarer.campaign.StarSystem
class[5]            : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[6]            : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[7]            : com.fs.starfarer.campaign.Hyperspace
class[8]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.I
version             : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Failed calling method
---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.NullPointerException
cause-message       : null
method              : com.fs.starfarer.campaign.econ.PlanetConditionMarket.readResolve()
class               : com.fs.starfarer.campaign.econ.PlanetConditionMarket
required-type       : com.fs.starfarer.campaign.econ.PlanetConditionMarket
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 605172
class[1]            : com.fs.starfarer.campaign.CampaignPlanet
class[2]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[3]            : com.fs.util.container.repo.ObjectRepository
class[4]            : com.fs.starfarer.campaign.StarSystem
class[5]            : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[6]            : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[7]            : com.fs.starfarer.campaign.Hyperspace
class[8]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.I
version             : not available
Title: Re: [0.95a] Industrial.Evolution 2.1.a - Campaign content expansion
Post by: Caypbaron on April 16, 2021, 01:51:48 PM
Strangely enough i´ve encountered this error a few hours ago, too- But didn´t link it to industrial Evolution, since i´ve used it for a while and didn´t experience it. Instead i experienced it after adding tahlan shipyards, disabling the two factions it adds in the configuration file and fiddling with the faction-respawn settings upon starting a game with Nexerelin- Thus chalking it up to "mods and fiddling conflicting".

In case this issue is being caused by Industrial Evolution, this is what my error log reports:


Spoiler
Code
33192 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 3
34344 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RuinsCondition  - Chance for IndEvo_ResLab at 1.4
34344 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RuinsCondition  - Chance for IndEvo_HullDecon at 1.1
34345 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RuinsCondition  - Chance for IndEvo_RiftGen at 0.6
34345 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RuinsCondition  - Chance for IndEvo_HullForge at 1.2
34348 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
34348 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Failed calling method
---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.NullPointerException
cause-message       : null
method              : com.fs.starfarer.campaign.econ.PlanetConditionMarket.readResolve()
class               : com.fs.starfarer.campaign.econ.PlanetConditionMarket
required-type       : com.fs.starfarer.campaign.econ.PlanetConditionMarket
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 188266
class[1]            : com.fs.starfarer.campaign.CampaignPlanet
class[2]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[3]            : com.fs.util.container.repo.ObjectRepository
class[4]            : com.fs.starfarer.campaign.StarSystem
class[5]            : com.fs.starfarer.api.impl.campaign.procgen.Constellation
class[6]            : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[7]            : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[8]            : com.fs.starfarer.campaign.Hyperspace
class[9]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.I
version             : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Failed calling method
---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.NullPointerException
cause-message       : null
method              : com.fs.starfarer.campaign.econ.PlanetConditionMarket.readResolve()
class               : com.fs.starfarer.campaign.econ.PlanetConditionMarket
required-type       : com.fs.starfarer.campaign.econ.PlanetConditionMarket
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 188266
class[1]            : com.fs.starfarer.campaign.CampaignPlanet
class[2]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[3]            : com.fs.util.container.repo.ObjectRepository
class[4]            : com.fs.starfarer.campaign.StarSystem
class[5]            : com.fs.starfarer.api.impl.campaign.procgen.Constellation
class[6]            : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[7]            : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[8]            : com.fs.starfarer.campaign.Hyperspace
class[9]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.I
version             : not available
-------------------------------
at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:82)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:282)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.readItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentElementToCollection(CollectionConverter.java:98)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:91)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:85)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.readItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentElementToCollection(CollectionConverter.java:98)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:91)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:85)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.readItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentElementToCollection(CollectionConverter.java:98)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:91)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:85)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.core.TreeUnmarshaller.start(TreeUnmarshaller.java:134)
at com.thoughtworks.xstream.core.AbstractTreeMarshallingStrategy.unmarshal(AbstractTreeMarshallingStrategy.java:32)
at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1486)
at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1466)
at com.thoughtworks.xstream.XStream.fromXML(XStream.java:1346)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(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.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(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(Unknown Source)
Caused by: java.lang.NullPointerException
at com.fs.starfarer.campaign.BaseLocation.getAllEntities(Unknown Source)
at com.fs.starfarer.api.plugins.addOrRemovePlugins.IndEvo_PlanetMovingScript.getEntitiesWithOrbitTarget(IndEvo_PlanetMovingScript.java:201)
at com.fs.starfarer.api.IndEvo_IndustryHelper.planetHasRings(IndEvo_IndustryHelper.java:348)
at com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RuinsCondition.setUpgradeSpec(IndEvo_RuinsCondition.java:167)
at com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RuinsCondition.apply(IndEvo_RuinsCondition.java:31)
at com.fs.starfarer.campaign.econ.PlanetConditionMarket.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.PlanetConditionMarket.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.PlanetConditionMarket.readResolve(Unknown Source)
at sun.reflect.GeneratedMethodAccessor26.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:78)
... 112 more
34349 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 11
34349 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 12
34351 [Thread-3] INFO  data.scripts.plugins.loa_awacsordermanager  - loa_awacs_order_manager:105: advance called with null engine
[close]
Title: Re: [0.95a] Industrial.Evolution 2.1.a - Campaign content expansion
Post by: ShangTai on April 16, 2021, 02:39:28 PM
I disabled Tahlan Shipworks 0.5a and still got this error.

This is log without Tahlan

Spoiler
964921 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
964921 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Failed calling method
---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.NullPointerException
cause-message       : null
method              : com.fs.starfarer.campaign.econ.PlanetConditionMarket.readResolve()
class               : com.fs.starfarer.campaign.econ.PlanetConditionMarket
required-type       : com.fs.starfarer.campaign.econ.PlanetConditionMarket
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 393220
class[1]            : com.fs.starfarer.campaign.CampaignPlanet
class[2]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[3]            : com.fs.util.container.repo.ObjectRepository
class[4]            : com.fs.starfarer.campaign.StarSystem
class[5]            : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[6]            : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[7]            : com.fs.starfarer.campaign.Hyperspace
class[8]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.I
version             : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Failed calling method
---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.NullPointerException
cause-message       : null
method              : com.fs.starfarer.campaign.econ.PlanetConditionMarket.readResolve()
class               : com.fs.starfarer.campaign.econ.PlanetConditionMarket
required-type       : com.fs.starfarer.campaign.econ.PlanetConditionMarket
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 393220
class[1]            : com.fs.starfarer.campaign.CampaignPlanet
class[2]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[3]            : com.fs.util.container.repo.ObjectRepository
class[4]            : com.fs.starfarer.campaign.StarSystem
class[5]            : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[6]            : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[7]            : com.fs.starfarer.campaign.Hyperspace
class[8]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.I
version             : not available
-------------------------------
   at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:82)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:282)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.start(TreeUnmarshaller.java:134)
   at com.thoughtworks.xstream.core.AbstractTreeMarshallingStrategy.unmarshal(AbstractTreeMarshallingStrategy.java:32)
   at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1486)
   at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1466)
   at com.thoughtworks.xstream.XStream.fromXML(XStream.java:1346)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.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.k.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.new(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.k.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.processInput(Unknown Source)
   at com.fs.starfarer.ui.Oo0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.processInput(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.processInput(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.processInput(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.processInput(Unknown Source)
   at com.fs.starfarer.D.oooO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.processInput(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.processInput(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.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(Unknown Source)
Caused by: java.lang.NullPointerException
   at com.fs.starfarer.campaign.BaseLocation.getAllEntities(Unknown Source)
   at com.fs.starfarer.api.plugins.addOrRemovePlugins.IndEvo_PlanetMovingScript.getEn titiesWithOrbitTarget(IndEvo_PlanetMovingScript.java:201)
   at com.fs.starfarer.api.IndEvo_IndustryHelper.planetHasRings(IndEvo_IndustryHelper.java:348)
   at com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RuinsCondition.setUpg radeSpec(IndEvo_RuinsCondition.java:167)
   at com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RuinsCondition.apply(IndEvo_RuinsCondition.java:31)
   at com.fs.starfarer.campaign.econ.PlanetConditionMarket.addCondition(Unknown Source)
   at com.fs.starfarer.campaign.econ.PlanetConditionMarket.addCondition(Unknown Source)
   at com.fs.starfarer.campaign.econ.PlanetConditionMarket.readResolve(Unknown Source)
   at sun.reflect.GeneratedMethodAccessor28.invoke(Unknown Source)
   at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
   at java.lang.reflect.Method.invoke(Unknown Source)
   at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:78)
   ... 114 more
[close]
Title: Re: [0.95a] Industrial.Evolution 2.1.a - Campaign content expansion
Post by: Jet Black on April 16, 2021, 02:48:24 PM
Hate to say it, also updated this and have the same error on load.. -.-
Title: Re: [0.95a] Industrial.Evolution 2.1.a - Campaign content expansion
Post by: solardawning on April 16, 2021, 05:39:36 PM
Same. New game after updating the mod, and saves won't load, with that same error.
Title: Re: [0.95a] Industrial.Evolution 2.1.a - Campaign content expansion
Post by: Gravydigger on April 16, 2021, 06:43:18 PM
Same here, but I'm guessing that the phrase in the middle of the mod page: "2.1.a is not Save Compatible" means that it's not forward compatible with previous updates unless I'm interpreting it incorrectly.
Title: Re: [0.95a] Industrial.Evolution 2.1.a - Campaign content expansion
Post by: solardawning on April 16, 2021, 08:00:43 PM
I think you're misunderstanding- we're not talking about previously made saves.

It's breaking newly made games; I wipe my saves and start new every time I update mods. :)
Title: Re: [0.95a] Industrial.Evolution 2.1.a - Campaign content expansion
Post by: Gravydigger on April 16, 2021, 09:56:16 PM
I think you're misunderstanding- we're not talking about previously made saves.

It's breaking newly made games; I wipe my saves and start new every time I update mods. :)

I think I worded my reply poorly, my bad. I'm playing Starsector 0.95a-RC12 using Industrial Evolution 2.0.c, but when upgrading to 2.1.a, it breaks.
Title: Re: [0.95a] Industrial.Evolution 2.1.a - Campaign content expansion
Post by: Mysterius on April 17, 2021, 12:32:31 AM
Saves made with 2.0.c load correctly for me. Should I create a new game anyway ?
I didn't build any colony buildings as I started my game a few hours ago.
Title: Re: [0.95a] Industrial.Evolution 2.1.a - Campaign content expansion
Post by: ayylmao4lulz on April 17, 2021, 01:30:25 AM
Saves made with 2.0.c load correctly for me. Should I create a new game anyway ?
I didn't build any colony buildings as I started my game a few hours ago.

Also curious what the guidance on this is. Some of my old saves load successfully, and others (more recent ones) crash on load after updating. While I don't mind restarting *too* much, I'm a bit wary of future breakages and/or running into this again if the issue isn't just my save.


message             : Failed calling method
cause-exception     : java.lang.NullPointerException
cause-message       : null
method              : com.fs.starfarer.campaign.econ.PlanetConditionMarket.readResolve()
class               : com.fs.starfarer.campaign.econ.PlanetConditionMarket
required-type       : com.fs.starfarer.campaign.econ.PlanetConditionMarket
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 16386
class[1]            : com.fs.starfarer.campaign.CampaignPlanet
class[2]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[3]            : com.fs.util.container.repo.ObjectRepository
class[4]            : com.fs.starfarer.campaign.StarSystem
class[5]            : com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseIntel
class[6]            : exerelin.campaign.intel.NexPirateActivity
class[7]            : com.fs.starfarer.campaign.econ.MarketCondition
class[8]            : com.fs.starfarer.campaign.econ.Market
class[9]            : com.fs.starfarer.campaign.CircularOrbit
class[10]           : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[11]           : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[12]           : com.fs.starfarer.campaign.econ.Economy
class[13]           : com.fs.starfarer.campaign.CustomCampaignEntity
class[14]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[15]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[16]           : com.fs.starfarer.campaign.Hyperspace
class[17]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.oooO
version             : not available

Title: Re: [0.95a] Industrial.Evolution 2.1.a - Campaign content expansion
Post by: Helldiver on April 17, 2021, 03:14:43 AM
No issues with starting or loading saves on 2.1a for me, playing with Nexerelin and a number of other mods. Whatever is causing the crash for others is likely related to some mod or other, so it may be good to post full mod lists for players who have the crash to find the source.

And all the praise to SirHartley for making the one mod that turns colonies from a boring side-job to a fun game of its own. I cannot even imagine the work that must go into making all of its features work so tightly with everything else in the game.
Title: Re: [0.95a] Industrial.Evolution 2.1.a - Campaign content expansion
Post by: ShangTai on April 17, 2021, 03:38:38 AM
I made new game today and after about 40 min, I saved game and try to load it without success - "error loading". I bought few ships form scy and went surveying planets.

This is my full list of mods:
Spoiler
A New Level of Confidence - 25
Adjusted Sector v0.3.3
Arsenal Expansion 1.5.4
Autosave
Better Colonies
BeyondTheSector
CaptainsLog
Combat Chatter
Console Commands
DIABLEAVIONICS
DIYPlanets
Extratential Lanestate Union
FED
GraphicsLib
HTE
Industrial.Evolution2.1.a
Kadur Remnant
LazyLib
Leading Pip
Legacy of Arkgneisis
Lightshow
MagicLib
Mayasuran Navy
Nexerelin
prv Starworks
Ramscoop
Roider Union
SCY
ScyNation_bluesky
SEEKER_UC
SpeedUp
Terraforming and Station Construction
Transfer All Items
Vayra's Ship Pack
XhanEmpire
[close]
Title: Re: [0.95a] Industrial.Evolution 2.1.a - Campaign content expansion
Post by: Gravydigger on April 17, 2021, 03:51:40 AM
No issues with starting or loading saves on 2.1a for me, playing with Nexerelin and a number of other mods. Whatever is causing the crash for others is likely related to some mod or other, so it may be good to post full mod lists for players who have the crash to find the source.

Good point. Modlist:
Spoiler
Lightshow
A New Level of Confidence25
Autosave
Beyond the Sector
Combat Chatter
Console Commands
Grand Colonies
Industrial Evolution
Lazylib
Leading pip
MagicLib
Nexerelin
SpeedUp
Stellar Networks
Supply Forging
Terraforming and Station Construction
Transfer all Items
Weapon Arcs
GraphicsLib
[close]

...And Starbound.log:
Spoiler
30941 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
30942 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Failed calling method
---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.NullPointerException
cause-message       : null
method              : com.fs.starfarer.campaign.econ.PlanetConditionMarket.readResolve()
class               : com.fs.starfarer.campaign.econ.PlanetConditionMarket
required-type       : com.fs.starfarer.campaign.econ.PlanetConditionMarket
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 41749
class[1]            : com.fs.starfarer.campaign.CampaignPlanet
class[2]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[3]            : com.fs.util.container.repo.ObjectRepository
class[4]            : com.fs.starfarer.campaign.StarSystem
class[5]            : com.fs.starfarer.campaign.CircularOrbit
class[6]            : com.fs.starfarer.campaign.econ.Market
class[7]            : java.util.HashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[8]            : exerelin.campaign.ColonyManager
class[9]            : java.util.LinkedHashSet
class[10]           : com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData
class[11]           : com.fs.starfarer.api.impl.campaign.fleets.RouteManager
class[12]           : com.fs.starfarer.campaign.fleet.CampaignFleet
class[13]           : java.util.concurrent.ConcurrentHashMap
class[14]           : com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_ScrapYard
class[15]           : com.fs.starfarer.campaign.CustomCampaignEntity
class[16]           : com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation
class[17]           : com.fs.starfarer.loading.specs.FactionProduction
class[18]           : com.fs.starfarer.campaign.Faction
class[19]           : com.fs.starfarer.campaign.econ.Submarket
class[20]           : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[21]           : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[22]           : com.fs.starfarer.campaign.econ.Economy
class[23]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[24]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[25]           : com.fs.starfarer.campaign.Hyperspace
class[26]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.I
version             : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Failed calling method
---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.NullPointerException
cause-message       : null
method              : com.fs.starfarer.campaign.econ.PlanetConditionMarket.readResolve()
class               : com.fs.starfarer.campaign.econ.PlanetConditionMarket
required-type       : com.fs.starfarer.campaign.econ.PlanetConditionMarket
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 41749
class[1]            : com.fs.starfarer.campaign.CampaignPlanet
class[2]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[3]            : com.fs.util.container.repo.ObjectRepository
class[4]            : com.fs.starfarer.campaign.StarSystem
class[5]            : com.fs.starfarer.campaign.CircularOrbit
class[6]            : com.fs.starfarer.campaign.econ.Market
class[7]            : java.util.HashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[8]            : exerelin.campaign.ColonyManager
class[9]            : java.util.LinkedHashSet
class[10]           : com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData
class[11]           : com.fs.starfarer.api.impl.campaign.fleets.RouteManager
class[12]           : com.fs.starfarer.campaign.fleet.CampaignFleet
class[13]           : java.util.concurrent.ConcurrentHashMap
class[14]           : com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_ScrapYard
class[15]           : com.fs.starfarer.campaign.CustomCampaignEntity
class[16]           : com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation
class[17]           : com.fs.starfarer.loading.specs.FactionProduction
class[18]           : com.fs.starfarer.campaign.Faction
class[19]           : com.fs.starfarer.campaign.econ.Submarket
class[20]           : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[21]           : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[22]           : com.fs.starfarer.campaign.econ.Economy
class[23]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[24]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[25]           : com.fs.starfarer.campaign.Hyperspace
class[26]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.I
version             : not available
-------------------------------
   at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:82)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:282)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
   at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:106)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:98)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:92)
   at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:87)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
   at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:106)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:98)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:92)
   at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:87)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
   at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:106)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:98)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:92)
   at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:87)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
   at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:106)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:98)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:92)
   at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:87)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
   at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:106)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:98)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:92)
   at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:87)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.start(TreeUnmarshaller.java:134)
   at com.thoughtworks.xstream.core.AbstractTreeMarshallingStrategy.unmarshal(AbstractTreeMarshallingStrategy.java:32)
   at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1486)
   at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1466)
   at com.thoughtworks.xstream.XStream.fromXML(XStream.java:1346)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(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.k.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.new(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.super(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(Unknown Source)
Caused by: java.lang.NullPointerException
   at com.fs.starfarer.campaign.BaseLocation.getAllEntities(Unknown Source)
   at com.fs.starfarer.api.plugins.addOrRemovePlugins.IndEvo_PlanetMovingScript.getEn titiesWithOrbitTarget(IndEvo_PlanetMovingScript.java:201)
   at com.fs.starfarer.api.IndEvo_IndustryHelper.planetHasRings(IndEvo_IndustryHelper.java:348)
   at com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RuinsCondition.setUpg radeSpec(IndEvo_RuinsCondition.java:167)
   at com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RuinsCondition.apply(IndEvo_RuinsCondition.java:31)
   at com.fs.starfarer.campaign.econ.PlanetConditionMarket.addCondition(Unknown Source)
   at com.fs.starfarer.campaign.econ.PlanetConditionMarket.addCondition(Unknown Source)
   at com.fs.starfarer.campaign.econ.PlanetConditionMarket.readResolve(Unknown Source)
   at sun.reflect.GeneratedMethodAccessor30.invoke(Unknown Source)
   at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
   at java.lang.reflect.Method.invoke(Unknown Source)
   at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:78)
   ... 640 more
30952 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 11
30952 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 12
35475 [Thread-7] INFO  sound.O  - Cleaning up music with id [miscallenous_main_menu.ogg]
[close]
And all the praise to SirHartley for making the one mod that turns colonies from a boring side-job to a fun game of its own. I cannot even imagine the work that must go into making all of its features work so tightly with everything else in the game.

I second that. Modding is normally a thankless job, and it's amazing what people can do these days with a bit of dedication.
Title: Re: [0.95a] Industrial.Evolution 2.1.a - Campaign content expansion
Post by: Caypbaron on April 17, 2021, 04:21:54 AM
I disabled all mods except the latest industrial evolution, nexerelin and the three libraries commonly used. (Magic, graphics, lazy)

Still got the crash, after trying to load a game- All i did, for testing purposes, was to buy some ships and supplies, enter an unknown star system with a yellow warning beacon, salvage a ship, scan a planet, save and exit.

This log includes me saving the game, returning to the main menu, and trying and failing to load the save.

Spoiler
Code
324501 [Thread-3] INFO  exerelin.plugins.ExerelinModPlugin  - Before game save
324502 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_dfghjk_7600770850365553843...
324502 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 2
324502 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 3
325498 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 4
325498 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 6
325730 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 6B
325732 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Renaming [campaign.xml] to [campaign.xml.bak]
325732 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Renaming [descriptor.xml] to [descriptor.xml.bak]
325732 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Renaming [campaign.xml.inprogress] to [campaign.xml]
325733 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Renaming [descriptor.xml.inprogress] to [descriptor.xml]
325733 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 7
325733 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 8
325733 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
325754 [Thread-3] INFO  exerelin.plugins.ExerelinModPlugin  - After game save
325759 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RuinsCondition  - Chance for IndEvo_ResLab at 1.4
325759 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RuinsCondition  - Chance for IndEvo_HullDecon at 1.1
325759 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RuinsCondition  - Chance for IndEvo_RiftGen at 0.6
325759 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RuinsCondition  - Chance for IndEvo_HullForge at 1.2
330746 [Thread-9] INFO  sound.O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
330746 [Thread-9] INFO  sound.null  - Playing music with id [miscallenous_main_menu.ogg]
330903 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_dfghjk_7600770850365553843\descriptor.xml]
330910 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_gfhfh_3935798150279529979\descriptor.xml]
330929 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_test_8632735482256685986\descriptor.xml]
330943 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_VarunaYang_738930536615101538\descriptor.xml]
330957 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_vb_991850264943680250\descriptor.xml]
330969 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_z7tztf_6729981246259419235\descriptor.xml]
332865 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\saves\save_dfghjk_7600770850365553843...
332870 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 2
332870 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 3
333780 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RuinsCondition  - Chance for IndEvo_ResLab at 1.4
333780 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RuinsCondition  - Chance for IndEvo_HullDecon at 1.1
333780 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RuinsCondition  - Chance for IndEvo_RiftGen at 0.6
333780 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RuinsCondition  - Chance for IndEvo_HullForge at 1.2
333781 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
333781 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Failed calling method
---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.NullPointerException
cause-message       : null
method              : com.fs.starfarer.campaign.econ.PlanetConditionMarket.readResolve()
class               : com.fs.starfarer.campaign.econ.PlanetConditionMarket
required-type       : com.fs.starfarer.campaign.econ.PlanetConditionMarket
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 210524
class[1]            : com.fs.starfarer.campaign.CampaignPlanet
class[2]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[3]            : com.fs.util.container.repo.ObjectRepository
class[4]            : com.fs.starfarer.campaign.StarSystem
class[5]            : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[6]            : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[7]            : com.fs.starfarer.campaign.Hyperspace
class[8]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.I
version             : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Failed calling method
---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.NullPointerException
cause-message       : null
method              : com.fs.starfarer.campaign.econ.PlanetConditionMarket.readResolve()
class               : com.fs.starfarer.campaign.econ.PlanetConditionMarket
required-type       : com.fs.starfarer.campaign.econ.PlanetConditionMarket
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 210524
class[1]            : com.fs.starfarer.campaign.CampaignPlanet
class[2]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[3]            : com.fs.util.container.repo.ObjectRepository
class[4]            : com.fs.starfarer.campaign.StarSystem
class[5]            : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[6]            : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[7]            : com.fs.starfarer.campaign.Hyperspace
class[8]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.I
version             : not available
-------------------------------
at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:82)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:282)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.readItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentElementToCollection(CollectionConverter.java:98)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:91)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:85)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.readItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentElementToCollection(CollectionConverter.java:98)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:91)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:85)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.core.TreeUnmarshaller.start(TreeUnmarshaller.java:134)
at com.thoughtworks.xstream.core.AbstractTreeMarshallingStrategy.unmarshal(AbstractTreeMarshallingStrategy.java:32)
at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1486)
at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1466)
at com.thoughtworks.xstream.XStream.fromXML(XStream.java:1346)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(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.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(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(Unknown Source)
Caused by: java.lang.NullPointerException
at com.fs.starfarer.campaign.BaseLocation.getAllEntities(Unknown Source)
at com.fs.starfarer.api.plugins.addOrRemovePlugins.IndEvo_PlanetMovingScript.getEntitiesWithOrbitTarget(IndEvo_PlanetMovingScript.java:201)
at com.fs.starfarer.api.IndEvo_IndustryHelper.planetHasRings(IndEvo_IndustryHelper.java:348)
at com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RuinsCondition.setUpgradeSpec(IndEvo_RuinsCondition.java:167)
at com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RuinsCondition.apply(IndEvo_RuinsCondition.java:31)
at com.fs.starfarer.campaign.econ.PlanetConditionMarket.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.PlanetConditionMarket.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.PlanetConditionMarket.readResolve(Unknown Source)
at sun.reflect.GeneratedMethodAccessor71.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:78)
... 91 more
333783 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 11
333783 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 12
336036 [Thread-3] INFO  sound.O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
336036 [Thread-3] INFO  sound.O  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
336042 [Thread-7] INFO  sound.O  - Cleaning up music with id [miscallenous_main_menu.ogg]
[close]
Title: Re: [0.95a] Industrial.Evolution 2.1.a - Campaign content expansion
Post by: SirHartley on April 17, 2021, 04:29:13 AM
I know, I know, I'm fixing it right now and will push a hotfix ASAP.
Title: Re: [0.95a] Industrial.Evolution 2.1.a - Campaign content expansion
Post by: Caypbaron on April 17, 2021, 04:31:05 AM
Worst case i simply use the older version of industrial evolution. (:

In any case, thank you for your hard work. Without your mod one of the potentially most interesting mechanics of Star Sector, the colony game, loses so much of it´s appeal.
Title: Re: [0.95a] Industrial.Evolution 2.1.a - Campaign content expansion
Post by: ShangTai on April 17, 2021, 04:42:47 AM
I know, I know, I'm fixing it right now and will push a hotfix ASAP.

Glad to hear that. Thanks for your work and info.
Title: Re: [0.95a] Industrial.Evolution 2.1.a - Campaign content expansion
Post by: megabot on April 17, 2021, 05:19:31 AM
so wait, I cannot use industrial evolution with nexerelin RN?
Title: Re: [0.95a] Industrial.Evolution 2.1.a - Campaign content expansion
Post by: SirHartley on April 17, 2021, 07:41:44 AM
(https://i.imgur.com/7k1QAas.png)


Not save compatible with anything prior to 2.1.



Download (https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution2.1.b.zip)
Integrated with Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)
Pairs well with Grand.Colonies (https://fractalsoftworks.com/forum/index.php?topic=20986.0)



Fixed a severe bug that caused saves to be unable to load.
Updating this mod will make your saves function again!

Added a new commodity that lowers ship quality if the demand is not met. Produced by Salvage Yards, required by anything that produces ships.
I didn't want to add this yet, but it's more work to remove it than it is to just leave it in for the hotfix.

Change Log
2.1.b
  • Salvage Yards
  • Added - Now exports Ship Components: Ship parts and machines that can, for a number of reasons, no longer be reliably produced by the degraded infrastructure of the sector. They have to be recycled instead."
  • Added - There are now Yards on Qaras, Agreus, and Laicaille Habitat
  • Restoration Docks
  • Added - Ship Components import while repairing
  • Heavy Industry
  • Added - Ship Components imports. If not fulfilled, reduces output by up to 2 and reduces ship quality by up to -30.
  • Exploration
  • Fixed - Can no longer pick the same faction twice for rumors event
  • Derelict Industries
  • Fixed - Severe bug that caused saves to no longer load
  • Fixed - Can no longer install AI cores in the ruins
[close]
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: ShangTai on April 17, 2021, 07:58:04 AM
Bad news. Now I get error at world generation :(

Spoiler
192337 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.getEligibleShips(IndEvo_dryDock.java:309)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.applyImports(IndEvo_dryDock.java:69)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.apply(IndEvo_dryDock.java:59)
   at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
   at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
   at com.fs.starfarer.api.plugins.update.IndEvo_NewGameIndustryPlacer.placeIndustrie s(IndEvo_NewGameIndustryPlacer.java:85)
   at com.fs.starfarer.api.plugins.update.IndEvo_NewGameIndustryPlacer.placeDryDocks(IndEvo_NewGameIndustryPlacer.java:48)
   at com.fs.starfarer.api.plugins.update.IndEvo_NewGameIndustryPlacer.run(IndEvo_NewGameIndustryPlacer.java:14)
   at com.fs.starfarer.api.plugins.update.IndEvo_ModUpdater.run(IndEvo_ModUpdater.java:49)
   at com.fs.starfarer.api.plugins.IndEvo_modPlugin.updateVersionIfNeeded(IndEvo_modPlugin.java:195)
   at com.fs.starfarer.api.plugins.IndEvo_modPlugin.onGameLoad(IndEvo_modPlugin.java:48)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(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.O0oO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.new(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.super(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(Unknown Source)
[close]
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: SirHartley on April 17, 2021, 08:02:05 AM
Bad news. Now I get error at world generation :(

Spoiler
192337 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.getEligibleShips(IndEvo_dryDock.java:309)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.applyImports(IndEvo_dryDock.java:69)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.apply(IndEvo_dryDock.java:59)
   at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
   at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
   at com.fs.starfarer.api.plugins.update.IndEvo_NewGameIndustryPlacer.placeIndustrie s(IndEvo_NewGameIndustryPlacer.java:85)
   at com.fs.starfarer.api.plugins.update.IndEvo_NewGameIndustryPlacer.placeDryDocks(IndEvo_NewGameIndustryPlacer.java:48)
   at com.fs.starfarer.api.plugins.update.IndEvo_NewGameIndustryPlacer.run(IndEvo_NewGameIndustryPlacer.java:14)
   at com.fs.starfarer.api.plugins.update.IndEvo_ModUpdater.run(IndEvo_ModUpdater.java:49)
   at com.fs.starfarer.api.plugins.IndEvo_modPlugin.updateVersionIfNeeded(IndEvo_modPlugin.java:195)
   at com.fs.starfarer.api.plugins.IndEvo_modPlugin.onGameLoad(IndEvo_modPlugin.java:48)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(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.O0oO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.new(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.super(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(Unknown Source)
[close]
made a stealth fix, redownload the mod
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: ShangTai on April 17, 2021, 08:10:38 AM
Looking good :D
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Caypbaron on April 17, 2021, 08:34:56 AM
I absolutely knew that it would be worth it to wait a few hours for a new playtrough, instead of reverting back to the previous version.  Thanks a lot.

I also like the inclusion of the new commodity- And how this might be expanded. I would enjoy having a more complex and robust commodity system.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: SirHartley on April 17, 2021, 08:53:10 AM
yeah, goal for a future update is to make commodities actually do something more than just "existing".

This was intended as a first step towards that, since a shortage of ship components reduce ship quality instead of affecting output. With this, intercepting a shipment of components to a certain colony with Heavy Industry/OW will cause a serious reduction in ship quality for some time.

Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Chikanuk on April 17, 2021, 09:20:22 AM
From the lore perspective ship hulls and components can be produced at least in small numbers by biggest countries of the sector, at least Hegemony and TT (especially TT) im sure can do this.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: SirHartley on April 17, 2021, 09:26:20 AM
Yeah, they probably can - do note that I was effectively forced to push this into the release, the entire feature is not even close to done.

I'll likely add a very small amount of exports to light industry, but that's for when I got the thing actually finished.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Chikanuk on April 17, 2021, 09:29:35 AM
Why to light industry? It produse something like chairs and consoles, not ships and reactors, right?
Yeah, take your time, you already made a very serious work.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: SirHartley on April 17, 2021, 11:07:27 AM
Cause it's a heavily WIP concept, and I decided to add a low output to Heavy Industry instead :P
So now it both needs, and produces them.

Well, you'll see when it's done, will be a bit.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: ShpunkY on April 17, 2021, 11:08:45 AM
spaceships use computers and chairs so it kinda makes sense
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: megabot on April 17, 2021, 03:50:21 PM
hey, mate. since the last update with the ship components, something funny is happening, ya now? basically every faction, no matter how high tech now has a complete lack of those ship components because basically or literaly nobody(but possibly later the player) are producing it. you just reduced every ships quality by 30% across the line. please reconsider this...
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: megabot on April 17, 2021, 04:27:16 PM
and also, it actually does reduce the output of the ship hulls. so i think for now it really should be removed from the mod untill reworked - bugfixing will take up time first anyways
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Dostya on April 17, 2021, 04:50:24 PM
hey, mate. since the last update with the ship components, something funny is happening, ya now? basically every faction, no matter how high tech now has a complete lack of those ship components because basically or literaly nobody(but possibly later the player) are producing it. you just reduced every ships quality by 30% across the line. please reconsider this...

In my Nex save the AI had built a salvage yard in SCY space which is apparently a thunderdome since it's sustaining 6 export. Centralization Bureau really boned me though since the demand for components wasn't six in my Orbital Works but nine. Given how RNG dependent salvage yards are and how many expeditions and raids get ganked by my hyperspace sentry fleets, I just slapped an Alpha Core into it and 10,000 consoled Tachyon Lances in the supply storage and called it good. It seems to be working out.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Saleen on April 18, 2021, 12:29:42 AM
Hi! 1st post, 1st problem that i cannot resolve :( Mod is great BTW!

ver. 95a rc12
Sadly  i discovered, there's a problem with embassy, stricltly with removing Ambassador (by the comms chat, shuting down embassy, or eliminating a faction ingame (in my example there was Mayasura Navy eliminated by Luddic Church, after few sec. there's a message, that says "ambassador in your embassy at "planet" is leaving, there's a vacant spot in your embassy") and after another few sec. there's CTD with "null exemption"

here are logs:
66998 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.plugins.ambassadorPlugins.IndEvo_ambassadorPersonManager.l ogRepChange(IndEvo_ambassadorPersonManager.java:119)
   at com.fs.starfarer.api.plugins.ambassadorPlugins.IndEvo_ambassadorPersonManager.o nNewDay(IndEvo_ambassadorPersonManager.java:95)
   at com.fs.starfarer.api.plugins.timers.IndEvo_TimeTracker.onNewDay(IndEvo_TimeTracker.java:136)
   at com.fs.starfarer.api.plugins.timers.IndEvo_TimeTracker.advance(IndEvo_TimeTracker.java:117)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

i Can't find a solution :| , maybe You will find something that i'm missing. tried it out with vanilla factions to and its all the same.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: SirHartley on April 18, 2021, 02:11:44 AM
Hi! 1st post, 1st problem that i cannot resolve :( Mod is great BTW!

ver. 95a rc12
Sadly  i discovered, there's a problem with embassy, stricltly with removing Ambassador (by the comms chat, shuting down embassy, or eliminating a faction ingame (in my example there was Mayasura Navy eliminated by Luddic Church, after few sec. there's a message, that says "ambassador in your embassy at "planet" is leaving, there's a vacant spot in your embassy") and after another few sec. there's CTD with "null exemption"

here are logs:
66998 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.plugins.ambassadorPlugins.IndEvo_ambassadorPersonManager.l ogRepChange(IndEvo_ambassadorPersonManager.java:119)
   at com.fs.starfarer.api.plugins.ambassadorPlugins.IndEvo_ambassadorPersonManager.o nNewDay(IndEvo_ambassadorPersonManager.java:95)
   at com.fs.starfarer.api.plugins.timers.IndEvo_TimeTracker.onNewDay(IndEvo_TimeTracker.java:136)
   at com.fs.starfarer.api.plugins.timers.IndEvo_TimeTracker.advance(IndEvo_TimeTracker.java:117)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

i Can't find a solution :| , maybe You will find something that i'm missing. tried it out with vanilla factions to and its all the same.

update the mod, you are on an old version.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Saleen on April 18, 2021, 05:18:35 AM
Thanks :)
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: jyjakafe on April 18, 2021, 08:01:27 AM
Bug report on 2.1b, CTD on starting new game. Disabling drydock in settings fixes the crash.

Code
197148 [Thread-3] INFO  com.fs.starfarer.api.plugins.update.IndEvo_ModUpdater  - Replacing Conditions
197148 [Thread-3] INFO  com.fs.starfarer.api.plugins.update.IndEvo_ModUpdater  - Running Industry Setup
197463 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  -java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.getEligibleShips(IndEvo_dryDock.java:309)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.applyImports(IndEvo_dryDock.java:69)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.apply(IndEvo_dryDock.java:59)
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at com.fs.starfarer.api.plugins.update.IndEvo_NewGameIndustryPlacer.placeIndustries(IndEvo_NewGameIndustryPlacer.java:85)
at com.fs.starfarer.api.plugins.update.IndEvo_NewGameIndustryPlacer.placeDryDocks(IndEvo_NewGameIndustryPlacer.java:48)
at com.fs.starfarer.api.plugins.update.IndEvo_NewGameIndustryPlacer.run(IndEvo_NewGameIndustryPlacer.java:14)
at com.fs.starfarer.api.plugins.update.IndEvo_ModUpdater.run(IndEvo_ModUpdater.java:49)
at com.fs.starfarer.api.plugins.IndEvo_modPlugin.updateVersionIfNeeded(IndEvo_modPlugin.java:195)
at com.fs.starfarer.api.plugins.IndEvo_modPlugin.onGameLoad(IndEvo_modPlugin.java:48)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(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.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.k.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)

{"enabledMods": [
  "$$$_trailermoments",
  "armaa",
  "lw_console",
  "diableavionics",
  "IndEvo",
  "lw_lazylib",
  "ArkLeg",
  "MagicLib",
  "nexerelin",
  "ORA",
  "pn",
  "roider",
  "tahlan_scalartech",
  "SCY",
  "SEEKER",
  "shadow_ships",
  "tahlan",
  "Terraforming and Station Construction",
  "star_federation",
  "TORCHSHIPS",
  "US",
  "URW",
  "XhanEmpire",
  "prv",
  "shaderLib"
]}
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: SirHartley on April 18, 2021, 09:25:55 AM
re-download the mod, that crash was fixed in a shadow patch around an hour after release!
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Farya on April 18, 2021, 09:36:55 AM
Might it be possible to add a sidegrade to Heavy Industry's Orbital Works that instead of flat boost to ship quality produces these ship components? There is no sense to have more then one OW in your faction anyway, so adding an alternative upgrade might be interesting if that is even possible.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: megabot on April 18, 2021, 10:39:51 AM
umm, sorry to ask but, was my comment noted? not to seem obnoxious but others got a reply but I did not, and I kinda would at least like to know if there is an actually reliable way to get them and for, say, pirates to get them, because they seem to suffer a lot from it, under other factions.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: SirHartley on April 18, 2021, 11:11:12 AM
umm, sorry to ask but, was my comment noted? not to seem obnoxious but others got a reply but I did not, and I kinda would at least like to know if there is an actually reliable way to get them and for, say, pirates to get them, because they seem to suffer a lot from it, under other factions.

Oh - you might be the victim of shadow patch issues. Install the console Commands mod, open the console, then paste and run this:
Code
runcode com.fs.starfarer.api.plugins.update.IndEvo_NewGameIndustryPlacer.run()

Might it be possible to add a sidegrade to Heavy Industry's Orbital Works that instead of flat boost to ship quality produces these ship components? There is no sense to have more then one OW in your faction anyway, so adding an alternative upgrade might be interesting if that is even possible.
The system isn't done by any stretch. Giving OW a sidegrade is a good idea, but I wouldn't know how without overriding vanilla - which is not that good.
I'd ask you to wait for the final implementation, then give it another try and check if you still have notes on it!
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: squished_fish on April 18, 2021, 12:40:15 PM
Will there be a settings file to control Ship Component demand or a branch of the mod that doesn't include that aspect? I like the majority of stuff available, but I'm not a fan of my ships getting a 30% Quality hit because I'm not getting raided enough, or crashing because I didn't update the mod to avoid that aspect.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: SirHartley on April 18, 2021, 12:48:14 PM
Will there be a settings file to control Ship Component demand or a branch of the mod that doesn't include that aspect? I like the majority of stuff available, but I'm not a fan of my ships getting a 30% Quality hit because I'm not getting raided enough, or crashing because I didn't update the mod to avoid that aspect.
The feature was pushed way too early since it was too far along to remove, but I had to fix a save breaking bug.
There will be work done to make it not suck, just like all the other content in the mod - I do like to believe that I have a high quality thing going here.

To fix your problem in the interim, install the console Commands mod, open the console, then paste and run this:
Code
runcode com.fs.starfarer.api.plugins.update.IndEvo_NewGameIndustryPlacer.run()
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Helldiver on April 18, 2021, 01:29:48 PM
I do like to believe that I have a high quality thing going here.

I agree. It finally implements into gameplay the long-standing aspect of lore that producing defect-free ships is miraculous in the current Sector and that recycling ship tech is a must. It also gives serious value to colonies like Agreus that were always supposed to be shipbreaking centers. I'm eager to see how it will be developed in the future, for example tying into the "ship hull" commodity with fleets ferrying and feeding mothballed hulls to salvage yards.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: squished_fish on April 18, 2021, 01:41:30 PM
Will there be a settings file to control Ship Component demand or a branch of the mod that doesn't include that aspect? I like the majority of stuff available, but I'm not a fan of my ships getting a 30% Quality hit because I'm not getting raided enough, or crashing because I didn't update the mod to avoid that aspect.
The feature was pushed way too early since it was too far along to remove, but I had to fix a save breaking bug.
There will be work done to make it not suck, just like all the other content in the mod - I do like to believe that I have a high quality thing going here.

To fix your problem in the interim, install the console Commands mod, open the console, then paste and run this:
Code
runcode com.fs.starfarer.api.plugins.update.IndEvo_NewGameIndustryPlacer.run()
Thanks! I'll keep an eye on the updates for when that's fully implemented. I definitely agree that your stuff's high quality!

I do like to believe that I have a high quality thing going here.

I agree. It finally implements into gameplay the long-standing aspect of lore that producing defect-free ships is miraculous in the current Sector and that recycling ship tech is a must. It also gives serious value to colonies like Agreus that were always supposed to be shipbreaking centers. I'm eager to see how it will be developed in the future, for example tying into the "ship hull" commodity with fleets ferrying and feeding mothballed hulls to salvage yards.
I mean, that aspect is already in the game. It's the Nanoforges, without which producing D-mod-free ships is... difficult.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Helldiver on April 18, 2021, 01:49:02 PM
I mean, that aspect is already in the game. It's the Nanoforges, without which producing D-mod-free ships is... difficult.

Nanoforges don't include shipbreaking and recycling ships though. IE's new gameplay components add these and I love it.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Farlarzia on April 18, 2021, 06:58:20 PM
Hello!

Since story points now exist and largly replace the active functionality of the Academy, I'd like to suggest that the Academy have an additional feature - being able to level up a Officer to one above to players current officer level limit (i.e, 5 > 6, and with the skill 6 > 7). I currently dislike the pure RNG on firstly finding a level 6/7 (especially 7), and then relying on RNG again for that officer actually being at all useful skillwise.

And a teaspoon of bug report to help the request go down:

Spoiler
On planets with a Ancient Laboritory, the Industrial Supply Store incorrectly lists it as being a Hull Forge.
[close]

Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Mysticunicycle on April 19, 2021, 12:31:40 PM
Hello, new player here in .95a. I like a lot of things in this mod, as colonization felt a little bare in the vanilla playthrough I did first.

Can somebody explain to me the way to metagame with military relays? I understand that a relay should go on second, third, etc. colonies in the same system as your big daddy colony, but should I only be building relays? Should I build patrol HQs / bases as well? I don't really understand the best way to optimize here, as they are not exclusive from each other.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: squished_fish on April 19, 2021, 04:35:56 PM
Hello, new player here in .95a. I like a lot of things in this mod, as colonization felt a little bare in the vanilla playthrough I did first.

Can somebody explain to me the way to metagame with military relays? I understand that a relay should go on second, third, etc. colonies in the same system as your big daddy colony, but should I only be building relays? Should I build patrol HQs / bases as well? I don't really understand the best way to optimize here, as they are not exclusive from each other.
To my knowledge, a relay performs the job of a Patrol HQ, but not the jobs of a Military Base/High Command. Functionally, what this means is that you want military relays on every planet, you never want a Patrol HQ (Relay+HQ is more expensive to maintain than just Relay, despite it's doubled upkeep), a High Command on your biggest, most stable planet, and if one High Command isn't enough you can build more as necessary.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Sanrai on April 19, 2021, 06:45:14 PM
Is it a bug or a feature that centralization bureau doesn't affection void extraction?
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Mysticunicycle on April 20, 2021, 08:54:40 AM
Bug report - When I look at a Military Relay on one of my planets, it says "This building is affected by Ai-Cores installed in a local High Command." I do not have any High Commands, on any of my planets. I assume it should say "Military Base" instead?
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: squished_fish on April 20, 2021, 10:38:26 AM
Bug report - When I look at a Military Relay on one of my planets, it says "This building is affected by Ai-Cores installed in a local High Command." I do not have any High Commands, on any of my planets. I assume it should say "Military Base" instead?
High Command is just a stronger Military Base. Presumably it should say “Military Base/High Command”.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Mysticunicycle on April 20, 2021, 12:00:40 PM
Yup. It should say something other than just High Command. Either combine the two with a slash, or have it display which of the two is currently the highest tier in the system.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: SirHartley on April 20, 2021, 12:14:40 PM
Is it a bug or a feature that centralization bureau doesn't affection void extraction?
Void extraction is none of my industries. I operate off a whitelist, you can edit it at your own risk!

Yup. It should say something other than just High Command. Either combine the two with a slash, or have it display which of the two is currently the highest tier in the system.
But it is only high command? AI cores in a military base do nothing for it.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: squished_fish on April 20, 2021, 12:50:10 PM
Is it a bug or a feature that centralization bureau doesn't affection void extraction?
Void extraction is none of my industries. I operate off a whitelist, you can edit it at your own risk!

Yup. It should say something other than just High Command. Either combine the two with a slash, or have it display which of the two is currently the highest tier in the system.
But it is only high command? AI cores in a military base do nothing for it.
According to the wiki (which may or may not be incorrect), an Alpha Core increases the fleet size by 1.25x when installed in any of the patrol-generating buildings (Patrol HQ, Military Base, or High Command).
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: SirHartley on April 20, 2021, 01:06:15 PM
Yeah, but this is not vanilla, and none of my AI core effects work the way vanilla does.

Most are sidegrades or functionality changes, different for every building. Sometimes, gamma is better than alpha for a specific use case. An alpha core also does not include the beta or gamma functionality, each is separate for industrial evolution things.

You can't even install AI cores in the relays, it's one of the trade-offs for having a one-size-fits-all defensive building.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: squished_fish on April 20, 2021, 01:47:47 PM
Yeah, but this is not vanilla, and none of my AI core effects work the way vanilla does.

Most are sidegrades or functionality changes, different for every building. Sometimes, gamma is better than alpha for a specific use case. An alpha core also does not include the beta or gamma functionality, each is separate for industrial evolution things.

You can't even install AI cores in the relays, it's one of the trade-offs for having a one-size-fits-all defensive building.
All of that is true, but none of it is relevant. If the relays are affected by AI Cores installed in any patrol-generating building, it should say so. If the relays are exclusively affected by AI Cores in High Command but not by AI Cores installed in Military Bases or Patrol HQ’s: Why?

Edit: Just in case there’s a misunderstanding in play, I’ll clarify: When I say “relay,” I’m referring to the mod-added Military Relays. When I say “Military Base,” I’m referring to the vanilla Industry that’s between a Patrol HQ and a High Command in effectiveness.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: SirHartley on April 20, 2021, 02:20:13 PM
Quote
If the relays are affected by AI Cores installed in any patrol-generating building, it should say so.
They are not.
Quote
If the relays are exclusively affected by AI Cores in High Command but not by AI Cores installed in Military Bases or Patrol HQ’s: Why?
Balancing. Relays are powerful enough as is, if you want to super-fortify your system with them, build a high command. If not, well, a military base is all it takes to build them, or a high command anywhere else - but you won't have access to the AI core effects. Mod's full of hard choices, by design.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: squished_fish on April 20, 2021, 02:25:23 PM
Quote
If the relays are affected by AI Cores installed in any patrol-generating building, it should say so.
They are not.
Quote
If the relays are exclusively affected by AI Cores in High Command but not by AI Cores installed in Military Bases or Patrol HQ’s: Why?
Balancing. Relays are powerful enough as is, if you want to super-fortify your system with them, build a high command. If not, well, a military base is all it takes to build them, or a high command anywhere else - but you won't have access to the AI core effects. Mod's full of hard choices, by design.
Fair enough! In that case, yeah, the description is fine as-is and does not need changing.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Mysticunicycle on April 20, 2021, 02:29:38 PM
Quote
If the relays are affected by AI Cores installed in any patrol-generating building, it should say so.
They are not.
Quote
If the relays are exclusively affected by AI Cores in High Command but not by AI Cores installed in Military Bases or Patrol HQ’s: Why?
Balancing. Relays are powerful enough as is, if you want to super-fortify your system with them, build a high command. If not, well, a military base is all it takes to build them, or a high command anywhere else - but you won't have access to the AI core effects. Mod's full of hard choices, by design.

I think you missed my bug report. The highest defensive structure I had in my system was a military base (read: not a high command). The military relay on my second planet said "This building is affected by AI cores installed in a local High Command." I did not have a high command. I had an AI core installed in a military base, and that's what the text should have told me. I was a little confused when I saw it, thinking I mistakenly built a High Command until I checked my other planets.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Cat in the Hat on April 21, 2021, 05:20:21 PM
Have played through two universes using this mod now, and there's a serious weighting issue with it.

I've read the feedback, and a lot of it is correct: the pay-off for going through all the loops to use the printed ship BPs simply doesn't have the content / depth to back up the mechanics of it. I understand the mechanics, so let's break this down:

A) You need to colonize at least three separate planets (which might be rubbish otherwise) and  hold them
A.1) Assuming you're not save-scumming (assuming you're not playing IronMan), that means you might end up making / ditching five or so colonies to get a working Ship Forge etc

B) The mechanics are badly weighted and require huge resource investment
B.1) The drops are tied to loot tables that already hold the same BPs, meaning this mod reduces a player's chances of amazing BP / item drops .... for rubbish. Yes, I know this is somewhat offset by the unique event triggers, but it really isn't a 50/50 split at the moment
B.2) In my latest game I've found 6+ broken / blank tablets and I'm in early exploration game: about 20% explored. Serious question: do you really think anyone is going to ever use this method for six different ship BP types? No: so your loot table weighting is massively over-favouring your content to the detriment of player experience of the rest of the game.
B.3) This is ignoring the 10-12 ships required to sacrifice to get the thing working. For that amount of effort, a vanilla roll on a ship that already exists elswhere? Sorry, no: you're wasting my time.

C) You get nothing unique or extra-special from it after huge time sink / credit sink / investment -- these are essentially the same ships which you can get elsewhere, for much less effort. Yes, I can see the D-Mod angle. 9.51a has a skill that removes D-mods RNG as you fly around. So, kinda pointless all that juggling different cores then, wasn't it? Go look it up: find a BP, have a colony (that your mod requires multiple of), pay out $400,000 credits - bam, there's your endgame ship. Without.... the extra two colonies and multiple stages. And if you've a Pristine Forge, no D-mods.

D) Each of these takes 1 industry slot as an upgrade - meaning that it removes any chance of real function to the colony using it until mid game. If you parse it out, this is triple the investment since any colony with one that you might want to use when the ships might still be useful will not be producing anything else. It is crippling to use mid game since slots / growth is so mean anyhow.


@SirHartley - I get this mod: I get the mechanics: I get the effort and thought put into making the various bits work together. But it really doesn't work because you've not tied unique content / hulls / risk+reward together.  At the very least, you need a unique set of Ancient Dominion ships that can only be made through this mechanic to justify it. At the moment, it's a great way to show off you know how to do mechanics - but it's terrible for a player using it. A very hacky but immediately required fix would be to force 2-4 Smods on any hull made in this manner -- and this still wouldn't justify the investment: the mod literally requires a player to only focus on this single aspect mid game for it to ever work, let alone pay off. Which it doesn't, all sane players will be abusing Marine raids for BPs.


p.s.

Having used the Rift Mechanic, you've an issue: I selected "move to colony" - it managed to target an Outpost. You need to hit up a <subtype> flag, outposts are really not colonies (and often never in places you want your planet to rift to).


Nice work coding / mechanics. Terrible to play so far.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Farlarzia on April 21, 2021, 11:14:01 PM
Um, what? You can use that mechanic to get up to 3 build in bonus S-mods, that don't count against the normal limit using the current system. Its very powerful!
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: TheDboys on April 22, 2021, 02:10:30 AM
You can use that mechanic to get up to 3 build in bonus S-mods, that don't count against the normal limit using the current system. Its very powerful!
I haven’t gotten far enough in colony building to try that out but it sounds cool. Are the installed mods chosen at random?
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: sprayer2708 on April 22, 2021, 04:59:23 AM
-snip-

Wait what, I thought this mod added industries, not a new way to make ships. Way to sell a cat in a bag
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Reituor on April 22, 2021, 05:50:07 AM
-snip-

Wait what, I thought this mod added industries, not a new way to make ships. Way to sell a cat in a bag

It does add a bunch of industries which are nice and interesting, as well as general colony buildings. Cat is complaining about the derelict industries and mechanic around them and I have to agree with them. (Spoiler on derelict industries follows)
Spoiler
You get a deconstructor who can break down a ship and record it into a blueprint, a reconstructor who does exact opposite and a lab which fixes blueprints.
[close]
Problem is vanilla blueprint system already works fine and this gives too small of a bang for your buck. Like avoiding all the options like finding a ship while exploring, finding it in a shop - you can build your own orbital works and order exact ships you want to get. With leagues less hassle.

Another issue is requirements - you have to maintain pretty much an industry (key word - industry - it takes a slot) that will almost 99% of the time give nothing and just drain resources unless stuffed by a core which just alleviates the drain on resources.

What I’d like to see is for all 4 derelict industries is to give some passive/active benefit even when not in use. Orbital works aside from being ordered to produce a specific ship still makes a lot of stuff which goes to the market making me money. Out of all 3 only one can give a passive benefit as of now and chance of it being spawned on a planet where that can take an effect is up to several rolls of dice. (About getting a ship with built-in bonus s-mods - is nice, but still waaaaay too much stuff up to chance with little payout. If you want to have an option to get a ultra mega op Legion/Paragon - sure, fine, leave it up to chance but streamline process a lot.)
Spoiler
The rift generator too lies useless a lot of the time and kinda does drain on resources but at least it doesn't take a slot, plus with it I can at least see more potential with teleporting pretty much a fortress planet into an enemy system but it's still kinda random.
[close]
Other than this part of mod - It's pretty great, VPCs are nice, a new layer to fortifying planets is nice, the direction where salvage yards are going is nice...
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Lathrael on April 22, 2021, 09:28:31 AM
-snip-

Wait what, I thought this mod added industries, not a new way to make ships. Way to sell a cat in a bag

It's both a hit and a miss.

Cat and Reituor already pointed out most of the problems with it.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Celepito on April 22, 2021, 10:09:05 AM
I have an issue with the embassies. When I have a beta core installed, I always get a -20 in addition to the normal increase in relations. As I understand it, it is supposed to do that only if I had taken off the beta core that month. But also, after taking off the core, there is no relation loss, even though there is supposed to be one. Has anyone run into a similar issue? I do have quite a few mods installed, so it might be that. List attached.



[attachment deleted by admin]
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Lathrael on April 22, 2021, 10:15:44 AM
I have an issue with the embassies. When I have a beta core installed, I always get a -20 in addition to the normal increase in relations. As I understand it, it is supposed to do that only if I had taken off the beta core that month. But also, after taking off the core, there is no relation loss, even though there is supposed to be one. Has anyone run into a similar issue? I do have quite a few mods installed, so it might be that. List attached.

I have the same issue. Also embassies seem to drop reputation if it's higher than the cap.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Celepito on April 22, 2021, 10:49:13 AM
I have an issue with the embassies. When I have a beta core installed, I always get a -20 in addition to the normal increase in relations. As I understand it, it is supposed to do that only if I had taken off the beta core that month. But also, after taking off the core, there is no relation loss, even though there is supposed to be one. Has anyone run into a similar issue? I do have quite a few mods installed, so it might be that. List attached.

I have the same issue. Also embassies seem to drop reputation if it's higher than the cap.

Yeah, saw that happen as well.

Additionally, I have a crash anytime an ambassador gets removed (possibly for any reason), the ones I had that happening on were me sending one away, and one leaving after hostilities happened between my commissioned faction and another one. Here is the log of the hostilities one:
Code
118654 [Thread-9] INFO  sound.null  - Playing music with id [HostileWaters.ogg]
118879 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.plugins.ambassadorPlugins.IndEvo_ambassadorPersonManager.logRepChange(IndEvo_ambassadorPersonManager.java:119)
at com.fs.starfarer.api.plugins.ambassadorPlugins.IndEvo_ambassadorPersonManager.onNewDay(IndEvo_ambassadorPersonManager.java:95)
at com.fs.starfarer.api.plugins.timers.IndEvo_TimeTracker.onNewDay(IndEvo_TimeTracker.java:136)
at com.fs.starfarer.api.plugins.timers.IndEvo_TimeTracker.advance(IndEvo_TimeTracker.java:117)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: SirHartley on April 22, 2021, 11:29:14 AM
Re - Ambassador Crashes:
I think all of you are on an old version of the mod, please update it! If the crash persists after that, let me know please, so I can address it.


Re - Feedback on Derelicts.
before I address the feedback, let me preface with this:

Wait what, I thought this mod added industries, not a new way to make ships. Way to sell a cat in a bag

"Just" adds more industries hasn't done it justice in about half a year. It adds:
-Officer and Admin storage and training
-Reverse Engineering
-Alternative ship restoration mechanics
-Alternative ship production mechanics
-Direct configurable colony modifiers
-Item and hull transfers between colonies
-Player owned raiding of foreign factions
-Teleporting planets
-A new commodity with a unique effect (though unfinished)
-10+ new Events that can happen when salvaging
-2 new discoverable station types
-A good dozen other things that are too minor to list (Ambassadors, VPCs, Requisitions...)

If you think any of that is "selling a cat in a bag", which means "giving you something of less quality than advertised", I will gladly recommend you uninstall the mod and stop posting in my thread, because that's just plain insulting to me.


Now that that's off my chest, feedback!

A) You need to colonize at least three separate planets (which might be rubbish otherwise) and  hold them
A.1) Assuming you're not save-scumming (assuming you're not playing IronMan), that means you might end up making / ditching five or so colonies to get a working Ship Forge etc
Not anymore! I have a bit of the feeling you might have played an older version. The condition used to display what it will resolve to after surveying the planet, but the feature had to be disabled in 2.1.c due to causing a save breaking bug - but it'll return in the next version.

Quote
B) The mechanics are badly weighted and require huge resource investment
B.1) The drops are tied to loot tables that already hold the same BPs, meaning this mod reduces a player's chances of amazing BP / item drops .... for rubbish. Yes, I know this is somewhat offset by the unique event triggers, but it really isn't a 50/50 split at the moment
this one, on the other hand, is completely wrong. The system is not tied into blueprints at all and does not affect their drop rates. Forge templates on their own do affect special item (like synchrotrons) drop rates - it lowers them by less than 0.3%. check my post on drop groups earlier, where I addressed this in detail: https://fractalsoftworks.com/forum/index.php?topic=18011.msg316769#msg316769

Quote
B.2) In my latest game I've found 6+ broken / blank tablets and I'm in early exploration game: about 20% explored. Serious question: do you really think anyone is going to ever use this method for six different ship BP types? No: so your loot table weighting is massively over-favouring your content to the detriment of player experience of the rest of the game.
Sorry, but I do not understand that. Regardless of the rather asinine way you portrayed that, check the above post on salvage.

Quote
B.3) This is ignoring the 10-12 ships required to sacrifice to get the thing working. For that amount of effort, a vanilla roll on a ship that already exists elswhere? Sorry, no: you're wasting my time.
Maybe get your facts straight before accusing me of anything - you are mixing reverse engineering with ship printing. So much for understanding the mechanics. You need a single ship for Printing, not more.

Quote
C) You get nothing unique or extra-special from it after huge time sink / credit sink / investment -- these are essentially the same ships which you can get elsewhere, for much less effort. Yes, I can see the D-Mod angle. 9.51a has a skill that removes D-mods RNG as you fly around. So, kinda pointless all that juggling different cores then, wasn't it? Go look it up: find a BP, have a colony (that your mod requires multiple of), pay out $400,000 credits - bam, there's your endgame ship. Without.... the extra two colonies and multiple stages. And if you've a Pristine Forge, no D-mods.
With AI cores, you can configure the system from delivering pristine ships at less than 30% of normal production, to ships with 3 additional free S-Mods and a load of D-Mods. It's a scale as well, completely up to you. Sorry, but I disagree with calling it pointless.

Quote
D) Each of these takes 1 industry slot as an upgrade - meaning that it removes any chance of real function to the colony using it until mid game. If you parse it out, this is triple the investment since any colony with one that you might want to use when the ships might still be useful will not be producing anything else. It is crippling to use mid game since slots / growth is so mean anyhow.
It's a late game feature, you are expected to use it after establishing at least one profitable colony - otherwise, that's on you. Also, no, Laboratory is a structure and does not take a slot - so it's 2.

Quote
@SirHartley - I get this mod: I get the mechanics: I get the effort and thought put into making the various bits work together. But it really doesn't work because you've not tied unique content / hulls / risk+reward together.  At the very least, you need a unique set of Ancient Dominion ships that can only be made through this mechanic to justify it.
At the moment, it's a great way to show off you know how to do mechanics - but it's terrible for a player using it. A very hacky but immediately required fix would be to force 2-4 Smods on any hull made in this manner -- and this still wouldn't justify the investment: the mod literally requires a player to only focus on this single aspect mid game for it to ever work, let alone pay off. Which it doesn't, all sane players will be abusing Marine raids for BPs.
Well, it does give you the option to add free S-Mods, you just have to use AI-Cores for it. It also lets you duplicate unique ships from Tahlan, which also kinda counts for something. I agree that for vanilla alone, it's a bit lacklustre.

Quote
Having used the Rift Mechanic, you've an issue: I selected "move to colony" - it managed to target an Outpost. You need to hit up a <subtype> flag, outposts are really not colonies (and often never in places you want your planet to rift to).
Noted, and fixed.

In general - thank you for the feedback. I do appreciate it, but your tone could be improved - you are not very polite. I do this in my free time, without pay, after all.

I haven’t gotten far enough in colony building to try that out but it sounds cool. Are the installed mods chosen at random?
Not random, there is a (relatively) smart choosing algorithm behind it. You'll probably get what you would've installed anyway!

Problem is vanilla blueprint system already works fine and this gives too small of a bang for your buck. Like avoiding all the options like finding a ship while exploring, finding it in a shop - you can build your own orbital works and order exact ships you want to get. With leagues less hassle.

Another issue is requirements - you have to maintain pretty much an industry (key word - industry - it takes a slot) that will almost 99% of the time give nothing and just drain resources unless stuffed by a core which just alleviates the drain on resources.
Pretty much the same points as above, but not rude. Thanks for that! I know, it's not ideal.

Quote
What I’d like to see is for all 4 derelict industries is to give some passive/active benefit even when not in use. Orbital works aside from being ordered to produce a specific ship still makes a lot of stuff which goes to the market making me money. Out of all 3 only one can give a passive benefit as of now and chance of it being spawned on a planet where that can take an effect is up to several rolls of dice. (About getting a ship with built-in bonus s-mods - is nice, but still waaaaay too much stuff up to chance with little payout. If you want to have an option to get a ultra mega op Legion/Paragon - sure, fine, leave it up to chance but streamline process a lot.)
Is that... useful feedback and suggestions on how to fix it? I feel like I just found a shiny pokemon.
I'll think on that, but it seems like giving them passive benefits might a good way to go. Thank you!

Quote
Spoiler
The rift generator too lies useless a lot of the time and kinda does drain on resources but at least it doesn't take a slot, plus with it I can at least see more potential with teleporting pretty much a fortress planet into an enemy system but it's still kinda random.
[close]
Nope, I disagree - the core feature is enough of an reward in my opinion! Any more and it becomes broken - and with the preview in the condition, you can choose not to colonize planets that have it in the future.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: sprayer2708 on April 22, 2021, 11:32:16 AM
Actually, I was implying it's way more than advertised. Might've been the wrong idiom... but I couldn't resist it given the username of the guy I quoted. Sorry, english isn't my first language and I just assumed it meant something along the lines of getting a surprise. You know, because that stuff he talked about is mostly not on the front page.
Also: Holy smokes, did you say teleporting planets?!?
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Celepito on April 22, 2021, 11:43:08 AM
Re - Ambassador Crashes:
I think all of you are on an old version of the mod, please update it! If the crash persists after that, let me know please, so I can address it.

Yeah, seems like updating fixed the crash with an ambassador leaving. I'll edit in the results after testing the beta core and negative relations stuff, dinner is ready, so this might take a moment.

EDIT: The beta core and the negative relations are fixed by updating as well.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: bob888w on April 22, 2021, 02:01:12 PM
Hey I'm a newer user to the mod and due to nature of spoilers/industrial ruins being slightly secretive I'm a little confused how these "forge" blueprints work. I've found a alien labatory and it seems I can stick a forge BP in it, but the desc makes it sound like its just used to repair "broken" forge blueprints. Am I missing a industrial ruin building I need to find in order to make use of my BPs?
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: dk1332 on April 22, 2021, 02:16:23 PM
I'm not gonna lie, I kinda hate the ship component requirements. I know its just an early and an unfinished addition to the mod but it kinda breaks the game. Was able to take Qaras in my current playthrough due to it getting raided every month and finally, getting its heavy defenses disrupted. I only had a single colony which a fuel syphon in duzahk with 17k-ish income and after claiming Qaras it jumped to 260k-ish owning 67% of the market share instantly. It's also a bit annoying to keep it fed with salvaged weapons just to keep it up and running. Micromanaging is nice and all but needing to stop an expedition since everyone became scared of my faction to provide me with ship parts is kinda annoying.

The worst part is that the some AI factions don't really get the -30% d-mods on their fleet if they don't have a salvage yard (as far as I've seen).

Lorewise, spare ship parts are included inside the supplies commodity so it's kinda bit of a stretch to separate it.

I highly suggest alternative ways to produce ship components passively:
Heavy industry and Orbital works - producing small-decent amounts  ship components should be a no-brainer. Ship components shouldn't be a rarity, Starsector might be about techno-barbarism but not being techno-savages. Humans can make things, especially considering the technology level in starsector's universe.
Techmining - Techmining is pretty much useless once you have drained the ruins of its treasures other than providing miniscule amounts of supplies,fuel, and metal. Maybe add some ship components to its production.
VPC - VPCs you've made is nice addition to the industrial gameplay, it sounds like a magic item to have considering it produces things out of nowhere. If you want to keep the ship components as rare as it is, a VPC version of it should be considered.

Thats all I can think off my head. Overall, the additional things this mod adds is nice and keeps the colony management fresh. But it should be considered to not break the game too much by adding a new feature that has huge effect to the game.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: SirHartley on April 22, 2021, 03:18:30 PM
Hey I'm a newer user to the mod and due to nature of spoilers/industrial ruins being slightly secretive I'm a little confused how these "forge" blueprints work. I've found a alien labatory and it seems I can stick a forge BP in it, but the desc makes it sound like its just used to repair "broken" forge blueprints. Am I missing a industrial ruin building I need to find in order to make use of my BPs?
Yup! Look at some others, might be something among them you need.

stuff.
Thanks for the feedback, but as you correctly noted, the current implementation is bare bones at best and clearly unfinished. Most of your suggestions have been part of the dev build for a few days now.

The quality penalty only applies if there is a shortage, and it is calculated according to the relative missing amounts (100% shortage: -30%).

I honestly don't really care about the lore parts yet, those are currently flimsy excuses for a gameplay feature I want to implement. Being able to disrupt a factions ship quality/weaken their patrols by ambushing trade fleets is the core element that I'm aiming for. I'll flesh the lore part out once I got the thing working without as intended.

People have been arguing over mod added lore since the moment the first one was made. I don't really think I can do "right" here, so I'll just do what I think is best.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Cat in the Hat on April 22, 2021, 04:16:52 PM

In general - thank you for the feedback. I do appreciate it, but your tone could be improved - you are not very polite. I do this in my free time, without pay, after all.


Oh, this is me being polite. Here's a very real response: I only give feedback on quality and your Mod was my second post, which might make you pause and wonder why I'd bother with the feedback (and I have installed every 9.51a compatible mod and used them). Since English might be your second language, that's a compliment. Here's a tip: when someone says "blueprint" when they obviously are referring to your Mod Only Content[TM] item, cut them some slack - everyone knows I was referencing your Mod Only Content[TM] Crystal Lattice Tablets of Ipadness or whatever, so -- don't project too hard or get defensive, this will work out a lot better.

You've some genuinely good ideas and your code/mechanics grasp is good. But certain parts of it plays like professional torture at the moment  -- prime example: you have certain trigger events on salvaging various facilities / ruins (e.g. use a blueprint Mod Only Content[TM] Crystal Lattice Tablets of Ipadness) but these... immediately trigger the salvaging screen on chosing "Come back later". i.e. removing the conditional that spawned them (in particular research stations / wild ID events that decay on use) Likewise: realistically, which player will sacrifice a nanoforge (even a 20% corrupted) merely to remove some DMods / repair that a base skill does for free? Answer: no-one.

Your issue there? No-one, and I mean NO-ONE is going to remember a RNG spawned 1-hit loot pinata to return to RNG galaxy #8899 with a valuable item to potentiall get a middling reward. You're making content / stuff that is literally insane to 99% of players.

So: some good ideas, some terrible ones. Let's help you fix that. Oh - and nitpicking over +2 vrs +3 industry slots and not addressing the actual issue? Again - stop being so defensive. You've made something that's good: let's make it amazing.

More feedback - Courier station: I get the design ethos and even the implementation (given the vanilla UI / code) but it leads to the actual issue: as far as I can tell (and from reading historical posts about prior builds and economy and how the engine essentially just 'fudges' the numbers now) there's 100% no point in putting raw materials in any station inventory other than to use in a crisis. e.g. you cannot set up couriers like they should work -- Station X hits cap of 20,000 food > sends to Station B who then eats it or Station X hits cap 10,000 of raw ore > sends it to Station Y to process. The engine simply doesn't support what you're coding for.

The tryptch of Labatory - Forge -  Crystal Lattice Tablets of Ipadness writer. Since making an entire set of unique ships is probably not what you want to do, I'd suggest something far more radical. Ditch the entire  Crystal Lattice Tablets of Ipadness printing thing entirely - it's 100% not required content and unless you want to be really bold and mod out the ability for the vanilla game to simply Right Click BP > open screen > pay $400,000 > wait 1/2/4 month for ship, then let's rethink it.

The "Print from BP Mod Only Content[TM] Crystal Lattice Tablets of Ipadness" is an idea you're sticking to because you thought it was neat and saw how to make it work. You succeded. Mechanically it's pretty damn genius. Play wise? 100% sucks. Look up what a "sunk cost" is. It's already in the game and doesn't require another version.

1) Laboratory: Crystal Lattice Tablets of Ipadness -- instead of a consumable, it's now a buff to the Lab. Each one gives a Faction wide (!!) +10% to Fleet quality. Slot in the holder, lab fixes it, you get a Faction wide buff to all planets / colonies ship quality production. You'll probably want this one to cost some resources / money to process. This also makes finding multiple ones exciting and not a "Meh, who the hell is going to want 6 x3 (18) ships of whatever in their final fleet anyhow?". You find one, you dump enough commodities in the hopper with it, you just made your entire Faction wide fleets better. Your average universe is going to spit out 10-15 of these, max. Which is a fairly strong but not too powered buff.

If you want to cap it, simply have a little power bar that fills up, scaled 1-10 (presuming +100% is your preferred cap). Get +10, get a super special hidden bonus. Oh, and +BONUS ROUND: you just solved an actual issue with the vanilla game, which is colonies having masses of dumped items in their inventories because the actual game economy totally ignores them. Now then: you also made it so that another part of your mod (Courier stations) has a real use case for it. Make the costs silly number - we're talking 100,000 commods at higher tiers.

Well done: you've just solved two issues with your mod and one from the vanilla game. 100% success.

Player: "Why am I building Courier Stations when the actual game economy totally ignores that part of the equation and lugging 100,000 ore to an AI station is peanuts when I can sell AI cores"?

Answer: Because you want to send them all to your Laboratory base to get those sweet sweet Fleet Quality buffs.

2) Hull Forge - yes, I understand the mechanics. Referencing sacrificing 10-12 ships to get the deconstruct was obvious. So, again, let's do something different with this. What do players have by mid - late game in the 100's that have zero use (apart from feeding to Pirates to create farming fleets)? Yep: redundant BLUEPRINTS. So, let's use that. We throw BLUEPRINTS and materials into the hopper (and scale it to rarity here - common weapon or common freighter? meh, not many points - top tier Atlas print, now we're talking) OR hulls (this ... is probably outside of the scope of your current code, so ignore that unless you want to jink in the stuff you've already coded with "sacrifice hull" > "give hull" in events, but for points). So what's a fully powered up Hull Forge going to do for us that the Lab hasn't already and that we need? Let's keep it basic and make it give Faction wide +% to fleet size.

And cost out the points etc and the tiers - if we're doing 1-10, scale it so getting to +7 (+70%) is gonna take ~500 or so BLUEPRINTS depending on quality. You understand math, it's an easy log calc.

Player: "Meh, why do I bother looting? My pirates have full Triangle of DOOM fleets and I have 10,000 of these redundant BPs in my storage"

Industry Mod: What if I told you that you could convert those into MASSIVE DOOM FLEETS OF YOUR OWN?

Side benefit: it will make the otherwise underpowered Privateer base that gets 100% insta ganked by the AI.... actually dangerous. HOLY CRUD. WE JUST SOLVED ANOTHER ISSUE WITH THE MOD, WE'RE ON A ROLL! If you're worried about power-creep, just make it -50% to stationed fleets (aka, defensive ones) and full bonus to offensive ones (aka your privateers).


3) Deconstruct Forge. Ok, so - let's do something a little different and more exciting, given that anything vanilla you do with deconstructing is open to player abusing it (i.e. use the vanilla way to make ships > feed to forge, unlimited power). So, let's make this one clever. Each ship fed to the Forge ticks off a unique ID (the... list of unique ship IDs). It's pokemon for Nihilists. What's the buff? Let's add some Lore stuff in here - AI Simulation Threat and Nullification Matrix. +1-10 ....  that adds +X% damage to each hull on the list **BUT** gives a Faction wide +x% cost to making hulls. Scale it 1-10 for ease --- yep. You feed the horror AI run Forge enough different hulls, you're rocking +50% DPS, but you're also running +100% cost on each hull. (And... you can be mean here and add in a hidden coda where [REDACTED] are secretly hacking your source code and get a 10% DR (damage reduction) instead).

e.g. (note: I'm not going to pull up the vanilla list - given the # of mods that add hulls, you'll just make these flat percentages. i.e. X% of TOTAL UNIQUE ID loaded)

Code

20% unique hull types -- +5% damage to said hulls
30% - 10%
Underpants Gnomes, the math is easy
100%  unique hull types- +50% to each hull type in game
Underpants Gnome says don't forget to fake add certain mission hulls otherwise you'll get a bug where you'll never hit the top tier - for these (unique) ones, just add a 'if owned / captured' hidden flag)

This one is also adds massive weighting to all those "meh, not gonna bother using a Story point for **THAT** tiny hull" salvage cases if you get clever with it. What if I told you to make certain hulls... only recoverable from salvage? Suddenly all those debris fields  / mass looting of junk in the mid-late game are 100% pointless suddenly now has a use. DPS.... the ultimate player driver. There will be complaints they're not common enough.

~~~


See? Easy. And that's all possible using the code you're running to essentially make a really long winded and boring version of "Right Click BP, click tab, select ship, click make".


~

Good code / mechanics. No vision ;)
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Celepito on April 22, 2021, 04:44:44 PM
-snip-

How about you cut out all that entitlement issue you have bottled up in that post, and write it down again in a more calm and collected manner, so no one else has to vomit reading that.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Cat in the Hat on April 22, 2021, 04:48:38 PM
Quote
How about you cut out all that entitlement issue you have bottled up in that post, and write it down again in a more calm and collected manner, so no one else has to vomit reading that.


Anyone using the word "entitlement" in 2021 is not someone who knows what's going on.


Read the edited one, the tone is tongue in cheek. Three good ideas to solve redundancy and good mechanics that have no application in a single post. Also, I can code it out, but that would be rude to the actual mod maker.


~Oh, and BONUS ROUND #2 -- this also offsets the entire 2 industry slots required thing, since the player is actively engaging with the upgrade and supplying it with materials while playing to get progressively larger bonuses all while the industry slot is being used.

Wham! Meta-issue with the passive industry slot usage also solved. You're welcome.

I added some

PLAYER SAYS
MODDER SAYS

Conversations you can skip to for it to make sense for you. Your desire for easy understanding is not entitlement, so I made it simple for you. **HAPPY CAMPER**

~

Oh and for the record - creating synergy between already coded stuff is kinda a skill. The Ze (Male?) makes it for free, the solution to making it amazing is also given for free. But Synergy -is a real expensive skill, just for the "entitlement" issue here.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: SirHartley on April 23, 2021, 12:29:11 AM
Thank you for taking the time writing that out.
It has some good ideas, some bad ideas, and some misunderstandings.

I won't comment on your points, since I can't read that without getting annoyed at you, and I prefer catching the meaning instead of the word for my improvement cards.

I'll think on some of the things you noted. This would have gone over a lot better if you skipped the attitude.

Thanks again~
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Helldiver on April 23, 2021, 12:46:58 AM


Holy. It's like reading records of aggressive customers at customer services, except it's towards an unpaid modder making something for free.
The gratuitous "No vision ;)" attack at the end is the icing on the cake.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Sozzer on April 23, 2021, 01:15:08 AM
snip

i ain't reading all that
i'm happy for u tho
or sorry that happened
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Tartiflette on April 23, 2021, 01:17:29 AM
They sounds like someone angry that nobody is ever listening to Their Opinion, however correct it may be, and never figured out why.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Helldiver on April 23, 2021, 02:11:46 AM
Question on Salvage Yards: Do only battles with the player/the player faction's fleets count for generating parts from destroyed ships in combat?
FAQ says "You can gather Salvage Units by destroying ships during combat" and "it also counts if your patrol fleets destroy a hostile fleet, or get themselves destroyed", but does it apply to any battle happening in the system (i.e other faction fleets fighting each other) ?

Thanks in advance.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Flacman3000 on April 23, 2021, 02:15:33 AM

In general - thank you for the feedback. I do appreciate it, but your tone could be improved - you are not very polite. I do this in my free time, without pay, after all.


Oh, this is me being polite. Here's a very real response: I only give feedback on quality and your Mod was my second post, which might make you pause and wonder why I'd bother with the feedback (and I have installed every 9.51a compatible mod and used them). Since English might be your second language, that's a compliment. Here's a tip: when someone says "blueprint" when they obviously are referring to your Mod Only Content[TM] item, cut them some slack - everyone knows I was referencing your Mod Only Content[TM] Crystal Lattice Tablets of Ipadness or whatever, so -- don't project too hard or get defensive, this will work out a lot better.

You've some genuinely good ideas and your code/mechanics grasp is good. But certain parts of it plays like professional torture at the moment  -- prime example: you have certain trigger events on salvaging various facilities / ruins (e.g. use a blueprint Mod Only Content[TM] Crystal Lattice Tablets of Ipadness) but these... immediately trigger the salvaging screen on chosing "Come back later". i.e. removing the conditional that spawned them (in particular research stations / wild ID events that decay on use) Likewise: realistically, which player will sacrifice a nanoforge (even a 20% corrupted) merely to remove some DMods / repair that a base skill does for free? Answer: no-one.

Your issue there? No-one, and I mean NO-ONE is going to remember a RNG spawned 1-hit loot pinata to return to RNG galaxy #8899 with a valuable item to potentiall get a middling reward. You're making content / stuff that is literally insane to 99% of players.

So: some good ideas, some terrible ones. Let's help you fix that. Oh - and nitpicking over +2 vrs +3 industry slots and not addressing the actual issue? Again - stop being so defensive. You've made something that's good: let's make it amazing.

More feedback - Courier station: I get the design ethos and even the implementation (given the vanilla UI / code) but it leads to the actual issue: as far as I can tell (and from reading historical posts about prior builds and economy and how the engine essentially just 'fudges' the numbers now) there's 100% no point in putting raw materials in any station inventory other than to use in a crisis. e.g. you cannot set up couriers like they should work -- Station X hits cap of 20,000 food > sends to Station B who then eats it or Station X hits cap 10,000 of raw ore > sends it to Station Y to process. The engine simply doesn't support what you're coding for.

The tryptch of Labatory - Forge -  Crystal Lattice Tablets of Ipadness writer. Since making an entire set of unique ships is probably not what you want to do, I'd suggest something far more radical. Ditch the entire  Crystal Lattice Tablets of Ipadness printing thing entirely - it's 100% not required content and unless you want to be really bold and mod out the ability for the vanilla game to simply Right Click BP > open screen > pay $400,000 > wait 1/2/4 month for ship, then let's rethink it.

The "Print from BP Mod Only Content[TM] Crystal Lattice Tablets of Ipadness" is an idea you're sticking to because you thought it was neat and saw how to make it work. You succeded. Mechanically it's pretty damn genius. Play wise? 100% sucks. Look up what a "sunk cost" is. It's already in the game and doesn't require another version.

1) Laboratory: Crystal Lattice Tablets of Ipadness -- instead of a consumable, it's now a buff to the Lab. Each one gives a Faction wide (!!) +10% to Fleet quality. Slot in the holder, lab fixes it, you get a Faction wide buff to all planets / colonies ship quality production. You'll probably want this one to cost some resources / money to process. This also makes finding multiple ones exciting and not a "Meh, who the hell is going to want 6 x3 (18) ships of whatever in their final fleet anyhow?". You find one, you dump enough commodities in the hopper with it, you just made your entire Faction wide fleets better. Your average universe is going to spit out 10-15 of these, max. Which is a fairly strong but not too powered buff.

If you want to cap it, simply have a little power bar that fills up, scaled 1-10 (presuming +100% is your preferred cap). Get +10, get a super special hidden bonus. Oh, and +BONUS ROUND: you just solved an actual issue with the vanilla game, which is colonies having masses of dumped items in their inventories because the actual game economy totally ignores them. Now then: you also made it so that another part of your mod (Courier stations) has a real use case for it. Make the costs silly number - we're talking 100,000 commods at higher tiers.

Well done: you've just solved two issues with your mod and one from the vanilla game. 100% success.

Player: "Why am I building Courier Stations when the actual game economy totally ignores that part of the equation and lugging 100,000 ore to an AI station is peanuts when I can sell AI cores"?

Answer: Because you want to send them all to your Laboratory base to get those sweet sweet Fleet Quality buffs.

2) Hull Forge - yes, I understand the mechanics. Referencing sacrificing 10-12 ships to get the deconstruct was obvious. So, again, let's do something different with this. What do players have by mid - late game in the 100's that have zero use (apart from feeding to Pirates to create farming fleets)? Yep: redundant BLUEPRINTS. So, let's use that. We throw BLUEPRINTS and materials into the hopper (and scale it to rarity here - common weapon or common freighter? meh, not many points - top tier Atlas print, now we're talking) OR hulls (this ... is probably outside of the scope of your current code, so ignore that unless you want to jink in the stuff you've already coded with "sacrifice hull" > "give hull" in events, but for points). So what's a fully powered up Hull Forge going to do for us that the Lab hasn't already and that we need? Let's keep it basic and make it give Faction wide +% to fleet size.

And cost out the points etc and the tiers - if we're doing 1-10, scale it so getting to +7 (+70%) is gonna take ~500 or so BLUEPRINTS depending on quality. You understand math, it's an easy log calc.

Player: "Meh, why do I bother looting? My pirates have full Triangle of DOOM fleets and I have 10,000 of these redundant BPs in my storage"

Industry Mod: What if I told you that you could convert those into MASSIVE DOOM FLEETS OF YOUR OWN?

Side benefit: it will make the otherwise underpowered Privateer base that gets 100% insta ganked by the AI.... actually dangerous. HOLY CRUD. WE JUST SOLVED ANOTHER ISSUE WITH THE MOD, WE'RE ON A ROLL! If you're worried about power-creep, just make it -50% to stationed fleets (aka, defensive ones) and full bonus to offensive ones (aka your privateers).


3) Deconstruct Forge. Ok, so - let's do something a little different and more exciting, given that anything vanilla you do with deconstructing is open to player abusing it (i.e. use the vanilla way to make ships > feed to forge, unlimited power). So, let's make this one clever. Each ship fed to the Forge ticks off a unique ID (the... list of unique ship IDs). It's pokemon for Nihilists. What's the buff? Let's add some Lore stuff in here - AI Simulation Threat and Nullification Matrix. +1-10 ....  that adds +X% damage to each hull on the list **BUT** gives a Faction wide +x% cost to making hulls. Scale it 1-10 for ease --- yep. You feed the horror AI run Forge enough different hulls, you're rocking +50% DPS, but you're also running +100% cost on each hull. (And... you can be mean here and add in a hidden coda where [REDACTED] are secretly hacking your source code and get a 10% DR (damage reduction) instead).

e.g. (note: I'm not going to pull up the vanilla list - given the # of mods that add hulls, you'll just make these flat percentages. i.e. X% of TOTAL UNIQUE ID loaded)

Code

20% unique hull types -- +5% damage to said hulls
30% - 10%
Underpants Gnomes, the math is easy
100%  unique hull types- +50% to each hull type in game
Underpants Gnome says don't forget to fake add certain mission hulls otherwise you'll get a bug where you'll never hit the top tier - for these (unique) ones, just add a 'if owned / captured' hidden flag)

This one is also adds massive weighting to all those "meh, not gonna bother using a Story point for **THAT** tiny hull" salvage cases if you get clever with it. What if I told you to make certain hulls... only recoverable from salvage? Suddenly all those debris fields  / mass looting of junk in the mid-late game are 100% pointless suddenly now has a use. DPS.... the ultimate player driver. There will be complaints they're not common enough.

~~~


See? Easy. And that's all possible using the code you're running to essentially make a really long winded and boring version of "Right Click BP, click tab, select ship, click make".


~

Good code / mechanics. No vision ;)

Wow, you remind me of my wife! It might be that time of the month! If you want to make SirHartley drop a bomb on you the likes humankind has never seen simply Necro a thread! He gets very moody when you do this! LOL.

Jokes aside neutral feedback would have been preferred this isn't an employee you are speaking to (even at that) it's someone working for free to improve your experience. We are all friends here so act like it, even if the individual in question throws you some shade.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: paramecium on April 23, 2021, 03:22:34 AM
Hello,
I have encontered a bug that may due to the compatibility between this mod and Nexerelin. there is an 'grant automony' funtion in nexerlin and I have done so on a planet with relic industry, and now every time I vist that planet it will crash when choose "leave"
the save seems larger than the allowed attachment size so I haven't figured out how to post it here
the mod I use are
 "raccoonarms",
  "diyplanets",
  "GrandColonies",
  "IndEvo",
  "lw_lazylib",
  "MagicLib",
  "nexerelin",
  "speedUp",
  "transfer_all_items"
the relevent logs are as follow
"
5449 [Thread-3] INFO  exerelin.world.NexMarketBuilder  - Added special industry class: commerce
75449 [Thread-3] INFO  exerelin.world.NexMarketBuilder  - Added special industry class: waystation
75449 [Thread-3] INFO  exerelin.world.NexMarketBuilder  - Added special industry class: cryosanctum
75450 [Thread-3] INFO  exerelin.world.NexMarketBuilder  - Added special industry class: IndEvo_pirateHaven
75450 [Thread-3] INFO  exerelin.world.NexMarketBuilder  - Added special industry class: IndEvo_dryDock
75451 [Thread-3] INFO  exerelin.world.NexMarketBuilder  - Added special industry class: IndEvo_Academy
75451 [Thread-3] INFO  exerelin.world.NexMarketBuilder  - Added special industry class: IndEvo_senate
75451 [Thread-3] INFO  exerelin.world.NexMarketBuilder  - Added special industry class: IndEvo_ReqCenter
75452 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: D:\Starsector\starsector-core\..\mods\Nexerelin]
75455 [Thread-3] INFO  exerelin.world.NexMarketBuilder  - Adding industries to market EXCAVATE
75455 [Thread-3] INFO  exerelin.campaign.ColonyManager  - Processing NPC construction queue for EXCAVATE
77135 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
77135 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
77136 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
77137 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
77138 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
77138 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
77139 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
77139 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
77140 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
77141 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
77142 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
77142 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
77143 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
77143 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
77144 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
77145 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
77146 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
77146 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
77147 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
77147 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
77148 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
77149 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
77150 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
77150 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
85696 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
85697 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
85699 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
85699 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
85699 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
85700 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
85701 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
85701 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
85702 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
85702 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
85703 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
85704 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
85704 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
85705 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
85706 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
85706 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
85707 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
85708 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
85708 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
85709 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
85710 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
85710 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
85712 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
85712 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
88900 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
88900 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
88901 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
88901 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
88907 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
88908 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
88918 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
88919 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
88921 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
88922 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
88927 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
88927 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
88937 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
88938 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
88941 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
88941 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
88946 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
88946 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
88956 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
88956 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
93096 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
93097 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
93099 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
93099 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
93100 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
93100 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
93101 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
93101 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
93103 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
93103 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
93104 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
93104 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
93106 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
93106 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
93107 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
93107 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
93109 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
93109 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
93110 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
93111 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
93112 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
93112 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
93113 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
93114 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
93929 [Thread-3] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
93937 [Thread-7] INFO  sound.oo0O  - Cleaning up music with id [faction_generic_market_01_neutral_var01.ogg]
94010 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.plugins.GrandColonies_modPlugin.resetMarket(GrandColonies_modPlugin.java:204)
   at com.fs.starfarer.api.plugins.GrandColonies_modPlugin.access$100(GrandColonies_modPlugin.java:21)
   at com.fs.starfarer.api.plugins.GrandColonies_modPlugin$PlayerOpenedMarketListener.reportPlayerClosedMarket(GrandColonies_modPlugin.java:59)
   at com.fs.starfarer.campaign.CampaignEngine.reportPlayerClosedMarket(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.newui.for.dismiss(Unknown Source)
   at com.fs.starfarer.ui.newui.Stringsuper.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
94281 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [faction_tritach_market_03_friendly.ogg]
94282 [Thread-9] INFO  sound.OooO  - Playing music with id [faction_tritach_market_03_friendly.ogg]
"
so hopefully the information are helpful.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: SirHartley on April 23, 2021, 03:58:37 AM
Hey there, you are on an old version of Grand.Colonies, please update the mod.

Thanks!

edit - for the sake of conversation, could you put that crashlog into a spoiler? that's done like that:
Code
[spoiler]text[/spoiler]
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Jet Black on April 23, 2021, 05:46:21 AM
Intelligent enough to string together a decent post, but no tact. What a waste.

Don't bother with kids like that. You're doing your part in getting us through these strange times. Doing it free of charge I might add. You are doing great work here, keep it up.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: SirHartley on April 23, 2021, 06:17:15 AM
Question on Salvage Yards: Do only battles with the player/the player faction's fleets count for generating parts from destroyed ships in combat?
FAQ says "You can gather Salvage Units by destroying ships during combat" and "it also counts if your patrol fleets destroy a hostile fleet, or get themselves destroyed", but does it apply to any battle happening in the system (i.e other faction fleets fighting each other) ?

Thanks in advance.
Missed that question, whoops - all combat counts, regardless of source or faction!
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Reituor on April 23, 2021, 06:27:28 AM

In general - thank you for the feedback. I do appreciate it, but your tone could be improved - you are not very polite. I do this in my free time, without pay, after all.

Your issue there? No-one, and I mean NO-ONE is going to remember a RNG spawned 1-hit loot pinata to return to RNG galaxy #8899 with a valuable item to potentiall get a middling reward. You're making content / stuff that is literally insane to 99% of players.

I do understand that this might be a weird response but I did find a solution - captain log mod, it pretty much keeps track and for me issue with salvaging most of the time is that I often have more stuff than I can carry back to wherever I sell it - so just leaving a station and scrapping it later is def. an option. (On solution being from a mod - I feel like starsector mod community is working way more on interaction between mods as opposed to each being just its own thing - so having one mod help out with another is fine imo here.)

About rift gens already being useful I have to agree there, maybe it's more that I still didn't figure out the full potential of them + they're the most useful as it stands by not taking a slot already.

On the forge template system - I gave it more thought and kinda start to see the inspiration for it with for example EVE's limited amount blueprint copies, but there infinite use bp costs tons for obvious reasons, here it's almost opposite. In theory it'd be interesting to see how would sector fare with such a limited blueprint system as opposed to "just know it and make infinite ships" but I think that'd take leagues more effort and borderline make a hardmode version of Starsector.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Ramdat on April 23, 2021, 06:55:11 AM
If you install a Beta Core on a Salvage Yard, instead of removing the -20% penalty, it adds a +20% bonus called "null". Is this intended behaviour?
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Cat in the Hat on April 23, 2021, 07:42:38 AM
Wow, you remind me of my wife! It might be that time of the month! If you want to make SirHartley drop a bomb on you the likes humankind has never seen simply Necro a thread! He gets very moody when you do this! LOL.

Jokes aside neutral feedback would have been preferred this isn't an employee you are speaking to (even at that) it's someone working for free to improve your experience. We are all friends here so act like it, even if the individual in question throws you some shade.

You guessed my gender correctly - call it a difference of tonal reading. I thought it sounded quite reasonable and there was no malicious critique intended. Just: "this seems redundant, here's a suggestion for making the system an Empire-wide +% bonus rather than a dedicated single hull production thing". For the record, I've looted 80% of a new universe & found four (4) pre-made Forge Templates and seven (7) blanks - there's simply not enough depth / requirement etc to justify the three dedicated planets (which I did indeed build).

~

Since I didn't think I had to mention the positive parts (of which there are many), the VPC system is extremely well done and actually gives a lot of flexibility / colony boost which is precisely what the mod said it was going to do. Having looted 80% of a universe (without raiding AI, not sure they are in the Raid loot tables - something to ponder over given the current abusability of them in 0.95a vanilla) I have found sixteen (16) of various types, which is a decent amount & can very much make the core of your Industry.

Small bug / code error in the VPC "Conflict Package" however: missing string. Note - the error is only in the stage 1 part, the stage 2 ("viable manufactory") has no error.

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

Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Euripides on April 23, 2021, 12:25:20 PM
I read some of the other criticism recently posted, I agree about the RNG forge/VPC etc results, the things that are like "insert a VPC to get thing", "deconstruct part of your fleet to get thing" - if I can break these down individually:


---
VPC to get thing from research stations, habitats, planetary ruins etc; It's really neat fluff, I like it from that perspective, but from a gameplay perspective I do not like it.
> I cannot come back to these things to use the VPC factory later when I happen to have a VPC
> I do not want to carry a VPC with my fleet everywhere
> When I do use a VPC on these I get less output than if I used it on a planetary version that does the same thing

The end result is that I never use these VPC factories. It's really cool, it's thematic, I like the idea of this worn down hardware being brought back to life for a short while, but it just isn't worth bothering with.
I would suggest some kind of permanent facility as an alternative - like a derelict station you can store things in, but in this case its also a VPC factory. In this way I can come back to it later with the VPC's I've found rather than it disappearing outright.
Another alternative would simply be - when you find one of these factories it already has a VPC installed and you can either yank it out or use it then and there. I still would yank it out every time because why produce 30% of the goods in the middle of nowhere and I might not even be able to carry it, vs get 100% of the goods at my colony and I don't have to worry about taking it anywhere, but it would be an improvement from current.

-


Deconstructing your fleet to build something
> I have no idea what I'm going to get
> My fleet is not made of scrap its very nice I dont want to throw my ships away
> maintenance/fuel costs mean I don't fly with useless ships
> That means I'm sacrificing ships (and their weapons) I need, want, and like (and possibly with S-mods) for an unknown something that might actually be /worse/

End result again is that I never use this aside from that 1 time to figure out how it worked. If it didn't disappear after I finish looting the planet/whatever, I might actually use it.

I would suggest that instead of eating your ships it simply dumps a derelict ship (or more than one) into orbit which you can recover like normal using the regular built-in recover costs.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: ShangTai on April 23, 2021, 01:11:02 PM
Hi, I updated starsector to RC15 and after update i can't load save. I posted this on "Bug Reports & Support (modded)" and Alex told me to write it here.

I get this error:
Spoiler
64992 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  -
---- Debugging information ----
cause-exception     : com.thoughtworks.xstream.mapper.CannotResolveClassException
cause-message       : com.fs.starfarer.loading.specs.Y
class               : java.util.ArrayList
required-type       : java.util.ArrayList
converter-type      : com.thoughtworks.xstream.converters.collections.CollectionConverter
line number         : 8423
class[1]            : com.fs.starfarer.loading.specs.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
converter-type[1]   : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
class[2]            : com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_HullForge
class[3]            : com.fs.starfarer.campaign.econ.Market
class[4]            : com.fs.starfarer.campaign.CampaignPlanet
class[5]            : com.fs.util.container.repo.ObjectRepository
class[6]            : com.fs.starfarer.campaign.StarSystem
class[7]            : com.fs.starfarer.campaign.CircularOrbit
class[8]            : com.fs.starfarer.loading.specs.FactionProduction
class[9]            : com.fs.starfarer.campaign.Faction
class[10]           : com.fs.starfarer.campaign.econ.Submarket
class[11]           : com.fs.starfarer.campaign.CustomCampaignEntity
class[12]           : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[13]           : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[14]           : com.fs.starfarer.campaign.econ.Economy
class[15]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[16]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[17]           : com.fs.starfarer.campaign.Hyperspace
class[18]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.I
version             : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException:
---- Debugging information ----
cause-exception     : com.thoughtworks.xstream.mapper.CannotResolveClassException
cause-message       : com.fs.starfarer.loading.specs.Y
class               : java.util.ArrayList
required-type       : java.util.ArrayList
converter-type      : com.thoughtworks.xstream.converters.collections.CollectionConverter
line number         : 8423
class[1]            : com.fs.starfarer.loading.specs.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
converter-type[1]   : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
class[2]            : com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_HullForge
class[3]            : com.fs.starfarer.campaign.econ.Market
class[4]            : com.fs.starfarer.campaign.CampaignPlanet
class[5]            : com.fs.util.container.repo.ObjectRepository
class[6]            : com.fs.starfarer.campaign.StarSystem
class[7]            : com.fs.starfarer.campaign.CircularOrbit
class[8]            : com.fs.starfarer.loading.specs.FactionProduction
class[9]            : com.fs.starfarer.campaign.Faction
class[10]           : com.fs.starfarer.campaign.econ.Submarket
class[11]           : com.fs.starfarer.campaign.CustomCampaignEntity
class[12]           : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[13]           : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[14]           : com.fs.starfarer.campaign.econ.Economy
class[15]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[16]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[17]           : com.fs.starfarer.campaign.Hyperspace
class[18]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.I
version             : not available
-------------------------------
[close]
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Cat in the Hat on April 23, 2021, 04:19:09 PM
I won't comment on your points, since I can't read that without getting annoyed at you, and I prefer catching the meaning instead of the word for my improvement cards.


Your I-Ching reading: "Is it better for me to not comment on your points, since I can't read that without getting annoyed at you, and I prefer catching the meaning instead of the word for my improvement cards." [note: 'is it better' = please advise]

Cast Hexagram:

43 - Forty-Three
Kuai / guài

Break-through. One must resolutely make the matter known at the court of the king. It must be announced truthfully. Danger. It is necessary to notify one's own city. It does not further to resort to arms. It furthers one to undertake something.


[1: Young Yang; 2: Young Yang; 3: Old Yang; 4: Young Yang; 5: Young Yang; 6: Old Yin]



Still, it's a pretty good Mod. Thanks for it, adds a lot to the vanilla game even if you need a dab of spice to do the above.


Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Ramdat on April 23, 2021, 05:35:46 PM
Your I-Ching reading: "Is it better for me to not comment on your points, since I can't read that without getting annoyed at you, and I prefer catching the meaning instead of the word for my improvement cards." [note: 'is it better' = please advise
The "I-Ching" spelling is based on a romanization system that is over 100 years old. It would be more appropriate to call it "Yi Jing", following the modern hanyu pinyin.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Sozzer on April 23, 2021, 06:06:54 PM
You guessed my gender correctly - call it a difference of tonal reading. I thought it sounded quite reasonable and there was no malicious critique intended. Just: "this seems redundant, here's a suggestion for making the system an Empire-wide +% bonus rather than a dedicated single hull production thing".

haha yes guess i will read all that

here's the thing, though
that's not what you said.
"this could be better if you did x, y is a problem, and z probably needs changing" would have been vastly nicer than than "no-one is ever going to remember to do this, this entire function is insane to most people, you're wasting my time with a function i don't have to use in any way, but i'm guessing english might be your second language based on nothing more than a communication mixup on my end the kind of word ordering mistake native speakers make too from time to time when tired or otherwise not focused on writing, so take it as a compliment"

look at the post where he first quoted you - right near the bottom, you may notice a quote from someone else where they gave much the same feedback, but in a far nicer form
it really isn't hard
you really can do it

as someone who has come off purely as a *** before when not meaning to, the trick is to look at what you're saying and ask yourself: if someone said all this to me, without any context on intent or tone beyond what's written, how would i feel?

(and just as an aside: as much as you insisted on it at the start, you evidently don't understand the mechanics, as hartley aptly pointed out. an air of misplaced confidence does not do wonders for how your tone is interpreted either)
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: SirHartley on April 24, 2021, 12:31:30 AM
If you install a Beta Core on a Salvage Yard, instead of removing the -20% penalty, it adds a +20% bonus called "null". Is this intended behaviour?
It used to be intended, but SY are halfway along in a rework, and that's more or less a bug. Thanks for the report!
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Dostya on April 25, 2021, 07:08:41 PM
I ran into an interesting effect with regards to military/interstellar relays. I have two systems both with a planet with Interstellar Relays and the rest having Military Relays. They all have High Commands. The primary planet with extreme heat has a cryoarithmetic engine and Alpha AI cores installed which (usually) provides the high percentage enhancement basis for the fleets. Then, on a lark, I installed an Alpha Core in the High Command of another planet that had a Military Relay but was using the bonus from the primary planet to gets its fleet score. This increased the fleet power beyond the typical enhancement by a multiple of about 25%. I checked back with the primary world and saw that it had increased in turn. I chuckled, uninstalled the AI, and lost only a couple percent.

Ohhhhh dear. That's a fair bit more broken than I was expecting.

I installed the Alpha AI again. It jumped again. I uninstalled, then checked back. Down only a couple percent, but checking around the command menu no planet could agree on who was giving out the bonus. Planet A thought Planet C was doing it, Planet C thought Planet F was, Planet F thought planet B was, etc. etc. etc. I made a backup of the save, saved, exited to the main menu, reloaded. The bonus recalculated correctly on load.

Anyway, yeah. I thought this probably ought to be reported.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: okj on April 25, 2021, 10:33:23 PM
I know the military relays is already explain, but i think i still need to ask just this one question. So, in my understanding, the relay boost the fleet size of the planet it's built on depending on base/high command in the system. And if no patrol base is present it kinda acts like one. So does it boost itself incase i don't have patrol base on the planet but 1 high command in the system?
Edit: NVM, it does. Forgot to build one on the planet with the high command oosp.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: v4l0rus on April 26, 2021, 03:05:22 PM
"Added - Indicator as to what type of ruins are on the planet without colonizing it. READ, PEOPLE, FOR LUDDS SAKE"

There's no indicator at all in my game, when I hover the cursor over the icon, the exact same text appears for every one of them, and doesn't indicate what it does at all. Bug or mod conflict?
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Vaulty on April 26, 2021, 04:34:23 PM
Any chance to make the ship components optional? Or maybe instead of punishing the player for not sending ships to salvage you could reward them for doing it, like for example keep reduced output (or worsen it) but no ship quality malus BUT when the industry is supplied with ship components it gets a +15 to ship quality. Kind of like a replacer for the nanoforge item on an industrial scale, you take high quality component from broken ships and transplant it into new ships improving their quality. If you could also raid the ai for its components your ships would not only be better than the ai but they would also have a reduced output penalty on their fleet. Of course all of this are just suggestion, you made a great mod and I love the direction you are taking it.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: squished_fish on April 26, 2021, 07:17:35 PM
Any chance to make the ship components optional? Or maybe instead of punishing the player for not sending ships to salvage you could reward them for doing it, like for example keep reduced output (or worsen it) but no ship quality malus BUT when the industry is supplied with ship components it gets a +15 to ship quality. Kind of like a replacer for the nanoforge item on an industrial scale, you take high quality component from broken ships and transplant it into new ships improving their quality. If you could also raid the ai for its components your ships would not only be better than the ai but they would also have a reduced output penalty on their fleet. Of course all of this are just suggestion, you made a great mod and I love the direction you are taking it.
The response to me asking the same question:

Will there be a settings file to control Ship Component demand or a branch of the mod that doesn't include that aspect? I like the majority of stuff available, but I'm not a fan of my ships getting a 30% Quality hit because I'm not getting raided enough, or crashing because I didn't update the mod to avoid that aspect.
The feature was pushed way too early since it was too far along to remove, but I had to fix a save breaking bug.
There will be work done to make it not suck, just like all the other content in the mod - I do like to believe that I have a high quality thing going here.

To fix your problem in the interim, install the console Commands mod, open the console, then paste and run this:
Code
runcode com.fs.starfarer.api.plugins.update.IndEvo_NewGameIndustryPlacer.run()
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: orost on April 26, 2021, 07:31:19 PM
Rather serious problem: Qaras has 4/3 industries (Salvage Yards pushes it over the limit), which gives it -5 stability, so it decivilizes fairly quickly every time. Because Qaras is the only source of food and organics for Pirates, and they generally don't have the accessibility to import from other factions, this takes out most Pirate colonies over a long playthrough.

Sorry if it's been brought up already. I don't see a way to search a specific thread on this forum.

edit: Also, Orbital Laboratories are from this mod, right? I've found two in the core worlds, just beside habitable planets. Salvageable, with expensive blueprints on them. (Specifically, in Valhalla and Zagan, seed MN-7039364735139969924)
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Arazach on April 27, 2021, 02:37:34 AM
I am having a problem with edicts on size 6 planet because they end instantly after enacting. Any clue what might cause that?
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: ShangTai on April 27, 2021, 06:59:02 AM
"Added - Indicator as to what type of ruins are on the planet without colonizing it. READ, PEOPLE, FOR LUDDS SAKE"

There's no indicator at all in my game, when I hover the cursor over the icon, the exact same text appears for every one of them, and doesn't indicate what it does at all. Bug or mod conflict?

In 2.1.a i have seen the "indicator" about ruins, but with 2.1.b it disappear. Now we have two part of separate text about ruins, with indicator there was one additional separate text at the bottom.
Edit: I have seen "indicator" only in "Create colony" screen.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Farya on April 27, 2021, 07:45:49 AM
I have an issue with ruin indicator - it only clues you the type once the planet is already colonized. You don't get the clue for uncolonized worlds. Which kinda defeats the purpose.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Caypbaron on April 27, 2021, 12:27:15 PM
I have a question;

I´ve built a senate and i´d would like to issue the edict "sub-population cleansing".

Yet, the option is greyed out, stating that i require a sub-population and a military presence.

A decivilized sub-population exists on the planet, a station and ground defences are built and there are some marines in the stockpile.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Farya on April 27, 2021, 12:40:46 PM
I have a question;

I´ve built a senate and i´d would like to issue the edict "sub-population cleansing".

Yet, the option is greyed out, stating that i require a sub-population and a military presence.

A decivilized sub-population exists on the planet, a station and ground defences are built and there are some marines in the stockpile.
Military Presense means you need to have a Military Base/High Command to enact that edict. No idea if military relay would be sufficient as well.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Caypbaron on April 27, 2021, 11:47:40 PM
Thanks for the answer; I hope that a relay is enough, for it will be a while ´till a new industry slot opens up.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: SirHartley on April 28, 2021, 04:36:12 AM
"Added - Indicator as to what type of ruins are on the planet without colonizing it. READ, PEOPLE, FOR LUDDS SAKE"

There's no indicator at all in my game, when I hover the cursor over the icon, the exact same text appears for every one of them, and doesn't indicate what it does at all. Bug or mod conflict?
Yeah, it caused a save breaking bug and had to be removed, is fixed in dev.

Rather serious problem: Qaras has 4/3 industries (Salvage Yards pushes it over the limit), which gives it -5 stability, so it decivilizes fairly quickly every time. Because Qaras is the only source of food and organics for Pirates, and they generally don't have the accessibility to import from other factions, this takes out most Pirate colonies over a long playthrough.

Sorry if it's been brought up already. I don't see a way to search a specific thread on this forum.

edit: Also, Orbital Laboratories are from this mod, right? I've found two in the core worlds, just beside habitable planets. Salvageable, with expensive blueprints on them. (Specifically, in Valhalla and Zagan, seed MN-7039364735139969924)
am aware, fixd in dev, thank you for the reports!

I have a question;

I´ve built a senate and i´d would like to issue the edict "sub-population cleansing".

Yet, the option is greyed out, stating that i require a sub-population and a military presence.

A decivilized sub-population exists on the planet, a station and ground defences are built and there are some marines in the stockpile.
A patrol HQ will do, but I forgot to add the relays to the whitelist, so those don't count yet - that's fixed for the next version, thanks for reminding me!
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Kesh on April 29, 2021, 05:36:36 AM
I came across an orbital laboratory where you need to sacrifice some of your ships. I tried to sacrifice a small ship and it didn't do anything. Then I tried to sacrifice my biggest ship but then I wasnt able to now, I just salvaged everything. What does an orbital laboratory do?
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: MrMax on April 29, 2021, 10:50:51 AM
Hey, great mod, very impressed with how well it meshes into the game, particularly the icons!

Quick question: despite having an operating salvage yard, all my planet fleets are suffering debuffs to quality, and additionally, they aren't getting the bonuses from my Orbital Works. Would you know what might be causing this?
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: ShangTai on April 29, 2021, 11:34:53 AM
I came across an orbital laboratory where you need to sacrifice some of your ships. I tried to sacrifice a small ship and it didn't do anything. Then I tried to sacrifice my biggest ship but then I wasnt able to now, I just salvaged everything. What does an orbital laboratory do?

Spoiler
It gives you free ship (I think it is repaired and armed) in return of some ships from your fleet, the more hulls you give the bigger ship you get. The best you can do is to let it alone and back with some wreckage in your fleet to sacrifice it.
[close]
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: SirHartley on April 29, 2021, 01:08:10 PM
Hey, great mod, very impressed with how well it meshes into the game, particularly the icons!

Quick question: despite having an operating salvage yard, all my planet fleets are suffering debuffs to quality, and additionally, they aren't getting the bonuses from my Orbital Works. Would you know what might be causing this?
You probably fell victim to one of the shadow patches - redownload the mod (this is important), then open the console and paste this:
Code
 runcode com.fs.starfarer.api.plugins.update.IndEvo_NewGameIndustryPlacer.run()
that should fix it.

I came across an orbital laboratory where you need to sacrifice some of your ships. I tried to sacrifice a small ship and it didn't do anything. Then I tried to sacrifice my biggest ship but then I wasnt able to now, I just salvaged everything. What does an orbital laboratory do?

Spoiler
It gives you free ship (I think it is repaired and armed) in return of some ships from your fleet, the more hulls you give the bigger ship you get. The best you can do is to let it alone and back with some wreckage in your fleet to sacrifice it.
[close]
it's not always repaired and armed - read the text, it gives you a hint about the state the facility is in - if it's completely broken, it might give you a heavily D-Modded ship, but if it's pristine, you can expect pristine things in turn.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: ThePinkPanzer on April 29, 2021, 05:01:11 PM
Gonna be honest was really doubtful of the mod but gave it a shot and I actually really love all the new buildings.

Privateer Bases are fantastic because it *** FINALLY lets me have my faction go on the offensive without me having to lead every single charge (a non pirate type would be awesome, perhaps less loot and more expensive but more powerful raids and sometimes bombardment), and I have a relay addiction now.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Bub on April 29, 2021, 07:10:47 PM
Hey Hartley, this is basically the same thing I pinged you about in the discord it's just in case you missed it and I developed the idea a bit more here

So for the industrial ruins you could make exploring them a bit more involved, since they hold some of the domain's most important tech they're probably very well guarded

So make the process of exploring those ruins sort of like a marine raid, you'd need x amounts of marines to guarantee success on exploring, and you could even make the whole thing an event where you can get rare forge templates, rare vpc's or other special rewards if the exploration goes according to plan and after the raid you get to know what the industrial ruins are and what they could be used for

Also this is just for my hoarding obsession but a building that'd let me automatically maintain a level of items (i.e. 10 of each large weapon or something like that) would be so great

Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: 123nick on April 30, 2021, 11:49:48 AM
bug report- Ships that have gone through the restoration dock and had their Dmods remove still have the (D) in their name, and in their description still says they have D-mods with the usual blurb, even when they dont
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: 123nick on April 30, 2021, 03:44:26 PM
Would it be possible too have some cross-mod compatability? Terraforming and station construction has a domain-tech kletka simulation that makes AI cores, and this mod has supercomputers that consume them. Would it be possible too, perhaps, have an option somewhere where having both a kletka simulator and supercomputer on the same market ends up freeing up the supercomputers consumption of AI cores but also preventing the kletka simulator from generating any (I.E the AI cores go straight into the supercomputer automatically).
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: SonnaBanana on May 01, 2021, 10:28:50 PM
Nitpick: Can you change the Marine VPC description to say that it also create Marines through cloning  :P
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: bodeshmoun on May 02, 2021, 07:07:16 AM
First, thanks for your great mod, mille mercis !

Quote
The game told me the Ambassador was compromised.
This happens when the Faction Agents lose track of the Ambassador. Wherever you put the poor guy, they could not follow. (Plugin tracking failed – this should not happen. Let me know where you put it so I can adjust the code.)

I have the problem each time I play as administrator of Mayasura from the start with the Mayasuran Navy faction mod : I inaugurate the ambassador in the embassy, and one day after I have the compromised message.
Note that the ambassador item is correctly present in the embassy structure, and increase relation function works as intended nevertheless.
The ambassador is not present in the call contacts, so you cannot ask him to go to another embassy.
So apart that and the compromised message, this functions seems to work fine.

I have conquered Mayasura as player faction, and there is no such problem, so I suspect the problem came from Mayasuran Navy faction mod granting administration of non-player faction.
But I did not have been granted or purchased administration of another faction, so I do not know if it is specific with this faction, granted administration by other mods or to any purchased administrator role.

Finally, I have noted one instance of vanilla quest recipient not showing up with this campaign, and one instance of Persean Chronicles mod quest not ending correctly, so it may came from other mod conflict, still investigating on this part ...
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: prokit on May 03, 2021, 01:00:16 AM
I still don't understand how does the Reverse Engineering thing work. I once got a bunch of Legion Battlecarrier from doing bounty. Put them in the Reverse, got it to 100% then now what do I do ?
It says install a blueprint of the same hull size but what does it actually mean ?
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: ShangTai on May 03, 2021, 04:10:02 AM
I still don't understand how does the Reverse Engineering thing work. I once got a bunch of Legion Battlecarrier from doing bounty. Put them in the Reverse, got it to 100% then now what do I do ?
It says install a blueprint of the same hull size but what does it actually mean ?

You must put "capital size blueprint" to special tab in market, and Reverse Engineering will convert it to Legion blueprint.

From FAQ:
What is the “Industrial Supply Store”?
The Engineering Hub can pull Blueprints to overwrite from this storage. If you place them there, the structure will pull them out of it to use, choosing any blueprint with matching hull size to overwrite, but prioritizing whatever is installed into the industry directly. Note that this storage is shared with other buildings in this mod, the items you can deposit here are adjusted depending on the local buildings.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: prokit on May 03, 2021, 06:33:51 AM
I still don't understand how does the Reverse Engineering thing work. I once got a bunch of Legion Battlecarrier from doing bounty. Put them in the Reverse, got it to 100% then now what do I do ?
It says install a blueprint of the same hull size but what does it actually mean ?

You must put "capital size blueprint" to special tab in market, and Reverse Engineering will convert it to Legion blueprint.

From FAQ:
What is the “Industrial Supply Store”?
The Engineering Hub can pull Blueprints to overwrite from this storage. If you place them there, the structure will pull them out of it to use, choosing any blueprint with matching hull size to overwrite, but prioritizing whatever is installed into the industry directly. Note that this storage is shared with other buildings in this mod, the items you can deposit here are adjusted depending on the local buildings.

So I have to find an actual blueprint that contains at least one capital hull size to then replace that said capital with the Legion Battlecarrier ? If so if I have 2 capitals in the Lab, I need to find a blueprint with 2 capitals to get both ?
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: ShangTai on May 03, 2021, 07:37:04 AM

So I have to find an actual blueprint that contains at least one capital hull size to then replace that said capital with the Legion Battlecarrier ? If so if I have 2 capitals in the Lab, I need to find a blueprint with 2 capitals to get both ?

I think so, it says so.
Btw, I never use Reverse Engineering, so I'm not sure.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Kesh on May 03, 2021, 08:18:35 AM
[REDACTED]
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: dcong89 on May 03, 2021, 09:22:00 AM
What does rift generators do?
to let the planet travel random places .
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Kesh on May 03, 2021, 09:39:44 AM
[REDACTED]
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: SirHartley on May 03, 2021, 09:53:22 AM
first off, that's exploration content and I'd prefer you didn't spoiler it, second, check the planet main menu (where you can select things like "repair your ships...")
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: Kesh on May 03, 2021, 10:51:48 AM
first off, that's exploration content and I'd prefer you didn't spoiler it, second, check the planet main menu (where you can select things like "repair your ships...")

I am so sorry about that. I removed them now. Thank you though! Really great mod! Truly!
Title: Re: [0.95a] Industrial.Evolution 2.1.c - Campaign content expansion
Post by: SirHartley on May 03, 2021, 04:01:39 PM
(https://i.imgur.com/7k1QAas.png)


Not save compatible!
DOWNLOAD REVERTED TO 2.1.b DUE TO SEVERE CRASH WHEN DOCKING


Download (https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution2.1.b.zip)
Integrated with Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)
Pairs well with Grand.Colonies (https://fractalsoftworks.com/forum/index.php?topic=20986.0)



It's the salvage yards update.
Yards now have proper campaign functionality - they can move specific D-Mods between similar ships, you can use them to build new hulls at a discount, and they are no longer broken in every sense.

Also, the ruins preview works again, ship components are properly integrated, and modular ships no longer get broken by forge templates.

Oh, also, you can now sometimes find restorable buildings on planets with ruins (normal ones).
This was Techpriests idea but I won't credit him because I am a dirty thief.



Change Log
2.1.c
  • Added - Ship Component drops to the general combat loot pool
  • Adjusted - Cleaned up the excess quotation marks in all dialogue
  • Variable Industries
  • Added - VPC Ship Components (uncommon)
  • Added - Manufactory with Ship Components VPC to Eochu Bres (the only real source, raid it for the VPC)
  • Fixed - Tooltip (output description String)
  • Salvage Yards
  • Added - Yards to Suddene and Donn
  • Added - Interaction - can now trade in components/rare components to build ships for you
  • Added - Interaction - can now move D-Mods between similar ships
  • Adjusted - Now exports Ship Components, imports hulls. The output can be increased the old way (battles in system, weapons in storage ect.)
  • Adjusted - Now applies bonus output to a local heavy industry (or equivalent) instead of having one. If no HI is present, it will export hulls with a quality penalty.
  • Adjusted - Beta core now switches the industry to "vanilla" behaviour, outputs scaling with colony size, while increasing the SU required for additional output to 90 (base 50
  • Fixed - Potential High-impact Save file bloating problem
  • Fixed - No longer accrues salvage units while not functional
  • Removed - Low Output reminder message
  • Removed - Base Ship Quality Penalty
  • Removed - Yards on Laicaille Habitat and Qaras (Over industry limit)
  • Academy
  • Fixed - Can no longer remove unremoveable officers from ships (Sorry JRG, no aggressive Sierra anymore)
  • Restoration Docks
  • Added - Ship Components import while repairing
  • Adjusted - Now recognizes and removes in-built D-Mods
  • Fixed - Tooltips
  • Fixed - Crash in build menu under specific circumstances
  • Senate
  • Added - Edict: Single-Child Policy (stops the colony from growing)
  • Shadowyards Modular Fabricators and Upgrades
  • Added - Ship Components imports/Exports. If not fulfilled, reduces output by up to 2 and reduces ship quality by up to -50.
  • Heavy Industry/Orbital Works
  • Added - Ship Components imports/Exports. If not fulfilled, reduces output by up to 2 and reduces ship quality by up to -50 (-40 with Corrupted, -30 with Pristine NF).
  • Added - Now produces components (caps at 2 without bonuses, not affected by nanoforge).
  • Added - Nanoforges now reduce ship component demand
  • World Wonders
  • Added - Now award a bonus story point when constructed (Only once per colony!)
  • Exploration
  • Added - "Ship Components" as after combat drop
  • Added - "Ancient Components" as after combat drop to exploration things
  • Derelict Industries
  • Added - "IndEvo_RuinsAlways" Planet Tag, needed for mod authors that want to have ruins on a planet - it'll clear them otherwise.
  • Added - Variation on the Industrial Ruins - Old Infrastructure
  •     Spawns on planets that have ruins
  •     Can be restored into a random structure/industry at half cost/time of the usual build cost
  •     Yes, this was Techpriests idea
  • Adjusted - Hull Deconstructor no longer takes an industry slot
  • Adjusted - Forge now less likely to build in IPDAI
  • Fixed - Preview after surveying works again
  • Fixed - Modular ships on Forge Templates no longer spawn without modules
  • Fixed - Ruins spawning in core worlds
[close]
Title: Re: [0.95a] Industrial.Evolution 2.1.c - Campaign content expansion
Post by: witchking321 on May 03, 2021, 09:45:13 PM
Started a new save for the update and because i regret some decisions i took in my last save since i was experiencing with for me a fresh faction. (Scalar)
Recreated a part of my old fleet back with console commands, gave myself some exp and money and then bought a d modded cruiser from the local military market and went to go agreus to repair it.
Tried to look at the cargo/crew market and the game crashed.
I reloaded and accessed the fleet market directly and it worked but when i wanted to check items, another crash.

Spoiler
(https://i.postimg.cc/9Myz0RFq/Capture.png)
[close]

First time trying to link an error log so i hope this is the correct information you need.

Edit:
I tried Culaan because i remembered tri tachyon is ai core friendly and surely their world must have one installed which it does.
Placed my cruiser in their repair docks, checked the local items and then decided to look at the colony itself because i was curious how many ai cores tri tachyon uses in general but another crash.

Spoiler
276341 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.util.FormatFlagsConversionMismatchException: Conversion = b, Flags = 
java.util.FormatFlagsConversionMismatchException: Conversion = b, Flags = 
   at java.util.Formatter$FormatSpecifier.failMismatch(Unknown Source)
   at java.util.Formatter$FormatSpecifier.checkBadFlags(Unknown Source)
   at java.util.Formatter$FormatSpecifier.checkGeneral(Unknown Source)
   at java.util.Formatter$FormatSpecifier.<init>(Unknown Source)
   at java.util.Formatter.parse(Unknown Source)
   at java.util.Formatter.format(Unknown Source)
   at java.util.Formatter.format(Unknown Source)
   at java.lang.String.format(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.publicAddRightAfter DescriptionSection(IndEvo_dryDock.java:407)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.addRightAfterDescri ptionSection(IndEvo_dryDock.java:385)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:1035)
   at com.fs.starfarer.campaign.ui.marketinfo.intnew$1.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.o00O.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.oÒ0000(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o00O.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.campaign.ui.marketinfo.IndustryListPanel.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.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.o00O.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.o00O.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.o00O.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.k.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.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.class.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.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.Oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.K.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.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.Oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.Stringsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.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.o00O.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(Unknown Source)
276403 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [faction_tritach_market_01_neutral.ogg]
276404 [Thread-9] INFO  sound.OooO  - Playing music with id [faction_tritach_market_01_neutral.ogg]
[close]
Title: Re: [0.95a] Industrial.Evolution 2.1.c - Campaign content expansion
Post by: pearagon on May 03, 2021, 10:02:46 PM
Started a new save for the update and because i regret some decisions i took in my last save since i was experiencing with for me a fresh faction. (Scalar)
Recreated a part of my old fleet back with console commands, gave myself some exp and money and then bought a d modded cruiser from the local military market and went to go agreus to repair it.
Tried to look at the cargo/crew market and the game crashed.
I reloaded and accessed the fleet market directly and it worked but when i wanted to check items, another crash.

Spoiler
(https://i.postimg.cc/9Myz0RFq/Capture.png)
[close]

First time trying to link an error log so i hope this is the correct information you need.

Edit:
I tried Culaan because i remembered tri tachyon is ai core friendly and surely their world must have one installed which it does.
Placed my cruiser in their repair docks, checked the local items and then decided to look at the colony itself because i was curious how many ai cores tri tachyon uses in general but another crash.

Spoiler
276341 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.util.FormatFlagsConversionMismatchException: Conversion = b, Flags = 
java.util.FormatFlagsConversionMismatchException: Conversion = b, Flags = 
   at java.util.Formatter$FormatSpecifier.failMismatch(Unknown Source)
   at java.util.Formatter$FormatSpecifier.checkBadFlags(Unknown Source)
   at java.util.Formatter$FormatSpecifier.checkGeneral(Unknown Source)
   at java.util.Formatter$FormatSpecifier.<init>(Unknown Source)
   at java.util.Formatter.parse(Unknown Source)
   at java.util.Formatter.format(Unknown Source)
   at java.util.Formatter.format(Unknown Source)
   at java.lang.String.format(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.publicAddRightAfter DescriptionSection(IndEvo_dryDock.java:407)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.addRightAfterDescri ptionSection(IndEvo_dryDock.java:385)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:1035)
   at com.fs.starfarer.campaign.ui.marketinfo.intnew$1.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.o00O.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.oÒ0000(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o00O.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.campaign.ui.marketinfo.IndustryListPanel.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.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.o00O.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.o00O.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.o00O.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.k.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.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.class.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.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.Oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.K.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.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.Oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.Stringsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.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.o00O.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(Unknown Source)
276403 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [faction_tritach_market_01_neutral.ogg]
276404 [Thread-9] INFO  sound.OooO  - Playing music with id [faction_tritach_market_01_neutral.ogg]
[close]

Also reporting the same bug following the same series of steps.
Title: Re: [0.95a] Industrial.Evolution 2.1.c - Campaign content expansion
Post by: TheDboys on May 03, 2021, 10:12:50 PM
Also having similar problems
Had a crash when visting Agreus. Reloaded the save and went back to system and tried every port except Agreus and they were fine, Went back to Agreus and open trade menu and crash happened again.

Spoiler
303272 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.ui.marketinfo.S$o.getIconName(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.ooOO.setNumIcons(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.l.autoSizeTo(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.l.autoSizeWithAdjust(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.intnew.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.L.setSize(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.L.setSize(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.O0o0.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.L.setSize(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.OoOo.showOverview(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.OoOo.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.L.setSize(Unknown Source)
   at com.fs.starfarer.campaign.ui.E.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.L.setSize(Unknown Source)
   at com.fs.starfarer.ui.o00O.setSize(Unknown Source)
   at com.fs.starfarer.coreui.k.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.L.setSize(Unknown Source)
   at com.fs.starfarer.ui.o00O.setSize(Unknown Source)
   at com.fs.starfarer.ui.newui.K$5.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newui.K.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.K.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.Stringsuper.showCoreInternal(Unknown Source)
   at com.fs.starfarer.ui.newui.Stringsuper.showCore(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:40)
   at com.fs.starfarer.ui.newui.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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.Stringsuper.super(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(Unknown Source)
303547 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [faction_generic_market_01_neutral_var01.ogg]
303547 [Thread-9] INFO  sound.OooO  - Playing music with id [faction_generic_market_01_neutral_var01.ogg]
[close]


Also had crash when visting Kapteyn Starworks and opening trade menu.

Spoiler
323589 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.ui.marketinfo.S$o.getIconName(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.ooOO.setNumIcons(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.l.autoSizeTo(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.l.autoSizeWithAdjust(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.intnew.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.L.setSize(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.L.setSize(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.O0o0.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.L.setSize(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.OoOo.showOverview(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.OoOo.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.L.setSize(Unknown Source)
   at com.fs.starfarer.campaign.ui.E.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.L.setSize(Unknown Source)
   at com.fs.starfarer.ui.o00O.setSize(Unknown Source)
   at com.fs.starfarer.coreui.k.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.L.setSize(Unknown Source)
   at com.fs.starfarer.ui.o00O.setSize(Unknown Source)
   at com.fs.starfarer.ui.newui.K$5.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newui.K.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.K.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.Stringsuper.showCoreInternal(Unknown Source)
   at com.fs.starfarer.ui.newui.Stringsuper.showCore(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:40)
   at com.fs.starfarer.ui.newui.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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.Stringsuper.super(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(Unknown Source)
323717 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [faction_pirate_market_02_hostile_var01.ogg]
323718 [Thread-9] INFO  sound.OooO  - Playing music with id [faction_pirate_market_02_hostile_var01.ogg]
[close]
Title: Re: [0.95a] Industrial.Evolution 2.1.c - Campaign content expansion
Post by: v4l0rus on May 03, 2021, 10:53:14 PM
just crashed as I attempted to open Donn's colony page (3.)
posting it in pastebin because i get an error when i try to post the log here: https://pastebin.com/FNAUYGrG
also updated MagicLib, terraforming and station construction if it has anything to do with this
Title: Re: [0.95a] Industrial.Evolution 2.1.c - Campaign content expansion
Post by: Marodeur on May 04, 2021, 10:11:46 AM
Sorry for that question but i am confused.

You wrote its not save compatible but its only 2.1.c not 2.2. So not compatible to versions prior 2.1 or 2.1.b too?
Title: Re: [0.95a] Industrial.Evolution 2.1.c - Campaign content expansion
Post by: EmpireBuilder12 on May 04, 2021, 12:51:46 PM
Hey quick question to see if this is a bug or a change from 0.91 to 0.95 but I cant seem to find couriers anywhere I've stored Items to get them consolidated? Was this feature removed, bugged, or is there a new way of accessing them in 0.95?
Title: Re: [0.95a] Industrial.Evolution 2.1.c - Campaign content expansion
Post by: Deceptus on May 04, 2021, 01:51:58 PM
Sorry for that question but i am confused.

You wrote its not save compatible but its only 2.1.c not 2.2. So not compatible to versions prior 2.1 or 2.1.b too?

It's not compatible with the previous version; 2.1.b. I just checked and my previous saves won't load.
Title: Re: [0.95a] Industrial.Evolution 2.1.c - Campaign content expansion
Post by: Marodeur on May 04, 2021, 02:03:46 PM
Ah, ok. Thanks for testing.
Title: Re: [0.95a] Industrial.Evolution 2.2.a - Campaign content expansion
Post by: SirHartley on May 04, 2021, 03:47:21 PM
(https://i.imgur.com/7k1QAas.png)


Not save compatible!


Download (https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution2.2.a.zip)
Integrated with Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)
Pairs well with Grand.Colonies (https://fractalsoftworks.com/forum/index.php?topic=20986.0)



Fixes the constant crashing, the ruins not being repairable, and the ambassador issue.

not save compatible due to the scale of my *** up. Sorry everyone!



Change Log
2.2.a
  • Restoration Dock
  • Fixed - Crash when docking at planets with a Restoration Dock
  • Embassy
  • Fixed - Ambassador no longer drops to inventory when structure is removed
  • Derelict Industries
  • Fixed - Are now upgradeable again
[close]
Title: Re: [0.95a] Industrial.Evolution 2.1.c - Campaign content expansion
Post by: SirHartley on May 04, 2021, 03:49:05 PM
Hey quick question to see if this is a bug or a change from 0.91 to 0.95 but I cant seem to find couriers anywhere I've stored Items to get them consolidated? Was this feature removed, bugged, or is there a new way of accessing them in 0.95?
still exists exactly where it used to be! You might be confusing the courier port of this mod with the courier service from Stellar Logistics.
Title: Re: [0.95a] Industrial.Evolution 2.2.a - Campaign content expansion
Post by: pearagon on May 04, 2021, 03:55:07 PM
(https://i.imgur.com/7k1QAas.png)


Not save compatible!


Download (https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution2.2.a.zip)
Integrated with Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)
Pairs well with Grand.Colonies (https://fractalsoftworks.com/forum/index.php?topic=20986.0)



Fixes the constant crashing, the ruins not being repairable, and the ambassador issue.

not save compatible due to the scale of my *** up. Sorry everyone!



Change Log
2.2.a
  • Restoration Dock
  • Fixed - Crash when docking at planets with a Restoration Dock
  • Embassy
  • Fixed - Ambassador no longer drops to inventory when structure is removed
  • Derelict Industries
  • Fixed - Are now upgradeable again
[close]

Awesome, thanks for the fast turn around time :D
Title: Re: [0.95a] Industrial.Evolution 2.1.c - Campaign content expansion
Post by: EmpireBuilder12 on May 04, 2021, 06:05:49 PM
Hey quick question to see if this is a bug or a change from 0.91 to 0.95 but I cant seem to find couriers anywhere I've stored Items to get them consolidated? Was this feature removed, bugged, or is there a new way of accessing them in 0.95?
still exists exactly where it used to be! You might be confusing the courier port of this mod with the courier service from Stellar Logistics.

Yep was definitely thinking stellar logistics thanks!
Title: Re: [0.95a] Industrial.Evolution 2.2.a - Campaign content expansion
Post by: FreonRu on May 05, 2021, 01:44:20 AM
Good day. Sorry for using google translate.

I will say right away - the modification is amazing, I install it every time. There are many buildings, all varied and interesting. I have a couple of suggestions:
1 how about a building that will "remove" the luddic path cell in the player's system - for example, you will need weapons and personnel to function. Something like the interstellar police or rapid response squad. These interstellar jihadists have already tortured ...
2 how about a building that will automatically send the fleet to destroy the luddic path base or pirate base which attacks are aimed at the player's colonies, provided that the player finds out about their location? Yes, this mod has a Privateer Base building, but it is designed for raids on enemies, appropriating their resources and ultimately destroying enemy colonies (which is actually sad - because sooner or later there will be no one to trade with - even in the description and it is said that there can be no decivilization, but the robbed colony, in my case it was a luddic chirch in the Canaan system, was easily finished off by pirate raids). Those. it is not suitable for destroying enemy bases. The reward for the destruction of the base is not of interest, but the calmness of the colony is of the greatest interest.
3 what about special items for industries and buildings in this mod? The vanilla version of the game now has a variety of items, maybe sooner or later there will be unique items and artifacts here too?
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: SirHartley on May 05, 2021, 02:57:21 AM
(https://i.imgur.com/7k1QAas.png)


Save Compatible with 2.2.


Download (https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution2.2.b.zip)
Integrated with Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)
Pairs well with Grand.Colonies (https://fractalsoftworks.com/forum/index.php?topic=20986.0)



Hotfix, save compatible, fixes the buildings not being placed and ruins spawning in core worlds



Change Log
2.2.b
  • General
  • Fixed - Buildings in core worlds spawn again
  • Derelict Industries
  • Fixed - Ruins spawning in core worlds
[close]
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: Kesh on May 05, 2021, 03:44:59 AM
Is the 2.2b update save compatible if updating from 2.0.b??
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: SirHartley on May 05, 2021, 05:13:39 AM
Is the 2.2b update save compatible if updating from 2.0.b??
absolutely not, that's like 5 versions

Good day. Sorry for using google translate.

I will say right away - the modification is amazing, I install it every time. There are many buildings, all varied and interesting. I have a couple of suggestions:
1 how about a building that will "remove" the luddic path cell in the player's system - for example, you will need weapons and personnel to function. Something like the interstellar police or rapid response squad. These interstellar jihadists have already tortured ...
2 how about a building that will automatically send the fleet to destroy the luddic path base or pirate base which attacks are aimed at the player's colonies, provided that the player finds out about their location? Yes, this mod has a Privateer Base building, but it is designed for raids on enemies, appropriating their resources and ultimately destroying enemy colonies (which is actually sad - because sooner or later there will be no one to trade with - even in the description and it is said that there can be no decivilization, but the robbed colony, in my case it was a luddic chirch in the Canaan system, was easily finished off by pirate raids). Those. it is not suitable for destroying enemy bases. The reward for the destruction of the base is not of interest, but the calmness of the colony is of the greatest interest.
3 what about special items for industries and buildings in this mod? The vanilla version of the game now has a variety of items, maybe sooner or later there will be unique items and artifacts here too?
1. and 2. both interfere with the core gameplay loop (mods shold always aim to encourage combat, rather than take away oppotunities for rewards)

sorry to hear the base deciv'd a planet, it can happen, albeit rarely.

special items are in the works, but this is not as easy as just drawing a sprite and adding it. It's a serious undertaking to make even a few items, because that's not easily done.

I have to design effects, code them, test and balance...
This will take weeks.
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: bob888w on May 05, 2021, 05:55:02 AM
Any way to influence which planets get raided? I set up my privateer base with inte rstellar relays and military bases and yet it still wants to target small pirate dens like kanni or donn instead of places like chicomatozoc  or Mazalot. (I'm in a permawar with hege and persean)
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: FreonRu on May 05, 2021, 06:58:38 AM
Special items are in the works, but this is not as easy as just drawing a sprite and adding it. It's a serious undertaking to make even a few items, because that's not easily done.
I have to design effects, code them, test and balance...
This will take weeks.

Thank you. I will continue to destroy the bases myself.
I will look forward to the next updates.
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: Vextor on May 05, 2021, 08:48:42 AM
Just got this in Yma
(https://i.postimg.cc/ZqHy85RF/image.png)
No crash, just the message, it repeats every time this screen comes up

edit: holy brain error
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: MrMagolor on May 05, 2021, 07:12:11 PM
Is 2.2b also supposed to fix the un-repairable ruins thing? Because I have Old Industrial Ruins and my only option for them is to shut them down.
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: SirHartley on May 06, 2021, 02:36:19 AM
it only fixes it for newly discovered ruins, not for any you have discovered so far, sorry!
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: MrMagolor on May 06, 2021, 04:24:32 AM
Quote
it only fixes it for newly discovered ruins, not for any you have discovered so far, sorry!

By that do you mean any planet surveyed that has ruins on it, or any planet colonized?
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: idleworm on May 06, 2021, 11:33:42 AM
Bug report on restoration dock (2.2.b, and main game is 0.95a-rc15):

Code
java.lang.IllegalArgumentException: n must be positive
at java.util.Random.nextInt(Unknown Source)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.removeDMods(IndEvo_dryDock.java:196)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.reportEconomyTick(IndEvo_dryDock.java:103)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:100)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

I write some Java, so I managed to re-compile from attached sources and add some logs.
The ship in question is a Sunder (D) I picked up in hyperspace, with faulty power grid with her at the beginning.
And it seems that this kind of d-mod (not caused by player) is considered "built-in" by getListNonBuiltInDMods(), and make DModList.size() == 0 at IndEvo_dryDock.java:196.

I am totally not familiar with SS' internal structure, so it would be better to let you to decide how to fix it.
Please let me know if you need save file.

Oh the last thing: it's so much fun with this mod, thank you!
Title: Re: [0.95a] Industrial.Evolution 2.2.a - Campaign content expansion
Post by: Helldiver on May 06, 2021, 01:13:37 PM
2 how about a building that will automatically send the fleet to destroy the luddic path base or pirate base which attacks are aimed at the player's colonies, provided that the player finds out about their location? Yes, this mod has a Privateer Base building, but it is designed for raids on enemies, appropriating their resources and ultimately destroying enemy colonies (which is actually sad - because sooner or later there will be no one to trade with - even in the description and it is said that there can be no decivilization, but the robbed colony, in my case it was a luddic chirch in the Canaan system, was easily finished off by pirate raids). Those. it is not suitable for destroying enemy bases. The reward for the destruction of the base is not of interest, but the calmness of the colony is of the greatest interest.

If you're playing Nexerelin, you can request a strike fleet to destroy a pirate base.
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: Wyvern on May 07, 2021, 12:21:33 AM
Just to let you know, there's something wonky going on with Industrial Evolution and Nexerelin random mode. Got a report for a crash with my mod; further investigation turned up that this only happens with nex random mode enabled. So I'm guessing you've got something in Industrial Evolution that assumes the vanilla markets all exist?

I've fixed my mod to more aggressively check for null values, but I thought you might want to know about this anyway.

The original bug report I received:
There's apparently an interaction where the mod crashes with Industrial Evolution:
java.lang.NullPointerException
    at data.scripts.wyv.PSModPlugin.onEnabled(PSModPlugin.java:47)
    at com.fs.starfarer.campaign.ModAndPluginData.notifyRunningWithMod(Unknown Source)
    at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
    at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
    at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
    at com.fs.starfarer.ui.impl.o0oO.dismiss(Unknown Source)
    at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
    at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)

Apparently Industrial Evolution's Academy market (id IndEvo_academyMarket is non-null enough to appear in econ.getMarketsCopy() and be iterated over, but econ.getMarket(market.getId()) returns null. Not sure why this would happen, but a null check is trivial to do at least.
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: pscyx on May 07, 2021, 05:45:41 AM
Here's another NullPointerException that happened while just flying around surveying planets:

Quote
2179888 [Thread-3] INFO  exerelin.campaign.intel.specialforces.SpecialForcesIntel  - Picking task for Scy Nation task group
2180691 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: independent
2180945 [Thread-3] INFO  exerelin.campaign.intel.specialforces.SpecialForcesIntel  - Picking task for Luddic Church task group
2181080 [Thread-3] INFO  exerelin.campaign.intel.specialforces.SpecialForcesIntel  - Picking task for Hegemony task group
2181080 [Thread-3] INFO  exerelin.campaign.intel.specialforces.SpecialForcesIntel  -   Defending market Nachiketa has priority 25.0
2181161 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Castrum to Kapteyn Starworks
2181479 [Thread-3] INFO  exerelin.campaign.intel.specialforces.SpecialForcesIntel  - Picking task for Legio Infernalis task group
2186474 [Thread-3] INFO  exerelin.campaign.intel.specialforces.SpecialForcesIntel  - Picking task for O.R.A. task group
2186786 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Diplomacy brain for ORA considering options
2186786 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking peace for faction O.R.A.: weariness 3129.566
2186786 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking war for faction O.R.A.
2186787 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Relationship required for war: VENGEFUL
2186886 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: Scy Nation
2187152 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Tartarus Antimatter Collector to Asher
2188204 [Thread-3] INFO  data.scripts.campaign.tahlan_LegioStealingHomework  - Interval elapsed, the space fascists gonna learn today
2188251 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Tigra City to Yesod
2188490 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Domain-era Survey Ship, faction: Hegemony
2188608 [Thread-3] INFO  exerelin.campaign.intel.specialforces.SpecialForcesIntel  - Picking task for Scy Nation task group
2191421 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition  - picked grounddefenses
2191421 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition  - 1 repicked fuelprod
2191421 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition  - 2 repicked IndEvo_senate
2191422 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition  - 3 repicked heavyindustry
2191422 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition  - 4 repicked heavybatteries
2191422 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition  - 5 repicked IndEvo_pirateHaven
2191422 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition  - 6 repicked IndEvo_Megachurch
2191422 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition  - 7 repicked IndEvo_Memorial
2191422 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition  - 8 repicked IndEvo_SupCom
2191422 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition  - 9 repicked mining
2191423 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition  - 10 repicked militarybase
2191423 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition  - 11 repicked refining
2191423 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition  - 12 repicked patrolhq
2191423 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition  - 13 repicked IndEvo_ComArray
2191423 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition  - 14 repicked IndEvo_Academy
2191423 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition  - 15 repicked IndEvo_AdInfra
2191423 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition  - 16 repicked IndEvo_AdAssem
2191423 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition  - 17 repicked commerce
2191423 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition  - 18 repicked IndEvo_DarkPalace
2191423 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition  - 19 repicked lightindustry
2191423 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition  - 20 repicked farming
2191423 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition  - 21 repicked waystation
2191423 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition  - 22 repicked IndEvo_dryDock
2191423 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition  - 23 repicked IndEvo_AdManuf
2191423 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition  - 24 repicked IndEvo_LeisureOrbitals
2191423 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition  - 25 repicked IndEvo_ReqCenter
2191423 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition  - 26 repicked IndEvo_LightPalace
2191423 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition  - 27 repicked IndEvo_EngHub
2191423 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition  - 28 repicked IndEvo_PrivatePort
2191424 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition  - 29 repicked IndEvo_ScrapYard
2191424 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition  - 30 repicked IndEvo_IntArray
2191424 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition  - 31 repicked IndEvo_ComForge
2191424 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition  - 32 repicked grounddefenses
2191424 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition  - 33 repicked IndEvo_embassy
2191424 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition  - 34 repicked null
2191555 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition.isAvai lableToBuild(IndEvo_InfraCondition.java:35)
   at com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition.setUpg radeSpec(IndEvo_InfraCondition.java:61)
   at com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition.apply(IndEvo_InfraCondition.java:29)
   at com.fs.starfarer.campaign.econ.Market.reapplyConditions(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.PlanetSurveyPanel.showColonizeScreen(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.PlanetSurveyPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.new(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.super(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(Unknown Source)
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: ayylmao4lulz on May 07, 2021, 05:51:06 AM
Just chiming in to say that 2.1.b -> 2.2.b is save-breaking for me - mentioning it because it's not clear if that's intentional or not.

Spoiler
82217 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 2
82217 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 3
82595 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
82595 [Thread-4] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Invalid reference
---- Debugging information ----
message             : Invalid reference
reference           : 13397
referenced-type     : com.fs.starfarer.campaign.fleet.CampaignFleet
referenceable       : true
class               : java.util.ArrayList
required-type       : java.util.ArrayList
converter-type      : com.thoughtworks.xstream.converters.collections.CollectionConverter
line number         : 30898
class[1]            : com.fs.util.container.repo.ObjectRepository
converter-type[1]   : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
class[2]            : com.fs.starfarer.campaign.StarSystem
class[3]            : com.fs.starfarer.campaign.CampaignPlanet
class[4]            : com.fs.starfarer.campaign.CircularOrbit
class[5]            : com.fs.starfarer.campaign.econ.Market
class[6]            : com.fs.starfarer.loading.specs.FactionProduction
class[7]            : com.fs.starfarer.campaign.Faction
class[8]            : com.fs.starfarer.campaign.econ.Submarket
class[9]            : com.fs.starfarer.campaign.CustomCampaignEntity
class[10]           : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[11]           : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[12]           : com.fs.starfarer.campaign.econ.Economy
class[13]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[14]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[15]           : com.fs.starfarer.campaign.Hyperspace
class[16]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.oooO
version             : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Invalid reference
---- Debugging information ----
message             : Invalid reference
reference           : 13397
referenced-type     : com.fs.starfarer.campaign.fleet.CampaignFleet
referenceable       : true
class               : java.util.ArrayList
required-type       : java.util.ArrayList
converter-type      : com.thoughtworks.xstream.converters.collections.CollectionConverter
line number         : 30898
class[1]            : com.fs.util.container.repo.ObjectRepository
converter-type[1]   : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
class[2]            : com.fs.starfarer.campaign.StarSystem
class[3]            : com.fs.starfarer.campaign.CampaignPlanet
class[4]            : com.fs.starfarer.campaign.CircularOrbit
class[5]            : com.fs.starfarer.campaign.econ.Market
class[6]            : com.fs.starfarer.loading.specs.FactionProduction
class[7]            : com.fs.starfarer.campaign.Faction
class[8]            : com.fs.starfarer.campaign.econ.Submarket
class[9]            : com.fs.starfarer.campaign.CustomCampaignEntity
class[10]           : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[11]           : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[12]           : com.fs.starfarer.campaign.econ.Economy
class[13]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[14]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[15]           : com.fs.starfarer.campaign.Hyperspace
class[16]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.oooO
version             : not available
-------------------------------
[close]
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: afarina1 on May 07, 2021, 05:43:18 PM
This keeps happening to me, seems like I takeover someones colony and if i hang out in the starsystem long enough after doing it then it crashes starsector, not sure if this is this mod causeing it, just seemed similar to some others.

Code
14493013 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.fleet.FleetData.setCommander(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.setCommander(Unknown Source)
at com.fs.starfarer.api.impl.campaign.missions.hub.HubMissionWithTriggers$1.doAction(HubMissionWithTriggers.java:2405)
at com.fs.starfarer.api.impl.campaign.missions.hub.BaseHubMission.runTriggers(BaseHubMission.java:1118)
at com.fs.starfarer.api.impl.campaign.missions.hub.BaseHubMission.checkStageChangesAndTriggers(BaseHubMission.java:1104)
at com.fs.starfarer.api.impl.campaign.missions.hub.BaseHubMission.advanceImpl(BaseHubMission.java:791)
at com.fs.starfarer.api.impl.campaign.missions.DelayedFleetEncounter.advanceImpl(DelayedFleetEncounter.java:625)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: SirHartley on May 08, 2021, 09:15:29 AM
Just got this in Yma
(https://i.postimg.cc/ZqHy85RF/image.png)
No crash, just the message, it repeats every time this screen comes up
Fixed in dev, thanks!

Bug report on restoration dock (2.2.b, and main game is 0.95a-rc15):

Code
java.lang.IllegalArgumentException: n must be positive
at java.util.Random.nextInt(Unknown Source)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.removeDMods(IndEvo_dryDock.java:196)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.reportEconomyTick(IndEvo_dryDock.java:103)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:100)
also fixed, thank you

Just to let you know, there's something wonky going on with Industrial Evolution and Nexerelin random mode. Got a report for a crash with my mod; further investigation turned up that this only happens with nex random mode enabled. So I'm guessing you've got something in Industrial Evolution that assumes the vanilla markets all exist?

I've fixed my mod to more aggressively check for null values, but I thought you might want to know about this anyway.

The original bug report I received:
There's apparently an interaction where the mod crashes with Industrial Evolution:
java.lang.NullPointerException
    at data.scripts.wyv.PSModPlugin.onEnabled(PSModPlugin.java:47)
    at com.fs.starfarer.campaign.ModAndPluginData.notifyRunningWithMod(Unknown Source)
    at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
    at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
    at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
    at com.fs.starfarer.ui.impl.o0oO.dismiss(Unknown Source)
    at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
    at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)

Apparently Industrial Evolution's Academy market (id IndEvo_academyMarket is non-null enough to appear in econ.getMarketsCopy() and be iterated over, but econ.getMarket(market.getId()) returns null. Not sure why this would happen, but a null check is trivial to do at least.
yeah, it depended on the entity of the galatian academy to exist - added a quick check to avoid any issues there. Thanks!

Here's another NullPointerException that happened while just flying around surveying planets:

Quote
2191424 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition  - 33 repicked IndEvo_embassy
2191424 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition  - 34 repicked null
2191555 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition.isAvai lableToBuild(IndEvo_InfraCondition.java:35)
   at com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition.setUpg radeSpec(IndEvo_InfraCondition.java:61)
   at com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition.apply(IndEvo_InfraCondition.java:29)
   at com.fs.starfarer.campaign.econ.Market.reapplyConditions(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.PlanetSurveyPanel.showColonizeScreen(Unknown Source)
Yup, that one was new. Thanks for the report, fixed it in dev.

Just chiming in to say that 2.1.b -> 2.2.b is save-breaking for me - mentioning it because it's not clear if that's intentional or not.

Spoiler
82217 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 2
82217 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 3
82595 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
82595 [Thread-4] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Invalid reference
---- Debugging information ----
message             : Invalid reference
reference           : 13397
referenced-type     : com.fs.starfarer.campaign.fleet.CampaignFleet
referenceable       : true
class               : java.util.ArrayList
required-type       : java.util.ArrayList
converter-type      : com.thoughtworks.xstream.converters.collections.CollectionConverter
line number         : 30898
class[1]            : com.fs.util.container.repo.ObjectRepository
converter-type[1]   : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
class[2]            : com.fs.starfarer.campaign.StarSystem
class[3]            : com.fs.starfarer.campaign.CampaignPlanet
class[4]            : com.fs.starfarer.campaign.CircularOrbit
class[5]            : com.fs.starfarer.campaign.econ.Market
class[6]            : com.fs.starfarer.loading.specs.FactionProduction
class[7]            : com.fs.starfarer.campaign.Faction
class[8]            : com.fs.starfarer.campaign.econ.Submarket
class[9]            : com.fs.starfarer.campaign.CustomCampaignEntity
class[10]           : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[11]           : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[12]           : com.fs.starfarer.campaign.econ.Economy
class[13]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[14]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[15]           : com.fs.starfarer.campaign.Hyperspace
class[16]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.oooO
version             : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Invalid reference
---- Debugging information ----
message             : Invalid reference
reference           : 13397
referenced-type     : com.fs.starfarer.campaign.fleet.CampaignFleet
referenceable       : true
class               : java.util.ArrayList
required-type       : java.util.ArrayList
converter-type      : com.thoughtworks.xstream.converters.collections.CollectionConverter
line number         : 30898
class[1]            : com.fs.util.container.repo.ObjectRepository
converter-type[1]   : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
class[2]            : com.fs.starfarer.campaign.StarSystem
class[3]            : com.fs.starfarer.campaign.CampaignPlanet
class[4]            : com.fs.starfarer.campaign.CircularOrbit
class[5]            : com.fs.starfarer.campaign.econ.Market
class[6]            : com.fs.starfarer.loading.specs.FactionProduction
class[7]            : com.fs.starfarer.campaign.Faction
class[8]            : com.fs.starfarer.campaign.econ.Submarket
class[9]            : com.fs.starfarer.campaign.CustomCampaignEntity
class[10]           : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[11]           : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[12]           : com.fs.starfarer.campaign.econ.Economy
class[13]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[14]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[15]           : com.fs.starfarer.campaign.Hyperspace
class[16]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.oooO
version             : not available
-------------------------------
[close]
there is a giant disclaimer telling you that it's not save compatible.

This keeps happening to me, seems like I takeover someones colony and if i hang out in the starsystem long enough after doing it then it crashes starsector, not sure if this is this mod causeing it, just seemed similar to some others.

Code
14493013 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.fleet.FleetData.setCommander(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.setCommander(Unknown Source)
at com.fs.starfarer.api.impl.campaign.missions.hub.HubMissionWithTriggers$1.doAction(HubMissionWithTriggers.java:2405)
at com.fs.starfarer.api.impl.campaign.missions.hub.BaseHubMission.runTriggers(BaseHubMission.java:1118)
at com.fs.starfarer.api.impl.campaign.missions.hub.BaseHubMission.checkStageChangesAndTriggers(BaseHubMission.java:1104)
at com.fs.starfarer.api.impl.campaign.missions.hub.BaseHubMission.advanceImpl(BaseHubMission.java:791)
at com.fs.starfarer.api.impl.campaign.missions.DelayedFleetEncounter.advanceImpl(DelayedFleetEncounter.java:625)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
this is not my fault.
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: CrashToDesktop on May 08, 2021, 12:36:57 PM
Hm, ran into a couple issues, both relating to transferring ships.  I was moving my home base colony from one to another, so I decided to let the Courier Port handle it because I had a ridiculous number of items storage at the old colony.  In one fell swoop I ordered them to transfer 31 ships and ~55,000 items.  Took more than 2 months to load up, and another month or so to offload it.  Included in the transferred ships was a Radiant with an integrated Alpha core on it - but on checking my storage, the Alpha Core was ripped out the Radiant (no idea if it was just gone or sent to storage, didn't keep track).  It also broke Starship Legends reputations on all the transferred ships, but that might just be down to these two mods not playing happy together.
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: SirHartley on May 08, 2021, 01:20:51 PM
Hey, thank you for the reports! the core is probably gone, I did not account for officers perma-assigned to ships. Will fix!

I can see how Starship legends things would break. Will try to account for this, thank you as well.
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: pscyx on May 09, 2021, 07:48:44 AM
Is it possible to grab a dev build from somewhere?

Or, if not, when is the next release planned?

Thanks
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: SirHartley on May 09, 2021, 01:37:20 PM
no
sometime in the future
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: Domesticpoop on May 10, 2021, 01:52:20 PM
I'm getting this crash report and I have no idea what's causing it
Code
java.lang.IllegalArgumentException: n must be positive
at java.util.Random.nextInt(Unknown Source)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.removeDMods(IndEvo_dryDock.java:193)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.reportEconomyTick(IndEvo_dryDock.java:103)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:100)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)


Anyway I really love this mod keep up the good work
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: SirHartley on May 10, 2021, 02:09:19 PM
heya, you put a ship in the dry docks that's unrepairable - I fixed that by blocking them from restoration in the next update, but you'll have to remove it for now.
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: xeran_dereth on May 10, 2021, 07:03:42 PM
I have an issue where the Interstellar relay isn't showing up as being buildable in my colony and there are no stable points in the system. Is there an unlisted requirement for building them or is a stable point required in system?
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: CrashToDesktop on May 10, 2021, 09:51:11 PM
I have an issue where the Interstellar relay isn't showing up as being buildable in my colony and there are no stable points in the system. Is there an unlisted requirement for building them or is a stable point required in system?
Build a Military Relay, then upgrade it to an Interstellar Relay like you would for Orbital Works or Megaport.
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: FreonRu on May 10, 2021, 11:41:38 PM
Good day. I apologize in advance for using google translate.

A couple of questions about Derelict Industries.

Spoiler
Found several blueprints filled with Forge Tempates and would like to use them to craft several ships or fill empty Forge Tempates. But the map has already been explored (abandoned orbital laboratories can no longer be found) and the colonies are already at their maximum (they will not settle on another planet). What are the options in this case?

Are there any plans to establish one Derelict Industries each on the planets of the main worlds? Or enter a quest to equip an orbital laboratory near the player's colonies to be able to use Forge Tempate?
[close]
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: CrashToDesktop on May 11, 2021, 12:25:11 AM
Certain planets with ruins on them can also have Old Industrial Ruins, whose purpose you can only discover upon colonizing the planet.
Spoiler
A couple of these are the Hull Forge and Hull Deconstructor, the former of which uses Forge Templates and the latter can make them, with proper dues paid anyhow. If you want a planet just for the ruins, you can settle a colony, check what the Old Industrial Ruins were, then Abandon the colony if it's not what you want (or if you want to cheese it, just reload a save). There's no such thing as max colonies when you have AI cores!
[close]
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: FreonRu on May 11, 2021, 02:20:08 AM
Certain planets with ruins on them can also have Old Industrial Ruins, whose purpose you can only discover upon colonizing the planet.
Spoiler
A couple of these are the Hull Forge and Hull Deconstructor, the former of which uses Forge Templates and the latter can make them, with proper dues paid anyhow. If you want a planet just for the ruins, you can settle a colony, check what the Old Industrial Ruins were, then Abandon the colony if it's not what you want (or if you want to cheese it, just reload a save). There's no such thing as max colonies when you have AI cores!
[close]

Thanks, my mistake. I was sure that a maximum of a certain number of colonies was possible (maximum 3 under my control + 3 administrators, I completely forgot about the AI cores). Thanks again.
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: Ezene on May 12, 2021, 05:07:33 PM
If a planet with ruins generates Ruined Infrastructure that upgrades into a World Symbol, upgrading it into that World Symbol does not award a Story Point like building one from scratch does. Is this intentional?


Edit to not doublepost: also, minor, the Restoration Docks are mislabeling the effects of an Alpha Core as from a Gamma Core.
(https://i.imgur.com/SheGU6D.png)
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: bob888w on May 12, 2021, 08:09:05 PM
Spoiler
198466 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
198499 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
198499 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
198541 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
198541 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
199078 [Thread-3] INFO  exerelin.campaign.intel.specialforces.SpecialForcesIntel  - Picking task for Persean League task group
200021 [Thread-7] INFO  sound.O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
200401 [Thread-9] INFO  sound.O  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
200402 [Thread-9] INFO  sound.null  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
200664 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.plugins.ambassadorPlugins.IndEvo_ambassadorPersonManager.l ogRepChange(IndEvo_ambassadorPersonManager.java:119)
   at com.fs.starfarer.api.plugins.ambassadorPlugins.IndEvo_ambassadorPersonManager.o nNewDay(IndEvo_ambassadorPersonManager.java:95)
   at com.fs.starfarer.api.plugins.timers.IndEvo_TimeTracker.onNewDay(IndEvo_TimeTracker.java:136)
   at com.fs.starfarer.api.plugins.timers.IndEvo_TimeTracker.advance(IndEvo_TimeTracker.java:117)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I'm running an older  version of Industrial Evolution, running into an  issue with ambassadors it seems but i'm not sure
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: SirHartley on May 13, 2021, 03:41:26 AM
If a planet with ruins generates Ruined Infrastructure that upgrades into a World Symbol, upgrading it into that World Symbol does not award a Story Point like building one from scratch does. Is this intentional?


Edit to not doublepost: also, minor, the Restoration Docks are mislabeling the effects of an Alpha Core as from a Gamma Core.
Spoiler
(https://i.imgur.com/SheGU6D.png)
[close]
Fixed, and Fixed! Thank you for the reports!

Spoiler
198466 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
198499 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
198499 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
198541 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
198541 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [outputRestriction]
199078 [Thread-3] INFO  exerelin.campaign.intel.specialforces.SpecialForcesIntel  - Picking task for Persean League task group
200021 [Thread-7] INFO  sound.O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
200401 [Thread-9] INFO  sound.O  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
200402 [Thread-9] INFO  sound.null  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
200664 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.plugins.ambassadorPlugins.IndEvo_ambassadorPersonManager.l ogRepChange(IndEvo_ambassadorPersonManager.java:119)
   at com.fs.starfarer.api.plugins.ambassadorPlugins.IndEvo_ambassadorPersonManager.o nNewDay(IndEvo_ambassadorPersonManager.java:95)
   at com.fs.starfarer.api.plugins.timers.IndEvo_TimeTracker.onNewDay(IndEvo_TimeTracker.java:136)
   at com.fs.starfarer.api.plugins.timers.IndEvo_TimeTracker.advance(IndEvo_TimeTracker.java:117)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I'm running an older  version of Industrial Evolution, running into an  issue with ambassadors it seems but i'm not sure
this has been fixed for like three versions.
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: Blacknsilver on May 13, 2021, 07:46:55 AM
Military ships sometimes get militarized subsystems as a bonus s-mod from the automated ship construction (forge templates + deconstructor building + alpha core). I think this is a bug?
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: SirHartley on May 13, 2021, 02:23:04 PM
Military ships sometimes get militarized subsystems as a bonus s-mod from the automated ship construction (forge templates + deconstructor building + alpha core). I think this is a bug?
Yup, bug, and fixed for dev. Thanks for the report!
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: FERNANDOHYDE on May 14, 2021, 10:37:14 AM
Any chance of an option to have engineering hubs just spawn the blueprint instead of needing to overwrite an existing one?
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: SirHartley on May 14, 2021, 02:39:24 PM
Any chance of an option to have engineering hubs just spawn the blueprint instead of needing to overwrite an existing one?
No.
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: 123nick on May 14, 2021, 09:03:07 PM
I get a Null error when interracting with an abandoned siphon station in uh... Yma? i think its the system with Mayasura, or Mairaath. Might be wrong- but anyways,

 Heres the log: https://gist.github.com/cc4e61e421a4763d990071ea533476e3

and my mod list: https://gist.github.com/0922c5f11a669927adb7ea87cdfd076a

some of the mods are from the 0.95 unofficial update zip file mega link- i dont have anything for 0.91 in this 0.95 set up.

Im thinking it might be Foundation of Borken, since it has a unique interaction as markets (including the abandaoned stations) that lets u set up a PCR- universally accessible storage thing, i think. and because im a pirate and inhospitable too Foundation of Borken, it might not be allowing me too do that, but smth along the way is bugged.... idk.


EDIT: On further testing, its not Foundation of Borken. Spawning in Yma, and going too the Abandoned Siphon Station, spawns an error.  Ill test with Nexerelin (for yma start), Ind Evo, and Magiclib/lazylib/etc only and see if i still get the same error.

heres the log without Foundation of Borken (and ICE aswell but for another seperate issue): https://gist.github.com/d20ef96d201ede5aefd3fa4293f7d7a1

EDIT 2: Ok, testing it with ONLY nexerelin, lazylib, Magiclib, and IndEvo, i get the same error when interacting iwth abandoned siphon station.
New Log: https://gist.github.com/380823f1fc24e5b1bba50ae85a5f2ee2



Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: KDR_11k on May 15, 2021, 03:02:07 PM
Hm, would be useful if we could mothball relic industries somehow? Having a hull forge on a planet but currently no forge templates left and no ability to swap that forge for a money generating industry without permanently losing it kinda sucks.
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: Crabby on May 16, 2021, 09:20:49 AM
Hello, Mayasura Star System's Abandoned Astropolis shows text: "NullPointerException: Null"
Picture: https://drive.google.com/file/d/1XkAPELziV4W0JaBlJD_ZksSiPkpg0zxx/view?usp=sharing (https://drive.google.com/file/d/1XkAPELziV4W0JaBlJD_ZksSiPkpg0zxx/view?usp=sharing)

Is it missing some text? I figured it might be caused by Industrial evolution because I saw in starsector.log the following line:
Code
[Thread-3] WARN  com.fs.starfarer.campaign.rules.super  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.IndEvo_requiresColonyMenuPoint: null
java.lang.NullPointerException

This is as far as my investigative skills and knowledge goes, so It could be a conflict with other mod that modifies that dialog screen.  ???

Here's my system and mod list: https://docs.google.com/document/d/1Z6fcaGDX4xm9UpBO_DTGqe64pQXhqc3ak4Varkd-3a8/edit?usp=sharing (https://docs.google.com/document/d/1Z6fcaGDX4xm9UpBO_DTGqe64pQXhqc3ak4Varkd-3a8/edit?usp=sharing)
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: SirHartley on May 16, 2021, 11:34:54 AM
Regarding the nullpointer - yup, yup, I know. It's fixed in the next version.
Don't worry about it, it doesn't affect anything.

Hm, would be useful if we could mothball relic industries somehow? Having a hull forge on a planet but currently no forge templates left and no ability to swap that forge for a money generating industry without permanently losing it kinda sucks.
Most of my industries have an AI core that reduces upkeep. I forget if the Forge does, but vanilla also doesn't let you "mothball" Ground defences or Patrol HQ while it's not fighting anything.

I have said so before - yes, it's an investment, but you can easily get a profitable colony even if you only have 3 slots - or 4, if you take the stability penalty (consider an edict to counteract it, maybe).
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: Crabby on May 16, 2021, 12:05:04 PM
I figured it wasn't critical bug, but just had to make sure and that red text was annoying me.  :D
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: KDR_11k on May 16, 2021, 01:07:45 PM
Most of my industries have an AI core that reduces upkeep. I forget if the Forge does, but vanilla also doesn't let you "mothball" Ground defences or Patrol HQ while it's not fighting anything.

I have said so before - yes, it's an investment, but you can easily get a profitable colony even if you only have 3 slots - or 4, if you take the stability penalty (consider an edict to counteract it, maybe).
On a size 6 maybe but when you set up a new colony to claim that ruin you're likely at 1-2 slots when you build that facility. In terms of "mothballing" I was thinking basically downgrading it to ruin status again, like you can downgrade a military base to a patrol HQ. With any other industry I can tear it down and build another one, then rebuild it again later. With a ruin it doesn't look like I can rebuild the thing after shutting it down?
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: SirHartley on May 16, 2021, 01:44:34 PM
Well, if you destroy priceless pre-collapse infrastructure that you barely know how to use and are completely unable to replicate, re-building it might be a bit hard.
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: Mr_8000 on May 18, 2021, 03:09:52 PM
I'd like to comment on the ship components as well, I feel like they should have an opt-out setting in the config. I run a lot of faction mods and there are often moments where due to war, or just their baseline relations, they have no access to these, tanking their ship quality. What's perhaps more annoying is the fact that they add another hoop for me to jump through in order to get a functional heavy industry (almost makes me feel like I'm better off w/o the mod).  I'd like to remind you that the OP states this: "It does not modify any vanilla industries, does not add "better" versions of existing options, and does not make colonies easier."

Also I'm pretty sure I already reported this, but the repair dock tooltip still isn't 100%, it returns the faction of the market the ship was repaired at instead of the ship name and fails to provide an accurate cost prediction.
Spoiler
(https://i.imgur.com/XFMDAY0.png)(https://i.imgur.com/FkwFzP1.png)
[close]


EDIT: here's an actual vanilla example, with the hegemony (no disrupted shipments, simply caused by relations)
Spoiler
(https://i.imgur.com/fkvQvt5.png)
[close]
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: KDR_11k on May 19, 2021, 06:43:09 AM
Say, does "planets lost to automated fleets" mean you're more likely to find industry ruins in systems that still have Remnant presence or just act as a fluff explanation for finding those ruins on dead worlds?
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: robepriority on May 19, 2021, 05:56:56 PM
Being able to get free Heavy Armaments and Marines via Variable Manufactory + Conflict packages  makes economic concerns moot.

I wonder if the commodity forge can be pseudo-buffed  by making it the only variable structure that deposits into storage?
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: Killsode on May 22, 2021, 07:50:00 PM
Say, does "planets lost to automated fleets" mean you're more likely to find industry ruins in systems that still have Remnant presence or just act as a fluff explanation for finding those ruins on dead worlds?

they spawn in and around [REDACTED] sectors, so the even in the same constellation as a high threat system.
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: SirHartley on May 23, 2021, 05:07:58 AM
Being able to get free Heavy Armaments and Marines via Variable Manufactory + Conflict packages  makes economic concerns moot.

I wonder if the commodity forge can be pseudo-buffed  by making it the only variable structure that deposits into storage?
you are free to edit the output in the settings. As already discussed in length on the discord, the variable industries are in a good place for their effort and the rarity of the chips.
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: Mr_8000 on May 23, 2021, 11:47:47 AM
Seeing as the OP was edited and no response was given to my concerns, I'm gonna make a new statement. There's no reason to be modifying vanilla industries, especially with something that intentionally makes them less good or otherwise less mod-compatible. Even more so when said functionality is not easy to configure and would require me to recompile the mod in order to edit it.

The addition of new functionalities to the game should not come at the cost of the functionality that was already there.

If ship component exports from heavy industry were to be equal their required import then this issue could probably be sidestepped, however at that point they do indeed appear to be a bloat commodity.
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: SirHartley on May 23, 2021, 12:04:13 PM
I'm also going to make a statement then:

It's my mod and I'll do whatever the *** I want with it.
Thanks.
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: Nia Tahl on May 23, 2021, 12:10:15 PM
I'm also going to make a statement then:

It's my mod and I'll do whatever the *** I want with it.
Thanks.

this tbh.
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: Arcagnello on May 23, 2021, 12:15:16 PM
“Remember: when people tell you something’s wrong or doesn’t work for them, they are almost always right. When they tell you exactly what they think is wrong and how to fix it, they are almost always wrong.”
– Neil Gaiman
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: leatra on May 23, 2021, 12:49:03 PM
This mod looks epic but is it compatible with Nexerelin? I got a lot of conflicting answers.

I also seem to be unable to download from bitbucket. Redirects me to this link (https://bbuseruploads.s3.amazonaws.com/4db18562-6336-494b-a914-cb700fea38c8/downloads/c2dc4b70-ea7b-482a-b561-fcac2777e362/Industrial.Evolution2.2.b.zip?Signature=eoCeTtBF6aozCB96czUBjzvgcrY%3D&Expires=1621801100&AWSAccessKeyId=AKIA6KOSE3BNJRRFUUX6&versionId=9H6DYuOh.XW6AhHZZ0ZX6J5oLzKSuktv&response-content-disposition=attachment%3B%20filename%3D%22Industrial.Evolution2.2.b.zip%22) that just gives a "This site can%u2019t be reached" error.
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: SirHartley on May 23, 2021, 01:01:02 PM
This mod looks epic but is it compatible with Nexerelin? I got a lot of conflicting answers.

I also seem to be unable to download from bitbucket. Redirects me to this link (https://bbuseruploads.s3.amazonaws.com/4db18562-6336-494b-a914-cb700fea38c8/downloads/c2dc4b70-ea7b-482a-b561-fcac2777e362/Industrial.Evolution2.2.b.zip?Signature=eoCeTtBF6aozCB96czUBjzvgcrY%3D&Expires=1621801100&AWSAccessKeyId=AKIA6KOSE3BNJRRFUUX6&versionId=9H6DYuOh.XW6AhHZZ0ZX6J5oLzKSuktv&response-content-disposition=attachment%3B%20filename%3D%22Industrial.Evolution2.2.b.zip%22) that just gives a "This site can’t be reached" error.
Yeah, fully compatible with nex!
The link works for me!
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: leatra on May 23, 2021, 01:01:52 PM
This mod looks epic but is it compatible with Nexerelin? I got a lot of conflicting answers.

I also seem to be unable to download from bitbucket. Redirects me to this link (https://bbuseruploads.s3.amazonaws.com/4db18562-6336-494b-a914-cb700fea38c8/downloads/c2dc4b70-ea7b-482a-b561-fcac2777e362/Industrial.Evolution2.2.b.zip?Signature=eoCeTtBF6aozCB96czUBjzvgcrY%3D&Expires=1621801100&AWSAccessKeyId=AKIA6KOSE3BNJRRFUUX6&versionId=9H6DYuOh.XW6AhHZZ0ZX6J5oLzKSuktv&response-content-disposition=attachment%3B%20filename%3D%22Industrial.Evolution2.2.b.zip%22) that just gives a "This site can%u2019t be reached" error.
Yeah, fully compatible with nex!
The link works for me!

Yeah I used a proxy, it worked with that. Strange

Thanks for the fast answer!
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: Master Troano on May 23, 2021, 04:34:28 PM
I am using this with Nex, haven't encountered any issues thus far. It greatly improves colony management, OTOH!
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: supremequesopizza on May 24, 2021, 08:24:15 AM
Seeing as the OP was edited and no response was given to my concerns, I'm gonna make a new statement. There's no reason to be modifying vanilla industries, especially with something that intentionally makes them less good or otherwise less mod-compatible. Even more so when said functionality is not easy to configure and would require me to recompile the mod in order to edit it.

The addition of new functionalities to the game should not come at the cost of the functionality that was already there.

If ship component exports from heavy industry were to be equal their required import then this issue could probably be sidestepped, however at that point they do indeed appear to be a bloat commodity.

ngl as someone who loves seeing fresh new takes like SirHartley's mods, this is the kind of comment I hate. Entitled attitudes like this kill motivation towards continuing mods and have killed some of my favorite faction mods on this very site. It's his take on on industries and personally I love it. There are always going to be things that someone out there disagrees with. If it's such a gamebreaker for ya, then don't use the mod - make your own or ask if it'd be fine to make a "lite" version and guidance to do so. Stuff like "no response was given to my concerns" is ridiculous in response to mod content...you're entitled to nothing at the end of the day aside from possibly assurances that it isn't malware. That's about it.

This mod looks epic but is it compatible with Nexerelin? I got a lot of conflicting answers.

I also seem to be unable to download from bitbucket. Redirects me to this link (https://bbuseruploads.s3.amazonaws.com/4db18562-6336-494b-a914-cb700fea38c8/downloads/c2dc4b70-ea7b-482a-b561-fcac2777e362/Industrial.Evolution2.2.b.zip?Signature=eoCeTtBF6aozCB96czUBjzvgcrY%3D&Expires=1621801100&AWSAccessKeyId=AKIA6KOSE3BNJRRFUUX6&versionId=9H6DYuOh.XW6AhHZZ0ZX6J5oLzKSuktv&response-content-disposition=attachment%3B%20filename%3D%22Industrial.Evolution2.2.b.zip%22) that just gives a "This site can%u2019t be reached" error.


This is actually one of my favorite mods to use alongside Nexerelin. Highly recommend it. I think in the past there may have been some initial hiccups but that was like...years ago.
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: bob888w on May 24, 2021, 09:42:57 AM
Hey! Is there a way to get older versions of the mod? the shipyard components thing is interesting but I have some more obscure/undeveloped factions that are suffering because of the lack of salvage yards. I love the change overall though!
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: supremequesopizza on May 24, 2021, 09:49:40 AM
Hey! Is there a way to get older versions of the mod? the shipyard components thing is interesting but I have some more obscure/undeveloped factions that are suffering because of the lack of salvage yards. I love the change overall though!

Same question, actually. I missed out on 2.1.c sadly :( so missing out on those upgrades and can't upgrade to 2.2 without crashes in my current game.
Not sure if it's currently recommended based on the fixes in 2.2.a and b though.
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: Hague on May 25, 2021, 05:48:18 PM
I like a lot of the stuff myself. Personally, the idea that ships can't be made of a certain quality without scrap parts from other ships (possibly ones they already own that blew up in their own system where their salvage yards are) doesn't make much sense. The conceit in this particular universe is that people don't really have the expertise to put ships back together the way they are supposed to and rely entirely on printing brand  new parts from blueprints. No BPs, no ships. While I feel that you could put a reasonable ship together with scrap parts you'd still be better off making new components with your nanoforges or less-impressive heavy industry methods. It just doesn't make much sense to me that with a complete blueprint and a planet-wide ship-building industry that you'd need parts unreliably brought in by scavengers.

What I suggest is making it so that academies demand crew and they produce a new crew-like resource called "experts" that would be required for a variety of your mod's industries. Then you can make it so nanoforges add demand for experts to heavy industry that is slotted with a nanoforge . If experts are not properly supplied to a nanoforge-using industry then it loses the benefits of the nanoforge or perhaps even has a penalty in ship quality. This kinda makes more sense, in that a faction without access to experts can't actually use the fancy Domain tech without having some people that know how to use it. Since many core factions have access to academies (maybe more could be added?) that would alleviate problems with access to things that penalize their ship quality. It could be expanded to all other Domain artifact modifiers, like the broke-ass Dealmaker. Naturally, this is just a suggestion but I feel like you might vibe to the idea that maybe some eggheads need to get spread around to make sense of high-tech stuff.

The primary complaint from others regarding the salvage yard resources seems to be that other factions don't build salvage yards. I dunno if it's better to have mod-makers opt-in to have your mod add stuff to their colonies if found or vice versa but that seems to be the most reasonable solution to that particular gripe.

Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: atreg on May 25, 2021, 07:58:24 PM
I am having a problem with edicts on size 6 planet because they end instantly after enacting. Any clue what might cause that?
Bumping this question. I've looked around and found other people with the same issue, but none of them seem to have gotten a response.
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: captinjoehenry on May 26, 2021, 01:32:49 AM
How can I add ship component production to an industry?  As I have the XLU heavy industry and the Shadowyards Super Shipyards and neither of them produce ship components when I'd imagine both of them should be able to produce the components in decent number.  And I have no idea where to start to add production to that.
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: robepriority on May 26, 2021, 05:57:03 AM
How can I add ship component production to an industry?  As I have the XLU heavy industry and the Shadowyards Super Shipyards and neither of them produce ship components when I'd imagine both of them should be able to produce the components in decent number.  And I have no idea where to start to add production to that.

You might have to ask for integration for those mods, although I'm not sure from Hartley or XLU/SRA authors.

Although for manual tweaking I think...

mods -> SRA/XLU -> data -> campaign -> industries.csv
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: SirHartley on May 26, 2021, 07:52:36 AM
Hey! Is there a way to get older versions of the mod? the shipyard components thing is interesting but I have some more obscure/undeveloped factions that are suffering because of the lack of salvage yards. I love the change overall though!
you can get all prior versions from my repo.
I am having a problem with edicts on size 6 planet because they end instantly after enacting. Any clue what might cause that?
Bumping this question. I've looked around and found other people with the same issue, but none of them seem to have gotten a response.
yup it's broken, I'm fixing that for the next version! thanks for the report.
How can I add ship component production to an industry?  As I have the XLU heavy industry and the Shadowyards Super Shipyards and neither of them produce ship components when I'd imagine both of them should be able to produce the components in decent number.  And I have no idea where to start to add production to that.

You might have to ask for integration for those mods, although I'm not sure from Hartley or XLU/SRA authors.

Although for manual tweaking I think...

mods -> SRA/XLU -> data -> campaign -> industries.csv
that won't help, since it's in code, data edits do nothing :/

Integration for Shadowyards is already done, the orbitals just don't produce parts - they consume them. if you want them produced, try the fabricators, those output them! (not sure if implemented in release version)

I'll look into xlu.
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: KDR_11k on May 26, 2021, 03:08:54 PM
When a planet is explored through a salvaging event (finding survey data on it) the industrial ruins attribute won't show what type of ruin it is until I build a colony.

Do modded factions always produce ambassadors or is it limited to ones specifically made compatible with IE?

I am having a problem with edicts on size 6 planet because they end instantly after enacting. Any clue what might cause that?
Bumping this question. I've looked around and found other people with the same issue, but none of them seem to have gotten a response.
Was just gonna post this. When I try a forced relocation edict on my size 6 planet with two other planets in the same system it just cancels the edict immediately for no apparent reason and causes a huge penalty to stability. Both other planets were size 3-4 on my first attempt and size 5 on my second.
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: beyondfubar on May 26, 2021, 03:27:47 PM
This wouldn't happen to be talking about the restoration dock would it? First time I've got it in probably 30 hours of play, but figured it might be helpful if it was.

9615139 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: n must be positive
java.lang.IllegalArgumentException: n must be positive
   at java.util.Random.nextInt(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.removeDMods(IndEvo_dryDock.java:193)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.reportEconomyTick(IndEvo_dryDock.java:103)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:100)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.95a] Industrial.Evolution 2.1.b - Campaign content expansion
Post by: SirHartley on May 27, 2021, 04:52:32 AM
When a planet is explored through a salvaging event (finding survey data on it) the industrial ruins attribute won't show what type of ruin it is until I build a colony.

Do modded factions always produce ambassadors or is it limited to ones specifically made compatible with IE?

I am having a problem with edicts on size 6 planet because they end instantly after enacting. Any clue what might cause that?
Bumping this question. I've looked around and found other people with the same issue, but none of them seem to have gotten a response.
Was just gonna post this. When I try a forced relocation edict on my size 6 planet with two other planets in the same system it just cancels the edict immediately for no apparent reason and causes a huge penalty to stability. Both other planets were size 3-4 on my first attempt and size 5 on my second.
Thank you for the report on the tooltip, that's a new one!

Ambassadors generate for supported factions on larger planets (5+). You can edit the supported factions via the whitelist in indEvo/Config/IndeEvo (I think that's the path, at least).

This wouldn't happen to be talking about the restoration dock would it? First time I've got it in probably 30 hours of play, but figured it might be helpful if it was.
that one's fixed in dev - some ships have unrepairable dmods, these cause a crash...
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: Mytre on May 27, 2021, 07:09:06 AM
This wouldn't happen to be talking about the restoration dock would it? First time I've got it in probably 30 hours of play, but figured it might be helpful if it was.

9615139 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: n must be positive
java.lang.IllegalArgumentException: n must be positive
   at java.util.Random.nextInt(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.removeDMods(IndEvo_dryDock.java:193)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.reportEconomyTick(IndEvo_dryDock.java:103)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:100)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

You are not alone, im also right now stuck there might be a ship that is causing that issue on the restoration dock:

Code
146454 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: n must be positive
java.lang.IllegalArgumentException: n must be positive
at java.util.Random.nextInt(Unknown Source)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.removeDMods(IndEvo_dryDock.java:193)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.reportEconomyTick(IndEvo_dryDock.java:103)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:100)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

For now since I saved 10 seconds before the crash I have to do emergency burn to the plane and take all ships out :) and find who is the culprit.

Found the culprit for this error! luddic ships that have ill advised modifications, that ship stays with a dmod marker but when you remove that ship from the restoration dock you cannot put them back in, after removing i do not get the fatal error again.
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: KDR_11k on May 27, 2021, 08:15:52 AM
Printed ships show "Something broke." in the Engineering Hub and "Printing Defects" in the Deconstructor screen (despite having no errors). I assume that it's intended that you can't use them as a basis for blueprints or forge templates but the error messages could probably be clearer.

EDIT: Weird, my alpha'd disassembler/forge production chain just produced two Paragons with Militarized Subsystems. Is that a weird interaction with Seeker because it adds a Paragon-derived space farm ship?
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: SirHartley on May 27, 2021, 01:47:40 PM
Printed ships show "Something broke." in the Engineering Hub and "Printing Defects" in the Deconstructor screen (despite having no errors). I assume that it's intended that you can't use them as a basis for blueprints or forge templates but the error messages could probably be clearer.

EDIT: Weird, my alpha'd disassembler/forge production chain just produced two Paragons with Militarized Subsystems. Is that a weird interaction with Seeker because it adds a Paragon-derived space farm ship?
Yup, very well guessed! It is indeed. The issue has been fixed in Dev.

Regarding the Deconstructor/Hub messages - I forgot to adjust the message for the new defect system, it should show "can not use - printing defects", but it broke, hence "something broke". Also fixed that, thanks for the report!
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: beyondfubar on May 27, 2021, 01:51:38 PM
Thanks Mytre! I don't remember putting a luddic ship in there, but I don't even come close to saying I didn't. They're a scourge and I use their ships as screens for more important ones. I must have tossed a freighter of theirs in there and forgot about it.

Hopefully the Hegemony do not have a similar issue because they're my new target on another playthrough. I didn't rotate saves (my fault) so I can't get back to the dock and remove them, I am super close too. Sad, but again why didn't I have multiple save slots, that's on me, and my voracious attempts to crash starsector with mountains of mods.

Honestly this is the only non-version related crash so far. Starsector has been unbelievably solid for being in beta and suffers from a fantastic modder population that appears to have a very high level of solid coding experience.  Compared to Skyrim, there really isn't a comparison.
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: SirHartley on May 27, 2021, 01:59:49 PM
Thanks Mytre! I don't remember putting a luddic ship in there, but I don't even come close to saying I didn't. They're a scourge and I use their ships as screens for more important ones. I must have tossed a freighter of theirs in there and forgot about it.

Hopefully the Hegemony do not have a similar issue because they're my new target on another playthrough. I didn't rotate saves (my fault) so I can't get back to the dock and remove them, I am super close too. Sad, but again why didn't I have multiple save slots, that's on me, and my voracious attempts to crash starsector with mountains of mods.

Honestly this is the only non-version related crash so far. Starsector has been unbelievably solid for being in beta and suffers from a fantastic modder population that appears to have a very high level of solid coding experience.  Compared to Skyrim, there really isn't a comparison.
if you have console commands, type "devmode", then type "goto [starsystem], then goto [planet] - that'll teleport you right next to the planet while no time passes, so you can remove the ship!

Sorry for the bricked save.
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: beyondfubar on May 27, 2021, 02:09:46 PM
Thanks! That's great I do have that mod. No worries on the save thing, like I said it's on me for not having a backup. If it turns out to be a luddic ship I'll just move on but if it isn't I'll report back with what it was. I assume that will make it easier to track down the offender.


EDIT:

Yep it was ill-advised modifications, I actually had two ships with it, removing them and waiting for the next month resulted in no crash. Thank you Mytre and SirHartley!

Info: Both were luddic path, both had just one D-mod left and removing them (the ships) resulted in no crash.
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: sharkley123 on May 27, 2021, 02:59:45 PM
How exactly do you use the forge templates provided by a hull deconstructor?
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: Mytre on May 27, 2021, 07:08:35 PM
Thanks! That's great I do have that mod. No worries on the save thing, like I said it's on me for not having a backup. If it turns out to be a luddic ship I'll just move on but if it isn't I'll report back with what it was. I assume that will make it easier to track down the offender.


EDIT:

Yep it was ill-advised modifications, I actually had two ships with it, removing them and waiting for the next month resulted in no crash. Thank you Mytre and SirHartley!

Info: Both were luddic path, both had just one D-mod left and removing them (the ships) resulted in no crash.

Yep,  this is a simple compatibility issue, since ill advised modifications have no cost, they cuase just a issue. So anyone having that crash know this, avoid putting luddic ships with ill advised modifications.
Title: Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
Post by: KDR_11k on May 28, 2021, 12:24:55 AM
How exactly do you use the forge templates provided by a hull deconstructor?
With another matching ruin.
Title: Re: [0.95a] Industrial.Evolution 2.2.c - Campaign content expansion
Post by: SirHartley on May 28, 2021, 10:08:59 AM
(https://i.imgur.com/7k1QAas.png)


Save Compatible with 2.2.


Download (https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution2.2.d.zip)
Integrated with Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)
Pairs well with Grand.Colonies (https://fractalsoftworks.com/forum/index.php?topic=20986.0)



4 new items (for now), a bunch of fixes, proper drop behaviour for parts, more options for the salvage yards.
Items are a pain to make, mostly because I did not plan for them a year ago.


Change Log
2.2.c
  • General
  • Fixed - Parts now properly drop from combat
  • Fixed - Parts now properly drop when salvaging a ship wreck
  • Fixed - "nullpointerException" when docking at abandoned stations
  • Commerce (can be disabled in settings)
  • Added - Can only have one in the system
  • Adjusted - Dealmaker Holosute from 50 to 25% income bonus
  • Adjusted - Story Point increase from 25 to 10% income bonus
  • Adjusted - Alpha core now reduces tariffs on the open market by 25%
  • Military Base/High Command
  • Added - Special item (Relay Hypertransmitter)
  • Variable Industries
  • Fixed - Capacity too low tooltip (Missing String: "outputRestriction")
  • Supercomputer
  • Added - Special item (Simulation Engine)
  • Added - Now displays the second AI core as sprite on the industry
  • Fixed - Now properly recognizes if a condition is active or not (Supressing Cold with the Lamp no longer works)
  • Fixed - No longer vanishes from selection if unavailable to build
  • Centralisation Bureau
  • Added - Special Item (Logistics AI core)
  • Added - Whitelisted Shadowyards Industries
  • Added - Whitelisted LOA Void Extraction
  • Military/Interstellar Relays
  • Added - Special item (Relay Hypertransmitter)
  • Adjusted - Now needs a military base or a high command in the system to be built (reverted to old system)
  • Adjusted - Build cost increased by 1.2x when no Patrol HQ is present
  • Restoration Docks
  • Adjusted - Can't restore in-built D-mods if they are specified in the hull variant (vanilla game limitation)
  • Adjusted - Tooltip now better communicates this
  • Fixed - Alpha Core upkeep modifier no longer displays as Gamma Core
  • Fixed - Tooltip now correctly displays ship names instead of planet faction
  • Salvage Yards
  • Added - Option to trade in ships for production budget
  • Added - Option for Story point usage to double production budget
  • Adjusted - Max bonus output is now colony size + 4 (that's still a lot!)
  • Fixed - No longer spam the raid message, don't report anything if not under player control
  • Senate
  • Added - Special item (Neuroconditioning Compounds)
  • Fixed - Forced Reloaction no longer enactable at max colony size
  • Fixed - Edicts no longer randomly cancel after being enacted
  • Privateer Base
  • Adjusted - Fleets are now actually called "Privateers" (It's the small things)
  • Engineering Hub
  • Fixed - Tooltip properly displays unavailability reason for printing defects
  • World Wonders
  • Adjusted - Stability bonus longer stacks
  • Derelict Infrastructure
  • Fixed - Infinite loop that only wasn't one because it always crashed due an unrelated bug before it got stuck
  • Fixed - World Wonders now properly award the SP when built via Infrastructure
  • Derelict Industries
  • Adjusted - "Deliver to closest X" setting now delivers to Industrial Storage
  • Fixed - No longer builds in Militarized Subsystems if the ship is not civilian
[close]
Title: Re: [0.95a] Industrial.Evolution 2.2.c - Campaign content expansion
Post by: megabot on May 28, 2021, 10:43:49 AM
small thing about the wonders: you forgot a no, for no longer stacks
Title: Re: [0.95a] Industrial.Evolution 2.2.c - Campaign content expansion
Post by: Helldiver on May 28, 2021, 11:17:18 AM
Commerce nerfs lookin good. Being able to feed ships to salvage yards directly is also very welcome.
Title: Re: [0.95a] Industrial.Evolution 2.2.c - Campaign content expansion
Post by: Paper Kite on May 28, 2021, 01:41:58 PM
Commerce is GUTTED but i'm still completely okay with it
not like this game is hard anyway lmao
Title: Re: [0.95a] Industrial.Evolution 2.2.c - Campaign content expansion
Post by: KDR_11k on May 28, 2021, 03:01:46 PM
I think my salvage yard just claimed that salvage was available because of a successful incursion.... which was a bribed AI inspection. That was with the old version, if you fixed that already then ignore this.

I wish we could reverse engineer weapons, with ships I usually don't need more of one after I have enough copies to actually do the reverse engineering but with weapons it's likely that I still want more even after finding 3-5 of one. The only ships I'd want more than 2 of in my fleet are logistics ships and I don't think you can get enough Revenant/Phantom ships to finish the reverse engineering. If we could use hull forged ships for reverse engineering then it would be more practical to reverse engineer truly rare ships and give more reasons to actually bother with setting up the whole hull forge production chain.
Title: Re: [0.95a] Industrial.Evolution 2.2.c - Campaign content expansion
Post by: captinjoehenry on May 28, 2021, 03:33:49 PM
I have a notable bug to report.  When I mouse over the add item option for the interstellar relay ( the upgraded version ) the game crashes to desktop without a message or anything.
Title: Re: [0.95a] Industrial.Evolution 2.2.c - Campaign content expansion
Post by: Cerevox on May 28, 2021, 04:42:54 PM
When I mouse over the "downgrade to miltiary relay" option on an interstellar relay I get an instant CTD. No clicking or anything, the moment the tooltip would pop up, starsector is gone.
Title: Re: [0.95a] Industrial.Evolution 2.2.c - Campaign content expansion
Post by: mechanicalFactory on May 28, 2021, 07:08:12 PM
Is commerce supposed to be unbuildable? The tool tip says there can only one in a system, but my solar system out in the frontier doesnt have any.
Title: Re: [0.95a] Industrial.Evolution 2.2.c - Campaign content expansion
Post by: Oni on May 28, 2021, 09:16:23 PM
Not sure I agree with reducing the Story Point increase for Commerce down to 10%.

Those can become a pretty hefty investment of SP later in the game (which is usually when you start managing colonies) and an investment should feel worthwhile. 10% just... doesn't feel like much of an increase.
Title: Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
Post by: SirHartley on May 29, 2021, 03:14:32 AM
(https://i.imgur.com/7k1QAas.png)


Save Compatible with 2.2.


Download (https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution2.2.d.zip)
Integrated with Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)
Pairs well with Grand.Colonies (https://fractalsoftworks.com/forum/index.php?topic=20986.0)



Fixed crash on hover for relays, fixed commerce being unbuildable, totally and entirely removed militarized subsystems from military hulls I swear it's fixed


Change Log
2.2.d
  • Commerce
  • Fixed - Now buildable again (bit too much of a nerf there)
  • Military/Interstellar Relays
  • Fixed - Crash on hover
  • Derelict Industries
  • Fixed - No longer builds in Militarized Subsystems if the ship is not civilian (for real this time, I swear)
[close]
Title: Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
Post by: phoenixaa on May 29, 2021, 07:33:54 AM
Crash when click Military Relays on the colony screen
Spoiler
2067311 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.plugins.addOrRemovePlugins.IndEvo_entityRemovalScript.adva nce(IndEvo_entityRemovalScript.java:30)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
Post by: SirHartley on May 29, 2021, 11:43:18 AM
last hotfix fixed that
Title: Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
Post by: redvyper on May 29, 2021, 07:19:18 PM
I was upgrading from 2.1b to 2.2d and kept getting an error regarding this mod... fortunately I read this thread some more (as well as the main page!) before I posted. RTFM right?
Anyway, thanks so far for the mod! I've used it a lot. It's a very welcome addition and when I start a new campaign, I'll be excited to try the newer version. Cheers
Title: Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
Post by: phoenixaa on May 30, 2021, 01:56:42 AM
last hotfix fixed that
Good work. Thanks.
Title: Re: [0.95a] Industrial.Evolution 2.2.c - Campaign content expansion
Post by: KDR_11k on May 30, 2021, 02:42:57 AM
Not sure I agree with reducing the Story Point increase for Commerce down to 10%.

Those can become a pretty hefty investment of SP later in the game (which is usually when you start managing colonies) and an investment should feel worthwhile. 10% just... doesn't feel like much of an increase.

Most of the SP increases are pretty minor, +1 output or +20% accessibility. Since Commerce boosts multiple industries for that SP it seems fine that you get less of a boost from it.
Title: Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
Post by: dotdotdot on May 30, 2021, 06:51:18 AM
I think I ran into a bug with mercenary officers and the academy on 2.2d.
It won't let you retrieve regular officers if you're at a number of officers equal to your cap even if you technically have a slot free (like 7 regulars + 1 merc).
Likewise, it won't let you retrieve merc officers if you're at your cap + 1.
Title: Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
Post by: NoDebate on May 30, 2021, 08:24:26 PM
Hi! I've made an account to report a bug (loving IE otherwise). For some context, I had an Admin in the Academy storage at Fikenhild (they had successfully completed their training). I saved my game, closed Starsector. Game CTDs when I attempt to continue the save. I can provide more of the log if needed, anything else I can do to help squash this bug, let me know.

Thanks again for IE, I have thoroughly enjoyed the versatility in colony builds!

Spoiler

38787 [Thread-3] INFO  com.fs.starfarer.api.plugins.update.IndEvo_ModUpdater  - Fikenhild: replacing IndEvo_Academy
38798 [Thread-7] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_main_menu.ogg]
39198 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
39198 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_main_menu.ogg]
39307 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
   at java.util.ArrayList$Itr.next(Unknown Source)
   at com.fs.starfarer.api.plugins.update.IndEvo_ModUpdater.replaceIndustries(IndEvo_ModUpdater.java:131)
   at com.fs.starfarer.api.plugins.update.IndEvo_ModUpdater.run(IndEvo_ModUpdater.java:44)
   at com.fs.starfarer.api.plugins.IndEvo_modPlugin.updateVersionIfNeeded(IndEvo_modPlugin.java:129)
   at com.fs.starfarer.api.plugins.IndEvo_modPlugin.onGameLoad(IndEvo_modPlugin.java:54)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.o0oO.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.newnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.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.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.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.o00O.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.o00O.processInput(Unknown Source)
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.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.Oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.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.o00O.processInput(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.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(Unknown Source)

[close]
Title: Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
Post by: GaryVary on June 01, 2021, 07:06:05 AM
I have problems with rift generator, after a few jumps my fleet starts to accumulate ship components shortage quality debuff
Spoiler
(https://i.imgur.com/BHiZ3mq.png)
[close]
But there is no components shortage
Spoiler
(https://i.imgur.com/3TytBKQ.png)
[close]
I never saw this bug in runs without using rift generator and unfortunately I can't provide reasonable steps to duplicate this bug.
Also game sometimes crashes when I use rift generator (not exactly during jump) and for whatever reason I can't post exception text here.
Spoiler
(https://i.imgur.com/TqFLebd.png)
[close]
I really like rift generator playstyle, but it's causes such problems.
Title: Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
Post by: Yunru on June 01, 2021, 08:49:06 AM
Okay I feel like I've asked this before for a previous version, buuut...
What are the requirements for an Interstellar Relay? It's not showing up on my list of industries and structures.
Title: Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
Post by: Killian on June 01, 2021, 09:34:37 AM
Okay I feel like I've asked this before for a previous version, buuut...
What are the requirements for an Interstellar Relay? It's not showing up on my list of industries and structures.

IIRC it's an upgrade of the Military Relays.

Because Military Relays are system-wide, but Interstellar Relays are... well, sector(ish)-wide.

If you can't build Military Relays it's because those require a Military Base or High Command somewhere in the same system.
Title: Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
Post by: Yunru on June 01, 2021, 09:54:52 AM
Thanks! Didn't consider it could of been an upgrade!
Title: Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
Post by: KDR_11k on June 01, 2021, 01:03:17 PM
Hm, with 2.2d I still got Militarized Subsystems built into a Phantom even though that's not a civilian ship. With my first batch I thought that maybe the template was encoded with a prior version so it could have been fitted that way with the bug present so I scanned another Phantom and ran it through the production chain, still MilSub.

Dunno what mod interactions could cause this, do you need an exhaustive list?
Title: Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
Post by: SirHartley on June 01, 2021, 01:11:07 PM
Hi! I've made an account to report a bug (loving IE otherwise). For some context, I had an Admin in the Academy storage at Fikenhild (they had successfully completed their training). I saved my game, closed Starsector. Game CTDs when I attempt to continue the save. I can provide more of the log if needed, anything else I can do to help squash this bug, let me know.

Thanks again for IE, I have thoroughly enjoyed the versatility in colony builds!

Spoiler

38787 [Thread-3] INFO  com.fs.starfarer.api.plugins.update.IndEvo_ModUpdater  - Fikenhild: replacing IndEvo_Academy
38798 [Thread-7] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_main_menu.ogg]
39198 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
39198 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_main_menu.ogg]
39307 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
   at java.util.ArrayList$Itr.next(Unknown Source)
   at com.fs.starfarer.api.plugins.update.IndEvo_ModUpdater.replaceIndustries(IndEvo_ModUpdater.java:131)
   at com.fs.starfarer.api.plugins.update.IndEvo_ModUpdater.run(IndEvo_ModUpdater.java:44)
   at com.fs.starfarer.api.plugins.IndEvo_modPlugin.updateVersionIfNeeded(IndEvo_modPlugin.java:129)
   at com.fs.starfarer.api.plugins.IndEvo_modPlugin.onGameLoad(IndEvo_modPlugin.java:54)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.o0oO.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.newnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.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.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.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.o00O.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.o00O.processInput(Unknown Source)
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.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.Oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.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.o00O.processInput(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.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(Unknown Source)

[close]
Thank you for the report, fixed it - will hotfix asap.
I have problems with rift generator, after a few jumps my fleet starts to accumulate ship components shortage quality debuff
Spoiler
(https://i.imgur.com/BHiZ3mq.png)
[close]
But there is no components shortage
Spoiler
(https://i.imgur.com/3TytBKQ.png)
[close]
I never saw this bug in runs without using rift generator and unfortunately I can't provide reasonable steps to duplicate this bug.
Also game sometimes crashes when I use rift generator (not exactly during jump) and for whatever reason I can't post exception text here.
Spoiler
(https://i.imgur.com/TqFLebd.png)
[close]
I really like rift generator playstyle, but it's causes such problems.
same for this - fixed in dev, will release hotfix tomorrow.

Hm, with 2.2d I still got Militarized Subsystems built into a Phantom even though that's not a civilian ship. With my first batch I thought that maybe the template was encoded with a prior version so it could have been fitted that way with the bug present so I scanned another Phantom and ran it through the production chain, still MilSub.

Dunno what mod interactions could cause this, do you need an exhaustive list?
yeah I know, it doesn't want to stay dead
i made it dead again, I hope, maybe
Title: Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
Post by: Light of Other Days on June 01, 2021, 11:56:14 PM
I've noticed that my privateers are entering their target system, gathering all fleets at the waypoint, then immediately declaring the raid failed and heading home without ever even coming in sight of a hostile fleet; my transponder is on as well when I'm escorting them, so I'm not scaring them off somehow. It happens regardless of the fleet's projected strength relative to the system's defenders. I've had privateers running for around three years and they've yet to successfully complete a raid.

Any idea what's causing this behavior? If it makes a difference, I'm back on version 2.1.b.

Also, is it possible to steadily "step up" my save from 2.1.b to 2.2.d, adding a version, saving, adding the next version, etc. until it's fully updated? Or am I effectively stuck at 2.1.b until I start a new game?
Title: Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
Post by: KDR_11k on June 02, 2021, 02:36:12 AM
yeah I know, it doesn't want to stay dead
i made it dead again, I hope, maybe
Maybe it would be worth removing MilSub from the list of possible built-ins anyway, it has its downsides and players may not want it in their ships (or can add it themselves if they want it).
Title: Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
Post by: DownTheDrain on June 02, 2021, 08:18:10 AM
Just ran into the same Admin in Training bug someone else reported before. Wish I'd read about that earlier cause right now the save is borked.
So about that hotfix...
Title: Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
Post by: OJ on June 03, 2021, 11:18:47 AM
Tossed an alpha core into hull forge before I tossed a doom-class template in there and it ended up having integrated targeting unit and militarized subsystems built in so... guessing that's not intended to be possible on an already military grade hull. It does give all the intended benefits at least. Unsure if there's a build-in hull mod blacklist/whitelist or not but figured Id toss this out there.

[attachment deleted by admin]
Title: Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
Post by: Kithawk on June 03, 2021, 11:32:34 AM
46075 [Thread-3] INFO  com.fs.starfarer.api.plugins.update.IndEvo_ModUpdater  - Galatia Academy: replacing IndEvo_Academy
46255 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
   at java.util.ArrayList$Itr.next(Unknown Source)
   at com.fs.starfarer.api.plugins.update.IndEvo_ModUpdater.replaceIndustries(IndEvo_ModUpdater.java:131)
   at com.fs.starfarer.api.plugins.update.IndEvo_ModUpdater.run(IndEvo_ModUpdater.java:44)
   at com.fs.starfarer.api.plugins.IndEvo_modPlugin.updateVersionIfNeeded(IndEvo_modPlugin.java:129)
   at com.fs.starfarer.api.plugins.IndEvo_modPlugin.onGameLoad(IndEvo_modPlugin.java:54)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
   at com.fs.starfarer.title.Object.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.Stringsuper.super(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(Unknown Source)


just ran into this error
Title: Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
Post by: DownTheDrain on June 03, 2021, 03:07:46 PM
just ran into this error

Do you have an admin in academy training and tried to load a save?
Title: Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
Post by: SirHartley on June 03, 2021, 03:15:37 PM
to fix the save file loading bug, replace the .jar file in the mod under Industrial.Evolution/jars, that'll take care of it until I can release a proper fix.

https://bitbucket.org/SirHartley/deconomics/downloads/IndEvo.jar
Title: Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
Post by: Kithawk on June 03, 2021, 09:04:37 PM
to fix the save file loading bug, replace the .jar file in the mod under Industrial.Evolution/jars, that'll take care of it until I can release a proper fix.

https://bitbucket.org/SirHartley/deconomics/downloads/IndEvo.jar
idk if its still related but just installed the new .jar and got this instead

Spoiler
[Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.terrain.Planet.<init>(Unknown Source)
   at com.fs.starfarer.combat.entities.terrain.Planet.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignPlanet.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignPlanet.<init>(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.addPlanet(Unknown Source)
   at com.fs.starfarer.api.plugins.derelicts.IndEvo_SuperStructureManager.addDysonSwa rmEntity(IndEvo_SuperStructureManager.java:19)
   at com.fs.starfarer.api.plugins.IndEvo_modPlugin.onGameLoad(IndEvo_modPlugin.java:52)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
   at com.fs.starfarer.title.Object.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.Stringsuper.super(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(Unknown Source)
[close]

the save was fine before
Title: Re: [0.95a] Industrial.Evolution 2.2.e - Campaign content expansion
Post by: SirHartley on June 04, 2021, 07:52:49 AM
(https://i.imgur.com/7k1QAas.png)


Save Compatible with 2.2.


Download (https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution2.2.f.zip)
Integrated with Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)
Pairs well with Grand.Colonies (https://fractalsoftworks.com/forum/index.php?topic=20986.0)



Fixed the crashing, fixed the weird behaviour with conditions applying and removing themselves, fixed the quality penalty stacking for no reason, totally and entirely made the hull forge stop building in militarized subsystems god damn it



Change Log
2.2.e
  • General
  • Fixed - Crash on save load
  • Fixed - Weird edict re-application bug
  • Fixed - Weird Lawless Subpop application bug
  • Items
  • Adjusted - Reduced drop chance (now has a lower drop chance than vanilla items, stop crying)
  • Commodity Forge
  • Fixed - Now recognizes the Parts VPC
  • Salvage Yards
  • Adjusted - Increased NPC base output by 1
  • Privateer Base
  • Adjusted - Buffed base raid fleet size (x1,66)
  • Derelict Industries
  • Fixed - Decon totally and absolutely will never build in Militarized Subsystems into a non-civ ship ever again I swear to god if it does it again
[close]
Title: Re: [0.95a] Industrial.Evolution 2.2.e - Campaign content expansion
Post by: Arcagnello on June 04, 2021, 08:24:46 AM
Very nice, I never had an issue with the mod so far and I'm happy to see it becomes more and more polished every day!
I'll make sure to let you know if there's any issues!
Title: Re: [0.95a] Industrial.Evolution 2.2.e - Campaign content expansion
Post by: Kithawk on June 04, 2021, 10:15:16 AM
wonderful, it all works now, you might be the most punctual modder here
Title: Re: [0.95a] Industrial.Evolution 2.2.e - Campaign content expansion
Post by: DownTheDrain on June 04, 2021, 03:01:06 PM
Appreciate the update.
I can finally stop planning my playtime around not being to able to load a save for 4 months every time I train an admin.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: SirHartley on June 04, 2021, 04:48:48 PM
another quick hotfix to repair the industry placer on new games. doesn't affect saves generated with versions before 2.2.e.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Yunru on June 05, 2021, 01:33:03 AM
I'm not having the Centralisation Bureau register Boggled's Domain Archaeology as a valid industry.

Is there a way for me to make it so? I checked the mod integration spoiler, but no mention was made of the Bureau.

EDIT: Found my first major annoyance.
Engineering hub is the default market, so I have to be careful storing ships at the colonies with it (read: my only colony this playthrough).
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: SirHartley on June 05, 2021, 12:01:02 PM
I'm not having the Centralisation Bureau register Boggled's Domain Archaeology as a valid industry.

Is there a way for me to make it so? I checked the mod integration spoiler, but no mention was made of the Bureau.

EDIT: Found my first major annoyance.
Engineering hub is the default market, so I have to be careful storing ships at the colonies with it (read: my only colony this playthrough).

check the whitelist folder, there's one in there. zero guarantees it won't break.

regarding submarket order - the storage placement is hardcoded and cannot be changed. Open market also opens first by default, that's vanilla behaviour.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Yunru on June 05, 2021, 12:52:13 PM
Thanks!
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: plotipus on June 05, 2021, 01:51:46 PM
Loving the mod so far. I'm having a problem with colony fleet quality that I think might be related to this mod; the full description is in this thread (https://fractalsoftworks.com/forum/index.php?topic=21918.0) but basically I can't seem to get rid of the cross-faction hull import penalty. I posted a screenshot of my heavy industry world there - all of the requirements for the orbital works are produced on-site, including ship components, and at 10 hulls I'm tied with the Hegemony for hull production. Since this mod tweaks industrial ship quality I figured this was the mod that did it.

edit: Looks like it got covered sometime between the D and F hotfixes.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Paper Kite on June 05, 2021, 10:22:03 PM
I don't mean to be rude, but I'm gonna fiddle with this mod in my computer and find a way to build the Industrial Ruins buildings everywhere

Kinda bothers me that they only spawn on *** worlds in the middle of bumfuck nowhere
so i'm going to change it for myself
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: SirHartley on June 06, 2021, 12:59:18 AM
Do not publicly release any versions of this mod that have been tampered with or been changed in any way and we can stay friends.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Farya on June 06, 2021, 02:33:12 AM
What about allowing to transfer D-mods not only between same ships but also between different variants? Provided mod author would specificaly whitelist it.
So you could for example take a working engine from luddic Lasher to repair a stock one. Maybe there should be two lists though. For close compatability and partial one. In later case you may either only transfer a limited list of defects or have to provide some ship components for the process as you have to modify donated parts to fit properly into differ hull. Pirate hulls may also have it easier to be repaired with parts taken from stock variants.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: DecoyGrenadeOut on June 06, 2021, 12:20:26 PM
Hello, I got this error trying to load my save. Attached in the text file because it's too long to be posted in this comment. I'm using 2.2.f and I've tried reinstalling the mod multiple times.

[attachment deleted by admin]
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Adv3nt0r on June 06, 2021, 12:43:19 PM
I have the Problem that the Boni of the ancient Laboratory change a few times. I had a Laboratory on a Planet which gave me +3 heavy Armaments so i built Orbital Works, then it changed to +3 Ship Hulls, still okay i guess. But now it changed again to +3 Volatiles, which is completely usless for me on this planet
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: SirHartley on June 06, 2021, 01:09:03 PM
Hello, I got this error trying to load my save. Attached in the text file because it's too long to be posted in this comment. I'm using 2.2.f and I've tried reinstalling the mod multiple times.
hm, this is a weird one - No idea what went wrong, I'll try to fix it.

I have the Problem that the Boni of the ancient Laboratory change a few times. I had a Laboratory on a Planet which gave me +3 heavy Armaments so i built Orbital Works, then it changed to +3 Ship Hulls, still okay i guess. But now it changed again to +3 Volatiles, which is completely usless for me on this planet
heard about this, but no idea what causes it. Sorry for the issue, I'll take a look, and thank you for the report.

What about allowing to transfer D-mods not only between same ships but also between different variants? Provided mod author would specificaly whitelist it.
So you could for example take a working engine from luddic Lasher to repair a stock one. Maybe there should be two lists though. For close compatability and partial one. In later case you may either only transfer a limited list of defects or have to provide some ship components for the process as you have to modify donated parts to fit properly into differ hull. Pirate hulls may also have it easier to be repaired with parts taken from stock variants.
I'll think about this!
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: callitri on June 06, 2021, 09:21:02 PM
Hi there i have a problem and its most likely from industrial evolution , i say this because i can play the game fine for days nothing happens , but as soon as i touch some buildings from this mod for ex the military relay it fatal:null crashes the game
i tried looking in the crash report but i know nothing about it so its useless to me
another thing , i cannot build a commerce industry because it says there can only be one in system but i have none , someone mentioned its an industrial evolution bug but its fixed in current version , well i still have it
if these problems arent related to your mod ignore this and i apologize
Great mod btw been using it for a long time now
wanted to upload the crash report but apparently its over the size limit and i dont know which part is the relevant one
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: SirHartley on June 07, 2021, 12:48:37 AM
old issue, fixed in 2.2.f, update the mod!
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: SpirituMagno on June 07, 2021, 07:48:04 PM
Hi! Got a corrupted save after using the rift generator, Im not sure if it is 100% related to it but Ill try my luck here. Ill copy the same thing that I put in Bug Reports.

Quote
First time posting here but read how to post bugs here.
1)Code:
Code
53229 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
at java.util.ArrayList$Itr.next(Unknown Source)
at com.fs.starfarer.api.plugins.update.IndEvo_ModUpdater.replaceIndustries(IndEvo_ModUpdater.java:131)
at com.fs.starfarer.api.plugins.update.IndEvo_ModUpdater.run(IndEvo_ModUpdater.java:44)
at com.fs.starfarer.api.plugins.IndEvo_modPlugin.updateVersionIfNeeded(IndEvo_modPlugin.java:129)
at com.fs.starfarer.api.plugins.IndEvo_modPlugin.onGameLoad(IndEvo_modPlugin.java:54)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.o0oO.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.Stringsuper.super(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(Unknown Source)
2)List of mods:
"anotherportraitpack",
  "gflportraitpack",
  "gflportraitpack2",
  "HMI",
  "IndEvo",
  "kadur_remnant",
  "lw_lazylib",
  "ArkLeg",
  "MagicLib",
  "Mayasuran Navy",
  "missingships",
  "nexerelin",
  "simpleplayerflags",
  "Terraforming and Station Construction",
  "star_federation",
  "vayrashippack",
  "shaderLib"
Acording to the updater all mods that it can detect are up to date (when checking on another save).

3)Context: I was experimenting with the rift generator, first time moved a planet without problems (option was closest colony), second time (same option) it started but didnt do anything and the "teleport" sound still playing for more than a month, decided to exit and reload but game crashed saying "Fatal: null Check starsector.log for more info". Loading with or without sound results in the same crash.
When creating a new game, game works as normal.

Using 4gb (4096m) for RAM and starting the game from the starsector.exe.

Now Im sad because save not working  :'(

EDIT 1: If there is just a solution to somehow cancel the animation without fixing the issue I would gladly accept it and just not use the teleport building for planets.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: SirHartley on June 08, 2021, 12:34:48 AM
update the mod, that's been fixed in 2.2.f
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: SpirituMagno on June 08, 2021, 12:40:16 PM
update the mod, that's been fixed in 2.2.f
Sorry! Trusted in the updater but it wasnt actually on the .f version. Its alright, the only problem is that the planet gets teleported to the center of the system inside the stars and its invisible (both in the  command window and the 3d fleet view). Also half the star doesnt have the Corona debuff.
Screenshots:
https://imgur.com/a/7FRzKJt (https://imgur.com/a/7FRzKJt)
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: SirHartley on June 08, 2021, 01:09:15 PM
it's possible that this planet is broken and lost due to that bug you encountered - I was only able to restore saves to functionality and do some medium heavy cleanup, but stuff like that is too arcane to catch and fix within the limited tools I have - I'd likely break more than I fix.

Very sorry about that!
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: SpirituMagno on June 08, 2021, 02:23:34 PM
it's possible that this planet is broken and lost due to that bug you encountered - I was only able to restore saves to functionality and do some medium heavy cleanup, but stuff like that is too arcane to catch and fix within the limited tools I have - I'd likely break more than I fix.

Very sorry about that!

No problem, bugs like this always happen, just wanted you to know about it. Have a nice day!
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: CrimsonPhalanx on June 08, 2021, 10:15:37 PM
I have a question about an item, I'll put it in a spoiler just incase

Spoiler
It's about the item for the relays/military base, one of the effects says it allows construction of a relay without a military base right? But the odd thing is that I need a military base to install it in the first place, so I'm confused if I'm doing something wrong here
[close]

Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Yunru on June 08, 2021, 11:02:48 PM
I have a question about an item, I'll put it in a spoiler just incase

Spoiler
It's about the item for the relays/military base, one of the effects says it allows construction of a relay without a military base right? But the odd thing is that I need a military base to install it in the first place, so I'm confused if I'm doing something wrong here
[close]
I too found that odd, because a regular patrol base (lowest version) will do it too.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Paper Kite on June 08, 2021, 11:28:00 PM
@SirHartley

I just found the funniest bug - and I'm honestly not even sure If it's worth reporting and fixing, but I wanted to comment it anyway.

If you order the construction of a Commerce, then save the game, then load it back - It will be built instantly.

https://youtu.be/Xp0-d04h7Us

This is the only mod I have that messes with Commerce, so i thought it may be it
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Yunru on June 09, 2021, 12:18:45 AM
I have a question about an item, I'll put it in a spoiler just incase

Spoiler
It's about the item for the relays/military base, one of the effects says it allows construction of a relay without a military base right? But the odd thing is that I need a military base to install it in the first place, so I'm confused if I'm doing something wrong here
[close]

If you have only one planet, Relays are useless. Where they come in is if you have lots of colonies in a single system, e.g.;
Planet A: Very Hot world with a Military Base & Cryoarithmetic Engine + Alpha Core
Planet B: Barren world with Orbital Works & Pristine Nanoforge + Alpha Core + Military Relay
Planet C: Terran world with Military Relay

In Vanilla, planets A & C benefit from Planet B's Orbital Works, but need independent Patrol Bases (or Military Bases) to field their own fleets. With Industrial Evolution, Planets B & C now benefit from Planet A's Cryoarithmetic Engine & Alpha Core, without needing their own full-size Bases. Relays also allow you to free up fixed-position slots in the event that your system has less than 3-4, which plays nicely with TASC's ability to build your own gates and domain-tier relays/arrays/buoys.
No-one mentioned Military Relays?
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Killian on June 09, 2021, 12:20:32 AM
I have a question about an item, I'll put it in a spoiler just incase

Spoiler
It's about the item for the relays/military base, one of the effects says it allows construction of a relay without a military base right? But the odd thing is that I need a military base to install it in the first place, so I'm confused if I'm doing something wrong here
[close]

If you have only one planet, Relays are useless. Where they come in is if you have lots of colonies in a single system, e.g.;
Planet A: Very Hot world with a Military Base & Cryoarithmetic Engine + Alpha Core
Planet B: Barren world with Orbital Works & Pristine Nanoforge + Alpha Core + Military Relay
Planet C: Terran world with Military Relay

In Vanilla, planets A & C benefit from Planet B's Orbital Works, but need independent Patrol Bases (or Military Bases) to field their own fleets. With Industrial Evolution, Planets B & C now benefit from Planet A's Cryoarithmetic Engine & Alpha Core, without needing their own full-size Bases. Relays also allow you to free up fixed-position slots in the event that your system has less than 3-4, which plays nicely with TASC's ability to build your own gates and domain-tier relays/arrays/buoys.
No-one mentioned Military Relays?

Disregard that post, I wasn't entirely awake.

I'm not sure what other Relay they could be referring to though. Comm Relays don't need military bases to begin with, and Military Relays are another feature from this mod.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Yunru on June 09, 2021, 12:26:13 AM


I'm not sure what other Relay they could be referring to though. Comm Relays don't need military bases to begin with, and Military Relays are another feature from this mod.
Spoiler
It's an installable item for military bases and fleet command hq's. With a listed effect that's oddly redundant.
[close]
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: SirHartley on June 09, 2021, 03:36:26 AM
So, on the relays - there is a good amount of misunderstanding going on, which is expected for a structure this complicated.

The normal build requirement for Relays is:
- A Military Base or High Command in the Star System

This means you can build relays on any planet in the star system as long as there is a military base on any planet in the system, and they will benefit from the largest fleet size in the network, regardless of where that is (highest bonus does not have to be the planet with the base).

With the interstellar Relay, the network extends to any other system with an interstellar relay, but you still need a military base in that second system to build it in the first place.

With the item, the build requirement is:
- A military Base or High command with the installed item, anywhere in the sector

Which means you can build the relays in another system without a military base or high command.
Which allows you to build it in systems with only one planet and without a military base, saving you an industry slot and transferring the network shared fleet size bonus to that planet (if the relay is an interstellar relay)

Relays are still the most powerful building in this mod, and the nerf to them via the item was absolutely necessary.
If there are more questions as to the function of them, please read the FAQ entries for both military and interstellar relays first.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Yunru on June 09, 2021, 03:54:56 AM
Oh I see, it's a global easing of requirements!
That makes sense now.

Maybe add something like "across the sector" to the item's description?
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Deshara on June 09, 2021, 01:18:08 PM
so, how do repair docks work? I've dropped off 6 ships (3 with 1 dmod, 3 with several) at the docks in maxios then went & smuggled for a while, came back & noticed nothing was repaired, so I parked my fleet into storage, got into an skite, filled it with supplies then parked myself in the astroid belt & threw a bouncy ball at the wall for some 3 months and as far as I can tell none of the ships have been repaired & I havent been charged for having the ships sitting in there (tho I am being charged for having my fleet in storage while I wait -- went from 600k to 500k while waiting). What am I missing here? Does the fact that independants hate my guts make a difference?
Also, while I was waiting a friendly fleet attacked maxios so I went & got my fleet out of storage, loaded up marines, joined them in capturing the station & I took it over then discovered that the repair docks tab in the ship menu was gone & so were all the ships I had sitting in there so I had to load a save I made before I did that

edit: PS, amazing mod. So far & above the quality of the scope of what most mods are capable of doing -- not just for this game but mods for games in general. In fact, as far as I can tell, a lot of the stuff added in this mod is grander in coding ambition than the base games itself
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Yunru on June 09, 2021, 01:26:19 PM
The relationship you have with the dock owners definitely effects something, I remember seeing that much on a tooltip somewhere, but I couldn't tell you what, or if it could result in what you experienced.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: SirHartley on June 09, 2021, 02:37:43 PM
so, how do repair docks work? I've dropped off 6 ships (3 with 1 dmod, 3 with several) at the docks in maxios then went & smuggled for a while, came back & noticed nothing was repaired, so I parked my fleet into storage, got into an skite, filled it with supplies then parked myself in the astroid belt & threw a bouncy ball at the wall for some 3 months and as far as I can tell none of the ships have been repaired & I havent been charged for having the ships sitting in there (tho I am being charged for having my fleet in storage while I wait -- went from 600k to 500k while waiting). What am I missing here? Does the fact that independants hate my guts make a difference?
Also, while I was waiting a friendly fleet attacked maxios so I went & got my fleet out of storage, loaded up marines, joined them in capturing the station & I took it over then discovered that the repair docks tab in the ship menu was gone & so were all the ships I had sitting in there so I had to load a save I made before I did that

edit: PS, amazing mod. So far & above the quality of the scope of what most mods are capable of doing -- not just for this game but mods for games in general. In fact, as far as I can tell, a lot of the stuff added in this mod is grander in coding ambition than the base games itself
Okay, so, the docks have their own storage area, right? If you put everything in there, and it did not repair it on month end, there is 3 options -
1) You are hostile to the faction that owns the planet, in which case they refuse to repair your ships (unless they are pirates, who don't care), but you can still take them out to avoid "hardlocking" them.

2) You are not hostile, on an old version, and put in ships with only a special kind of (pre-specified) D-Mods that the docks can't repair due to a code issue.

3) something broke horribly.

Quote
I took it over then discovered that the repair docks tab in the ship menu was gone & so were all the ships I had sitting in there so I had to load a save I made before I did that
That's definitely a bug. First off, it should not have vanished on takeover, and the contents of that storage should have been moved to your colony storage tab if it had - I specifically made a fail safe to avoid ever purging a ship in there.

Also, I wonder why it billed you for the storage, it shouldn't - will look into that.
Thank you for the report and the kind words!
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Deshara on June 09, 2021, 02:49:21 PM
for clarity; A) I am extremely hostile to independants, as noted by the fact that in the middle of this process I helped an ally blow up & take over the station B) maxios didnt bill me for the storage of the ships I was trying to repair, kanta's den billed me for the storage of the ships I wasn't trying to repair while I waited for the repairs to happen. Basically the billing thing is completely unrelated, I never got billed for the ships I was trying to repair, ignore the billing issue C) maybe the defining factor of the ships vanishing was that I never bought storage rights on Maxios? Never bought it bc I was using kantas den for storage
also holy *** according to my save files I waited 5 months for these repairs. glad I saved before I waited
Anyway it seems the issue I was having with the ships not repairing is solved; I'm gonna load my save, pull my fleet out of the maxios repair docks, mothball em then drag them over to mayasura, then go blow maxios up while I wait for my pirate friends to repair them. Thanks!
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: bob888w on June 09, 2021, 08:37:03 PM
Anyplace where I can see all the new colony items added by Ind_Evo aside from spawning them?
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: DecoyGrenadeOut on June 10, 2021, 03:31:43 AM
Hello, I got another error trying to load a save, seperate from the last one - I started a new save since the last error. This save was made just before I activated the rift structure to see what it does.
I've included the error message into a text file because it's too long to be posted in this reply.

I also got a bug where when I put ships with 1 d-mod into the Repair Dock at Nova Maxios, at the end of the month, I get billed but my ship remains at 1 d-mod, just changed, e.g. Erractic Fuel Injector to Increased Maintenance, Structural Damage to Damage Weapons Mounts and so on, I haven't tested on other dockyards because I don't want to get scammed again.

[attachment deleted by admin]
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Deshara on June 10, 2021, 11:46:00 AM
okay I do have what appears to be an actual bug to report.
I've been smuggling drugs to pay for repair docks for a long time (just checked, 2 years), went back to the docks to see which of my ships were Done, and every ship has 1 dmod left. Came back a few months later & they were all still nearly done.
I'm gonna take a screenshot of the repair dock screen, save, copy that save to my desktop, go smuggle drugs for a bit more, take a screenshot of the funds coming out of my account then go back & take another screenshot of none of the ships having actually been repaired. If this is actually a bug & not something obscure but intended happening, since I've been in this holding pattern for over 2 in-game years & its taking hundreds of thousands out of my account every month I've had somewhere in the tune of millions of credit go into a hole.
& Ive checked, Im cooperative with the pirates whose repair docks im using

screens showing the issue. sorry for the jank https://imgur.com/a/bn0CuCy
I'm uploading the save & mod folder now but it'll take all day so I'll post it in a reply to this thread if OP says he wants them
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Nuggnugg on June 11, 2021, 09:04:01 AM
Amazing mod, but i think i've enocuntered some bugs.

Bug 1: Built an embassy and placed an ambassador from my comission-faction in it. The ambassador is stuck in "The ambassador is currently taking office, please wait a day for this to finish" permanently and when i try to shut down the ebassy building i get an error message and my game crashes (i cannot remove it with console commands either).

Bug 2: Build a senate. Started an edict on 1 market, but after loading in later it is now an active edict on all of my markets. After shutting down the senate all the edicts gave me massive unrest on all markets when loading the save.

Bug 3: I'm not sure if this is related to this mod, but my orbital works buldings fleet quality modifier gets a -15% -15% and -8% quality modifier because of "ship component demand not met", even though the market produces 5 ship components and demands 3 (these modifiers go away when i uninstall the pristine nanoforge).

This is the error message i get when trying to remove the stuck embassy.
Spoiler
java.lang.NullPointerException
   at com.fs.starfarer.api.plugins.ambassadorPlugins.IndEvo_ambassadorPersonManager.g etOriginalMarket(IndEvo_ambassadorPersonManager.java:349)
   at com.fs.starfarer.api.impl.campaign.rulecmd.ambassadorRules.IndEvo_ambassadorRem oval.removeAmbassadorWithPenalty(IndEvo_ambassadorRemoval.java:33)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_embassy.notifyBeingRemoved(IndEvo_embassy.java:296)
   at com.fs.starfarer.campaign.econ.Market.removeIndustry(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.forsuper.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.o0oO.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.o0oO.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.Stringsuper.super(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(Unknown Source)
[close]
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: SirHartley on June 11, 2021, 09:44:22 AM
okay I do have what appears to be an actual bug to report.
I've been smuggling drugs to pay for repair docks for a long time (just checked, 2 years), went back to the docks to see which of my ships were Done, and every ship has 1 dmod left. Came back a few months later & they were all still nearly done.
I'm gonna take a screenshot of the repair dock screen, save, copy that save to my desktop, go smuggle drugs for a bit more, take a screenshot of the funds coming out of my account then go back & take another screenshot of none of the ships having actually been repaired. If this is actually a bug & not something obscure but intended happening, since I've been in this holding pattern for over 2 in-game years & its taking hundreds of thousands out of my account every month I've had somewhere in the tune of millions of credit go into a hole.
& Ive checked, Im cooperative with the pirates whose repair docks im using

screens showing the issue. sorry for the jank https://imgur.com/a/bn0CuCy
I'm uploading the save & mod folder now but it'll take all day so I'll post it in a reply to this thread if OP says he wants them
Thank you for the in depth report, I'll look into this!
No quick fix unfortunately.

Amazing mod, but i think i've enocuntered some bugs.

Bug 1: Built an embassy and placed an ambassador from my comission-faction in it. The ambassador is stuck in "The ambassador is currently taking office, please wait a day for this to finish" permanently and when i try to shut down the ebassy building i get an error message and my game crashes (i cannot remove it with console commands either).

Bug 2: Build a senate. Started an edict on 1 market, but after loading in later it is now an active edict on all of my markets. After shutting down the senate all the edicts gave me massive unrest on all markets when loading the save.

Bug 3: I'm not sure if this is related to this mod, but my orbital works buldings fleet quality modifier gets a -15% -15% and -8% quality modifier because of "ship component demand not met", even though the market produces 5 ship components and demands 3 (these modifiers go away when i uninstall the pristine nanoforge).

This is the error message i get when trying to remove the stuck embassy.
Spoiler
java.lang.NullPointerException
   at com.fs.starfarer.api.plugins.ambassadorPlugins.IndEvo_ambassadorPersonManager.g etOriginalMarket(IndEvo_ambassadorPersonManager.java:349)
   at com.fs.starfarer.api.impl.campaign.rulecmd.ambassadorRules.IndEvo_ambassadorRem oval.removeAmbassadorWithPenalty(IndEvo_ambassadorRemoval.java:33)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_embassy.notifyBeingRemoved(IndEvo_embassy.java:296)
   at com.fs.starfarer.campaign.econ.Market.removeIndustry(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.forsuper.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.o0oO.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.o0oO.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.Stringsuper.super(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(Unknown Source)
[close]
You are on an old version, please update the mod. that won't fix the ambassafor issue unfortunately, that's broken :|
But it will fix all your other issues!
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Paper Kite on June 11, 2021, 10:57:51 AM
I feel like military relays are a bit OP, so I don't use them at all.

Kinda busted how you can have a system with 10+ planets and each of them have the equivalent of a +100% + Alpha AI High Command just because 1 single planet has it and you build something.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Yunru on June 11, 2021, 11:09:07 AM
I feel like military relays are a bit OP, so I don't use them at all.

Kinda busted how you can have a system with 10+ planets and each of them have the equivalent of a +100% + Alpha AI High Command just because 1 single planet has it and you build something.
... You realise at best the Military Relay gives +60% of your largest, right?
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Nuggnugg on June 11, 2021, 11:10:16 AM
Yeah getting rid of that embassy is actually impossible. I even destroyed the entire market and it was still there when i recolonized :(
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Kryzaec on June 11, 2021, 01:53:24 PM
Hey, first of all, great immersive mod, adds alot of depht to the otherwise fairly shallow colonization aspect of the game.

Couple days ago i started a new campaign with the newest version at that time, 2.2.d, and encountered the crash on saveload bug that apparently has now been fixed.

Is there any manual fix for this or is the campaign dead?
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: grinningsphinx on June 13, 2021, 09:15:41 PM
Cant seem to put a Pristine Forge into modular assemblers
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: SirHartley on June 14, 2021, 11:00:21 AM
I feel like military relays are a bit OP, so I don't use them at all.

Kinda busted how you can have a system with 10+ planets and each of them have the equivalent of a +100% + Alpha AI High Command just because 1 single planet has it and you build something.
well, you gotta build it on every planet, that takes a slot. it also doesn't transfer the entire bonus, only part of it, so it's never equivalent to a high command. Also doesn't increase patrol count. On a math level, they are high power, but not OP imo. Yunru makes a good point there.

Yeah getting rid of that embassy is actually impossible. I even destroyed the entire market and it was still there when i recolonized :(
While that's weird, it's possible. Sorry 'bout that, but the slot at least isn't much of an issue if you got Grand.Colonies.

Hey, first of all, great immersive mod, adds alot of depht to the otherwise fairly shallow colonization aspect of the game.

Couple days ago i started a new campaign with the newest version at that time, 2.2.d, and encountered the crash on saveload bug that apparently has now been fixed.

Is there any manual fix for this or is the campaign dead?
Updating the mod will fix that, yeah.

Cant seem to put a Pristine Forge into modular assemblers
why would you put a pristine forge into a modular assembler, it doesn't go there

Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: grinningsphinx on June 14, 2021, 06:07:58 PM
I meant modular fabricators, sorry.  Must be from another mod, my apologies.  To answer though, avoiding pollution from a heavy industry.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: robepriority on June 14, 2021, 07:37:29 PM
That's shadowyards reconstruction authority.

Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Aerensiniac on June 14, 2021, 10:41:02 PM
Excellent mod which brings some rather welcome variety in planet construction but seems to be crawling with bugs. The worst offender till now is that Orbital works apparently no longer adds to ship quality. Donno whats going on there, but the entire thing is missing from the ship quality calculation along with a pristine nanoforge and an alpha core.
Second would be: Spending a story point on military relays before the upgrade process is through will lock the building as un-upgraded and makes you lose the story point spent on it. No matter how many times you try to upgrade it afterwards, it wont work. Upgrade process goes through, finishes and you are still left with the unupgraded building. There are also several crashes related either the academy or the embassy.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Yunru on June 15, 2021, 02:40:38 AM
Donno whats going on there
What's going on there is you've not updated to the latest version.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: robepriority on June 15, 2021, 07:57:16 AM
I wonder if using discord pre-releases like Nex would cut down on the number of bugposts resolved by the newest update.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: SirHartley on June 15, 2021, 10:51:42 AM
I'd just get the same amount of bug posts for different stages of the pre-release after doing a full release...
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Kryzaec on June 15, 2021, 05:53:54 PM
I bless the day when the code allows grand.colonies second page to be used remotely
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Deshara on June 15, 2021, 08:53:08 PM
you can, you just have to re-open the market, it will have been switched as it closed & remain switched when u go back to it. Ran into the same issue, the "switch page" mod button being the same as the remote market's "go back to colonies" button but u can just brute force past it
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: SirHartley on June 17, 2021, 01:34:53 AM
you can, you just have to re-open the market, it will have been switched as it closed & remain switched when u go back to it. Ran into the same issue, the "switch page" mod button being the same as the remote market's "go back to colonies" button but u can just brute force past it
I wouldn't know how this was supposed to work, considering the code flat out does not work like that...
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: EvilWaffleThing on June 17, 2021, 03:11:16 PM
So one of my embassies seems to be LOWERING my relations with that faction to the cap each month instead of just leaving the relation where it is.
Is that supposed to happen? As I understood it an embassy will passively increase your rep up to a certain point and then you have to do the rest yourself. It will also increase the effect of negative rep by 50% but not lower it passively. My other embassy isn't lowering my rep so I assume one of them isn't working right.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Yunru on June 19, 2021, 02:25:02 AM
So it's been several in game months, but my requested courier fleet still shows an estimated 16 days until arrival?
(That is to say, it's always shown 16 days until arrival, across the several months.)

Update: It finally arrived, so it's just a bug with estimated arrival time I guess.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Yunru on June 20, 2021, 04:05:58 AM
Is there a way to get the Centralisation Bureau to work on commodities, rather than industry? So if I had three different food producers (say an Aquaculture, a Farming, and a Hydroponics), it'd give a +2 bonus total (rather than +0)?
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: EvilWaffleThing on June 20, 2021, 04:38:02 PM
So one of my embassies seems to be LOWERING my relations with that faction to the cap each month instead of just leaving the relation where it is.
Is that supposed to happen? As I understood it an embassy will passively increase your rep up to a certain point and then you have to do the rest yourself. It will also increase the effect of negative rep by 50% but not lower it passively. My other embassy isn't lowering my rep so I assume one of them isn't working right.
Well the embassy has stopped lowering my rep so it seems to have fixed itself. I have no idea what fixed it as I didn't do anything.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: megabot on June 22, 2021, 02:19:41 PM
sorry for asking, but can you maybe add a part like you did with industries for every possible to find item? i am not sure if the specialised systems fabricator is from this mod or another, and where to put it
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: KDR_11k on June 30, 2021, 06:47:41 AM
Hm, could you make the Hull Forge either produce a token amount of trade goods or provide regular production capacity for your heavy industry, seeing as it's considered industry?

EDIT: Also it feels a bit wrong that you can send out large raiding parties with the privateer base, regularly pillaging the core worlds without triggering any retaliation attempts. I know people don't like getting attacked because they feel that it's just busywork but lashing out, getting loot and not even getting the raids you get for having a high marketshare?
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Tigrextreme on July 03, 2021, 07:09:44 AM
I think I found a very rare incompatibility between "Beyond the Sector" and this mod.

So there is a chance to generate a terraforming rig on the very far away system (likely from Beyond the Sector mod) and caused huge stuttering if you tried to navigate to that terraforming rig. It's probably a very rare bug but it's there. Just letting you know.

Spoiler
(https://imgur.com/QItxRgv)
[close]
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: ASSIMKO on July 05, 2021, 03:49:37 AM
Where to get the blueprints to be rewritten with a new ship?
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Yunru on July 05, 2021, 05:02:36 AM
Wherever you normally find them, they're just ordinary blueprints.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Deshara on July 05, 2021, 06:45:47 AM
Where to get the blueprints to be rewritten with a new ship?

you should consider using the blueprint package unpacker mod that turns a package of 20 blueprints like the pirate package or the midline package into 20 blueprints that you can then leave to collect dust in storage until you have something to overwrite them with. Makes that part of this mod much more usable
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: blackcatvn on July 05, 2021, 08:17:21 AM
Hi, my game keep crashing and people tell me it relate to this mod. Can you please take a look.

8228 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_ScrapYard.applyListenerToFl eetsInSystem(IndEvo_ScrapYard.java:184)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_ScrapYard.apply(IndEvo_ScrapYard.java:66)
   at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
   at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
   at exerelin.campaign.ColonyManager.processNPCConstruction(ColonyManager.java:584)
   at exerelin.campaign.ColonyManager.upsizeMarket(ColonyManager.java:279)
   at exerelin.campaign.ColonyManager.updateMarkets(ColonyManager.java:209)
   at exerelin.campaign.ColonyManager.reportEconomyTick(ColonyManager.java:1239)
   at com.fs.starfarer.campaign.CampaignEngine.reportEconomyTick(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Yunru on July 05, 2021, 08:23:46 AM
What version are you using?
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: blackcatvn on July 05, 2021, 08:32:06 AM
It's 2.2f, but i think it was my fault changing the industry cap from to 4-5. I reversed then my save is normal.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: KDR_11k on July 06, 2021, 06:26:00 AM
Also can we have a way to re-roll a laboratory's bonuses if it provides bonuses to things the current planet cannot provide? Like when it boosts mined materials but there are no matching deposits on the planet or for food when the planet is not arable?

or is that triggered by the Void Extraction industry that some other mod adds that technically allows any planet to provide those things? I avoid that one since it feels vastly OP...
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: LordNSR on July 06, 2021, 05:53:09 PM
Hey Sir Hartley, first thing first, thank you for this great mod.

For some reason my Arrays are not spawning any patrols when they are the only military building in a market (station or planet).
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Klokinator on July 07, 2021, 04:39:46 AM
I found a pretty annoying bug.

Suppose you have 12 owned worlds, three of which have heavy industry with pristine Nanoforges.

Now suppose you liberate a world which has salvage yards but no heavy industry.

All of your production instantly gets filled with D-mods, because a single world in the production network without heavy industry but with salvage yards will ruin all the other ones.

I sat there merrily building/stockpiling a fleet of ships, returned home, and found they all had tons of D-mods. I am sad.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: KDR_11k on July 07, 2021, 06:30:08 AM
Hm, can we maybe add more escorts to a courier fleet? For me the main use of couriers would be to handle the forge template cycle but those things are small and insurance payouts won't get a lost template back. Hm, but then again spending big just to ferry those things around probably wouldn't make much sense either... Guess it won't really be practical to automate any template stuff, especially since you probably don't need an automated production line for player ships.

I found a pretty annoying bug.

Suppose you have 12 owned worlds, three of which have heavy industry with pristine Nanoforges.

Now suppose you liberate a world which has salvage yards but no heavy industry.

All of your production instantly gets filled with D-mods, because a single world in the production network without heavy industry but with salvage yards will ruin all the other ones.

I sat there merrily building/stockpiling a fleet of ships, returned home, and found they all had tons of D-mods. I am sad.

The base game uses the planet with the highest production output, not the one with the best production quality. That's not a thing the mod added.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: SirHartley on July 07, 2021, 07:31:39 AM
Is there a way to get the Centralisation Bureau to work on commodities, rather than industry? So if I had three different food producers (say an Aquaculture, a Farming, and a Hydroponics), it'd give a +2 bonus total (rather than +0)?
Probably could, but it'd be a lot of work and require a total rewrite of that building, so it's unlikely I will ever do it, sorry! I did add aquaculture to the list though, so it works with farming (since it's vanilla)

So one of my embassies seems to be LOWERING my relations with that faction to the cap each month instead of just leaving the relation where it is.
Is that supposed to happen? As I understood it an embassy will passively increase your rep up to a certain point and then you have to do the rest yourself. It will also increase the effect of negative rep by 50% but not lower it passively. My other embassy isn't lowering my rep so I assume one of them isn't working right.
Well the embassy has stopped lowering my rep so it seems to have fixed itself. I have no idea what fixed it as I didn't do anything.
That's not a bug, I updated the FAQ with the relevant info.

sorry for asking, but can you maybe add a part like you did with industries for every possible to find item? i am not sure if the specialised systems fabricator is from this mod or another, and where to put it
Sure, sometime in the future, when I got all of them done, I will!

Hm, could you make the Hull Forge either produce a token amount of trade goods or provide regular production capacity for your heavy industry, seeing as it's considered industry?

EDIT: Also it feels a bit wrong that you can send out large raiding parties with the privateer base, regularly pillaging the core worlds without triggering any retaliation attempts. I know people don't like getting attacked because they feel that it's just busywork but lashing out, getting loot and not even getting the raids you get for having a high marketshare?
First Part: I thought about having it produce starship components, but that wouldn't really make sense - and the upkeep is intentionally high on these, so kinda hard to balance that. The Deconstructor used to require an industry slot, it doesn't anymore, and I don't really want to buff the chain any further.

Part 2: The privateers are not "you", so they can't legally be retaliated against. Also, you are only raiding factions that are already hostile to you - and third, coding that would probably make me lose my mind.

I think I found a very rare incompatibility between "Beyond the Sector" and this mod.

So there is a chance to generate a terraforming rig on the very far away system (likely from Beyond the Sector mod) and caused huge stuttering if you tried to navigate to that terraforming rig. It's probably a very rare bug but it's there. Just letting you know.

Spoiler
(https://imgur.com/QItxRgv)
[close]
Not my fault, this mod does not contain any terraforming features.

It's 2.2f, but i think it was my fault changing the industry cap from to 4-5. I reversed then my save is normal.
It's still a weird crash. If you are on java 8, revert to 7. If not, I did add a contingency for the next update, but it might still not be fixed. No idea what did that.

Also can we have a way to re-roll a laboratory's bonuses if it provides bonuses to things the current planet cannot provide? Like when it boosts mined materials but there are no matching deposits on the planet or for food when the planet is not arable?

or is that triggered by the Void Extraction industry that some other mod adds that technically allows any planet to provide those things? I avoid that one since it feels vastly OP...
Oh - it's completely random. Rerolling via story points does seem like a legit option though, will think on the exact implementation.

Hey Sir Hartley, first thing first, thank you for this great mod.

For some reason my Arrays are not spawning any patrols when they are the only military building in a market (station or planet).
Sounds like a bug, but relay spawning behaviour is vanilla, so that might be caused by something not within my power. I'd need a list of all buildings on that colony to make sure though. You're the first to report anything like this.

I found a pretty annoying bug.

Suppose you have 12 owned worlds, three of which have heavy industry with pristine Nanoforges.

Now suppose you liberate a world which has salvage yards but no heavy industry.

All of your production instantly gets filled with D-mods, because a single world in the production network without heavy industry but with salvage yards will ruin all the other ones.

I sat there merrily building/stockpiling a fleet of ships, returned home, and found they all had tons of D-mods. I am sad.
As KDR_11k said, that's vanilla behaviour. I updated the FAQ for the yards to give a bit more information on that, read it!

Hm, can we maybe add more escorts to a courier fleet? For me the main use of couriers would be to handle the forge template cycle but those things are small and insurance payouts won't get a lost template back. Hm, but then again spending big just to ferry those things around probably wouldn't make much sense either... Guess it won't really be practical to automate any template stuff, especially since you probably don't need an automated production line for player ships.
Careful with shipping templates - there's some issue where deliveries have been vanishing. The docks are currently undergoing code rework to fix that, but it might be a version or two.

I could add a slider for more escorts, yeah - but please don't take this as a promise, I'll see if I can get around to it.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: LordNSR on July 07, 2021, 04:28:48 PM
Hey SirHartley,

before I was using Java 8 so I went back to Java 7, created a new game, colonized a planet, added all the needed buildings and still no luck.

I have these 2 planets and the second one is not generating any patrols:

https://prnt.sc/19chmiw

https://prnt.sc/19chwjk

Maybe everybody else uses patrol HQ to increase stability and didn't notice the patrols missing?
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: DownTheDrain on July 07, 2021, 07:08:52 PM
Maybe everybody else uses patrol HQ to increase stability and didn't notice the patrols missing?

I just used them for the first time and I'm pretty sure I'm experiencing the same. Zero patrols from the planets that only have the relay.
Guess I'll just switch back to regular patrol buildings.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Deshara on July 07, 2021, 09:22:40 PM
im like 99% sure that if u have a relay & no military building the relay gets greyed out & very clearly doesnt do anything. I was confused by it bc the descrip says it will act as a patrol hq if you dont have one but i just figured the tooltip was wrong & have never put a relay on a market alone
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Sir Willliam of Uganda on July 08, 2021, 04:24:08 AM
I found a bug:
When I try to ship about 30k items in one shipping with the shipping port the courier fleet is just stuck in the loading sequence and orbiting the planet without ever departing or doing in fact anything
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: SirHartley on July 08, 2021, 06:36:08 AM
im like 99% sure that if u have a relay & no military building the relay gets greyed out & very clearly doesnt do anything. I was confused by it bc the descrip says it will act as a patrol hq if you dont have one but i just figured the tooltip was wrong & have never put a relay on a market alone
Turns out, I made some changes to my internal library, which resulted in the relay considering itself as a military building, and thus, no longer spawning fleets. Whoops. Wonder how no one noticed that in like, three months.

I found a bug:
When I try to ship about 30k items in one shipping with the shipping port the courier fleet is just stuck in the loading sequence and orbiting the planet without ever departing or doing in fact anything
They'll leave if you wait like two months lol. It's adjusted for the next update.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Sir Willliam of Uganda on July 08, 2021, 09:14:13 AM
I found a bug:
When I try to ship about 30k items in one shipping with the shipping port the courier fleet is just stuck in the loading sequence and orbiting the planet without ever departing or doing in fact anything
They'll leave if you wait like two months lol. It's adjusted for the next update.
It also seems that the player must be in the same system as the courier fleet for the fleet to do anything and transported items and ships just disappear
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: megabot on July 09, 2021, 11:28:33 AM
so umm, another thing about privateers: i know they are supposed to not raid planets to death but...tbh 4 planets so far died, 2 by the luddic path and 2 by the hegemony. would it perhaps be possible to do something about that? i mainly want to use the privateers as a bluepring gatherer since currently there is basically no way to aquire blueprints without raiding or exploring the entire sector in the hopes that it might be _somewhere._ perhaps a building sugestion (sorry if that happens often) that basically stabilizes the planet more easily or stabilizes other planets -not talking about the monument as giving every faction planet a monument might be too much but with a decay of 3 months per per stability it means that raids often just kill worlds unless they defend completely or...i have no idea honestly as 4 worlds died already, one being size 5. i still need those blueprings sadly :(
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: KDR_11k on July 09, 2021, 11:55:16 AM
so umm, another thing about privateers: i know they are supposed to not raid planets to death
Wait, what? My decivilization log is full of the victims of my privateers!
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: EadTaes on July 09, 2021, 02:54:27 PM
I just wanted to tell you that I found your Logistics Core, and found the paper clip reference hilarious. SFIA for the win.  ;)
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: KDR_11k on July 11, 2021, 07:45:45 AM
It seems the Requisition Center will start selling things before it finishes construction.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: megabot on July 12, 2021, 06:09:32 AM
I don't know if it's a bug or intended but the logistics core being installed causes the centralization bureau to essentially consume any AI core that is inside it
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Yunru on July 12, 2021, 07:13:26 AM
I don't know if it's a bug or intended but the logistics core being installed causes the centralization bureau to essentially consume any AI core that is inside it
It returned it to my inventory for me?
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: megabot on July 13, 2021, 06:26:52 AM
I don't know if it's a bug or intended but the logistics core being installed causes the centralization bureau to essentially consume any AI core that is inside it
It returned it to my inventory for me?

oh. I didn't think it could do that. i just installed the logistics core, uninctalled it and there was no AI core inside anymore, guess it just returns to the inventory
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: KDR_11k on July 22, 2021, 11:09:14 AM
Huh, I just got Safety Overrides s-modded into a frigate by the Hull Forge. Dunno if you want that to happen as a special bonus for running the Forge pipeline but it seems unlikely.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Yunru on July 22, 2021, 11:10:42 AM
Huh, I just got Safety Overrides s-modded into a frigate by the Hull Forge. Dunno if you want that to happen as a special bonus for running the Forge pipeline but it seems unlikely.
It's something that can happen in the wild too, it's only the player that can't do it. (Although it's already addressed for next vanilla release.)
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: SirHartley on July 22, 2021, 11:17:39 AM
Huh, I just got Safety Overrides s-modded into a frigate by the Hull Forge. Dunno if you want that to happen as a special bonus for running the Forge pipeline but it seems unlikely.
intentional, nothing's off limits for the forge since it's a real hassle to get it to work
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: nocluewhatimdoing on July 23, 2021, 11:43:51 AM
Im not sure if it this or grand colonies but I'm getting this whenever I save my game

[attachment deleted by admin]
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: SirHartley on July 23, 2021, 01:39:16 PM
Im not sure if it this or grand colonies but I'm getting this whenever I save my game
It's neither, this has nothing to do with my mods, sorry.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: nocluewhatimdoing on July 23, 2021, 02:24:39 PM
Well Alex thought so
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Alex on July 23, 2021, 02:33:56 PM
(For reference, this is the source thread:
https://fractalsoftworks.com/forum/index.php?topic=22348.msg336680#msg336680

I don't know which mod is causing it, but it looks fairly likely that *one* of the mods involved is putting stuff in the save that shouldn't go there.

This could be caused by, say, holding on to a *SpecAPI of some sort in a data member of a script, or perhaps a CampaignUIAPI reference, or something similar. Also of note: it would only crash when running the game in devMode, but it'd still be an issue regardless, since depending on what this is that's going into the save, who knows what might happen when it's re-loaded.)
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Alex on July 23, 2021, 02:37:08 PM
Im not sure if it this or grand colonies but I'm getting this whenever I save my game
Well Alex thought so

(Hmm, for the future - it may be helpful to provide a bit more info so that the person you're talking to actually has a chance of understanding what you're describing...)
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: nocluewhatimdoing on July 23, 2021, 02:57:38 PM
Wait do people not go looking through others post history to save us time
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: SirHartley on July 23, 2021, 03:17:31 PM
(For reference, this is the source thread:
https://fractalsoftworks.com/forum/index.php?topic=22348.msg336680#msg336680

I don't know which mod is causing it, but it looks fairly likely that *one* of the mods involved is putting stuff in the save that shouldn't go there.

This could be caused by, say, holding on to a *SpecAPI of some sort in a data member of a script, or perhaps a CampaignUIAPI reference, or something similar. Also of note: it would only crash when running the game in devMode, but it'd still be an issue regardless, since depending on what this is that's going into the save, who knows what might happen when it's re-loaded.)
Hm, I'll take a look again, I was pretty sure I cleaned all those up from my early forays into coding - might have missed one, then. Thank you for providing context!

Wait do people not go looking through others post history to save us time
I work a full time and a part time job and have a family, I do not have time to play detective - if not enough information is provided for a non-recurrent issue, I will ignore the problem until provided with enough information to act on it quickly and decisively. It is in your best interest to provide as much information to a mod author as you can, as the mod crashing is primarily your problem.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: nocluewhatimdoing on July 23, 2021, 03:30:40 PM
I have 14 posts it wouldn't be that hard if the forums had a sense of speed to the navigation
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Alex on July 23, 2021, 04:03:45 PM
Hmm, come to think of it - @nocluewhatimdoing, just to check - do you have the latest version of all the mods?
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: nocluewhatimdoing on July 23, 2021, 04:05:35 PM
As latest as it gets without going to the dark web because some are a bit behind on the RC and it makes me paranoid
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: megabot on July 26, 2021, 07:56:47 AM
Huh, I just got Safety Overrides s-modded into a frigate by the Hull Forge. Dunno if you want that to happen as a special bonus for running the Forge pipeline but it seems unlikely.
intentional, nothing's off limits for the forge since it's a real hassle to get it to work

what the hell is the forge pipeline? this sounds like some sort of industry allowing me to have even more S mods in my hulls. do i just build it or what is it?

also how can i change up what my ships get? expanded missile racks for the omen are kind of useless tbh
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: KDR_11k on July 26, 2021, 12:53:39 PM
Huh, I just got Safety Overrides s-modded into a frigate by the Hull Forge. Dunno if you want that to happen as a special bonus for running the Forge pipeline but it seems unlikely.
intentional, nothing's off limits for the forge since it's a real hassle to get it to work

what the hell is the forge pipeline? this sounds like some sort of industry allowing me to have even more S mods in my hulls. do i just build it or what is it?

also how can i change up what my ships get? expanded missile racks for the omen are kind of useless tbh

Spoiler
That's how I refer to the chain of disassembler -> forge -> laboratory since it's a production pipeline you can use to make fancier ships.
[close]
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Yunru on July 26, 2021, 01:07:16 PM
So wait, that's worth using?
I kinda just viewed it as an inferior reverse engineering...
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: not a luddic path member on July 26, 2021, 01:23:06 PM
Wait do people not go looking through others post history to save us time

Talk about a level of entitled-ness lol. People like you are the reason why mod creators frequently pull their work off public release. They don't owe you anything and you don't deserve any of it if your gonna continue to act like this. Stop acting like your too big/your time is too important to the rest of us. We got lives going on; just like you do.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: KDR_11k on July 26, 2021, 01:54:58 PM
So wait, that's worth using?
I kinda just viewed it as an inferior reverse engineering...
Spoiler
If you install alpha cores in the forge and disassembler the produced ships will have additional s-mods (which don't take up your manual s-mod slots, you can even get a third logistics hull mod this way) at the cost of a bunch of d-mods that you can get rid of the normal way. One of the d-mods is particularly nasty since it makes all your weapons and engines get malfunctions so you'll likely want to clear that one out before sending the ship into serious battles. The process will also duplicate all s and d-mods on the ship you disassembled so doing the s-modding first and then copying the ship will save you a few more SP.

Mind you, it IS a lot of fuss and money for often relatively minor bonuses but if you want to squeeze every last bit of performance out of a ship it can be worth doing.
[close]
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: megabot on July 27, 2021, 11:13:24 AM
so a random thought

Can i disassemble a zigg for more ziggs?
also this whole scanning error thing, mabe it's just me but i did not notice a difference in installed hull mods and errors to be honest when using an alpha core at the disassembler or whatever it is called
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: SirHartley on July 27, 2021, 11:55:23 AM
So wait, that's worth using?
I kinda just viewed it as an inferior reverse engineering...
Reverse Engineering gives you a blueprint. The derelict Chain gives you one to five (depending on hull size / AI cores) carbon copies of the ship you used, including installed S-Mods, and has the ability to apply three more S-Mods for free if the correct cores are used.

However, and this answers this:
also this whole scanning error thing, mabe it's just me but i did not notice a difference in installed hull mods and errors to be honest when using an alpha core at the disassembler or whatever it is called
You can get different amounts / levels of printing errors. These are normal D-Mods you can remove, but the amount entirely depends on the AI cores you use. Reading the Tooltips here is extremely important, you can absolutely *** yourself if you install cores with effects you don't want. (effectively - you can decide between a pristine hull, or more hulls with more defects, or normal amount with extra S-mods but more defects and so on).

Note that the "Automated Construction" mod can't be removed and is responsible for the free S-Mods being actually free, so removing it via console is not very smart.

regarding this:
so a random thought

Can i disassemble a zigg for more ziggs?
Yes.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Destroyer140 on July 27, 2021, 10:51:39 PM
Hi,

Quick question, I've been reading the last few posts here about forging ships with S mods and all that good stuff, but in the last implementation of the mod I played with (I believe it was 1.8c) going through the whole chain of deconstructing to template making to rebuilding from template, there was 3 degree of "automated ship construction" penalty hullmod of varying severity and even under best case scenario you ended up with hull which had random breakdowns mid fight.

Is this changed in the newest 2.2f build? If you AI core/otherwise buff industries can you end up with hulls that don't have random breakdowns?

I tried to track back in the changelog as far as it dates back in the main post but I didn't find anything about that.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: KDR_11k on July 27, 2021, 11:01:34 PM
regarding this:
so a random thought

Can i disassemble a zigg for more ziggs?
Yes.

That's not blacklisted?

Hi,

Quick question, I've been reading the last few posts here about forging ships with S mods and all that good stuff, but in the last implementation of the mod I played with (I believe it was 1.8c) going through the whole chain of deconstructing to template making to rebuilding from template, there was 3 degree of "automated ship construction" penalty hullmod of varying severity and even under best case scenario you ended up with hull which had random breakdowns mid fight.

Is this changed in the newest 2.2f build? If you AI core/otherwise buff industries can you end up with hulls that don't have random breakdowns?

I tried to track back in the changelog as far as it dates back in the main post but I didn't find anything about that.

Printing Defects is a regular d-mod and can be removed with a Restore, the restoration dock or just the Field Repairs skill and some waiting.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Destroyer140 on July 27, 2021, 11:23:28 PM
Printing Defects is a regular d-mod and can be removed with a Restore, the restoration dock or just the Field Repairs skill and some waiting.

Huh. If that was the same way in 0.9.1a in the earlier version I had, then it's a pretty huge oversight I had, because that was the entire reason I went "yep, I'm just not going to bother with this feature if it makes defective hulls". Thanks for the clarification.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: megabot on July 28, 2021, 01:44:44 AM
So wait, that's worth using?
I kinda just viewed it as an inferior reverse engineering...
Reverse Engineering gives you a blueprint. The derelict Chain gives you one to five (depending on hull size / AI cores) carbon copies of the ship you used, including installed S-Mods, and has the ability to apply three more S-Mods for free if the correct cores are used.

so wait, i can decide what S mods a ship has by reverse engineering a ship that in the way that i want and then all the reverse engineered ships coming from this ship will have those S mods?

that sounds incredible. incredibly OP but it is so late game who the hell cares. as a side note, if i reverse engineer a ship with the automated ship construction hull mod for 3 extra S mods and the skill to mod one more in, so that i create a ship woth 6 S mods and then let it go trough the chain with only alpha cores again, will i then gain a ship with 3 of the hull mods i built in(because my max is 3 after all), 6 because it only cares about the max amount of hull mods after applying hte automated construction hull mod or never cares or will it be added another time to it for say 9 max hull mods?

i wanna see how ridiculous i can be
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: KDR_11k on July 28, 2021, 02:01:07 AM
then let it go trough the chain with only alpha cores again
Printed ships cannot be deconstructed (or reverse engineered I believe, so no copying that rare ship to get enough for a blueprint). That also means that when you find a ship as a forge template you can't make copies of it.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: nocluewhatimdoing on July 28, 2021, 07:04:52 AM
What file do I edit and where in the file is the line to give the alpha core the proper bonuses, because I think I read a tooltip that said gamma and beta cores give bonuses that the alpha core doesn't, which is absolute horse-***
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: SirHartley on July 28, 2021, 07:48:55 AM

so wait, i can decide what S mods a ship has by reverse engineering a ship that in the way that i want and then all the reverse engineered ships coming from this ship will have those S mods?

...

i wanna see how ridiculous i can be
Reverse engineering and the printing chain are entirely seperate from each other. You can not use printed ships for reverse engineering in any way.

What file do I edit and where in the file is the line to give the alpha core the proper bonuses, because I think I read a tooltip that said gamma and beta cores give bonuses that the alpha core doesn't, which is absolute horse-***
maybe play the mod first, you will find out that you are wrong and your comment makes zero sense.

Additionally, if you have to ask what to do, you lack the knowledge required to do it anyway.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: megabot on July 28, 2021, 10:34:25 AM
Reverse engineering and the printing chain are entirely seperate from each other. You can not use printed ships for reverse engineering in any way.

i meant by reverse engineering the hull forge line, with reverse engineering being the hull deconstructor or hull forge, or whatever the thing is called
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: nocluewhatimdoing on July 28, 2021, 01:02:13 PM
I've been playing for nearly a week and I exclusively use alpha cores

Also get *** rid of that second line it holds no water
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: SirHartley on July 28, 2021, 02:01:11 PM
Reverse engineering and the printing chain are entirely seperate from each other. You can not use printed ships for reverse engineering in any way.

i meant by reverse engineering the hull forge line, with reverse engineering being the hull deconstructor or hull forge, or whatever the thing is called
I see! To answer the question, then - since printed ships can't be deconstructed again, the limit for total S-Mods is 6 - 3 from vanilla, 3 from the Forge - any additional mods notwithstanding.

I've been playing for nearly a week and I exclusively use alpha cores

Also get *** rid of that second line it holds no water
Alpha cores in this mod are not necessarily better than betas or gammas, depending on the situation. The effects usually are mutually exclusive as well, so it's a rather useless request, which is why I was asking you to engage with them so you could figure that out before making a fool of yourself.

As for the second line - changing AI core effects means adjusting all code in the relevant classes, though you would have known that, had you any capability to achieve it in the first place. Since the mod is around 30k loc and the core effects are hardcoded and decentralized in most cases, I wish you the best of luck.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: nocluewhatimdoing on July 28, 2021, 02:06:15 PM
How are you this bad at counting
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: SirHartley on July 28, 2021, 02:12:16 PM
How are you this bad at counting
Weakest attempt I've seen all year, but it did make me laugh, so good on you.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Alex on July 28, 2021, 03:03:32 PM
What file do I edit and where in the file is the line to give the alpha core the proper bonuses, because I think I read a tooltip that said gamma and beta cores give bonuses that the alpha core doesn't, which is absolute horse-***
Also get *** rid of that second line it holds no water
How are you this bad at counting

This kind of behavior towards other forum members will not be tolerated. Please familiarize yourself with the forum rules (https://fractalsoftworks.com/forum/index.php?topic=2668.0), and please consider this an official warning.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Helldiver on July 28, 2021, 03:35:13 PM
Rumors say that whenever one of these angry yahoos finds their way to this thread, the eyebrows of the dog in SirHartley's pic angle inwards by 1 degree.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: megabot on July 29, 2021, 05:49:31 AM
Reverse engineering and the printing chain are entirely seperate from each other. You can not use printed ships for reverse engineering in any way.

i meant by reverse engineering the hull forge line, with reverse engineering being the hull deconstructor or hull forge, or whatever the thing is called
I see! To answer the question, then - since printed ships can't be deconstructed again, the limit for total S-Mods is 6 - 3 from vanilla, 3 from the Forge - any additional mods notwithstanding.

ahh, i see. well, that is  balanced, i guess, heh. so i cannot have infinite ships by just deconstructing one ship, nor reverse engineer more ships with the actual reverse engineering hub either. well, thanks for explaining sir!

i guess no ziggurats for all my patrolls
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Yunru on July 30, 2021, 03:05:05 AM
A slight annoyance when using the salvage yards:
The maximum order value appears to be capped at the lower of the actual maximum and your budget.
I have sufficient parts such that I could produce the hull in question with the 50% discount, but I can't select to reduce the cost using parts until I select a hull, and I can't select the hull because I can't afford it at full price.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: KDR_11k on July 30, 2021, 03:27:00 AM
ahh, i see. well, that is  balanced, i guess, heh. so i cannot have infinite ships by just deconstructing one ship, nor reverse engineer more ships with the actual reverse engineering hub either. well, thanks for explaining sir!

I really wish we could either use the forge to make reverse engineering of somewhat rare craft more feasible (it's pretty much impossible unless you run into LOTS of that particular ship) or at least reverse engineer weapons. As it is I don't think I've ever produced a BP via reverse engineering.

Though now I'm wondering, I guess you can't reverse engineer automated ships just because you can stick them into a disassembler, right?
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Yunru on July 30, 2021, 03:30:22 AM
ahh, i see. well, that is  balanced, i guess, heh. so i cannot have infinite ships by just deconstructing one ship, nor reverse engineer more ships with the actual reverse engineering hub either. well, thanks for explaining sir!

I really wish we could either use the forge to make reverse engineering of somewhat rare craft more feasible (it's pretty much impossible unless you run into LOTS of that particular ship) or at least reverse engineer weapons. As it is I don't think I've ever produced a BP via reverse engineering.
Bwah? It only takes three capital ships to produce a BP, and iirc something like 9 frigates.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: megabot on July 30, 2021, 08:50:30 AM
ahh, i see. well, that is  balanced, i guess, heh. so i cannot have infinite ships by just deconstructing one ship, nor reverse engineer more ships with the actual reverse engineering hub either. well, thanks for explaining sir!

I really wish we could either use the forge to make reverse engineering of somewhat rare craft more feasible (it's pretty much impossible unless you run into LOTS of that particular ship) or at least reverse engineer weapons. As it is I don't think I've ever produced a BP via reverse engineering.
Bwah? It only takes three capital ships to produce a BP, and iirc something like 9 frigates.
it also only takes 3 capital ships to fill all the DP you have per battle, if you have an overwhelming amount of ships. you might not even be able to deploy 3 of a capital class ship if you are equal or outnumbered
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: KDR_11k on July 30, 2021, 10:43:09 AM
Bwah? It only takes three capital ships to produce a BP, and iirc something like 9 frigates.
That's a lot to me, basically limits it to ships of a faction you fight regularly.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: KDR_11k on August 02, 2021, 08:04:44 AM
(https://i.imgur.com/vPKU2AF.jpg)

I'm getting a "Maximum number of industries exceeded" penalty on this planet. The ruins are upgrading into an Ancient Laboratory. If I cancel the upgrade the penalty goes away.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Yunru on August 02, 2021, 08:52:21 AM
Well yes: Ancient Laboratory is an industry...
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: KDR_11k on August 02, 2021, 09:04:43 AM
Well yes: Ancient Laboratory is an industry...
Nope, only Hull Forge is. The other ruins structures aren't.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: hollow on August 08, 2021, 03:22:42 AM
Im kinda confused on how to use the hullforge and what it does
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: KDR_11k on August 08, 2021, 06:43:29 AM
Im kinda confused on how to use the hullforge and what it does
It does nothing on its own, you have to find certain items to use with it. They're fairly obvious if you find any.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: hollow on August 08, 2021, 02:10:18 PM
yea I know you need to find those empty forge templates but when I but them inside the industry they do nothing
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Yunru on August 08, 2021, 02:31:11 PM
The Hull Forge wants templates that are empty.
It's a different building that takes empty ones and fills them.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: MrMagolor on August 08, 2021, 03:22:23 PM
The Hull Forge wants templates that are empty.
It's a different building that takes empty ones and fills them.

To add onto that, you also need to provide the ship to deconstruct for the Hull Deconstructor, in a similar manner to Restoration Docks.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: KDR_11k on August 08, 2021, 10:24:26 PM
yea I know you need to find those empty forge templates but when I but them inside the industry they do nothing
Nope, it wants the full ones. You should find some with a ship on them out there.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: DownTheDrain on August 08, 2021, 10:54:21 PM
I'm surprised you guys actually use those things, none of them seem worth a slot to me.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: megabot on August 09, 2021, 02:15:41 AM
I'm surprised you guys actually use those things, none of them seem worth a slot to me.

you can multiply a rare ship you have, and you can install up to 3 extra permanent hull mods in each ship produced. it is worth it if you want to go above and beyond at making something completely overpowered, or if you want to multiply said ship by either 2(at the lowest value) or even more, depending on hull size and AI cores
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Farya on August 10, 2021, 12:24:08 PM
What about some special item for Domed Cities that allows them to benefit from Plasma Shield structure and actually gain some ground defense? They won't benefit as much as a planet with no such collosal city centers obviously, and surface batteries are also still useless as they are easy to detect and destroy from orbit with impunity lacking civilian targets nearby. That one could be a kind of system that lets you maintain several smaller plasma shield projectors over every dome instead of a single large one.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: megabot on August 10, 2021, 01:35:20 PM
What about some special item for Domed Cities that allows them to benefit from Plasma Shield structure and actually gain some ground defense? They won't benefit as much as a planet with no such collosal city centers obviously, and surface batteries are also still useless as they are easy to detect and destroy from orbit with impunity lacking civilian targets nearby. That one could be a kind of system that lets you maintain several smaller plasma shield projectors over every dome instead of a single large one.
wrong mod. i think you are looking for terraforming and station construction
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Farya on August 10, 2021, 10:17:41 PM
Oh, my bad. I got a question though - would there possibly be more special items? Like the one for a relay structure. Ones added so far are really great.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: hollow on August 13, 2021, 04:35:16 AM
Oh and I just noticed that this mod reduces the deal maker bonus from 50% to 25%, is there a way to increase or change this number?
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Coil on August 15, 2021, 09:51:44 PM
Just want to send a big thank you for your hard work. Your mod has really made colonization faaaar more interesting and gives planet construction/colonization meaningful choices.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Toplin on August 17, 2021, 09:15:10 PM
After installing both Industrial Evolution and Grand Colonies, enabling them, and attempting to start the game I'm met with the same error code

"Fatal: com/fs/starfarer/api/campaign/StoryPointActionDelegate Cause: com.fs.starfarer.api.compaign.StoryPointActionDelegate.

I'm not 100% sure if this is entirely because of these two mods (I have a couple other installed like nexerelin and some mod factions) however this only happening when I have them enabled makes me think there's a problem somewhere. It may be on my side of things and I just can't figure it out but I'd appreciate any help.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: SirHartley on August 18, 2021, 01:08:40 AM
After installing both Industrial Evolution and Grand Colonies, enabling them, and attempting to start the game I'm met with the same error code

"Fatal: com/fs/starfarer/api/campaign/StoryPointActionDelegate Cause: com.fs.starfarer.api.compaign.StoryPointActionDelegate.

I'm not 100% sure if this is entirely because of these two mods (I have a couple other installed like nexerelin and some mod factions) however this only happening when I have them enabled makes me think there's a problem somewhere. It may be on my side of things and I just can't figure it out but I'd appreciate any help.
Hey, first off, thanks for the report - but I need the entire crashlog to check and debug.
Please copy that entire part: https://static.wikia.nocookie.net/starfarergame/images/d/de/StackTrace.png and post it here, in spoilers like this:
Code
[spoiler]crash log goes here[/spoiler]

Just want to send a big thank you for your hard work. Your mod has really made colonization faaaar more interesting and gives planet construction/colonization meaningful choices.
Thanks, very happy to hear that :)

Oh and I just noticed that this mod reduces the deal maker bonus from 50% to 25%, is there a way to increase or change this number?
there's a toggle in the mod settings, but considering commerce is hilariously OP and actively diminishes choice, I don't think disabling that nerf will improve your game experience. It's up to you.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: JAL28 on August 18, 2021, 01:29:55 AM
Do Variable Industries with Recreational Drugs VPCs stack with Psychoactive Fungus from Unknown Skies?

Basically will I get the +1 to Drug production on a variable industry with a drug VPC?
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Toplin on August 18, 2021, 05:27:29 AM
Spoiler
"C:\Users\trent\Downloads\starsectorindustrial.log"
[close]

Not entirely sure if I did that right or if you can even open it but that's the log, hope it helps.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: SpaceDrake on August 18, 2021, 10:42:24 AM
You're gonna need to copy the contents of the file itself, there, chief. Or upload it somewhere we can access it.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: 5ColouredWalker on August 20, 2021, 06:18:38 AM
Do Variable Industries with Recreational Drugs VPCs stack with Psychoactive Fungus from Unknown Skies?

Basically will I get the +1 to Drug production on a variable industry with a drug VPC?
Yes it does. Can confirm because I've done it before.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: JAL28 on August 20, 2021, 06:28:41 AM
Do Variable Industries with Recreational Drugs VPCs stack with Psychoactive Fungus from Unknown Skies?

Basically will I get the +1 to Drug production on a variable industry with a drug VPC?
Yes it does. Can confirm because I've done it before.

Ah, time to build a Light Industry and Variable Manufactory + Free Port and monopolize the Drug market.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Dread Lord Murubarda on August 23, 2021, 09:06:58 PM
can we get a repair reduction at the drydock based on our faction production quantity of metals/tools/ship parts etc?

or a mechanic similar to the salvage yards ship parts/relics donation. even better if we could also sacrifice ships to lower repair cost.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: theDragn on August 25, 2021, 04:34:40 PM
Is it intended for the centralization bureau to consider orbital works and heavy industry as separate industries when figuring out the boost it gives? Seems like it should treat them as two versions of the same thing rather than two separate industries.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Abominable on August 26, 2021, 01:53:44 AM
Does anyone know which modded and vanilla factions have ambassadors? I found VIC, SCY nation, Mayasura, ORA, Brighton, and Roiders. I can’t seem to find Independents and Pirates for the vanilla ones and I’m still looking for Hazard Mining, Legio Infernialis, Diable Avionics, United Pamed, 9th Battlegroup and a few others. Are they not implemented or am I looking at the wrong planets? I figured that stations wont have them since the ones I’ve found where all on planets, like their core worlds.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Farya on August 26, 2021, 08:30:55 AM
Does anyone know which modded and vanilla factions have ambassadors? I found VIC, SCY nation, Mayasura, ORA, Brighton, and Roiders. I can’t seem to find Independents and Pirates for the vanilla ones and I’m still looking for Hazard Mining, Legio Infernialis, Diable Avionics, United Pamed, 9th Battlegroup and a few others. Are they not implemented or am I looking at the wrong planets? I figured that stations wont have them since the ones I’ve found where all on planets, like their core worlds.
IndEvo support is up for other modders to implement into their mods. Check their mods for IndEvo folder. If they got one, they should be compatible. Otherwise you could make it yourself, it's not too hard.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Abominable on August 27, 2021, 01:09:46 AM
Does anyone know which modded and vanilla factions have ambassadors? I found VIC, SCY nation, Mayasura, ORA, Brighton, and Roiders. I can’t seem to find Independents and Pirates for the vanilla ones and I’m still looking for Hazard Mining, Legio Infernialis, Diable Avionics, United Pamed, 9th Battlegroup and a few others. Are they not implemented or am I looking at the wrong planets? I figured that stations wont have them since the ones I’ve found where all on planets, like their core worlds.
IndEvo support is up for other modders to implement into their mods. Check their mods for IndEvo folder. If they got one, they should be compatible. Otherwise you could make it yourself, it's not too hard.

Thanks!
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Knifiel on August 27, 2021, 07:46:57 AM
When i was using hull deconstructor + hull forge with alpha cores, i was getting built-in safety overrides on Duinn Thunderbirds Champions from LowTech Armada mod. Dunno if it's intended or not, but may be worth noting here.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: MrMagolor on September 04, 2021, 08:26:50 AM
Not sure if this is a bug or not, but Ancient Laboratories do not increase the production of Variable Assemblers/Manufactories.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: DrTechman42 on September 04, 2021, 11:36:15 PM
Hello, I'd like to report a couple of bugs that I've found.
1) The bonus from the ancient lab nullifies on save load. In my case the steps to recreate are: restore the lab, plant a beta core and get +3, save, load and it's back to base value. Gets reset when I remove and place back the beta core.

2) The Restoration Nanites are in the pool of the artifacts that the historian can tell you about. It was sad to spend many story points and to be greeted with "you shouldn't have this"

Other than that, thanks for the mod! Can't imagine playing Starsector without it.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Coil on September 05, 2021, 07:20:10 AM
Found a speeeeeeling error

In the world symbols description of the cathedral "have always needed something to belive in"

Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: geminitiger on September 06, 2021, 08:05:19 AM
Installed an ambassador with TT
get to +40
do some missions, send an agent to raise faction.
get 100

Now I loss rep with them (started around -5)/month with them via the ambassador (back down to 70ish and now -1 per month)

is that supposed to happen?

Planning a war with them soon, so haven't disabled the ambassador to see how this plays out.


Question 2:
Does using this mod reduce the chances of finding other loot like nanoforges, I've found like 10+ special items for planets just for this mod but no nanoforge so gotta ask.


bug report: relays are reporting "affected by AI core in high command" -- Though I don't use any AIs anywhere at all yet.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: MrMagolor on September 07, 2021, 02:00:20 PM
Not sure which part of this is the bugged bit, but the Historian can tell you where to find an item that currently is WIP.
(https://i.imgur.com/Jt7QKXy.png)
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: geminitiger on September 08, 2021, 02:58:22 AM
Why are my embassies giving me negative rating with factions at the end of the month? I haven't even been in the same system with them. It really seems like it doesn't only raise your faction to 40, but also reduce your rating if you get it over 40, leaving embassies as a giant trap that you can't easily remove.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: SirHartley on September 08, 2021, 10:34:28 AM
Is it intended for the centralization bureau to consider orbital works and heavy industry as separate industries when figuring out the boost it gives? Seems like it should treat them as two versions of the same thing rather than two separate industries.
Nope, fixed that for the next version, thank you!

When i was using hull deconstructor + hull forge with alpha cores, i was getting built-in safety overrides on Duinn Thunderbirds Champions from LowTech Armada mod. Dunno if it's intended or not, but may be worth noting here.
Can happen, not too concerned.

Not sure if this is a bug or not, but Ancient Laboratories do not increase the production of Variable Assemblers/Manufactories.
Bug, and fixed - thanks!

Hello, I'd like to report a couple of bugs that I've found.
1) The bonus from the ancient lab nullifies on save load. In my case the steps to recreate are: restore the lab, plant a beta core and get +3, save, load and it's back to base value. Gets reset when I remove and place back the beta core.

2) The Restoration Nanites are in the pool of the artifacts that the historian can tell you about. It was sad to spend many story points and to be greeted with "you shouldn't have this"

Other than that, thanks for the mod! Can't imagine playing Starsector without it.
Thanks for the reports, both of these are now fixed in dev.

Installed an ambassador with TT
get to +40
do some missions, send an agent to raise faction.
get 100

Now I loss rep with them (started around -5)/month with them via the ambassador (back down to 70ish and now -1 per month)
is that supposed to happen?

Planning a war with them soon, so haven't disabled the ambassador to see how this plays out.

Question 2:
Does using this mod reduce the chances of finding other loot like nanoforges, I've found like 10+ special items for planets just for this mod but no nanoforge so gotta ask.

bug report: relays are reporting "affected by AI core in high command" -- Though I don't use any AIs anywhere at all yet.
Please read the Embassy FAQ. Any rep loss with the target faction will get multiplied by 1.5, the impact will reduce the following months. This is explained in detail on the mod page.

Question 2: This mod adds a total of 4 industry items. Quite amazed that you were able to find 10! To answer your question, however - no, you find the exact same amount of special items. The loot pool is slightly diluted by the items I added, so I made up for that with the special events, which give you "free" stuff that you wouldn't have gotten otherwise.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: wilki24 on September 08, 2021, 03:17:56 PM
Where do you install a relay hypertransmitter?

I have one, but haven't found a way to actually use it.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: geminitiger on September 08, 2021, 09:32:33 PM
Where do you install a relay hypertransmitter?
I have one, but haven't found a way to actually use it.
it says on the item what building you can install it in. 


Question 2: This mod adds a total of 4 industry items. Quite amazed that you were able to find 10! To answer your question, however - no, you find the exact same amount of special items. The loot pool is slightly diluted by the items I added, so I made up for that with the special events, which give you "free" stuff that you wouldn't have gotten otherwise.

I said "special items" not "industry items"..  I found 10 of these 12 items before finding a nanoforge.
 1. vpc luxury goods
 2. vpc exo-armour suits
 3. vpc heavy machinery
 4. vpc ship components
 5. vpc supplies
 6. vpc exploration package
 7. vpc domestic goods
 8. soil nanites
 9. simulation engine
10. E.U.T.E.C.K
11. neuroconditioning compounds
12. relay hypertransmitter

It's a relevant and logical question to ask if nanoforges will spawn less with so many special items!


Please read the Embassy FAQ. Any rep loss with the target faction will get multiplied by 1.5, the impact will reduce the following months. This is explained in detail on the mod page.
I've read it, it doesn't really explain how I went from 100 faction with TT to 40 over the course of a year when I wasn't even in the same system as them for the entire time, let alone *** them off in anyway. That's why I'm confused. Similiar less extreme things have happened with Heg and Per factions, again without known causes. I've been off doing my own things not messing with these guys.

Kindly note my bug report, military relays are giving me "ai core installed bonus" while no-AI core is installed. (Though I've "improved" 1 high command in one of my systems)
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: barackollama on September 08, 2021, 11:27:50 PM
Hey I'm noticing in a clean install with only industrial evolution enabled (2.2.f) that nanoforges both add and subtract ship components from heavy industry. The tooltip (under units supplied) for Chicomoztoc's orbital works shows a +3 and -3 modifier to ship components due to their pristine nanoforge. is this intentional? If not, is there any way i can correct this in the code absent a hotfix?

Thanks! This is one of my favorite mods but that weird thing is making me scratch my head a little bit.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Farya on September 09, 2021, 07:23:34 AM
1. vpc luxury goods
 2. vpc exo-armour suits
 3. vpc heavy machinery
 4. vpc ship components
 5. vpc supplies
 6. vpc exploration package
 7. vpc domestic goods
 8. soil nanites
 9. simulation engine
10. E.U.T.E.C.K
11. neuroconditioning compounds
12. relay hypertransmitter

It's a relevant and logical question to ask if nanoforges will spawn less with so many special items!
Soil nanites are vanilla. So there are four new industry items total. These could dillute industry items pool a bit, but in practice vanilla affects the chance to find nanoforge much more then this mod does.
VPC chips got their own loot pool and does not affect nanoforge drop at all.

Hey I'm noticing in a clean install with only industrial evolution enabled (2.2.f) that nanoforges both add and subtract ship components from heavy industry. The tooltip (under units supplied) for Chicomoztoc's orbital works shows a +3 and -3 modifier to ship components due to their pristine nanoforge. is this intentional? If not, is there any way i can correct this in the code absent a hotfix?

Thanks! This is one of my favorite mods but that weird thing is making me scratch my head a little bit.
IIRC that's how Orbital Works are supposed to work now after IndEvo rebalance of quality. You are supposed to have a supply line of salvaged components now to get the top quality. Which means you must have Salvage Yards yourself or have an allied faction (like indies) to supply the neccessary volume of components. Without Orbital Works you may want to actually stop the growth of your shipyard colony at some point to avoid shortages or invest into your own Salvage Yard.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: barackollama on September 09, 2021, 11:09:31 PM

IIRC that's how Orbital Works are supposed to work now after IndEvo rebalance of quality. You are supposed to have a supply line of salvaged components now to get the top quality. Which means you must have Salvage Yards yourself or have an allied faction (like indies) to supply the neccessary volume of components. Without Orbital Works you may want to actually stop the growth of your shipyard colony at some point to avoid shortages or invest into your own Salvage Yard.

Oh yeah, I understand how HI and OW are supposed to work with regards to ship components. The thing that is confusing me is the fact that nanoforges, when installed, both increase and decrease the supply of ship components by the same amount, +1,-1 for corrupted, +3,-3 for pristine. That's what strikes me as odd, because it sort of defeats some of the purpose of those nanoforges w.r.t. ship quality calculations.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: MrMagolor on September 10, 2021, 02:18:24 PM
Another bug - if you have stellar shades/mirrors in orbit of a planet with a Rift Generator (in this case, courtesy of DIY Planets) you will be unable to activate the rift generator due to interference.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: SirHartley on September 10, 2021, 04:13:05 PM
Oh yeah, I understand how HI and OW are supposed to work with regards to ship components. The thing that is confusing me is the fact that nanoforges, when installed, both increase and decrease the supply of ship components by the same amount, +1,-1 for corrupted, +3,-3 for pristine. That's what strikes me as odd, because it sort of defeats some of the purpose of those nanoforges w.r.t. ship quality calculations.
Reason for that is to keep demand and supply in balance - since pristine nanoforges increase the output by 3 flat, and every modded faction and their mother seems to have one, it would immediately lead to an oversupply of a commodity that is supposed to have only very few sources - so I cancelled the bonus out.
It's a suboptimal choice for gameplay reasons over lore :/

Another bug - if you have stellar shades/mirrors in orbit of a planet with a Rift Generator (in this case, courtesy of DIY Planets) you will be unable to activate the rift generator due to interference.
It's not a bug when I write a legit message telling you what's wrong and why.
Mirrors and shades are moveable only with severe jank due to the way they are spawned by other mods, disabling the generator when they are present was the best way to handle this - my other attempts caused orphaned mirrors everywhere, or they just vanished.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Uhlang on September 12, 2021, 08:42:04 AM
Is it just me, or do Courier Ports don't work properly?
I created a contract to restock a Supercomputer with a Gamma Core from my main storage every three months. It seemed to work fine at first, but eventually, I got an intel log saying that the Supercomputer was running out of cores. I never noticed a message saying that a delivery failed, but I assumed the couriers were attacked on the way, even if that seemed unlikely since the storage and the destination were literally orbiting the same ice giant. Anyway, I figured I could do without the income bonus for a couple months and just continued exploring. After getting a couple logs saying that my Supercomputer was starving, I got an entry about the next Gamma Core delivery, soon followed by an entry saying that it was successful and guess what? I got no message saying that the Supercomputer picked it up and kept getting messages that it was still hungry. The "deliveries" that followed months later showed the same results.
Spoiler for exploration content, still Courier Port-related
Though I'm not as certain about this one, I also tried using the Courier Port for interstellar deliveries between Hull Forges, Ancient Labs, and Hull Deconstructors, and I'm fairly sure I lost a couple printed ships and Forge Templates while doing so, possibly the same way I lost the Gammas.
[close]
Needless to say, I have built up enough of a paranoia of the ports that I do the deliveries myself now.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: SirHartley on September 12, 2021, 10:49:43 AM
Is it just me, or do Courier Ports don't work properly?
I created a contract to restock a Supercomputer with a Gamma Core from my main storage every three months. It seemed to work fine at first, but eventually, I got an intel log saying that the Supercomputer was running out of cores. I never noticed a message saying that a delivery failed, but I assumed the couriers were attacked on the way, even if that seemed unlikely since the storage and the destination were literally orbiting the same ice giant. Anyway, I figured I could do without the income bonus for a couple months and just continued exploring. After getting a couple logs saying that my Supercomputer was starving, I got an entry about the next Gamma Core delivery, soon followed by an entry saying that it was successful and guess what? I got no message saying that the Supercomputer picked it up and kept getting messages that it was still hungry. The "deliveries" that followed months later showed the same results.
Spoiler for exploration content, still Courier Port-related
Though I'm not as certain about this one, I also tried using the Courier Port for interstellar deliveries between Hull Forges, Ancient Labs, and Hull Deconstructors, and I'm fairly sure I lost a couple printed ships and Forge Templates while doing so, possibly the same way I lost the Gammas.
[close]
Needless to say, I have built up enough of a paranoia of the ports that I do the deliveries myself now.
This is something I'm currently actively looking into. The ports sometimes jank out for no apparent reason, so I'm overhauling how they work.
Sorry for any items you have lost - avoiding them right now is a good call if you run into continuous trouble!
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: wilki24 on September 17, 2021, 06:11:19 PM
Would it be possible to make the Salvage Yard hull-picking dialog scrollable?

I'm currently looking at this: https://i.imgur.com/Pat9nzy.png

I know I have a much larger fleet size than normal, but I thought I'd ask in case it's not too difficult.
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: geminitiger on September 21, 2021, 08:19:31 PM
In the description of sensor relays it says it acts as a patrol HQ until it's built.
I'm guessing this means it provides patrols, not that it actually functions as a patrol HQ that provides stability and ground defense?
I would hope that's the case and appears to be so but I'm just looking for clarification.
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: SirHartley on September 23, 2021, 10:58:10 AM
(https://i.imgur.com/7k1QAas.png)


Save Compatible with 2.2.


Download (https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution2.2.g.zip)
Integrated with Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)
Pairs well with Grand.Colonies (https://fractalsoftworks.com/forum/index.php?topic=20986.0)


Small maintenance update to fix the known issues in the wake of me picking up work of this again.


Change Log
2.2.g
  • General
  • Adjusted - Normal Storage now gets unlocked for free if ships/carge are transferred in case of IndEvo storage removal (Resto docks...)
  • Fixed - Commerce no longer instantly finishes building after reloading the game
  • Fixed - Rare crash after salvaging a wreck
  • Fixed - Unimplemented special items should no longer be available via the Historian (Emphasis - should)
  • Fixed - Starpocalypse no longer applies D-Mods to ships in the repair docks
  • Fixed - Starpocalypse no longer regulates the inventory of the Requisitions Centre
  • Centralization Bureau
  • Fixed - Now works for the Manufactory
  • Fixed - Now properly recognizes Heavy Industry and Orbital Works
  • Senate
  • Fixed - Edict Tooltips again
  • Military/Interstellar Relay
  • Adjusted - Will now properly spawn patrols if only military building on the market
  • Adjusted - Can no longer improve with story points (was causing issues)
  • Salvage Yards
  • Adjusted - Added a base budget of 75.000 (any output is in addition to that)
  • Adjusted - Reduced the required amount of Relic Components (3 per DP -> 2 per DP)
  • Fixed - Now has budget to custom produce ships if HI is present on the planet
  • World Wonders
  • Fixed - Typos
  • Exploration
  • Fixed - Forge Templates can no longer resolve into (D) hulls
  • Fixed - Player Faction can no longer be a choice in the "Rumors" salvage Event
  • Derelict Industries
  • Fixed - Ancient Lab can no longer suddenly change bonus commodities
  • Fixed - Ancient Lab now properly applies production bonus on save load
  • Fixed - Ancient Lab now applies bonus output to Manufactory
[close]
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: SneakyDevil on September 24, 2021, 03:24:53 PM
Updated to (not a new save) the new IE version. OW and HI still not working together for the CB bonus.

Edit: I refreshed all the industries involved and its still not working
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: RainmanUSMC on September 24, 2021, 05:09:12 PM
Uhm, I think I might have broken one of my planets. I tried to teleport it closer to one of my other colonies and now it is lost in hyperspace.
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: Yunru on September 24, 2021, 05:16:27 PM
Uhm, I think I might have broken one of my planets. I tried to teleport it closer to one of my other colonies and now it is lost in hyperspace.
Industrial Evolution has a planetary teleport?!
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: RainmanUSMC on September 24, 2021, 05:24:05 PM
So the rift engine thing appears to provide since it moved one of my planets to an entirely different system
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: DownTheDrain on September 25, 2021, 05:52:18 AM
Uhm, I think I might have broken one of my planets. I tried to teleport it closer to one of my other colonies and now it is lost in hyperspace.
Industrial Evolution has a planetary teleport?!

Yeah, the rift generator or whatever it's called.
It's one of those rebuildable industrial ruins thingies, though apparently a very rare one. Found it once and activated it without knowing what I was doing.
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: JAL28 on September 25, 2021, 08:03:50 AM
It also causes a somewhat visual glitch by cloning the system the planet was in before teleport about 3 times. It mostly manifests in the star(s) becoming a lot brighter on the sector map screen/the associated gravity wells becoming obnoxiously bright,  as well as multiple gravity wells in different locations leading to the same Star.
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: Uhlang on September 25, 2021, 12:36:27 PM
About a derelict industry
I noticed that, while installing a built-in logistics hullmod, the Hull Deconstructor strongly favors Efficiency Overhaul for combat ships, and Militarized Subsystems for civilian ships.
Efficiency Overhaul on combat ships is fine, if a little unremarkable, but Militarized Subsystems on civilian ships is an actual negative for those who minmax the fleet composition around their character skills, since it makes the freighters and tankers count as combat ships.
It's good that the Deconstructor tries to integrate fitting hullmods, and I imagine there's many people who appreciate free Militarized Subsystems, but I'd like most of my civilian ships to remain civilian and generally feel like this system is supposed to be more... random? Like a gacha into which you throw ships over and over until you get the perfect extra hullmod configuration. The Hull Forge does that rather well already, but the Deconstructor... you can actually use it knowing that you'll get Efficiency Overhaul or Militarized Subsystems, which doesn't seem like it was intended.

EDIT: It just hit me that Hull Forges can add any hullmod, logistic or otherwise, and that I may have misattributed the constant addition of Militarized Subsystems to the Deconstructor when it was actually the Forge. I'm gonna have to experiment some more.
[close]
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Szasz on September 27, 2021, 05:17:37 AM
Great to spice things up, I really liked the Engineering Hub, but some features are nonsensical to me, like:
 - A new type of cargo to clutter your inventory (ship components),
 - Salvage Yards and Refining overshadow each others output and the Centralization Bureau does not help that, but in cases Salvage Yards outperform Refining:
 - Salvage Yards is always in deficit of Heavy Machinery reducing productivity due to the global supply cap of 10 and neither of the AI cores address that,
 - Courier Port is somewhat dysfunctional taking more than a year to transfer cargo to the adjacent moon while killing FPS and the fleet spawned seemed insufficient in my case (we're looking at 5000 cargo capacity tops for 334599 items, see attachment)
  + they went on patrols as far as the fringe jump point autonomously to intercept inspection fleet while loading cargo, losing 324000 items, you read it right
  + it costed 1.5 mil credit, 5.5 mil with insurance
  + UI to go through it is unergonomic, Jaghaimo's storage consolidation contracts are much more elegant for example
  + I reloaded a save and did the whole transfer manually in 1/5 game day for about 20 supplies under one real time minute
 - Hypertransmitter Relay item needs to be installed in a Military Base or High Command to provide a system wide benefit that forgoes the need of a Military Base in order to build Relays, yes, you heard me, it seems you need a Military Base either way, what the heck?
 - Cannot give the order to cleanse the subpopulation without building a costly Senate first, so no house cleaning in the first 60-240 day or so (depending on building priority) but military presence is required anyway
 - Restoration Docks can't repair all D-mods, so was a definite bummer for me
 - Military Relays that require military buildings on other planets don't function as a Patrol HQ (that has no requirement btw) contrary to description as they do not provide the stability bonus => Patrol HQ>Military Relay
 - Installing items function for structures that has none compatible
 - Never see the use of edicts other than wartime lockdown, gains are either marginal while drawbacks impact (every other) colony heavily or problem can be easily solved some other way (rearranging industries for example instead of Single Child Policy that stops colony growth)

As a tooltip says, none of the features are useless, but that doesn't mean they aren't dysfunctional. Since colonies are flawed either way, I'll probably play without the mod next run if that happens.

[attachment deleted by admin]
Title: Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
Post by: Yunru on September 27, 2021, 05:49:19 AM
- Hypertransmitter Relay item needs to be installed in a Military Base or High Command to provide a system wide benefit that forgoes the need of a Military Base in order to build Relays, yes, you heard me, it seems you need a Military Base either way, what the heck?
Correction (because I too made this mistake): It provides a sector-wide benefit.
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: SirHartley on September 27, 2021, 08:24:59 AM
Updated to (not a new save) the new IE version. OW and HI still not working together for the CB bonus.

Edit: I refreshed all the industries involved and its still not working
***. Well, it was worth a try - I'll fix that for the next update, then, maybe, probably.

Uhm, I think I might have broken one of my planets. I tried to teleport it closer to one of my other colonies and now it is lost in hyperspace.
So the rift engine thing appears to provide since it moved one of my planets to an entirely different system
So, did it vanish or move somewhere you didn't expect? First one can happen if you transverse jump out of the system while the animation is running - haven't found a fix for that yet, no idea why it happens.

About a derelict industry
I noticed that, while installing a built-in logistics hullmod, the Hull Deconstructor strongly favors Efficiency Overhaul for combat ships, and Militarized Subsystems for civilian ships.
Efficiency Overhaul on combat ships is fine, if a little unremarkable, but Militarized Subsystems on civilian ships is an actual negative for those who minmax the fleet composition around their character skills, since it makes the freighters and tankers count as combat ships.
It's good that the Deconstructor tries to integrate fitting hullmods, and I imagine there's many people who appreciate free Militarized Subsystems, but I'd like most of my civilian ships to remain civilian and generally feel like this system is supposed to be more... random? Like a gacha into which you throw ships over and over until you get the perfect extra hullmod configuration. The Hull Forge does that rather well already, but the Deconstructor... you can actually use it knowing that you'll get Efficiency Overhaul or Militarized Subsystems, which doesn't seem like it was intended.

EDIT: It just hit me that Hull Forges can add any hullmod, logistic or otherwise, and that I may have misattributed the constant addition of Militarized Subsystems to the Deconstructor when it was actually the Forge. I'm gonna have to experiment some more.
[close]
Spoiler
The hull deconstructor applies the logistics hullmod like MilSubs, the forge applies 2 normal hull mods. Neither, as you correctly found, is random - the Decon and the Forge both try to fit hullmods that are useful to the ship. I can't really account for player intention when doing that since everyone plays the game in a different way, and I can't predict what the player wants to do. If you want no milSubs built in, consider using another AI core on the Deconstructor.
[close]

Feedback
First off, thank you for taking the time and writing your feedback here! I appreciate it a lot.
I think you might have missed a few things that are not immediately obvious, so I'd like to clarify my intentions:

some features are nonsensical to me, like:
 - A new type of cargo to clutter your inventory (ship components),
Ship Components have two primary uses - they can be traded in for cheap construction (with your own blueprints) at a salvage yard and they reduce planetary ship quality when a deficit appears and can thus be used to soften up enemy planets for invasion by intercepting shipments. Components have more actual use than most vanilla commodities (metal, drugs, transplutonics, all ore, organics...), however, I understand that this might not be immediately obvious.
 - Salvage Yards and Refining overshadow each others output and the Centralization Bureau does not help that, but in cases Salvage Yards outperform Refining:
 - Salvage Yards is always in deficit of Heavy Machinery reducing productivity due to the global supply cap of 10 and neither of the AI cores address that,
it's intended as a sidegrade, yes. Refining will beat SY in consistent money output, it's the "safe" way to go, and scales with colony size, which the yards don't. It should overshadow them sometimes, but not always. I'll take another look at the metal output, thank you.

It also only has a deficit if you don't produce enough machinery :)
Output is actually capped with colony size, it could be higher than 10 (I think).

 - Courier Port is somewhat dysfunctional taking more than a year to transfer cargo to the adjacent moon while killing FPS and the fleet spawned seemed insufficient in my case (we're looking at 5000 cargo capacity tops for 334599 items, see attachment)
  + they went on patrols as far as the fringe jump point autonomously to intercept inspection fleet while loading cargo, losing 324000 items, you read it right
  + it costed 1.5 mil credit, 5.5 mil with insurance
Yup, port's the weakest part of the mod stability wise, I'm working on improving it but it is very complicated.

  + UI to go through it is unergonomic, Jaghaimo's storage consolidation contracts are much more elegant for example
Jaghaimo is an actual developer with an education and years of experience, who coded the best modded UI starsector has seen to date (I learned to code from no experience for this mod, legit the first thing I ever programmed was the variable assembler). His UI is also based on methods only available in the "Intel" window, while mine runs on the "Dialogue" methods. I can't use Intel methods and am not a good enough programmer to make it any better, and it sucks, but that's life.
  + I reloaded a save and did the whole transfer manually in 1/5 game day for about 20 supplies under one real time minute
Sorry for that! The latest update at least fixed the infinite loading times, it's now capped at 7 days iirc.

 - Hypertransmitter Relay item needs to be installed in a Military Base or High Command to provide a system wide benefit that forgoes the need of a Military Base in order to build Relays, yes, you heard me, it seems you need a Military Base either way, what the heck?
See Yunrus comment, it lifts the restriction for the entire sector, so you need only one military base anywhere
 - Cannot give the order to cleanse the subpopulation without building a costly Senate first, so no house cleaning in the first 60-240 day or so (depending on building priority) but military presence is required anyway
Correct! Removing Deciv. Subpop is supposed to be hard, we are talking about eradicating a huge amount of disorganized people that live hidden in the nooks and crannies of an entire planet and do guerilla warfare. America tried to do that with the viet cong in a single country, and got their ass handed to them. Imagine Vietnam, the planet!

 - Restoration Docks can't repair all D-mods, so was a definite bummer for me
You might have been on an old version (pre 2.2.g), there was a problem with Starpocalypse, which added a D-mod after the docks repaired them all. The newest version repairs everything except for scripted D-Mods.

 - Military Relays that require military buildings on other planets don't function as a Patrol HQ (that has no requirement btw) contrary to description as they do not provide the stability bonus => Patrol HQ>Military Relay
Funny enough, I was just told yesterday that the relays are OP as *** because they completely invalidate patrol HQs. They only spawn patrols when there is no other military building on the planet, maybe you misinterpreted that? They are actually slightly better than HQs at that, but worse than military bases. They also give the fleet size transfer/buff, which is a very definite advantage over HQs.

 - Installing items function for structures that has none compatible
All buildings that have the option to install an item, also have an item that can be installed - you might just have not found it :)

 - Never see the use of edicts other than wartime lockdown, gains are either marginal while drawbacks impact (every other) colony heavily or problem can be easily solved some other way (rearranging industries for example instead of Single Child Policy that stops colony growth)
Every time someone tells me the edicts are useless, they list another one as the "only good one" - they are all niche, but all have their use case. It might just not have fit your play style! Single Child Policy was actually created because someone requested that feature.

Which really brings me to the gist of it - This mod is a giant amount of different things.
The list of features is so long, there is bound to be stuff that some people like, and others dislike. Depending on your playstyle, you may really like the reverse engineering, and really hate the salvage yards - but I have also gotten feedback that reverse engineering is completely useless and the only thing worth it are the yards.

Colonies are still flawed, yes, but I have high hopes that Alex might someday give them a proper purpose -  I have yet to be disappointed by his work (except for commerce, *** commerce).
Until that happens, I hope the mod at least improved your gameplay experience, if only by adding to exploration.
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: Szasz on September 27, 2021, 08:43:24 PM
Uhm, I think I might have broken one of my planets. I tried to teleport it closer to one of my other colonies and now it is lost in hyperspace.
So the rift engine thing appears to provide since it moved one of my planets to an entirely different system
So, did it vanish or move somewhere you didn't expect? First one can happen if you transverse jump out of the system while the animation is running - haven't found a fix for that yet, no idea why it happens.
The animation is too cool to skip it with transverse jumping. However the remaining nascent gravity well in hyperspace is weird, the player can transverse jump through that to empty space - since the planet is long gone.
Is it safe to rift jump a lot? I was afraid that it creates too many new entities in the save file.

About a derelict industry
I noticed that, while installing a built-in logistics hullmod, the Hull Deconstructor strongly favors Efficiency Overhaul for combat ships, and Militarized Subsystems for civilian ships.
Efficiency Overhaul on combat ships is fine, if a little unremarkable, but Militarized Subsystems on civilian ships is an actual negative for those who minmax the fleet composition around their character skills, since it makes the freighters and tankers count as combat ships.
It's good that the Deconstructor tries to integrate fitting hullmods, and I imagine there's many people who appreciate free Militarized Subsystems, but I'd like most of my civilian ships to remain civilian and generally feel like this system is supposed to be more... random? Like a gacha into which you throw ships over and over until you get the perfect extra hullmod configuration. The Hull Forge does that rather well already, but the Deconstructor... you can actually use it knowing that you'll get Efficiency Overhaul or Militarized Subsystems, which doesn't seem like it was intended.

EDIT: It just hit me that Hull Forges can add any hullmod, logistic or otherwise, and that I may have misattributed the constant addition of Militarized Subsystems to the Deconstructor when it was actually the Forge. I'm gonna have to experiment some more.
[close]
Spoiler
The hull deconstructor applies the logistics hullmod like MilSubs, the forge applies 2 normal hull mods. Neither, as you correctly found, is random - the Decon and the Forge both try to fit hullmods that are useful to the ship. I can't really account for player intention when doing that since everyone plays the game in a different way, and I can't predict what the player wants to do. If you want no milSubs built in, consider using another AI core on the Deconstructor.
[close]
Well, maybe you could do that by taking currently installed hullmods into account on a ship set to deconstruct.

Feedback
First off, thank you for taking the time and writing your feedback here! I appreciate it a lot.
Whee, you're so appreciative! And thanks for patiently explaining every single mechanic related to the mod, I wish my short-sightedness was the problem in every case.

Ship Components have two primary uses - they can be traded in for cheap construction (with your own blueprints) at a salvage yard and they reduce planetary ship quality when a deficit appears and can thus be used to soften up enemy planets for invasion by intercepting shipments. Components have more actual use than most vanilla commodities (metal, drugs, transplutonics, all ore, organics...), however, I understand that this might not be immediately obvious.
The issue I got with Ship Components is the same as with Metals. I always ended up jettisoning them during explorations cause they overflow cargo capacity so hard.
I imagined that Salvage Yards might be useful when running a colony without Heavy Industry but as it turned out it penalizes your fleet quality if not built alongside a heavy industry so I ended up not doing that in the run. I tried, however building ships with it but the old 0 credit base capacity certainly impacted the experience and sacrificing ships did not extend it enough to be worthwhile and somehow I missed Ship Components altogether since I always jettisoned or put them into storage. Now I revisited this feature and it seems cool except cost/d-mod prediction appears to be slow to react and the first slider of ship components doesn't seem to do anything, the second is fine.

it's intended as a sidegrade, yes. Refining will beat SY in consistent money output, it's the "safe" way to go, and scales with colony size, which the yards don't. It should overshadow them sometimes, but not always. I'll take another look at the metal output, thank you.

It also only has a deficit if you don't produce enough machinery :)
Output is actually capped with colony size, it could be higher than 10 (I think).
In my experience Salvage Yards outperformed Refining most of the time. I constantly had 550+ salvage points (no ai core) that either come from weapon disassembly or battles in the system. By the way it can't go through Vulcan Cannons and Light Machine Guns fast enough to empty my storage.
I cannot show you a legit screenshot about production values right now, since I let these colonies grow past size 6 which isn't legit anymore, but it was like this with no ai core and a lot of salvage points as long as I can remember:
SY outputs 14 Metals, requires 12 Heavy Machinery.
Heavy Industry/Orbital Works on a colony outputs  size-2 + nanoforge_bonus + ai_core_bonus + Industrial_Planning_bonus  Heavy Machinery, that's 9 tops in player hands so we default back to Chicomoztoc (10) which is still not enough.

Yup, port's the weakest part of the mod stability wise, I'm working on improving it but it is very complicated.
I see. Yes, I imagine it could be complicated.

Jaghaimo is an actual developer with an education and years of experience, who coded the best modded UI starsector has seen to date (I learned to code from no experience for this mod, legit the first thing I ever programmed was the variable assembler). His UI is also based on methods only available in the "Intel" window, while mine runs on the "Dialogue" methods. I can't use Intel methods and am not a good enough programmer to make it any better, and it sucks, but that's life.
No need for excuses, I get it. To be fair I wouldn't ever ever touch java for the sake of Starsector modding. Probably.

  + I reloaded a save and did the whole transfer manually in 1/5 game day for about 20 supplies under one real time minute
Sorry for that! The latest update at least fixed the infinite loading times, it's now capped at 7 days iirc.
No harm done, I just missed the warning sign. Good to know there's a cap now.

See Yunrus comment, it lifts the restriction for the entire sector, so you need only one military base anywhere
Can't blame me, every description revolving around Hypertransmitter Relay mentions "system". Did you mean "sector" instead? I checked the feature of fleet size extension, that works only within the star system as correctly stated.

Correct! Removing Deciv. Subpop is supposed to be hard, we are talking about eradicating a huge amount of disorganized people that live hidden in the nooks and crannies of an entire planet and do guerilla warfare. America tried to do that with the viet cong in a single country, and got their ass handed to them. Imagine Vietnam, the planet!
Alright, that makes perfect sense. I'll admit, I'm biased by boggled's Military Policy Headquarters. Its simplicity and carefree nature held me captive. I have a grudge with functions that require visiting the planet with my precious fleet.

You might have been on an old version (pre 2.2.g), there was a problem with Starpocalypse, which added a D-mod after the docks repaired them all. The newest version repairs everything except for scripted D-Mods.
I indeed used 2.2.f. And to be exact Restoration Docks was (and is still) not willing to repair Ill-advised Modifications for me from Pather ships and the damaged Virtuous class from Diable Avionics (which now that you mention it, seemed custom scripted).

Funny enough, I was just told yesterday that the relays are OP as *** because they completely invalidate patrol HQs. They only spawn patrols when there is no other military building on the planet, maybe you misinterpreted that? They are actually slightly better than HQs at that, but worse than military bases. They also give the fleet size transfer/buff, which is a very definite advantage over HQs.
Huh. I'm aware how the structure is intended to work and I'm happy to disagree. If some market is providing substantial fleet size for a Relay to benefit from, then all I need on the planet is stability, since defense is probably already taken care of and I ended up shutting down every Military Relay in favor of a PHQ. Can think of one exception off the top off my head, though: markets are too far away in the system to reliably cover each other with fleets, so ye, there's probably a place for this after all.

All buildings that have the option to install an item, also have an item that can be installed - you might just have not found it :)
Yep, that's on me. This mess 0.95 brought with special items means some items are never found during a playthrough.

- Never see the use of edicts other than wartime lockdown, gains are either marginal while drawbacks impact (every other) colony heavily or problem can be easily solved some other way (rearranging industries for example instead of Single Child Policy that stops colony growth)
Every time someone tells me the edicts are useless, they list another one as the "only good one" - they are all niche, but all have their use case. It might just not have fit your play style! Single Child Policy was actually created because someone requested that feature.
Forced relocation is especially cool to "feed" other markets with the use of a terran planet, Hard Deadlines for a Derelict Contingent run, Exact Clearences for good ships early on, etc., but the question is, are they worth the time, like Commerce 2.0, 10ish percent accessibilty bonus at the expanse of 7% penalty for every other colony? They aren't exactly gamechangers.
I wouldn't go as far as calling them useless, but can you imagine a scenario for every one of them to be worth bothering with? If yes, I can live with that.

Which really brings me to the gist of it - This mod is a giant amount of different things.
The list of features is so long, there is bound to be stuff that some people like, and others dislike. Depending on your playstyle, you may really like the reverse engineering, and really hate the salvage yards - but I have also gotten feedback that reverse engineering is completely useless and the only thing worth it are the yards.
Imagine that! Reverse engineering felt particularly refreshing since the only reliable method of reproducing technology without your mod is the dullness of never-ending raids. I wish it worked for weapons as well.
It's also a great way to play Pokémoncompletionist on an UGNP powered black box and then Engineering Hub really does have an impact.

Colonies are still flawed, yes, but I have high hopes that Alex might someday give them a proper purpose -  I have yet to be disappointed by his work (except for commerce, *** commerce).
Until that happens, I hope the mod at least improved your gameplay experience, if only by adding to exploration.
Yeah, lol, **** commerce. : ;D
Oh, absolutely! It was my best colony experience since Terraforming and Station Construction. Its easy to use, seemed bug-free, descriptions are clear as day and what structures offer are quite cool and is the best option to expand colony related content in 0.95 in my opinion.
I hope that one day the plethora of features offered by this are not hold back by the vanilla limitation of 12 structures per colony.

ps. Lemme bash on VPC related stuff. Commodity Forge, maybe even Manufactory isn't taken into account by Centralization Bureau for dedicated industries, so their sole use is to output desired stuff into stockpiles/storage in a game where money is not an issue and that leaves me confused.
If VPC drops lower the chance of getting actual useful stuff then I'm unhappy.

Hypertransmitter Relay description might be an exception. It says it can improve a Comm Relay but I wasn't able to do that. Maybe it's meant for the Interstellar Relay planetary structure?

By the way Officer respec or even controlled training would be cool in Academy.
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: SirHartley on September 28, 2021, 03:07:11 AM
Quote
Is it safe to rift jump a lot? I was afraid that it creates too many new entities in the save file.
I think it is, but I have no proof. The gravity wells are intentional, they serve as anchor for any orbiting entities that are left over after the jump. You might see a slight impact if you jump a hundred times, but the few new entites a jump creates should not cause issues.

Quote
Well, maybe you could do that by taking currently installed hullmods into account on a ship set to deconstruct.
It does! It also checks what builds you have, what similar ships have, what you saved, what autofit does, what is currently in your fleet...
I tried to have it pick stuff that you can actually use, as it is very hard to get going and should therefore reward accordingly.

Quote
Whee, you're so appreciative! And thanks for patiently explaining every single mechanic related to the mod, I wish my short-sightedness was the problem in every case.
Having someone think, and take the time to write about their experience is the highest praise I can get, and I am very thankful for this. Also, I do not think you are short sighted at all - one of the big challenges during mod development is that the tooltip boxes are small and transferring information is hard, so people can't get the full picture, even if they try.

Quote
The issue I got with Ship Components is the same as with Metals. I always ended up jettisoning them during explorations cause they overflow cargo capacity so hard.
I imagined that Salvage Yards might be useful when running a colony without Heavy Industry but as it turned out it penalizes your fleet quality if not built alongside a heavy industry so I ended up not doing that in the run. I tried, however building ships with it but the old 0 credit base capacity certainly impacted the experience and sacrificing ships did not extend it enough to be worthwhile and somehow I missed Ship Components altogether since I always jettisoned or put them into storage. Now I revisited this feature and it seems cool except cost/d-mod prediction appears to be slow to react and the first slider of ship components doesn't seem to do anything, the second is fine.
First off, the 0 budget is a bug that was fixed in 2.2.g, sorry for that. D-mod prediction is slow cause it's a hack :P. The first slider reduces the cost of what you want to build by sacrificing components (at x1,2 efficiency), it only does something after you selected a ship to build.

The salvage yards are intended to be used before you have a colony - there are a few independent ones around (check the FAQ; there's one on Agreus and a few others), and you can build ships from your own blueprints at a reduced cost there. That's also what the parts are for - you get them from combat and can use them to build cheap ships without a colony mid-game.

I can certainly see how, without knowing that, you might see them as bloat and throw them out!

Quote
In my experience Salvage Yards outperformed Refining most of the time. [...]
I'll take another look and maybe run machinery demand and metal output along a logarithmic function, thank you for the in-depth analysis.

Quote
Can't blame me, every description revolving around Hypertransmitter Relay mentions "system". Did you mean "sector" instead? I checked the feature of fleet size extension, that works only within the star system as correctly stated.
I whipped up two new descriptions for the Relay Hypertransmitter, which do you think is better?
"In a Military Base / High Command: Allows the construction of Relays without a military base in the star system, anywhere in the sector."
Alternative:
"In a Military Base / High Command: removes the "Military Base" construction requirement for Relays in the entire sector."

Quote
Alright, that makes perfect sense. I'll admit, I'm biased by boggled's Military Policy Headquarters. Its simplicity and carefree nature held me captive. I have a grudge with functions that require visiting the planet with my precious fleet.
Absolutely understandable! I haven't found a way to do remote edict management yet, it'd be a bit of a headache to bring up that menu. Boggled likes to do things a bit easier than me, which is fine too!

Quote
I indeed used 2.2.f. And to be exact Restoration Docks was (and is still) not willing to repair Ill-advised Modifications for me from Pather ships and the damaged Virtuous class from Diable Avionics (which now that you mention it, seemed custom scripted)
Yup, those are scripted.

Quote
Huh. I'm aware how the structure is intended to work and I'm happy to disagree. If some market is providing substantial fleet size for a Relay to benefit from, then all I need on the planet is stability, since defense is probably already taken care of and I ended up shutting down every Military Relay in favor of a PHQ. Can think of one exception off the top off my head, though: markets are too far away in the system to reliably cover each other with fleets, so ye, there's probably a place for this after all.
Invasions, inspections and pirate activity calculate according to the present fleets, their size ect. in the system for autoresolve when the player is not home. Increasing defences on all planets will result in fewer successful raids due to how starsector abstracts systems.

Interstellar relays with a relay hypertransmitter can properly defend a lonely colony in a far off system without wasting an industry slot if you have a fortified planet anywhere in the sector - that was how I intended them.

Quote
Imagine that! Reverse engineering felt particularly refreshing since the only reliable method of reproducing technology without your mod is the dullness of never-ending raids. I wish it worked for weapons as well.
It's also a great way to play Pokémoncompletionist on an UGNP powered black box and then Engineering Hub really does have an impact.
Hah! Happy to hear it did good for you.
Regarding weapons: I could do that, easily, even - it is an intentional design choice. Starsector, at its core, lives from combat. In my opinion (!), all content should somehow drive the player into combat, support them in it, or otherwise supplement it - but never replace it.

If I did RE for weapons it would have to require large amounts of weapons to finish research, which wouldn't be fun. If it took too few, you might have very little incentive to go beat Diable over the head for that fourth Opfer too fast, or you might no longer want to scour the markets, potentially running into quests or conflict.

Quote
I hope that one day the plethora of features offered by this are not hold back by the vanilla limitation of 12 structures per colony.
Oh boy, I have something for you: https://fractalsoftworks.com/forum/index.php?topic=20986.0

Quote
ps. Lemme bash on VPC related stuff. Commodity Forge, maybe even Manufactory isn't taken into account by Centralization Bureau for dedicated industries, so their sole use is to output desired stuff into stockpiles/storage in a game where money is not an issue and that leaves me confused.
If VPC drops lower the chance of getting actual useful stuff then I'm unhappy.
They are intended to reduce the amount of supplies/fuel/marines/weapons you have to buy as that is tedious and I didn't like it. The other chips are mostly flavour.
VPCs have their own drop group. They slightly impact drop chances for other stuff (by ~1%, if I remember right), but that is offset by the salvage events that give you more stuff, so you come out equal.

Manufactory should now be properly taken into account for the Bureau, that was a bug.

Quote
Hypertransmitter Relay description might be an exception. It says it can improve a Comm Relay but I wasn't able to do that. Maybe it's meant for the Interstellar Relay planetary structure?
It is! I updated the item description to clarify.

Quote
By the way Officer respec or even controlled training would be cool in Academy.
Well, I still have an item that is not implemented for the Academy, stay tuned :)
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: Farya on September 28, 2021, 08:55:49 AM
Nexelerin has it's own menu called on Z press. Maybe something like that? You call a menu and it shows a list of planets that have courier office/senate built to select the one you need.
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: Szasz on September 29, 2021, 05:45:25 PM
Quote
Is it safe to rift jump a lot? I was afraid that it creates too many new entities in the save file.
I think it is, but I have no proof. The gravity wells are intentional, they serve as anchor for any orbiting entities that are left over after the jump. You might see a slight impact if you jump a hundred times, but the few new entites a jump creates should not cause issues.
All right. Endless random jumping it is. I still wish there was a way to jump with the planet or the born jump hole would let us follow the planet instead of prosaically spit us out into hyperspace.

Quote
Well, maybe you could do that by taking currently installed hullmods into account on a ship set to deconstruct.
It does! It also checks what builds you have, what similar ships have, what you saved, what autofit does, what is currently in your fleet...
I tried to have it pick stuff that you can actually use, as it is very hard to get going and should therefore reward accordingly.
Hey, that's clever.

Quote
Whee, you're so appreciative! And thanks for patiently explaining every single mechanic related to the mod, I wish my short-sightedness was the problem in every case.
Having someone think, and take the time to write about their experience is the highest praise I can get, and I am very thankful for this.
Of course not. Creating a likable mod is one thing but being mature in communication as part of marketing is another. Job well done on both fronts *pat* *pat* and you seem like a good fella.
Considering this isn't a paid project, the level of patience you present cannot be expected from random people.

one of the big challenges during mod development is that the tooltip boxes are small and transferring information is hard, so people can't get the full picture, even if they try.
Can't disagree, there's a whole profession built around bridging the gap between developers and subject matter experts (basically laypersons but we can't call customers that).

Quote
The issue I got with Ship Components is the same as with Metals. I always ended up jettisoning them during explorations cause they overflow cargo capacity so hard.
I imagined that Salvage Yards might be useful when running a colony without Heavy Industry but as it turned out it penalizes your fleet quality if not built alongside a heavy industry so I ended up not doing that in the run. I tried, however building ships with it but the old 0 credit base capacity certainly impacted the experience and sacrificing ships did not extend it enough to be worthwhile and somehow I missed Ship Components altogether since I always jettisoned or put them into storage. Now I revisited this feature and it seems cool except cost/d-mod prediction appears to be slow to react and the first slider of ship components doesn't seem to do anything, the second is fine.
First off, the 0 budget is a bug that was fixed in 2.2.g, sorry for that. D-mod prediction is slow cause it's a hack :P. The first slider reduces the cost of what you want to build by sacrificing components (at x1,2 efficiency), it only does something after you selected a ship to build.

The salvage yards are intended to be used before you have a colony - there are a few independent ones around (check the FAQ; there's one on Agreus and a few others), and you can build ships from your own blueprints at a reduced cost there. That's also what the parts are for - you get them from combat and can use them to build cheap ships without a colony mid-game.

I can certainly see how, without knowing that, you might see them as bloat and throw them out!
Following that logic Ship Components inevitably turn out as bloat late game.

Why are there two sliders for ship components? The second properly reduces the building cost of the selected ship down to 63k (was an Apogee in this case). The first as I said before doesn't seem to do anything, cost remained 126k on any setting.

Quote
In my experience Salvage Yards outperformed Refining most of the time. [...]
I'll take another look and maybe run machinery demand and metal output along a logarithmic function, thank you for the in-depth analysis.
Somewhat annoying but not unreal. Salvage Yards can create tremendous amounts of profit until Heavy Machinery stockpiles last.

Quote
Can't blame me, every description revolving around Hypertransmitter Relay mentions "system". Did you mean "sector" instead? I checked the feature of fleet size extension, that works only within the star system as correctly stated.
I whipped up two new descriptions for the Relay Hypertransmitter, which do you think is better?
"In a Military Base / High Command: Allows the construction of Relays without a military base in the star system, anywhere in the sector."
Alternative:
"In a Military Base / High Command: removes the "Military Base" construction requirement for Relays in the entire sector."
Second is better, because it is simple and clean. First one tries to overexplain things and overexplaining is often the perfect recipe for ambiguity.

Quote
Alright, that makes perfect sense. I'll admit, I'm biased by boggled's Military Policy Headquarters. Its simplicity and carefree nature held me captive. I have a grudge with functions that require visiting the planet with my precious fleet.
Absolutely understandable! I haven't found a way to do remote edict management yet, it'd be a bit of a headache to bring up that menu. Boggled likes to do things a bit easier than me, which is fine too!
I hardly think that is your fault, the game errantly forces the image of schlimazel underlings on the player where you literally have to drag a nanoforge to its final location by your bare hands or show up personally for plugging in an AI core because technicians working under you cannot do these themselves. I mean this is the hardcoded system you need to circumvent.

Invasions, inspections and pirate activity calculate according to the present fleets, their size ect. in the system for autoresolve when the player is not home. Increasing defences on all planets will result in fewer successful raids due to how starsector abstracts systems.

Interstellar relays with a relay hypertransmitter can properly defend a lonely colony in a far off system without wasting an industry slot if you have a fortified planet anywhere in the sector - that was how I intended them.
Hold on. Hypertransmitter works sector wide. That of course changes everything. Well, almost, I still build Patrol HQs in the same star system.

(reverse engineering) Regarding weapons: I could do that, easily, even - it is an intentional design choice. Starsector, at its core, lives from combat. In my opinion (!), all content should somehow drive the player into combat, support them in it, or otherwise supplement it - but never replace it.

If I did RE for weapons it would have to require large amounts of weapons to finish research, which wouldn't be fun. If it took too few, you might have very little incentive to go beat Diable over the head for that fourth Opfer too fast, or you might no longer want to scour the markets, potentially running into quests or conflict.
I see Engineering Hub differently then you. It could be the saving grace for one of a kind equipment (like a high value bounty ship or anything from Superweapon Arsenal) by taking insanely long to reverse engineer but only requiring a single (maybe two) specimen to experience. Or maybe on those runs where you can't find more Plasma Cannons for the rest of the Apogees until it becomes irrelevant.

Quote
I hope that one day the plethora of features offered by this are not hold back by the vanilla limitation of 12 structures per colony.
Oh boy, I have something for you: https://fractalsoftworks.com/forum/index.php?topic=20986.0
The page feedback via market condition is really clever. You're good at tossing information at the user in a limited environment!

Quote
By the way Officer respec or even controlled training would be cool in Academy.
Well, I still have an item that is not implemented for the Academy, stay tuned :)
Sounds awesome, can't wait!

Rest is clear and thanks for the changes.

Please help me with an issue that arose recently. To avoid incompatibility between Salvage Yards and Refining I moved Salvage Yards from the industrial moon to its hosting planet (by shutting down SY, rebuilding it on the planet along with a Heavy Industry) and quality bonuses are somehow void now. Fleets spawn with 4+ D-mods and custom production spits out junks. Reinstalling the nanoforge did not do squat and I have no idea how to fix this.

[attachment deleted by admin]
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: Codyrex123 on September 30, 2021, 12:16:38 AM
After some very helpful people explained the purpose of the Relay Hypertransmitter, I can't shake that the description for its effects is pretty uninformative for actually how useful it is.

What I've gathered is that its placed in a Military Base or High Command and from there on, anywhere in the sector with a colony you control you can build a Military Relay without the need of a Military Base in the system that colony is in.

But its tooltip while being placed in a Military Base or High Command doesn't convey this very well and I suggest trying something more like 'Allows Military Relays to be built in systems across the sector that do not have Military Bases constructed'
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: RainmanUSMC on October 02, 2021, 04:33:46 AM
It straight vanished, shows a location of unknown when you look at the planets menu.
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: renegade_sock on October 03, 2021, 04:13:26 AM
Hi,

Thanks for making such an awesome mod. I'm amazed you did this all without any programming experience. I've been considering getting into starsector modding but it looks very intimidating and the first tutorial I found for it was quite dated.

I was wondering if you've heard anybody else complain about rift generators only appearing on really bad planets? I don't know if it's a bug in the code but I've seen numerous rift generators but they're always on incredibly bad planets. Maybe I'm just unlucky?
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: Szasz on October 03, 2021, 03:30:10 PM
Hi,

Thanks for making such an awesome mod. I'm amazed you did this all without any programming experience. I've been considering getting into starsector modding but it looks very intimidating and the first tutorial I found for it was quite dated.

I was wondering if you've heard anybody else complain about rift generators only appearing on really bad planets? I don't know if it's a bug in the code but I've seen numerous rift generators but they're always on incredibly bad planets. Maybe I'm just unlucky?

Yes, I had an impression that you're quite unlucky so I checked my playthrough - my first time with this mod. Either that or you have a different definition of really bad than me.
Kharon was the first world I stumbled upon with nonsensical scan results that happened to be the rift generator when I colonized it out of curiosity. With just two jumps it ended up in my "main" star system and I left it there since it was okay enough to become the self sustaining location choice of where the senate could be outsourced.
(https://i.ibb.co/fpr0Tnb/image.png) (https://ibb.co/MVPNJGb)
Beside that there's a desert world with the same 125% hazard rating, a 175% barren, a 200% barren-bombarded, a 225% barren and that's it, no other planet has it in the entire sector.
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: renegade_sock on October 03, 2021, 07:54:58 PM
I guess I'm unlucky then haha. I look forward to your future updates :)
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: Farya on October 03, 2021, 11:00:54 PM
What about some kind of Space Telescope structure? That depending from ai core installed gives you intel snippets about objects of interest in unexplored systems. So you get a clue where to look for research stations. Or The Bucket from Tahlan Shipworks, if you add a mod support for their stuff and Nia feels like it.
Also could have a structure/addon for high command that decrypts other fleet communications - it could reveal exact location/fleet composition of hostile expeditions, tell you where nexerelin Task Forces currently are and where they are going. So you could plan your operations better. Could also make intel for things like upcoming smugglers and high value trade fleets appear more frequently. Or even add new ones like VIP vessel or technology courier for player to intercept.
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: peterwy22 on October 06, 2021, 05:18:32 AM
Hi

Is there a config file that can adjust the chance for a hull forge planet to spawn? In my 2 play throughs I did not find a single planet with hull forge and only 1 with hull decon, everything else was rift gen and ancient lab.. Ironically I found a hull forge planet in a random system generated by the "Beyond the sector" mod.. Is the chance supposed to be this low?
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: Havoc on October 06, 2021, 10:10:16 AM
hi, do Í need a colony for supply vpc?
I have the vpc but no nanoforge yet, will it work also on a ship, or space storage?
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: Farya on October 06, 2021, 10:30:05 AM
hi, do Í need a colony for supply vpc?
I have the vpc but no nanoforge yet, will it work also on a ship, or space storage?
You need a colony to use one. Normally. During exploration, on abandoned stations or planets with ruins you could find a still running commodity forge - you could use that one to burn a VPC of your choice to get lots of corresponding commodity immediately.
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: Szasz on October 07, 2021, 08:37:12 AM
Found some issues here and there but I'm not gonna bother much unless someone is interested.
 Privateer bases are a great way to eradicate hostile markets (due to the instability and decivilization they cause) and your PC (due to the amount of fleets they spawn).
 Neuroconditioning Compounds' (Senate installable item) tooltip is incorrect, I was unable to issue edicts on a friendly colony within 12 lightyears, namely Salamanca with 69 reputation with Persean League (literally 'friendly') from the senate on Qaras which had 4 lightyears between them in that time.
 Restoration Docks is inconvenient to use, integrated AI captains aside, due to
  1. officers getting removed from ships in storage
  2. the need of lumping replacements around or waiting till end of the month for the repairs to finish.

Please help me with an issue that arose recently. To avoid incompatibility between Salvage Yards and Refining I moved Salvage Yards from the industrial moon to its hosting planet (by shutting down SY, rebuilding it on the planet along with a Heavy Industry) and quality bonuses are somehow void now. Fleets spawn with 4+ D-mods and custom production spits out junks. Reinstalling the nanoforge did not do squat and I have no idea how to fix this.
It turns out Salvage Yards messes up something if its built alongside a Heavy Industry which is not the main source of custom production and there is enough Salvage Points in it to generate additional output (eg. 40+ with an Alpha core).  According to tooltips, if HI next to SY is upgraded to Orbital Works then the 20% quality bonus gets taken into account but any item bonus will be ignored regardless from the main production facility.
Construction via SY is also not worth bothering with at this point, because even with 1500 Salvage Points available the budget limit is capped at 350000 credits, requires personal interaction with the colony and delivery takes 60 days in comparison to custom production that's at the end of the month so I guess shutting down SY is the only way for late game.

Quote
Well, maybe you could do that by taking currently installed hullmods into account on a ship set to deconstruct.
It does! It also checks what builds you have, what similar ships have, what you saved, what autofit does, what is currently in your fleet...
I tried to have it pick stuff that you can actually use, as it is very hard to get going and should therefore reward accordingly.
Hey, that's clever.
Tried it and this doesn't seem to be the case. Slapped Augmented Drive Field, Auxiliary Thrusters and Heavy Armor onto a Doom before deconstruction in hopes these would get built in. What happened is practically a facepalm, built in Eff. Overhaul, Expanded Missile Racks and Integrated Targeting Unit, which I have no build + no use for, and my previously selected mods are still there taking up OP. Rekt.
(So it completely ignored current and my saved loadout.)

[attachment deleted by admin]
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: SirHartley on October 07, 2021, 10:07:53 AM
Found some issues here and there but I'm not gonna bother much unless someone is interested.
 Privateer bases are a great way to eradicate hostile markets (due to the instability and decivilization they cause) and your PC (due to the amount of fleets they spawn).
First to report this - and they spawn a single fleet (or a small amount of 3-4 if you have extreme fleet size) per 1-2 months. That's not enough to ruin performance by far!
 Neuroconditioning Compounds' (Senate installable item) tooltip is incorrect, I was unable to issue edicts on a friendly colony within 12 lightyears, namely Salamanca with 69 reputation with Persean League (literally 'friendly') from the senate on Qaras which had 4 lightyears between them in that time.
Friendly means your own, not another faction.
 Restoration Docks is inconvenient to use, integrated AI captains aside, due to
  1. officers getting removed from ships in storage
  2. the need of lumping replacements around or waiting till end of the month for the repairs to finish.
That's their point - they repair ships cheaper, but you gotta wait and use replacements...

It turns out Salvage Yards messes up something if its built alongside a Heavy Industry which is not the main source of custom production and there is enough Salvage Points in it to generate additional output (eg. 40+ with an Alpha core).  According to tooltips, if HI next to SY is upgraded to Orbital Works then the 20% quality bonus gets taken into account but any item bonus will be ignored regardless from the main production facility.
No idea what happened there, will look into it!

Construction via SY is also not worth bothering with at this point, because even with 1500 Salvage Points available the budget limit is capped at 350000 credits, requires personal interaction with the colony and delivery takes 60 days in comparison to custom production that's at the end of the month so I guess shutting down SY is the only way for late game.
It's not capped - you can always sacrifice ships. Their interaction custom production is more of a midgame thing, yes. Yards are still good for increasing budget and covering component demand, so no, shutting them down late game is your choice, but not the only option.

Tried it and this doesn't seem to be the case. Slapped Augmented Drive Field, Auxiliary Thrusters and Heavy Armor onto a Doom before deconstruction in hopes these would get built in. What happened is practically a facepalm, built in Eff. Overhaul, Expanded Missile Racks and Integrated Targeting Unit, which I have no build + no use for, and my previously selected mods are still there taking up OP. Rekt.
(So it completely ignored current and my saved loadout.)
It takes it into account, it doesn't guarantee it - there are a lot of factors considered, it's a weighting algorithm.
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: Szasz on October 07, 2021, 01:15:53 PM
Privateer bases are a great way to eradicate hostile markets (due to the instability and decivilization they cause) and your PC (due to the amount of fleets they spawn).
First to report this - and they spawn a single fleet (or a small amount of 3-4 if you have extreme fleet size) per 1-2 months. That's not enough to ruin performance by far!
I missed the chance of taking screenshot of hyperspace filled with fleets, I assumed you are aware of this but I'll be probably able to do one in my home system where some of them return to - as performance is wrecked there too anytime they gather.
What fleet size you have? I got 469% on a size 4 colony using vanilla stuff only. Smallest size 234%, smallest raid 5 fleets, biggest size 527%, biggest raid 19 fleets, average 10 fleets. 60+ fleets this time and they all inevitably meet in the core worlds. Previously there were less (maybe 42) and that was enough to bring down FPS to around 40 for me. Imagine all privateer bases I built starting raids at once and there is no limit!
edit: reply split due to forum db errors
edit: new screenshot - please download to see text column on the right

[attachment deleted by admin]
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: Szasz on October 07, 2021, 01:23:30 PM
Neuroconditioning Compounds' (Senate installable item) tooltip is incorrect, I was unable to issue edicts on a friendly colony within 12 lightyears, namely Salamanca with 69 reputation with Persean League (literally 'friendly') from the senate on Qaras which had 4 lightyears between them in that time.
Friendly means your own, not another faction.
Friendly means friendly, own means own. Every owned colony is friendly towards you but not every friendly colony is your own. I suggest looking into both tooltips.
I'm curious what difference does the item make since I was always able to do this without the item - as the senate tooltip already suggests: issue edicts on my in-system colonies once I build this on any planet. Does not even have a 12ly limitation like the item.
edit: included both descriptions

[attachment deleted by admin]
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: Szasz on October 07, 2021, 01:27:45 PM
Restoration Docks is inconvenient to use, integrated AI captains aside, due to
  1. officers getting removed from ships in storage
  2. the need of lumping replacements around or waiting till end of the month for the repairs to finish.
That's their point - they repair ships cheaper, but you gotta wait and use replacements...
All I'm saying if the functionality would be more streamlined then its usefulness would remain late game. There are two similar alternatives: Field Repairs and Derelict Contingent skill, both lets you skip the micromanagement of officers. In a game where I end up with unlimited credits, I'm gonna choose the lazy and expensive option, not RD, no matter how much I like its concept.

It turns out Salvage Yards messes up something if its built alongside a Heavy Industry which is not the main source of custom production and there is enough Salvage Points in it to generate additional output (eg. 40+ with an Alpha core).  According to tooltips, if HI next to SY is upgraded to Orbital Works then the 20% quality bonus gets taken into account but any item bonus will be ignored regardless from the main production facility.
No idea what happened there, will look into it!
Thanks. Output incompatibility with HI and quality mishaps - these reasons make shutting down SY the only viable late game option. Once they are fixed, I guess it's fine.
Please tell me what the first Ship Components slider that does not do anything is for.

Construction via SY is also not worth bothering with at this point, because even with 1500 Salvage Points available the budget limit is capped at 350000 credits, requires personal interaction with the colony and delivery takes 60 days in comparison to custom production that's at the end of the month so I guess shutting down SY is the only way for late game.
It's not capped - you can always sacrifice ships. Their interaction custom production is more of a midgame thing, yes. Yards are still good for increasing budget and covering component demand, so no, shutting them down late game is your choice, but not the only option.
Yes, see above, plus the micro required to acquire ships via recovery, purchase or custom production just to increase budget via scrapping is not a good selling point. Since you already need to own the blueprint for SY, you might as well produce target ship with any Heavy Industry, optionally restore it and sell Ship Components bloat - saves 60+ days and a lot of hassle.

Well, maybe you could do that by taking currently installed hullmods into account on a ship set to deconstruct.
It does! It also checks what builds you have, what similar ships have, what you saved, what autofit does, what is currently in your fleet...
I tried to have it pick stuff that you can actually use, as it is very hard to get going and should therefore reward accordingly.
Tried it and this doesn't seem to be the case. Slapped Augmented Drive Field, Auxiliary Thrusters and Heavy Armor onto a Doom before deconstruction in hopes these would get built in. What happened is practically a facepalm, built in Eff. Overhaul, Expanded Missile Racks and Integrated Targeting Unit, which I have no build + no use for, and my previously selected mods are still there taking up OP. Rekt.
(So it completely ignored current and my saved loadout.)
It takes it into account, it doesn't guarantee it - there are a lot of factors considered, it's a weighting algorithm.
Well it didn't weigh my intention enough. Is there a sure-fire way to tell it what to build-in so I won't be playing a lottery game until I get what I want?

I know how receiving criticism is like when it comes to your work which is basically your baby so consider my input like this: I think the product can be made objectively better in the areas covered. Large picture: late game invalidates a number of options provided by your mod, what it changes is the journey getting there and this isn't made clear by the intro (original post). Players could've sticked to vanilla if they so desired.

edit: consolidated the rest
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: Szasz on October 07, 2021, 02:49:22 PM
Hullforge just built-in Hardened Subsystems onto a Legion, while my chosen hull mods are there for their respective OP cost on the freshly produced ship.
I give up, this is a slot machine and a very bad one at that.
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: Killsode on October 09, 2021, 07:01:57 AM
(https://i.imgur.com/PIjHCg1.png)

I tried out the rift generator to teleport my new colony to my main system, but i think something *** up, it opened the "artificial hyperspace tear" (super cool btw!) but i dont think it liked the fact it was a binary system?
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: Uhlang on October 10, 2021, 10:56:37 AM
Hullforge just built-in Hardened Subsystems onto a Legion, while my chosen hull mods are there for their respective OP cost on the freshly produced ship.
I give up, this is a slot machine and a very bad one at that.
I mean, it gives you extra built-in hullmods. You can only have 3 of those per ship in vanilla and Decon/Forge can get that number all the way up to 6. Consider the gravity of that. It'd be insanely broken if you could just rig it to always get the exact mods you want, so it has to come at an equally steep price, which in this case is luck.
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: tindrli on October 18, 2021, 10:15:34 AM
while exploring i found some "experimental" ship blueprints. Can anyone explain me how to produce and make them part of my fleet?
Leaving those blueprints in "hull deconstructor"  is not working. i must be doing something wrong

thanx in advance
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: default on October 19, 2021, 10:02:13 AM
while exploring i found some "experimental" ship blueprints. Can anyone explain me how to produce and make them part of my fleet?
Leaving those blueprints in "hull deconstructor"  is not working. i must be doing something wrong

thanx in advance

Those are not blueprints, they are forge templates. As the mod author did not explain it in the OP, I'm sure it was not intended for you to just be told some of the things, so I will just say this for now: Try a different type of ruins. There are several, not just the one. Each have a different function, some having to do with forge templates. If the author wants to tell you outright, I'm sure he will(or somebody who cares less about spoiling what was blurred out in the OP). Until then, have fun exploring/colonizing!
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: McTrigger on October 20, 2021, 03:16:24 PM
First game trying out the mod.. and not finding many vanilla colony items. Was drop rate altered/nerfed?
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: crudelegend on October 21, 2021, 12:07:45 PM
Love this mod - it's my goto to recommend to other players (apart from Nexerelin)! I do wonder though about something - when I put cores in the Industrial Supply Store for the Supercomputer, it seems to take all of them in quick succession (4 gamma cores were taken within a week). I expected them to last a year, but it seems to not work that way. Is that intended, or is it not supposed to work like that?
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: SirHartley on October 21, 2021, 01:48:08 PM
First game trying out the mod.. and not finding many vanilla colony items. Was drop rate altered/nerfed?
No, in fact, I increased the total amount of items you find to make up for the dilution in loot. You probably just have bad luck.

Love this mod - it's my goto to recommend to other players (apart from Nexerelin)! I do wonder though about something - when I put cores in the Industrial Supply Store for the Supercomputer, it seems to take all of them in quick succession (4 gamma cores were taken within a week). I expected them to last a year, but it seems to not work that way. Is that intended, or is it not supposed to work like that?
Do you have DevMode on? it does that in DevMode for testing purposes. If not, something is wrong and I need to check. Thanks for the report!
Edit - tried to replicate this, was unable to. Apparently, I also disabled the devmode feature, so that can't be it, either. I have no idea what's happening other than a bad mod interaction.
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: peterwy22 on October 27, 2021, 03:28:02 AM
Courier port is making items disappear, I have a contract to move gamma cores from my home base to a planet with super computer industry storage, I have seen the deliver success message pop up countless times, however the super computer still gives warning saying it doesn't have any AI cores every month, and when I go the the planet I do not see the cores in any storage either
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: snicka on November 05, 2021, 04:54:09 AM
Has anybody had any luck with turning profit on a privateer base?

Had one in a max size colony with High Command enchanced with a Cryoengine. Weak systems too weak to turn profit, strong too stronk to be raided.

How do you actually use this thing correctly?
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: n3xuiz on November 07, 2021, 03:33:26 AM
is there a way to have the Salvage Yards spawn in fleets according to the faction that owns the building? i'm currently commissioned for a faction that is hostile to independents but i still want my system cleaned up instead of the scavengers fighting with my defense fleets.

can i change a setting in the files somewhere or is this impossible?
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: ErikaF on November 11, 2021, 01:10:25 PM
Bug report regarding spoilery exploration content:
Spoiler
The Rift Generator on this planet is charged and isn't moving the planet or doing the animation when activated while the player is in system, despite playing the noise.
If you traverse jump out of system it then completes the jump while you are not looking at it.
When used in another system it works as normal.
[close]
Save and modlist:
Spoiler
Save (ephemeral link): http://puu.sh/IozJI/22ab79e868.zip
List from enabled_mods.json:
"$$$_lightshow",
  "pantera_ANewLevel40",
  "Adjusted Sector",
  "automatedcommands",
  "better_deserving_smods",
  "chatter",
  "lw_radar",
  "lw_console",
  "fast_engine_rendering",
  "IndEvo",
  "lw_lazylib",
  "low_maintenance",
  "luddenhance",
  "MagicLib",
  "nexerelin",
  "swp",
  "speedUp",
  "timid_supply_forging",
  "US",
  "WEAPONARCS",
  "shaderLib"
[close]
Feedback on the same exploration content:
Spoiler
Centralization Bureaus and Commerce (and presumably other 1 per system buildings) can be built on Rift Generator planets and teleported into another system which contains a copy of those buildings.
Rift Generators are a fun way to add more real estate to engage with all the mod buildings.
Any plans to make the map level effects less ugly?
[close]
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: User_862 on November 17, 2021, 08:55:08 PM
I seem to be running into a problem when I try to get colony items such as the transmitter or VPC's through the console command mod. Whenever I enter the command additem indevo_transmitter it gives me relic components instead.
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: papasan on November 20, 2021, 10:57:22 AM
crash when trying to remove the Requisition Centre.  was able to get by this by first buying all of the available weapons then removing the structure...

Code
907098 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.campaign.econ.Submarket cannot be cast to com.fs.starfarer.api.impl.campaign.submarkets.StoragePlugin
java.lang.ClassCastException: com.fs.starfarer.campaign.econ.Submarket cannot be cast to com.fs.starfarer.api.impl.campaign.submarkets.StoragePlugin
at com.fs.starfarer.api.plugins.addOrRemovePlugins.IndEvo_subMarketAddOrRemovePlugin.moveContentsToStorage(IndEvo_subMarketAddOrRemovePlugin.java:122)
at com.fs.starfarer.api.plugins.addOrRemovePlugins.IndEvo_subMarketAddOrRemovePlugin.removeSubmarket(IndEvo_subMarketAddOrRemovePlugin.java:102)
at com.fs.starfarer.api.plugins.addOrRemovePlugins.IndEvo_subMarketAddOrRemovePlugin.removeSubMarket(IndEvo_subMarketAddOrRemovePlugin.java:70)
at com.fs.starfarer.api.plugins.addOrRemovePlugins.IndEvo_subMarketAddOrRemovePlugin.advance(IndEvo_subMarketAddOrRemovePlugin.java:40)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: Soutaisei on November 21, 2021, 02:18:26 AM
crash when trying to remove the Requisition Centre.  was able to get by this by first buying all of the available weapons then removing the structure...

Code
907098 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.campaign.econ.Submarket cannot be cast to com.fs.starfarer.api.impl.campaign.submarkets.StoragePlugin
java.lang.ClassCastException: com.fs.starfarer.campaign.econ.Submarket cannot be cast to com.fs.starfarer.api.impl.campaign.submarkets.StoragePlugin
at com.fs.starfarer.api.plugins.addOrRemovePlugins.IndEvo_subMarketAddOrRemovePlugin.moveContentsToStorage(IndEvo_subMarketAddOrRemovePlugin.java:122)
at com.fs.starfarer.api.plugins.addOrRemovePlugins.IndEvo_subMarketAddOrRemovePlugin.removeSubmarket(IndEvo_subMarketAddOrRemovePlugin.java:102)
at com.fs.starfarer.api.plugins.addOrRemovePlugins.IndEvo_subMarketAddOrRemovePlugin.removeSubMarket(IndEvo_subMarketAddOrRemovePlugin.java:70)
at com.fs.starfarer.api.plugins.addOrRemovePlugins.IndEvo_subMarketAddOrRemovePlugin.advance(IndEvo_subMarketAddOrRemovePlugin.java:40)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

I had this problem but I fixed it with a console command: "RemoveIndustry IndEvo_ReqCenter; RemoveSubmarket IndEvo_ReqCenterMarket"
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: Alex_Sans on November 24, 2021, 04:33:07 PM
Did I get this wrong or does the industrial ruins icon show up only after you colonize the planet? I surveyed the entire sector in my 1st playthrough with this mod and I didn't see a single one of them.
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: 5ColouredWalker on November 24, 2021, 06:31:49 PM
No, they show up on survey, but don't tell you ruin type.

So either the mod flu bed with your download, or you had poor rng.
Title: Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
Post by: Nick XR on December 07, 2021, 10:26:26 PM
crash when trying to remove the Requisition Centre.  was able to get by this by first buying all of the available weapons then removing the structure...

Code
907098 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.campaign.econ.Submarket cannot be cast to com.fs.starfarer.api.impl.campaign.submarkets.StoragePlugin
java.lang.ClassCastException: com.fs.starfarer.campaign.econ.Submarket cannot be cast to com.fs.starfarer.api.impl.campaign.submarkets.StoragePlugin
at com.fs.starfarer.api.plugins.addOrRemovePlugins.IndEvo_subMarketAddOrRemovePlugin.moveContentsToStorage(IndEvo_subMarketAddOrRemovePlugin.java:122)
at com.fs.starfarer.api.plugins.addOrRemovePlugins.IndEvo_subMarketAddOrRemovePlugin.removeSubmarket(IndEvo_subMarketAddOrRemovePlugin.java:102)
at com.fs.starfarer.api.plugins.addOrRemovePlugins.IndEvo_subMarketAddOrRemovePlugin.removeSubMarket(IndEvo_subMarketAddOrRemovePlugin.java:70)
at com.fs.starfarer.api.plugins.addOrRemovePlugins.IndEvo_subMarketAddOrRemovePlugin.advance(IndEvo_subMarketAddOrRemovePlugin.java:40)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

I too get this crash trying to remove the requisition center.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: SirHartley on December 11, 2021, 04:13:55 AM
(https://i.imgur.com/7k1QAas.png)


Save Compatible with 2.2.


Download (https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution2.2.h.zip)
Integrated with Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)
Pairs well with Grand.Colonies (https://fractalsoftworks.com/forum/index.php?topic=20986.0)


Compatibility update for 0.95.1a, fixed the pesky removal crash, some minor changes to rift generator.


Change Log
2.2.h
  • General
  • Fixed - Crash on removal for all industries that add submarkets
  • Items
  • Adjusted - Relay Hypertransmitter tooltip effect clarified
  • Fixed - WIP Items no longer show up with the historian (for real this time)
  • Derelict Industries
  • Fixed - Rift Generator no longer triples the hyperspace jump points of a system when used
  • Adjusted - Rift Generator Jump points now lead to the planet
[close]
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: chrizeren on December 14, 2021, 06:02:55 PM
I got this game breaking bug that just kept crashing my game over and over. Even when i tried to load the game, it just crashed the second i unpaused. Looks like the academy can randomly train administrators up to level 3, which the game doesn't recognize. Which is weird, because i never got the option to train admins after they reached lvl 2.

Here's the log:

4330051 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
   at com.fs.starfarer.settings.StarfarerSettings.null(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getInt(Unknown Source)
   at com.fs.starfarer.api.util.Misc.getAdminSalary(Misc.java:4025)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_Academy.calculateSalaryStor ageCost(IndEvo_Academy.java:205)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_Academy.reportEconomyTick(IndEvo_Academy.java:124)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:106)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getDouble(JSONObject.java:445)
   ... 17 more

Except this little snafu, i'm still loving the mod.

Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: calmatt on December 14, 2021, 07:03:46 PM
I'm having the exact same issue, did you find a fix? I'll delete the administrator at this point I don't care. I can't play my game anymore :(

I got this game breaking bug that just kept crashing my game over and over. Even when i tried to load the game, it just crashed the second i unpaused. Looks like the academy can randomly train administrators up to level 3, which the game doesn't recognize. Which is weird, because i never got the option to train admins after they reached lvl 2.

Here's the log:

4330051 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
   at com.fs.starfarer.settings.StarfarerSettings.null(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getInt(Unknown Source)
   at com.fs.starfarer.api.util.Misc.getAdminSalary(Misc.java:4025)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_Academy.calculateSalaryStor ageCost(IndEvo_Academy.java:205)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_Academy.reportEconomyTick(IndEvo_Academy.java:124)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:106)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getDouble(JSONObject.java:445)
   ... 17 more

Except this little snafu, i'm still loving the mod.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: DanzyDanz on December 15, 2021, 12:49:10 AM
So I was fiddling with the console a bit because it's been nearly a century in game and the performance was going to the shitter, and everytime I added the Chamelion Industry it always crashes when I hover my mouse on top of it
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: chrizeren on December 15, 2021, 01:15:01 AM
I'm having the exact same issue, did you find a fix? I'll delete the administrator at this point I don't care. I can't play my game anymore :(

I got this game breaking bug that just kept crashing my game over and over. Even when i tried to load the game, it just crashed the second i unpaused. Looks like the academy can randomly train administrators up to level 3, which the game doesn't recognize. Which is weird, because i never got the option to train admins after they reached lvl 2.

Here's the log:

4330051 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
   at com.fs.starfarer.settings.StarfarerSettings.null(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getInt(Unknown Source)
   at com.fs.starfarer.api.util.Misc.getAdminSalary(Misc.java:4025)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_Academy.calculateSalaryStor ageCost(IndEvo_Academy.java:205)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_Academy.reportEconomyTick(IndEvo_Academy.java:124)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:106)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getDouble(JSONObject.java:445)
   ... 17 more

Except this little snafu, i'm still loving the mod.

I couldn't get back to my colony to delete either the administrator or the academy. It just kept crashing every time i loaded the game. So no, I have not been able to find a fix for now.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Ruddygreat on December 15, 2021, 01:57:42 AM
So I was fiddling with the console a bit because it's been nearly a century in game and the performance was going to the shitter, and everytime I added the Chamelion Industry it always crashes when I hover my mouse on top of it

the chameleon is TASC, not indevo
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: calmatt on December 15, 2021, 06:33:14 PM
Managed to fix it. My problem was I didn't even know my admin's name, so I couldn't find him in the save file. Now just in case it matters whether the admin is retrieved or not, do what I did.

Download the console command mod, enable, load game.
Control+backspace to load console, type goto galatia (or whatever system he is in)
type sethome galatia academy
type home
Dock at academy, retrieve admin. Save game.

Locate savefile, open with text editor such as notepad++. Find your <person> tag, you'll see near the top a line such as <st>$ome_adminTier</st> with "3" below that. change to a 2. save the file, load the game.

I'm having the exact same issue, did you find a fix? I'll delete the administrator at this point I don't care. I can't play my game anymore :(

I got this game breaking bug that just kept crashing my game over and over. Even when i tried to load the game, it just crashed the second i unpaused. Looks like the academy can randomly train administrators up to level 3, which the game doesn't recognize. Which is weird, because i never got the option to train admins after they reached lvl 2.

Here's the log:

4330051 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
   at com.fs.starfarer.settings.StarfarerSettings.null(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getInt(Unknown Source)
   at com.fs.starfarer.api.util.Misc.getAdminSalary(Misc.java:4025)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_Academy.calculateSalaryStor ageCost(IndEvo_Academy.java:205)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_Academy.reportEconomyTick(IndEvo_Academy.java:124)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:106)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getDouble(JSONObject.java:445)
   ... 17 more

Except this little snafu, i'm still loving the mod.

I couldn't get back to my colony to delete either the administrator or the academy. It just kept crashing every time i loaded the game. So no, I have not been able to find a fix for now.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: FreonRu on December 16, 2021, 09:24:00 AM
SirHartley, good day.
What about food farming buildings on uninhabited planets? Hydroponics, domes, mushroom farms, etc.
Let there be an increased consumption of loans for maintenance or reduced production, but such a building will greatly diversify the choice of a system for settling.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: chrizeren on December 16, 2021, 02:50:29 PM
Managed to fix it. My problem was I didn't even know my admin's name, so I couldn't find him in the save file. Now just in case it matters whether the admin is retrieved or not, do what I did.

Download the console command mod, enable, load game.
Control+backspace to load console, type goto galatia (or whatever system he is in)
type sethome galatia academy
type home
Dock at academy, retrieve admin. Save game.

Locate savefile, open with text editor such as notepad++. Find your <person> tag, you'll see near the top a line such as <st>$ome_adminTier</st> with "3" below that. change to a 2. save the file, load the game.

I'm having the exact same issue, did you find a fix? I'll delete the administrator at this point I don't care. I can't play my game anymore :(

I got this game breaking bug that just kept crashing my game over and over. Even when i tried to load the game, it just crashed the second i unpaused. Looks like the academy can randomly train administrators up to level 3, which the game doesn't recognize. Which is weird, because i never got the option to train admins after they reached lvl 2.

Here's the log:

4330051 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
   at com.fs.starfarer.settings.StarfarerSettings.null(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getInt(Unknown Source)
   at com.fs.starfarer.api.util.Misc.getAdminSalary(Misc.java:4025)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_Academy.calculateSalaryStor ageCost(IndEvo_Academy.java:205)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_Academy.reportEconomyTick(IndEvo_Academy.java:124)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:106)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getDouble(JSONObject.java:445)
   ... 17 more

Except this little snafu, i'm still loving the mod.

I couldn't get back to my colony to delete either the administrator or the academy. It just kept crashing every time i loaded the game. So no, I have not been able to find a fix for now.

Oh nice, i'll definitely remember that the next time it happens. Sadly, i deleted that particular save file.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: paddypancake on December 19, 2021, 09:24:14 AM
I got a bug in 2.2.h where i just finished using the enviromental agency to remove pollution on a planet. Turns out the hazard went down but the pollution modifier remained, allowing me to construct it again (the old building got removed on finishing the project, as intended).
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Yunru on December 19, 2021, 09:40:15 AM
I got a bug in 2.2.h where i just finished using the enviromental agency to remove pollution on a planet. Turns out the hazard went down but the pollution modifier remained, allowing me to construct it again (the old building got removed on finishing the project, as intended).
Do you have a nanoforge on the planet?
If so, everything's working correctly: The pollution was fixed, but then you created more.
Edit: Oh, you're saying the Hazard didn't go back up?
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Enceos on December 19, 2021, 08:23:57 PM
Also had this problem with JSONObject["adminSalaryTier3"] not found.
My Admin was about to level up from tier 2 to tier 3 in the Academy.

@calmatt thank you for the workaround, you saved my game!

I used 'goto station_galatia_academy' command for teleporting.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Yunru on December 23, 2021, 12:29:47 PM
The Nanoanalytic Array can still drop from Tech-Mining, not sure if that's intentional or not?
Edit: Apparently I'm still on 2.2.f, my apologies if it's been fixed since.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Maxitanker on December 24, 2021, 05:02:38 PM
Hi. Getting a crash when I try to destroy embassy.  :(

Don't know what is a culprit but here is my steps for replicating the crash.
1. Got ambassador before finishing embassy building.
2. I've finished building an embassy in second page of a colony. (Grand.Colonies)
3. Installed an ambassador in slot and got a prompt that ambassador was "lost".
4. After several ingame months I noticed that ambassador still "Getting into the office" and decided to destroy the building.
5. Got a crash.

I tried to nudge embassy to the first page but it not helped. And I cant remove an ambassador from the building.

Dont know what to do. Embassy not working and i can't get rid of it. Here is logs:
Spoiler
Code
79847 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.plugins.ambassadorPlugins.IndEvo_ambassadorPersonManager.getOriginalMarket(IndEvo_ambassadorPersonManager.java:349)
at com.fs.starfarer.api.impl.campaign.rulecmd.ambassadorRules.IndEvo_ambassadorRemoval.removeAmbassadorWithPenalty(IndEvo_ambassadorRemoval.java:33)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_embassy.notifyBeingRemoved(IndEvo_embassy.java:296)
at com.fs.starfarer.campaign.econ.Market.removeIndustry(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.OO0o.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.ui.impl.K.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]

Edit: Managed to delete building and ambassador from the save file. If someone will get same bug - you can find code by searching: "<com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo__embassy". Then delete all references line by line from errors on save loading. It worked but I don't know if it will break something else.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: MrMech on December 25, 2021, 09:04:18 AM
I have an interesting problem, the Pristine Nanoforge is both adding to the ship component production by 3 and removing from it by 3.
And also, custom production ships have D-mods, even though with every buff applied the production should easily be reaching 200% quality.
 ???

[attachment deleted by admin]
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: sphr on December 26, 2021, 06:38:30 AM
sorry if this question is trivial....

I found this industrial ruin and restored it.. it was a r generator.
I flipped the switch.
My planet turned invisible after that.
I can still access it normally by traveling to its location (though it is invisible) and via the colony menu.
But it's invisible.

is this expected behavior? if so, how can I turn it back?
tia
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: temotodochi on December 27, 2021, 04:04:07 PM
Howdy, thanks for the great mod.

Have an issue with rift generator which i cant find any documentation for. There's a mention of planetary target but no hint on how to make one.
I can't really move my planet as it thinks my outposts are colonies. How can i make a planetary target?

Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: sphr on December 28, 2021, 12:11:15 AM
Howdy, thanks for the great mod.

Have an issue with rift generator which i cant find any documentation for. There's a mention of planetary target but no hint on how to make one.
I can't really move my planet as it thinks my outposts are colonies. How can i make a planetary target?

There is a "target" thing? I built and activated that thing without knowing and the planet just turned invisible after a fancy animation (but is still in the same place...)
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: SirHartley on December 28, 2021, 05:04:48 AM
Oh no, this doesn't sound right. I'll take a look!
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: DrTechman42 on December 29, 2021, 08:46:26 AM
Is there a way to save edit the output of the Laboratory industry? The current roll made it barely usable for the planet and I hope to change it somehow.

I've figured it out. To all those who shall venture after me: go into the save file, search "Ancient Laboratory" and locate the long string just underneath. That string contains the ref id that you search next and you get all you need. Just change the output.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Lethargic on December 30, 2021, 04:02:09 AM
Hi i found a crash related to training admin in galatia academy. It's about "admintier3 salary not found" please check the picture i attached. Can it be fixed without deleting the save?

[attachment deleted by admin]
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: sphr on December 30, 2021, 05:23:58 AM
Hi i found a crash related to training admin in galatia academy. It's about "admintier3 salary not found" please check the picture i attached. Can it be fixed without deleting the save?

Got that crash too. I just add the to settings json myself :)
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Lethargic on December 30, 2021, 06:18:15 AM
Hi i found a crash related to training admin in galatia academy. It's about "admintier3 salary not found" please check the picture i attached. Can it be fixed without deleting the save?

Got that crash too. I just add the to settings json myself :)

How do you fix it? Pls tell me, my current playthrough is already progressing nicely.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Nox on December 30, 2021, 05:30:16 PM
Hello sir and thanks for this excellent mod.

I'm wondering did you leave out pirate faction ambassadors on purpose?  i'm just digging into it now - If it's easy enough I'll add an (expensive) pirate ambassador (a fixer, naturally)

edit: I found the whitelist for factions, lined it up with starsector-core\data\world\factions\pirates.faction - added the key 'pirates'

not sure how long I should wait before a pirate ambassador shows up.  I know ambassadors can show up in stations.  Not sure how big the pop has to be that might be my problem.  I should look to that. 

edit+:

I don't see that you've parameterized the base level (or mentioned it) in configs.  Is there a min size for spawning these?  I guess I could look to the source. if you don't respond.

Also I am using your mod alongside DIY stations and it's working apparently flawlessly.

edit++:

Welp, can't hire an ambassador if your faction relationship is 'too low'.  I don't know what too low is.
upside, it all worked as expected.  Downside, pretty much worked as expected.


Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Coil on December 31, 2021, 12:36:16 AM
Hi i found a crash related to training admin in galatia academy. It's about "admintier3 salary not found" please check the picture i attached. Can it be fixed without deleting the save?

Why are you training admins to tier 3? There are only two admin skills and one of them should only be for alpha cores
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Mira Lendin on December 31, 2021, 02:10:58 AM
I found an Nvidia Graphics card for the Supercomputer, i laughed so hard, thank you!
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: oreganor on December 31, 2021, 07:39:43 AM
Hi i found a crash related to training admin in galatia academy. It's about "admintier3 salary not found" please check the picture i attached. Can it be fixed without deleting the save?

Got that crash too. I just add the to settings json myself :)

How do you fix it? Pls tell me, my current playthrough is already progressing nicely.

Hi Lethargic, I did make the same mistake as you. To bypass the problem look for this file in your instalation:

{installation directory}\starsector-core\data\config\settings.json

Open it with your prefered plain text editor, look for this block:

Code
	#"adminMaxHireable":20,
"adminHireTier0":5000,
"adminHireTier1":40000,
"adminHireTier2":40000, # need to keep for backwards comp for now
"adminSalaryTier0":2500,
"adminSalaryTier1":20000,
"adminSalaryTier2":20000, # need to keep for backwards comp for now
"idleAdminSalaryMult":0.1,

And modify to include a line to deal with Tier3 admins like this:

Code
	#"adminMaxHireable":20,
"adminHireTier0":5000,
"adminHireTier1":40000,
"adminHireTier2":40000, # need to keep for backwards comp for now
"adminSalaryTier0":2500,
"adminSalaryTier1":20000,
"adminSalaryTier2":20000, # need to keep for backwards comp for now
        "adminSalaryTier3":20000,
"idleAdminSalaryMult":0.1,

As I wasn't comfortable with an admin with a Tier it shouldn't have, I reached Galatia thanks to this "fix", recovered him and fired him. Next time I know I shouldn't train admins that are already Tier2.

I suppose that the mod should check for this particular request and prevent players to train admins that already have their Industrial skill.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Stalkar on December 31, 2021, 03:49:14 PM
You probably had enough feedback over the past 2 years but will still leave out what i have played around
Structures you can build
Spoiler
Variable A/M:
Spoiler
Neat idea of having actual items from your colonies rather then just cash plus if you are me who slapped something like marines VPC and just forgot about its existance,by the time you come back you could realise you have a force to conquer the galacy no,for real,by the time i came back and remembered about it i had like 50k marines in stock,if you place several of these you could make it less of a pain for yourself to get the goods if you need them
apart from that i have some concerns on how profitable some of them are in comparison to demand->output with or without including the items but that i will leave for later
Main issue with it is that you need to place the VPCs that are not producing the commodity that you already produce,bcs it doesnt add up,but its more of a planet building thing which is up to player to solve
[close]
Commodify Forge:
Spoiler
i only consider it as a way to get rid of unwanted VPCs if you explore a lot,it seems like it prints as much commodity as 2x of production from VM which doesnt sound like worth it to me in long-term
[close]
also on the whole note of VPC,if i understand how things work correctly it might be needed to give them their own rolling dice rather then replace the specials,as it blows the pool quite a bit

M/I relays:
Spoiler
Interesting idea,if you only want to have one HC in the system and boost other colonies without AI getting empowered from other mods
Doesnt work if your me,since i usually find only one system and turtle it to hell and back with military bases or HCs on every planet no,i am not joking,if you seen several 750 DP fleets invading you you know that one HC+few relays is not gonna be enough

On the other hand having "relay hypertransmitter" thing boost it and act as a domain-era comm relay for the whole system is nice,does get inflated with TASC, but works
[close]
Centralization Bureau
Spoiler
THIS THING ROCKS,no srsly,if you find a proper planet that can fully self-sustain itself on base-line like for mining->refinery->HI/OW chain and have a system with other minable planets or just a cluster of systems its gonna do a lot
also helps with too insane cost on hypershunts and other item
There are two problems:
Spoiler
Firstly,i can see why there is a one per system limit,but i think you can abuse it still if you get lucky and find few logistics cores (now i am sure you deff can get more then 1) and place them in other systems close to each other (will test that later)
I would wanna say that it should scale up somehow(like based on planets in the system giving +1 per 5 planets or add +1 to the limit if a core is installed) or limit the strategy above in a way,but i am honestly not sure which is gonna be better for balance and or fun
and
I DONT THINK ITS SUPPOSED TO WORK THIS WAY
(https://i.imgur.com/oshfRpU.png)
(https://i.imgur.com/ALarANo.png)
Basically it takes a few things that are industries and have a consumption,boosting it up,but not boosting the effect of the said thing,like not boosting the fleet size despite ramping up the consumption to skies
Plus this also can very much cause issues if your planet baseline is not able to sustain its own production chain so i think it shouldnt boost anything up to the point if it not being able to recieve import
[close]
[close]
Senate
Spoiler
I was mostly interested in two edits:GR to boost insanely slow grows past size 7 (i play it with cap of 9,dont judge me) but i couldnt find it
and II which is interesting if you use terraforming to minimise hazards,but only worth it on already grown planets
everything else didnt strike me
[close]
Restoration docks
Spoiler
If you like exploring and restore rare ships from vanilla or mods often(like XIV ships, radiants or just battle trophies) its gonna be worth the upkeep on it
otherwise its only worth it to restore custom production ships if you have not maxed the stability/not going for quality of ships doctrone
but again,i felt like it was worth it
[close]
Privateer Base
Spoiler
Interesting premise but i dont see how this is gonna be used without having higher colony size
basically you need this+HC and your size 6 planet is already full on industry slots and need sustain from outside to start it up (unless it takes fleet size from the entire system rather then just this planet and i am a dumbass,i havent played around with it much due to industry cost)


on the other hand if you have higher cap,like 8 (which makes 4 industries instead of 3 + hypershunt thing), you can fit at least one or two more industries to cover it

Since your storage is probably a massive dumpster filled with stuff you "might need in the future", finding what they brought back could be hard. Consider cleaning your house.
The fact that ^ being very true hurts me as a hoarder

[close]
Academy
Spoiler
Must have,but one per system,literally it
If you play with nex to have admin cap scaling this thing can help you raise bad admins in to good,i did have some funny moments with admins having 50k upkeep cost instead of 10k for the same two skills but its probably BC thing rather then this mod
but kinda makes me sad over recent vanilla nerf of player as admin since we have only one skill now
[close]
Requisitions Center
Spoiler
Useful thing if you'r lazy like me to visit other system to get the goods
It loses its point when you get the blueprints tho
[close]
Engineering hub
Spoiler
Mixed bag,it seems like you need 3 capital ships to get the blueprint and in most cases you will need more ships to feed this thing then you will build for youself
only useful if you want mass produce a ship for some reason or very stubborn on adding it to your patrols
also gets inflated by pure luck of getting the BP itself
[close]
Courier port
Spoiler
poor thing.....
i can see why and what was the reasoning behind this,but i dont think its required to have another layer of micro management,which is why i d rather not think about it and act like industries were supposed to put your stuff at gathering point by default,thanksfuly config allows it
seeing how often it is mentioned in the config i dont think i am the only one who thinks this way
[close]
Word symbols
Spoiler
Neat idea but honestly i'd rather it gave growth boost to not just one planet instead of story point for its cost and upkeep(with diminishing returns)
I hope this specific thing grows later in to something even more interesting if you have the plans for it
[close]
[close]
Stuff out there in the wilds of space
Spoiler
Ruined Infrastructure
Spoiler
Usually doesnt align with what i do and most of the times i will just scrap it
Unless i am missing out on something ofc,what i got from those was nothing much most of the time that at one point just took the slot and had to be removed
[close]
Derelict Industries
Spoiler
I have found one.... will not go much about it as it seems like you keep it under as a heavy spoiler thing beating everyone with a mop
Mainly its just that with vanilla you are heavily limited on just ~5 planets so "catching them all" is not possible unless you use Nex AND change the scaling of admin cap to easier one or use alpha cores..... big no for me on this one
I am pretty sure this is something that was intended to be seen through multiple different runs and to get them all in one stars have to align
will need to play around it to form a proper opinion
[close]
"Other"
Spoiler

as i have said after VA/VM section the VPC have a tendency to fill up specials pool along with a.....few "other" items,if you use mods like DIY your fked on finding what you might want with that huge of a specials pool
unless ofc you do "siren song" runs,which makes that easier but i doubt anyone other then me does them
[close]
[close]
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: temotodochi on January 01, 2022, 02:56:16 AM
There is a "target" thing? I built and activated that thing without knowing and the planet just turned invisible after a fancy animation (but is still in the same place...)

That target is hinted in the rift generator industry UI. I have no idea how to build one and can't find any details about it.

However now in another game i ran into your problem. I started up the rift generator and it was about to jump into my colony system. Rift sound came, but no graphics and no jump. Just constant rift hum.

Left the system and came back and now the planet is indeed invisible.

For details, jump was initiated the day it became available again and jump was supposed to be 8.9LY.

edit: in the same game i found another planet with rift gen, and was able to get it moving. But that previous stuck one is still stuck and won't move anywhere.
edit2: dang it, tried to move the stuck planet once more, this time with beta AI towards core worlds. It actually did jump after i had entered and exited the planet menu multiple times. Ended up in Canaan (church) system inside the star. Still invisible. :D
edit3: interstellar relay maybe was culprit because after i shut that down i got the stuck planet moving, but now it jumps inside stars.
edit4: So i got the damn planet where i wanted it, but it's indeed invisible and lives inside the main star. I do think it was the interstellar relay which caused this, but of course not sure. Interstellar relay on that planet gave out errors about infinite numbers while trying to save while the whole thing was stuck. Got rid of the relay and got it moving. Too bad the planets coordinates are now something like 0,0. :D
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Droll on January 03, 2022, 09:16:12 AM
Spoiler

as i have said after VA/VM section the VPC have a tendency to fill up specials pool along with a.....few "other" items,if you use mods like DIY your fked on finding what you might want with that huge of a specials pool
unless ofc you do "siren song" runs,which makes that easier but i doubt anyone other then me does them
[close]

What are "siren song" runs
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Timtumm on January 04, 2022, 09:03:25 AM
I just came upon a ruin, and a factory that wants a bunch of ships as sacrifice. No matter how much I sacrifice, (I have a full fleet,) including everything I have, I am told that it is not enough! I am reading from other folks that they are getting a ship.

I have 2 Colossus, a battleship, multiple cruisers, and maxed fleet.

I am not using Nexerelin, but I am using like 20 other mods.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Nox on January 06, 2022, 08:26:26 AM
After using the privateer base for a while -

I suggest the following -
- sufficiently positive criminal relations has some repercussions with Hedge - who will force you to declare on them or declare you outlaw. - war with hedge, one-time hit with persean and their lackeys.

- lawless subpopulation that is positive has a high chance to suppress ludic path terrorists.  lawless subpop that is negative encourages and emboldens them and commits sabotage on batteries, privateer bases, ports and similarly related things.

thanks for listening


Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Zdubfreelancer on January 06, 2022, 11:55:40 AM
anyone willing to email me this file and better colonies? , the d/l link gets spit out for me thanks in advance.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Nox on January 06, 2022, 03:57:41 PM
I don't see a way to remove lawless subpop.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Yunru on January 08, 2022, 10:48:42 AM
I come baring a request:
Could it be possible to see what an enacted edict does? Currently we only have the option to remove it, with no further information given.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Timtumm on January 10, 2022, 07:18:57 AM
As good as this mod, it desperately needs a manual, or at least a lookup table like the following:

Planet_problem      construct                      Item              Prerequisite
--------------       ---------                     -----             ------------
toxicity                 molecular enzymes        none               Must have atmosphere
no atmosphere       atmospheric pump         nanophage       none
etc

Other construction      benefit
------------------      -------
Super computer          all planets in system get +1 production

something like that. The current descriptions are not adequate.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Yunru on January 10, 2022, 07:47:46 AM
What's not adequate? They even tell you based on where you're looking at the how they'll perform.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: SirHartley on January 10, 2022, 10:52:29 AM
As good as this mod, it desperately needs a manual, or at least a lookup table like the following:

Planet_problem      construct                      Item              Prerequisite
--------------       ---------                     -----             ------------
toxicity                 molecular enzymes        none               Must have atmosphere
no atmosphere       atmospheric pump         nanophage       none
etc

Other construction      benefit
------------------      -------
Super computer          all planets in system get +1 production

something like that. The current descriptions are not adequate.

Two of three you mentioned are not even part of this mod, only the supercomputer is (and you got the effect wrong on that one...)
additionally, I am sure you noticed the 5000 word FAQ section in the mod post and are not just telling me this without checking first.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: SirHartley on January 10, 2022, 11:22:52 AM
I come baring a request:
Could it be possible to see what an enacted edict does? Currently we only have the option to remove it, with no further information given.
Added to next version - short overview about edict effect in dialogue.
Note that the enacted edict shows up as planet condition in the colony screen!

I don't see a way to remove lawless subpop.
Edict: Subpopulation Cleansing.

I just came upon a ruin, and a factory that wants a bunch of ships as sacrifice. No matter how much I sacrifice, (I have a full fleet,) including everything I have, I am told that it is not enough! I am reading from other folks that they are getting a ship.
I have 2 Colossus, a battleship, multiple cruisers, and maxed fleet.
I am not using Nexerelin, but I am using like 20 other mods.
Sounds like a bug, gonna take a look. Thanks for reporting!
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: OperaWolf on January 11, 2022, 01:48:08 PM
I think this and Nex are my "this is Vanilla Starsector now" set of mods. The tooltips make me feel like you've been, uh...frustrated...in the past, though. It'll be okay! Not everyone ignores the provided documentation. Anyway, it really makes colonies a lot more interesting and fun, and I have to say that I didn't have much trouble learning how it all worked (though a few buildings I wound up constructing, seeing how they worked, and dismantling/loading the save after). I can't imagine playing without it. Thanks so much for all the effort!
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Norath on January 13, 2022, 02:29:21 AM
Posible to have a setting for improving Relay stability plz :) ?

false = 0/+1
true = +1/+2

Edit: Never mind, found the "you know what"
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Serenitis on January 13, 2022, 02:35:30 AM
The tooltips make me feel like you've been, uh...frustrated...in the past, though.
The "Astral Gates" thing can be safely removed now that's been deprecated from TASC.
I definitely agree that we are all still cursed tho.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Maethendias on January 14, 2022, 03:04:30 AM
As good as this mod, it desperately needs a manual, or at least a lookup table like the following:

Planet_problem      construct                      Item              Prerequisite
--------------       ---------                     -----             ------------
toxicity                 molecular enzymes        none               Must have atmosphere
no atmosphere       atmospheric pump         nanophage       none
etc

Other construction      benefit
------------------      -------
Super computer          all planets in system get +1 production

something like that. The current descriptions are not adequate.

Two of three you mentioned are not even part of this mod, only the supercomputer is (and you got the effect wrong on that one...)
additionally, I am sure you noticed the 5000 word FAQ section in the mod post and are not just telling me this without checking first.

spotted the steamworkshop user :y
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Arghy on January 14, 2022, 07:29:53 PM
Is there a way to find a crash log--i just had a CTD with this installed something about admin tier 3 salary. I'm gonna try to load the save again to see if i can get a screen shot of it.

*Found the fix in the prior page but might wanna include that in the original post
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Timtumm on January 14, 2022, 08:14:34 PM
As good as this mod, it desperately needs a manual, or at least a lookup table like the following:

Planet_problem      construct                      Item              Prerequisite
--------------       ---------                     -----             ------------
toxicity                 molecular enzymes        none               Must have atmosphere
no atmosphere       atmospheric pump         nanophage       none
etc

Other construction      benefit
------------------      -------
Super computer          all planets in system get +1 production

something like that. The current descriptions are not adequate.

Two of three you mentioned are not even part of this mod, only the supercomputer is (and you got the effect wrong on that one...)
additionally, I am sure you noticed the 5000 word FAQ section in the mod post and are not just telling me this without checking first.

spotted the steamworkshop user :y

Hehe, I don't know what steamworkshop is. I have worked on a number of manuals irl. So I have some idea of the best way to disseminate lots of information in a clear unambiguous manner. The items I listed were supposed to be random things, to illustrate the formatting, not to describe the full list of items I can't figure out. And for the record, (after reading the faqs) I still can't figure out half of what individual items in this mod do (or how to use them properly). This was not supposed to be a criticism, but hopefully a constructive way to make it even better.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Norath on January 15, 2022, 03:22:10 AM
Academy:
"This structure increases the system-wide officer quality, officer quantity for defence fleets assembled on this planet" 
Does the first part stack if you have 2 in 1 system?

feals like this should be a 1 per system building.
"This structure increases faction officer quality and quantity in this system"
is it posible to balance upkeep based on number of planets owned in system ?
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Killsode on January 15, 2022, 08:32:38 AM
after realizing DA didnt have printing support, i dived into the config and added the ships myself, it was honestly surprisingly easy... but i noticed something in the base config... the ziggurat... thats an alluring thought. if i understand the AI-core descriptions correctly, i should be able to get 3 charges easily... and possibly even 4 prints... i have to try this
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: grinningsphinx on January 15, 2022, 09:48:12 AM
after realizing DA didnt have printing support, i dived into the config and added the ships myself, it was honestly surprisingly easy... but i noticed something in the base config... the ziggurat... thats an alluring thought. if i understand the AI-core descriptions correctly, i should be able to get 3 charges easily... and possibly even 4 prints... i have to try this

Would you mind describing your method of adding ships to printing?
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Killsode on January 15, 2022, 06:23:22 PM
Would you mind describing your method of adding ships to printing?

Pretty simple, go into industrial 'evolution > data > config > indEvo > printing_whitelist.csv'
or and mod with industrial evolution it'll be in pretty much the same pathway.

to add ships, simply add the hull's name-id to the list, you can find this either with 'list ships' with the console commands mod, or you can go into any mod's 'data > hulls' file and use the names of those .ship files, some of them may actually be fighters, but as far as i'm aware there isnt anything that should go wrong if a fighter finds its way into that list.

with notepad++ and a clipboard of 'diableavionics_' it was nice and easy to just type out the names of the ships off of the list right besides it on my desktop.
and i suppose i should note i added them to industrial evolutions own printing whitelist, that way it's easier for me to keep track of it and maintain it after updating
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Arghy on January 16, 2022, 11:36:50 PM
Scrolled through but couldn't see if this was answered or not: Is there a second page to the colony screen or are you limited to 9 buildings per colony?
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: n3xuiz on January 16, 2022, 11:53:47 PM
@Arghy you should use the Grand Colonies mod that adds another page:
https://fractalsoftworks.com/forum/index.php?topic=20986.0
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Nimiety on January 17, 2022, 03:13:56 AM
Found a blue star system with 9 planets with medium or better mineable resources each. And two of em are extreme cold cyrovolcanics perfect for a supercomputer. If only the ores market was bigger I could make an absolute fortune with a centralization bureau.
Mmm, maybe I still can with refining/ fuel production... *checks* Oh jesus, 3 markets making 3 fuel each and a 200,000 market size. No wonder fuel is 50/u everywhere in this nex random sector.

Time to print some antimatter! Loving the mod, especially those restorable ruins you can find sometimes, really flavourful.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Arghy on January 17, 2022, 09:52:42 AM
@Arghy you should use the Grand Colonies mod that adds another page:
https://fractalsoftworks.com/forum/index.php?topic=20986.0
Nice! I wanted to make my new capital fancy haha now it will have more buildings!
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Arghy on January 17, 2022, 12:40:05 PM
Question about reverse engineering ships, do BP packs work or should it only be the blank ones or singular ship BPs? I think i correctly did the white list but i wanna know which BP copies i should keep and which i should sell.

*Alright i didn't get the printing whitelist to work haha--is it the hullname or hullID?
**It's hullID in both printing and reverse engineering whitelist!
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: lyravega on January 19, 2022, 10:09:31 PM
Admin training may cause a crash. I left two of my admins for training just to see what will happen. One of them gained Hypercognition, the other tried to gain 'adminSalaryTier3' which does not exist anymore, and causes a crash.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Obsidian Actual on January 20, 2022, 12:01:00 AM
Admin training may cause a crash. I left two of my admins for training just to see what will happen. One of them gained Hypercognition, the other tried to gain 'adminSalaryTier3' which does not exist anymore, and causes a crash.

See this post by calmatt (https://fractalsoftworks.com/forum/index.php?topic=18011.msg348414#msg348414) for a possible save-edit fix.

(Unless there's a way to permanently squash this bug in a future build/patch, we may need to render this ad-hoc solution somewhere more visible for everyone to see. This error has been reported numerous times already, after all.)
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Nox on January 20, 2022, 12:08:20 AM
i just edited the config and added a salary for tier 3
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Killsode on January 21, 2022, 04:08:44 AM
administrators got nerfed and significantly less interesting with skills 2.1 first actually just bad change i've seen starsector have
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: lyravega on January 21, 2022, 01:34:58 PM
administrators got nerfed and significantly less interesting with skills 2.1 first actually just bad change i've seen starsector have

This is way too simplified in my opinion. Alex has a point, there is complexity, then there is complexity, but what we have now is kinda straightforward, and as far as admins go... it's just 1 skill... what? :D
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Hague on January 21, 2022, 02:47:25 PM
Academy:
"This structure increases the system-wide officer quality, officer quantity for defence fleets assembled on this planet" 
Does the first part stack if you have 2 in 1 system?

feals like this should be a 1 per system building.
"This structure increases faction officer quality and quantity in this system"
is it posible to balance upkeep based on number of planets owned in system ?

It says it right in the description: "defence fleets assembled on this planet" That means fleets provided by other buildings on the planet. You need multiple academies if you want that bonus on all your fleets by my reading.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Chronia on January 21, 2022, 04:26:15 PM
Academy:
"This structure increases the system-wide officer quality, officer quantity for defence fleets assembled on this planet" 
Does the first part stack if you have 2 in 1 system?

feals like this should be a 1 per system building.
"This structure increases faction officer quality and quantity in this system"
is it posible to balance upkeep based on number of planets owned in system ?

It says it right in the description: "defence fleets assembled on this planet" That means fleets provided by other buildings on the planet. You need multiple academies if you want that bonus on all your fleets by my reading.

I haven't looked at the code, but based on the comma that is two separate clauses:

"This structure increases the system-wide officer quality" (for the entire system, which is what Norath is asking about)

AND

"This structure increases officer quantity for defence fleets assembled on this planet" (for just the planet, as you point out)
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: MrTwister on January 21, 2022, 11:04:18 PM
Can someone explain supercomputers to me? Where would I get the AI cores to support them?
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: OperaWolf on January 21, 2022, 11:14:55 PM
Can someone explain supercomputers to me? Where would I get the AI cores to support them?

You build one on a (preferably very cold) planet and it buffs the output of all the other colonies in that system while it still has AI cores to feed on. AI cores come mostly from exploring the sector and salvaging old tech and exploring ruins you find out there. It does consume the cores it uses, but they last a decently long time and the building has its own dedicated storage tab where you can leave AI Cores for it to take, so you don't have to keep going back to it if you don't want to micromanage it. It's up to you if you think its worth it and if you think you can keep feeding it reliably.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: MrTwister on January 21, 2022, 11:17:51 PM
Can someone explain supercomputers to me? Where would I get the AI cores to support them?

You build one on a (preferably very cold) planet and it buffs the output of all the other colonies in that system while it still has AI cores to feed on. AI cores come mostly from exploring the sector and salvaging old tech and exploring ruins you find out there. It does consume the cores it uses, but they last a decently long time and the building has its own dedicated storage tab where you can leave AI Cores for it to take, so you don't have to keep going back to it if you don't want to micromanage it. It's up to you if you think its worth it and if you think you can keep feeding it reliably.

And how many gammas per cycle would that be? If it's 4-5 it seems sustainable, if more I probably won't be bothered
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: lyravega on January 22, 2022, 04:42:57 AM
Terraforming & Station Construction mod has something that may pair well with Supercomputer. Essentially, on yet another (or the same) cold planet, you can build an industry (and support it with another) which generates AI Cores.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: SirHartley on January 22, 2022, 12:51:18 PM
Academy stuff

I haven't looked at the code, but based on the comma that is two separate clauses:

"This structure increases the system-wide officer quality" (for the entire system, which is what Norath is asking about)

AND

"This structure increases officer quantity for defence fleets assembled on this planet" (for just the planet, as you point out)
Correct.

And how many gammas per cycle would that be? If it's 4-5 it seems sustainable, if more I probably won't be bothered
 
In days:
 "alpha_core_runtime": 558,
  "beta_core_runtime": 279,
  "gamma_core_runtime": 93,

You can adjust that in the config.

Terraforming & Station Construction mod has something that may pair well with Supercomputer. Essentially, on yet another (or the same) cold planet, you can build an industry (and support it with another) which generates AI Cores.
Ah yes, the absolutely balanced(tm) get-an-alpha-core-free-every-month delivery service that does not circumvent the core gameplay loop at all.

A kletka gives you half a million creds a month for free, just hand that alpha core to TT. At that point, building a supercomputer is just burning money.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: lyravega on January 22, 2022, 06:13:08 PM
Hey SirHartley! I copied a Ziggy, and I am using Starship Legends. The copied ziggies also had the fame tracker hullmod, but as they were pointing out to a new ship id which didn't have any records, the tracker hullmods showed an error. Another battle fixed it, though maybe it shouldn't copy these trackers from other mods? Also, one of the Ziggies have a built-in Phase Anchor, which cannot be built-in via traditional means. Just a heads-up :)
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Nox on January 22, 2022, 07:59:51 PM
Hey SirHartley! I copied a Ziggy, and I am using Starship Legends. The copied ziggies also had the fame tracker hullmod, but as they were pointing out to a new ship id which didn't have any records, the tracker hullmods showed an error. Another battle fixed it, though maybe it shouldn't copy these trackers from other mods? Also, one of the Ziggies have a built-in Phase Anchor, which cannot be built-in via traditional means. Just a heads-up :)

How is it that I can't parse what you've said here?  You copied a ziggurat, how?

Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: lyravega on January 22, 2022, 08:43:40 PM
Hey SirHartley! I copied a Ziggy, and I am using Starship Legends. The copied ziggies also had the fame tracker hullmod, but as they were pointing out to a new ship id which didn't have any records, the tracker hullmods showed an error. Another battle fixed it, though maybe it shouldn't copy these trackers from other mods? Also, one of the Ziggies have a built-in Phase Anchor, which cannot be built-in via traditional means. Just a heads-up :)

How is it that I can't parse what you've said here?  You copied a ziggurat, how?

By copy, what I mean is, throwing it into a hull deconstructor, then '3D printing' new ones with a hull forge. I was trying to get some free hullmods on my ziggy, but the forge template had 2 charges, so now I have 2 ziggies =)
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Uhlang on January 22, 2022, 09:27:02 PM
Ah yes, the absolutely balanced(tm) get-an-alpha-core-free-every-month delivery service that does not circumvent the core gameplay loop at all.
To be honest, [REDACTED] farming stops being a challenge and becomes a chore real fast. Automating that process with Kletkas is less about making money, but saving time. Why harvest your 50th [REDACTED] crop from your designated high-danger system when Chico hasn't been glassed yet?

Also, how close are Courier Ports to being fixed? I would enjoy not having to manually supply my Supercomputers+derelict industries like some barbarian.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: MrTwister on January 22, 2022, 09:38:58 PM
Kletka and the terraforming mod are broken in so many ways. Let's just say it's not for everyone.
Gamma core farming for a single computer is ok - not too hard to do.

Besides I needed a gamma dump, as the only alternative use for them is reputation boosts which is a bit lame, so I think industrial does a good job overall with these.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: SnowBoating on January 23, 2022, 12:16:50 PM
Thanks for the mod! All the art is great and most of the buildings and mechanics are very useful in a lot of situations. The privateer base is amazing with high command (alpha core) for max fleet size (297%) and nano for 100% quality with decent ship blueprints.

In the later stages, it raids with 6 fleets, each with 3 carrier cruisers, 2 misc cruisers and a ton of phase glass cannon destroyers. By the time I show up, all the hostile fortress stations have been downed. They're so thirsty, they'll actually jump around and wipe multiple systems near the original raiding point.

Just wished you could whitelist or suggest a group of star systems instead of it sometimes raiding a star system it just raided a few days prior and left still in pieces or systems farther away that are smaller when there's closer systems with many more enemies for raiding.

Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: lyravega on January 24, 2022, 01:42:08 AM
Thanks for the mod! All the art is great and most of the buildings and mechanics are very useful in a lot of situations. The privateer base is amazing with high command (alpha core) for max fleet size (297%) and nano for 100% quality with decent ship blueprints.

Privateers are good. Maybe too good for vanilla. I had 2 privateer bases on my previous game, and they absolutely wrecked everything that I was hostile to. Eventually, all of the core colonies got decivilized - took around 30 in-game cycles I think. Yoink'ing a pristine nanoforge just with a handful of soldiers after my privateers raided the colony was fun though :D

Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: PS230VAC on January 24, 2022, 08:51:55 PM
Would it be possible to add support for Lanestate Battleyards (it is basically a better Orbital Works), it is from the Blue - Extratential Lanestate Union mod?
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Droll on January 25, 2022, 12:12:55 PM
Ah yes, the absolutely balanced(tm) get-an-alpha-core-free-every-month delivery service that does not circumvent the core gameplay loop at all.
To be honest, [REDACTED] farming stops being a challenge and becomes a chore real fast. Automating that process with Kletkas is less about making money, but saving time. Why harvest your 50th [REDACTED] crop from your designated high-danger system when Chico hasn't been glassed yet?

Also, how close are Courier Ports to being fixed? I would enjoy not having to manually supply my Supercomputers+derelict industries like some barbarian.

Courier Ports seem very fixed to me to the point I didn't realize they were even broken. I use a courier port to send a single kletka alpha core from my stockpile directly to the industrial storage of the supercomputer every cycle. Works like a dream.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: lyravega on January 25, 2022, 12:19:07 PM
Ah yes, the absolutely balanced(tm) get-an-alpha-core-free-every-month delivery service that does not circumvent the core gameplay loop at all.
To be honest, [REDACTED] farming stops being a challenge and becomes a chore real fast. Automating that process with Kletkas is less about making money, but saving time. Why harvest your 50th [REDACTED] crop from your designated high-danger system when Chico hasn't been glassed yet?

Also, how close are Courier Ports to being fixed? I would enjoy not having to manually supply my Supercomputers+derelict industries like some barbarian.

Courier Ports seem very fixed to me to the point I didn't realize they were even broken. I use a courier port to send a single kletka alpha core from my stockpile directly to the industrial storage of the supercomputer every cycle. Works like a dream.

I tried to set up a template triangle, though after deconstruction, it stays at 0-delay for me. Had to recreate the route from deconstructor to forge every month. Aside from that, everything works fine as far as I can tell.

For the template triangle, I had to enable the 'template teleport' options in the end. I'd be fine if there was a middle ground - automatic courier handling for the templates would've been nice.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Uhlang on January 25, 2022, 03:47:17 PM
Courier Ports seem very fixed to me to the point I didn't realize they were even broken. I use a courier port to send a single kletka alpha core from my stockpile directly to the industrial storage of the supercomputer every cycle. Works like a dream.
They seem to start messing up after a decent number of repeated deliveries. I had mine set up to deliver Gammas from my storage to my Supercomputer every couple months and they eventually started failing despite the source and the destination literally orbiting the same ice giant.
I reported it before and Hartley acknowledged that it was bugged right now, but I don't see anything in the change log saying that it's been fixed.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Droll on January 25, 2022, 04:46:29 PM
Courier Ports seem very fixed to me to the point I didn't realize they were even broken. I use a courier port to send a single kletka alpha core from my stockpile directly to the industrial storage of the supercomputer every cycle. Works like a dream.
They seem to start messing up after a decent number of repeated deliveries. I had mine set up to deliver Gammas from my storage to my Supercomputer every couple months and they eventually started failing despite the source and the destination literally orbiting the same ice giant.
I reported it before and Hartley acknowledged that it was bugged right now, but I don't see anything in the change log saying that it's been fixed.

Weird, in my case the start and end are in two different systems but I haven't had a single delivery fail.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: SirHartley on January 26, 2022, 03:16:32 AM
Ports are in a strange place right now - they do work, and they even work reliably, right up until they suddenly don't, for no reason.

I am currently reworking them entirely, removing insurance, simplifying the code and behaviour, and making a new (Proper) UI for them so they aren't as clunky.

However, this comes with a complete re-write of the code, which takes time.

It won't be as "Simulated" anymore with fleets getting ignored by enemies, but honestly, this mod is in need of more simplification anyway, and I'll take reliability over accuracy any day in my games.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: shilum on January 26, 2022, 04:24:43 PM
speaking of courier ports, as a suggestion (or i was doing it wrong) could you make it so that the transport takes everything from one planets storage and takes it to another? ( I.E. just selecting the storage and 1 month recurring transport, and whatever is in storage at that time is transported.)
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: lyravega on January 27, 2022, 09:25:28 AM
However, this comes with a complete re-write of the code, which takes time.

Take your time =)

speaking of courier ports, as a suggestion (or i was doing it wrong) could you make it so that the transport takes everything from one planets storage and takes it to another? ( I.E. just selecting the storage and 1 month recurring transport, and whatever is in storage at that time is transported.)

I second this! Whenever I needed to use a courier, it was either for decon->forge->lab triangle, or transferring entirety of a storage to another location (usually a planet I name as 'Hoard'). By the way, I don't know how the new UI will work, but interacting with a comm-relay to access the courier options would be neat!
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: SirHartley on January 27, 2022, 03:24:02 PM
speaking of courier ports, as a suggestion (or i was doing it wrong) could you make it so that the transport takes everything from one planets storage and takes it to another? ( I.E. just selecting the storage and 1 month recurring transport, and whatever is in storage at that time is transported.)
good suggestion, will add this in - thanks!

By the way, I don't know how the new UI will work, but interacting with a comm-relay to access the courier options would be neat!
This is also a good idea - I'll see if I can't insert an option, and how feasible it is. No promises, but it's a good idea and I'll see if I can do that.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Droll on January 29, 2022, 03:01:36 PM
Are ship components not supposed to scale with colony size on heavy industry? I unlock the pop cap to size 10 and even with pristine nanoforge, alpha core, improvement, centralization (+1) and industrial incentives I cannot get ship component production above 8 on my size 9 world.

On my size 7 world the tooltips say +3 production due to market size for ship components but +5 for other heavy industry goods like hulls. Ship component VPC on a variable manufactory seems to scale but does not get bonuses from the industrial incentives edict.

All of this means that a size 10 world cannot be self-sufficient on components purely from heavy industry.

Edit: Also I'm aware that the centralization bureau boost for ship components also boosts demand so shouldn't affect self-sufficiency, though it can result in weirdness if your only source for ship components is one heavy industry and no global supply exists (a ship component shortage reduces production of ship components which then cascades until it catches global supply).
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Trabber Shir on January 29, 2022, 09:03:24 PM
I am not getting "Growth Reinvestment" as an edict option. Is there some un-stated prerequisite I am missing or is the OP out of date?

I have 11 edicts displayed. Compared to the list on the OP I am missing "Growth Reinvestment" but have the following which are not in the OP: "Trade Incentives", "Single-Child Policy", and "Exact Clearances".
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Yorith on January 29, 2022, 10:07:18 PM
Thank you for all the work on both Mods, I probably won't play a Game without them in the Future.

The Neuroconditioning Compounds are not working correctly, the Star System with two Colonies are 11 LY apart from my primary World but there are no Colony Options to enact Edicts on them.

There seems to be a bug with Forced Relocation, a System with a maxed Planet also takes away a portion of the Edict.
Three Colony System with the Edict: -40 A, +20 B (No Growth possible), +20 C (Intended Colony)
Two Colony System with the Edict: -40 A, +40 B

It would be great if Forced Relocations could be changed for Maxed sized Planets in general, not all of the Millions of People should have a problem (forced or voluntarily) colonizing a flourishing new Venture.

The Industrial Ruins with the Misreported ruins locations (very interesting Idea) completely saved my playthrough, I never was so unlucky with a sector before... I explored every system but couldn't find suitable locations or they were in High [REDACTED] systems. The Planets that I relocated sadly don't have a Nascent Gravity Well and a way to close the Artificial Tear would be good too. (They seem to be a massive security risk)


[attachment deleted by admin]
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Anexgohan on January 31, 2022, 06:18:29 PM
Consistent crash on 0.95.1a on Admin training in the academy. as they gain 'adminSalaryTier3' which does not exist anymore and causes a crash.

Use this if like me you can't progress anymore
https://fractalsoftworks.com/forum/index.php?topic=18011.msg348414#msg348414
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: geminitiger on January 31, 2022, 10:12:10 PM
I quit playing for awhile and now I've started up again and I'm looking for a specific industry or production building that gave small amounts of a variety of goods (like either 1 or 2 units only of 3 different things) that was pretty clutch in my last game but for the life of me I can't find/build it, also I'm not sure if it had some specific requirement, I don't recall that it did. Any help would be appreciated. (Apologies if it's not related to this mod, I'm under the impression it is, but IDK)
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Bonisagus on February 01, 2022, 06:28:07 AM
I am also getting the admindSaleryTier3 bug, causing a crash. Gonna use console to get him out of the academy.

Other than that, great mod, really like the buildings and options they provide. It has made exploring more fun and interesting, thanks for putting it together.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Jotun on February 01, 2022, 07:16:13 AM
Consistent crash on 0.95.1a on Admin training in the academy. as they gain 'adminSalaryTier3' which does not exist anymore and causes a crash.

Use this if like me you can't progress anymore
https://fractalsoftworks.com/forum/index.php?topic=18011.msg348414#msg348414

Ah! So that was the fix!

I just ended up adding a tiers 3 salary (same as tiers 2) row in one of the game files (can't remember which one) and it worked ok after that.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Anexgohan on February 01, 2022, 07:11:09 PM
Can you please, point me to what you did, yours is a better solution than what I posted. Atleast then I could use the training building.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Amricon. on February 04, 2022, 06:01:58 PM
Sir,may I ask for your permission to translate your mod into Chinese and upload it to a Chinese Starsector forum?
Your mod is interesting.The embassy is exactly what the game lacks now.
Here's it's address:https://www.fossic.org/
Would appreciate it if you agree ;D
Fine, so I find this quote where @Fucifa had asked for the localization authorization.

This mod is actually amazing.Plentiful buildings and mechanisms greatly enhanced the whole-gaming experience,plus the new colonial items drawing players into a great pursuit of ...ehh.Nvidia GTX 470080 TI - Is that can really, exactly, possibly be published without any domainic issue?I hope my computer has that kind XD.

Nevermind~So here come's the serious part:

I've been in contact with @Fucifa recently. and actually -- there's no fully translated product yet, as he just "got dumped into the fking infinite academic papers" and cannot move a single cursor.Now I'm honestly re-asking for your permission.

Would you like translating your mod and drain it to our community(www.fossic.org)?

The text will be proofreaded and tested during the whole process(including the text under this topic). Original author name, pages URL and authorization screenshot will be quoted when posting out.You can withdraw this localization at anytime - Just contact with me, or you can set up a date/update beyond which we should ask for permission again.

Now the semi-product has been nullified and I'm reconstructing the text, without exception the localized version can be published several days later.

Gonna appreciate it if you nod a head.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Dazs on February 05, 2022, 04:24:39 PM
SirHartley first off big fan here! I had a couple requests for some of my Hiver faction's ships to not be spit out by the machine god during a sacrifice event. Is there a way to blacklist specific ships? I looked over your code but I did not see a way, thanks.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: ArkaneKannon on February 05, 2022, 08:09:19 PM
Playing as Mayasura with Nexerlin and shadowyards plus a lot of others however. Every time I build and embassy and inaugurate an ambassador from shadowyards it says the ambassador is presumed compromised bricking the structure. Its repeatable and any length of time passed does not solve the issue. The crash is caused by deconstructing the building. Otherwise love the mod and have no other issues. Thanks for all the hard work.
Title: Re: [0.9.1a] Industrial.Evolution 1.1.a - Industries with non-standard effects
Post by: SpartanXZero on February 08, 2022, 12:47:21 PM
Thanks to everyone that provided feedback, especially Matsor Browncoat, SCC and RoquetheRogue.
Most everything that has been said is addressed in this update.

There has been no change to the cost or availability of these, since I consider gating industries behind drop tables not the best approach.

Without further ado - the most complicated industry I have made so far:

Change Log
1.1.a
  • Variable Industries
  • Fixed AI cores randomly not working (All)
  • Slightly decreased pather interest in Manufactory
  • Removed pather interest in Commodity Forge (it destroys tech, they shouldn't care)
  • Military Relays
  • Changed build requirement from High Command to Military Base in Star System
  • Reduced effect if no High command is present
  • Fixed not buildable if planet only has a military base
  • Fixed relays applying the bonus even if the colony had the highest fleet size
  • Increased beta core effect to 25% upkeep reduction
  • Is now unraidable
  • Centralization Bureau
  • Changed Industry blacklist to whitelist (No more issues with other modded industries)
  • Is now unraidable
  • Salvage Yards
  • Added – hunting fleets in your system now has proper rewards.
[close]

Really love this mod.

Is there any chance you would be able to tap into the stable orbit construction systems? To add some variable construction time to the series of options? Considering they're often tied in to colonies and colony building, I feel it only makes sense that those assets should have a construction time associated with them, rather than an instant build. Especially or at the very least the inactive gate option should be on par with the time it takes to build an orbital station/battlestation (120 to 150 days)

While I get this may be upsetting to some, instant build makeshift/domain era platforms and inactive gate build with use in 2 clicks seems like an unbalanced/broken system. Easy to abuse an benefit from.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Drazan on February 09, 2022, 02:53:55 AM
The pirate subpopulation gives me extra effect if i have a pirate contact whit whom i have high standing, or only if im frendly with pirates?
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: RT_Neiron on February 09, 2022, 08:00:34 PM
If your game crash when you use new SalvageYards option (ScrapYard) just rebuld the structure
(this happen if you install new mod\ships and not start a new game)

[attachment deleted by admin]
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: SirHartley on February 10, 2022, 01:38:54 AM
...Ship components
All of this means that a size 10 world cannot be self-sufficient on components purely from heavy industry.
Absolutely correct - everything you wrote is intended, including your resumé. Build Salvage Yards if you want sufficiency, they are the main producer.

I am not getting "Growth Reinvestment" as an edict option. Is there some un-stated prerequisite I am missing or is the OP out of date?
Growth reinvestment has been removed and I forgot to update the OP, will do so - thanks!

The Neuroconditioning Compounds are not working correctly, the Star System with two Colonies are 11 LY apart from my primary World but there are no Colony Options to enact Edicts on them.

There seems to be a bug with Forced Relocation, a System with a maxed Planet also takes away a portion of the Edict.
Three Colony System with the Edict: -40 A, +20 B (No Growth possible), +20 C (Intended Colony)
Two Colony System with the Edict: -40 A, +40 B
Fixed, Thanks!

It would be great if Forced Relocations could be changed for Maxed sized Planets in general, not all of the Millions of People should have a problem (forced or voluntarily) colonizing a flourishing new Venture.
That would be the base immigration/Growth you get on the planet - forced relocation increases that through, well, forced relocation.

Regarding that last point, I'll look into the gravity well issue, thank you!

Playing as Mayasura with Nexerlin and shadowyards plus a lot of others however. Every time I build and embassy and inaugurate an ambassador from shadowyards it says the ambassador is presumed compromised bricking the structure. Its repeatable and any length of time passed does not solve the issue. The crash is caused by deconstructing the building. Otherwise love the mod and have no other issues. Thanks for all the hard work.
Yes - it doesn't work on non-player faction planets. Don't use the embassy with "Governed" planets! (Governance is a Nexerelin feature and I can't make the embassy work with it without a complete re-write, which I won't do - so it'll just not be buildable on Governed planets next version)

Is there any chance you would be able to tap into the stable orbit construction systems? To add some variable construction time to the series of options? Considering they're often tied in to colonies and colony building, I feel it only makes sense that those assets should have a construction time associated with them, rather than an instant build. Especially or at the very least the inactive gate option should be on par with the time it takes to build an orbital station/battlestation (120 to 150 days)

While I get this may be upsetting to some, instant build makeshift/domain era platforms and inactive gate build with use in 2 clicks seems like an unbalanced/broken system. Easy to abuse an benefit from.
All of that Is Terraforming and Station Construction, not Industrial Evolution.

The pirate subpopulation gives me extra effect if i have a pirate contact whit whom i have high standing, or only if im frendly with pirates?
Pirate Faction! Contacts don't matter for the condition.

If your game crash when you use new SalvageYards option (ScrapYard) just rebuld the structure
(this happen if you install new mod\ships and not start a new game)
I don't quite know what you are talking about, but this mod won't properly work without a new game, yes :)
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: SirHartley on February 10, 2022, 01:43:43 AM
SirHartley first off big fan here! I had a couple requests for some of my Hiver faction's ships to not be spit out by the machine god during a sacrifice event. Is there a way to blacklist specific ships? I looked over your code but I did not see a way, thanks.
Hey, the event uses any ship that you can get the blueprint for (since I figured it'll be intended to be acquired by the player sooner or later, anyway). Blacklisting your ships can be done by not specifying a blueprint tag for them.

I also added a new tag for you, "IndEvo_no_ship_roulette", which you can use in your .csv to prohibit them from dropping with the next version.

Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: SirHartley on February 10, 2022, 01:58:52 AM
Nevermind~So here come's the serious part:

I've been in contact with @Fucifa recently. and actually -- there's no fully translated product yet, as he just "got dumped into the fking infinite academic papers" and cannot move a single cursor.Now I'm honestly re-asking for your permission.

Would you like translating your mod and drain it to our community(www.fossic.org)?

The text will be proofreaded and tested during the whole process(including the text under this topic). Original author name, pages URL and authorization screenshot will be quoted when posting out.You can withdraw this localization at anytime - Just contact with me, or you can set up a date/update beyond which we should ask for permission again.

Now the semi-product has been nullified and I'm reconstructing the text, without exception the localized version can be published several days later.

Gonna appreciate it if you nod a head.

See below.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: tomatopaste on February 10, 2022, 05:44:48 AM
when is evolutioving the industry?
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Dazs on February 10, 2022, 12:52:50 PM
Hey, the event uses any ship that you can get the blueprint for (since I figured it'll be intended to be acquired by the player sooner or later, anyway). Blacklisting your ships can be done by not specifying a blueprint tag for them.

I also added a new tag for you, "IndEvo_no_ship_roulette", which you can use in your .csv to prohibit them from dropping with the next version.

That's great, much appreciated.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Amricon. on February 10, 2022, 08:30:43 PM
Now, for this.

[texts posted before that went under edits]

Thank you for understanding.

Got it, and I understand. No need to say sorry, just feel free to complain,even venting out.

As your previous post mentions, now any progress is mothballed and will no longer be touched until something turn around. Later I'll contact Fucifa, telling him to make his own version.
(delayed until further reply)
Our community owes you a apology.Shall I set up a post and clarify this misinterpretation in fossic.org? Only a few veteran members still remember, and many players have long forgotten this.

And...emm, thank you for pointing out. I'll consider interpretive translation and searching beyond all my products (quotes like "Paperclip maximizer" should be wikied and fully-explained on the spot, without disturbing the readers).Curt memes and complains will be filt out.

There's no need to rush to reply.Before the final decision I'll wait there and respect whatever it is.

PS:
Just some chatting at there.
Guess foreign producers are really can be sensitive about this , right?

Getting antagonized is very common in our chatting groups - mostly just for some tiny, unimportant things - people just can get into quarrels in stand of their face and burn their mind for a whole day.Strangely most of us are still chatting with each other, hiding those conficts.

In any kind of community there's always some airheads, spilting their words everywhere and soonly forgot about the consequences. Some of our producers also fell into victims, they do not care anymore as they cannot actually get harmed except beating themselves up, in mood.

My suggestion is :Don't care about them, laugh at them. Just relax, things' not become that serious, normal players didn't change attitudes to you, and time will fade their memory.

If you have any other requests or worries, just write it down.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: SirHartley on February 11, 2022, 02:20:04 AM
Good morning,

I wanted to edit the OP first, but I didn't manage to find the time.

I reflected on this and the problem was never really the antagonization. I am usually not very sensitive about things like this, so I was wondering why I was this annoyed at what I'd usually call a minor issue. Turns out, the problem was never with the insults.
it's what they implicate. If a harmless joke is all it takes to kick off a large discussion (and have the mod temporarily taken down at Fossic), even have people contact me on Discord about it - what is stopping the next misinterpretation from escalating further?

I can neither defend myself, nor stop anyone from spilling over into the western community, because the thread is in a language I can not read, and MTL does not work properly.

If I get accused of something even worse, how will I be able to handle it? Will people start slandering me on the .com forums as well? Will they haunt me on chat servers and *** with me? How long will it take to simmer down?

Your culture and mine are extremely different, misunderstandings are bound to happen, and does not take much for someone to blow an issue out of proportion. I do not intend to have my work removed from the fractalsoftworks forums over a misunderstanding. The only way I could think of to make sure that never happens, is if the mod just does not get translated - remove the interpretation problems, remove the risk.

This has always been about protecting my work, and I was being unfair towards your community - I apologize for that.



I do not wish for an apology or a clarification post on Fossic - the ones who caused this problem in the first place are not the people that are seeking dialogue now.

I can see a way to give permission - if, and only if - any translation work is done not directly, but interpreted. I don't care if the texts are perfectly accurate, the only thing I care about is that they can not be misunderstood and do not cause issues.

If there ever is another incident that ends with my ideology or motives questioned, with me being called racist, sexist or anything else -ist, if I am accused of anti-something behaviour, the mod is temporarily removed on fossic, and I notice it happening because people ask me about it in chats, I will rescind permission and have the mod taken down permanently.

This does not mean that no one can criticize me or the mod.
I do like feedback, and the Chinese community does bring up good points that I had not accounted for, simply by having another perspective. I also know that the tone and culture is rougher over there than it is here, and take no issue with it. Avoid politics, and everything will be fine.



Possibly relevant for undestanding:
If a mod gets taken down on fractalsoftworks.com / the western community, it means the author severely *** up and if they are lucky, they get a chance to fix it - not always.

There is also a culture of altercation here, but it is a lot more subtle than the Asian variant. As much as I was able to understand, if someone used the vocabulary you are familiar with in, the western chat, they would get banned pretty much immediately. What we call a quarrel, you would probably call normal conversation.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: SirHartley on February 11, 2022, 02:20:46 AM
With the above in consideration, I can give you permission to translate the mod.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Stargazer86 on February 11, 2022, 03:48:14 PM
So this looks like a great mod! I do have a question though. I currently have three colonies in different systems. One system has pirate base in it so I built a Salvage Yard to gather up ship components whenever a pirate is destroyed. I then built Courier Ports in all three planets thinking I could send the ship components over to my main ship building planet. But when I'm looking through the options as to what goods I can transport, I can only pick stuff that's stored in the Industrial Supply Store and not in the main colony Storage.

Basically, how the heck do these interactions work and am I even doing it right?
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Amricon. on February 12, 2022, 12:34:02 AM
I do not wish for an apology or a clarification post on Fossic - the ones who caused this problem in the first place are not the people that are seeking dialogue now.

I can see a way to give permission - if, and only if - any translation work is done not directly, but interpreted. I don't care if the texts are perfectly accurate, the only thing I care about is that they can not be misunderstood and do not cause issues.

If there ever is another incident that ends with my ideology or motives questioned, with me being called racist, sexist or anything else -ist, if I am accused of anti-something behaviour, the mod is temporarily removed on fossic, and I notice it happening because people ask me about it in chats, I will rescind permission and have the mod taken down permanently.

This does not mean that no one can criticize me or the mod.
I do like feedback, and the Chinese community does bring up good points that I had not accounted for, simply by having another perspective. I also know that the tone and culture is rougher over there than it is here, and take no issue with it. Avoid politics, and everything will be fine.
Much appreciate, really. It's not a easy decision to make.

Being informed of such risks frightens a bit.Is that also easy to be questioned - and even cyberbullied - in your community?Normally I'd get rid of those *** social software and lay down for a while.

To protect the Mod-maker and contain the risk in a single environment, I'll declare this on the publish post - but it needs your additional consent:

"Interpretive translation:

Translators are additionally authorized to adjust the text and display pattern, add detailed information to make it more vivid and suited into local vocabulary/reading habits.

Memes and quotes should be wikied on the spot and fully explained to avoid disturbing the readers; Curt memes, complains, political metaphor and any other things that might be misunderstood and cause issues will be filted, and reported to the author.

If the author wishes, the localized semi-product can be provided to a trusted person for pre-release inspection.
Translator has the right of final text interpretation, and takes responsibility for all possible issues from it."

And plus, just mention it again:Original author name, pages URL and authorization screenshot will be quoted when posting out.You can withdraw the localized product at anytime.

Will you authorize this and give the permission to translate your mod?
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: dgchessman2 on February 13, 2022, 08:33:53 AM
Just got this out of the blue:

java.lang.NullPointerException
   at com.fs.starfarer.api.plugins.ambassadorPlugins.IndEvo_ambassadorPersonManager.g etOriginalMarket(IndEvo_ambassadorPersonManager.java:349)
   at com.fs.starfarer.api.impl.campaign.rulecmd.ambassadorRules.IndEvo_ambassadorRem oval.removeAmbassadorWithPenalty(IndEvo_ambassadorRemoval.java:33)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_embassy.notifyBeingRemoved(IndEvo_embassy.java:296)
   at com.fs.starfarer.campaign.econ.Market.removeIndustry(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.decivilize(DecivTracker.java:228)
   at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.decivilize(DecivTracker.java:186)
   at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.checkDeciv(DecivTracker.java:181)
   at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.checkDeciv(DecivTracker.java:126)
   at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.advance(DecivTracker.java:77)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

Is that something you're tracking?
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: SirHartley on February 13, 2022, 09:20:00 AM
To protect the Mod-maker and contain the risk in a single environment, I'll declare this on the publish post - but it needs your additional consent:

"Interpretive translation:

Translators are additionally authorized to adjust the text and display pattern, add detailed information to make it more vivid and suited into local vocabulary/reading habits.

Memes and quotes should be wikied on the spot and fully explained to avoid disturbing the readers; Curt memes, complains, political metaphor and any other things that might be misunderstood and cause issues will be filted, and reported to the author.

If the author wishes, the localized semi-product can be provided to a trusted person for pre-release inspection.
Translator has the right of final text interpretation, and takes responsibility for all possible issues from it."

And plus, just mention it again:Original author name, pages URL and authorization screenshot will be quoted when posting out.You can withdraw the localized product at anytime.

Will you authorize this and give the permission to translate your mod?
Sure, I agree to interpretive translation. If there are things that are hard to explain or would hinder the flow of reading, you can also just remove or re-write them - I don't mind!

Being informed of such risks frightens a bit. Is that also easy to be questioned - and even cyberbullied - in your community? Normally I'd get rid of those *** social software and lay down for a while.
This community? No, bullying is shut down fast, usually, even on the Starsector discord.
However, the current political climate is an absolute minefied, and the western civilization as a whole appears to have decided that anyone accused of being anti-something (even if just accused without proof) must be guilty at all costs. It's called "cancel culture", you can google it. I've become very, very careful about it, and stopped taking any risks in public online spaces, and the incident with the translation back then was just a tad too close to it for my liking.

Just got this out of the blue:

java.lang.NullPointerException
   ...

Is that something you're tracking?
Yup, that's me - thanks for the report, will fix with the next update!
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: geminitiger on February 13, 2022, 10:14:56 AM
I quit playing for awhile and now I've started up again and I'm looking for a specific industry or production building that gave small amounts of a variety of goods (like either 1 or 2 units only of 3 different things) that was pretty clutch in my last game but for the life of me I can't find/build it, also I'm not sure if it had some specific requirement, I don't recall that it did. Any help would be appreciated. (Apologies if it's not related to this mod, I'm under the impression it is, but IDK)

Is the void extractor part of this mod or not? I'm finally back to my main PC (back home again) and like for whatever reason my labtop install didn't have void extractors.............
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: SirHartley on February 13, 2022, 10:20:19 AM
I quit playing for awhile and now I've started up again and I'm looking for a specific industry or production building that gave small amounts of a variety of goods (like either 1 or 2 units only of 3 different things) that was pretty clutch in my last game but for the life of me I can't find/build it, also I'm not sure if it had some specific requirement, I don't recall that it did. Any help would be appreciated. (Apologies if it's not related to this mod, I'm under the impression it is, but IDK)

Is the void extractor part of this mod or not? I'm finally back to my main PC (back home again) and like for whatever reason my labtop install didn't have void extractors.............
No, it's from Roider Union or Legacy of Arkgneisis.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: geminitiger on February 13, 2022, 11:33:10 AM
...
thanks bossman
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: dgchessman2 on February 13, 2022, 08:58:08 PM
Just got this out of the blue:

java.lang.NullPointerException
   at com.fs.starfarer.api.plugins.ambassadorPlugins.IndEvo_ambassadorPersonManager.g etOriginalMarket(IndEvo_ambassadorPersonManager.java:349)
   at com.fs.starfarer.api.impl.campaign.rulecmd.ambassadorRules.IndEvo_ambassadorRem oval.removeAmbassadorWithPenalty(IndEvo_ambassadorRemoval.java:33)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_embassy.notifyBeingRemoved(IndEvo_embassy.java:296)
   at com.fs.starfarer.campaign.econ.Market.removeIndustry(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.decivilize(DecivTracker.java:228)
   at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.decivilize(DecivTracker.java:186)
   at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.checkDeciv(DecivTracker.java:181)
   at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.checkDeciv(DecivTracker.java:126)
   at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.advance(DecivTracker.java:77)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

Is that something you're tracking?

Is there a console something I can do to keep my playthrough running until it's patched?
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: SirHartley on February 14, 2022, 04:25:32 AM
remove the ambassador from the embassy of that world before it decivilizes
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: dgchessman2 on February 14, 2022, 06:41:28 AM
remove the ambassador from the embassy of that world before it decivilizes

Imagine MY surprise when the whole colony just POOFS! when it 'decivilizes'.
Wow.  I.. just didn't quite expect that level of damage.  Got the Embassy destroyed (was across the map)...
... but the total loss of the planet was nothing I could recover from!  >_<
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: jy03076032 on February 14, 2022, 11:11:22 AM
I have get this:

556350 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
   at com.fs.starfarer.settings.StarfarerSettings.?00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getInt(Unknown Source)
   at com.fs.starfarer.api.util.Misc.getAdminSalary(Misc.java:4025)
   at com.fs.starfarer.api.impl.campaign.CoreScript.reportEconomyTick(CoreScript.java:1373)
   at com.fs.starfarer.campaign.CampaignEngine.reportEconomyTick(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: RT_Neiron on February 15, 2022, 10:44:02 AM
If your game crash when you use new SalvageYards option (ScrapYard) just rebuld the structure
(this happen if you install new mod\ships and not start a new game)
I don't quite know what you are talking about, but this mod won't properly work without a new game, yes :)
It happened again. I just add some mods with ships in game
Spoiler
4253384 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_ScrapYard.getHullCapacity(IndEvo_ScrapYard.java:109)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvageYardsRules.IndEvo_InitSYCusto mProductionDiag.getCapacity(IndEvo_InitSYCustomProductionDiag.java:359)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvageYardsRules.IndEvo_InitSYCusto mProductionDiag.access$200(IndEvo_InitSYCustomProductionDiag.java:36)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvageYardsRules.IndEvo_InitSYCusto mProductionDiag$3.getMaximumValue(IndEvo_InitSYCustomProductionDiag.java:320)
   at com.fs.starfarer.campaign.command.CustomProductionPanel.getMaxValue(Unknown Source)
   at com.fs.starfarer.campaign.command.CustomProductionPanel.ensureDidNotGoOver(Unknown Source)
   at com.fs.starfarer.campaign.command.CustomProductionPanel.updatePlanTable(Unknown Source)
   at com.fs.starfarer.campaign.command.CustomProductionPanel.createIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.command.O.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.showCustomProductionPicker(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvageYardsRules.IndEvo_InitSYCusto mProductionDiag.initShipPicker(IndEvo_InitSYCustomProductionDiag.java:296)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvageYardsRules.IndEvo_InitSYCusto mProductionDiag.optionSelected(IndEvo_InitSYCustomProductionDiag.java:235)
   at com.fs.starfarer.ui.newui.o0Oo$1.super(Unknown Source)
   at com.fs.starfarer.ui.newui.B.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

[attachment deleted by admin]
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Tigasboss on February 15, 2022, 05:04:48 PM
I cant deconstruct some of the ships (namely the Paragon and Skye-hana from tahlan shipworks) even though theyre white-listed, any idea what to do?
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Amricon. on February 16, 2022, 10:48:08 PM
Great.Now I'll report the progress here.

[Progress]
All texts in the \data folder(except strings/tips.json) haved been localized and adjusted recently. Strings.json is under translation - it's a little bit hard to find out where these texts are displayed.

The following source code (.java) in \jar folder has been localized:
src.com.fs.starfarer.api.campaign.impl.items [About Ambassdor, Template and VPC , 100%]
src.com.fs.starfarer.api.impl.campaign.econ.conditions.edicts [Texts showed in planetary main menu and market conditions, display pattern has been adjusted]
src.com.fs.starfarer.api.impl.campaign.econ.impl [Simply translated , not tested yet.]

The current progress of localization is at 50%(or might be 40%? It depends on the amount of texts in the JAR)
-devmode and console will be used for further tests.

By the way, IndEvo.jar just got sucessfully complied last morning...I struggled for imports from shadowyards for hours, only to find some "work in progress" project that should be deleted. Stupid be me.XD

[Filted & Re-write]
# "Paperclip Maximizers" are explained as "Strong - but seems to be harmless - artificial intelligence".
# "Von Neumann automaton" is quoted at introduction text of Salvage Drone Replicator.
# Effect description text of ComArray. and AdInfra. in Colony interface is re-writed based on translator's playing experience. The original English text is a bit hard to comprehend ("The maximum bonus production"?It took me a while to find out that this has nothing to do with the number of production type, but just about the quantity)
# Edict: Trade Incentives and Edict: Forced Labour are redirected into a more subtle version to minimize the risk of disturbing readers.For historical reasons.

? Not found"C____  P_____"meme yet.Guess it has been removed before.

[Bug report]
! Edict: Hard Deadlines and Edict: Exact Clearances won't effect ScrapYards' hull production ,but they're still providing quality bonuses when the hull production >1.Addtional texts are added to emphasize this in this version.

[Asking]
?  cond.getName().contains() is very interesting.Are there any other functions that might break when something's name is changed? "Decivilized Subpopulation"condition in the original game was translated in our SS version, and "ubpopulation" won't work.How do I fix it?

?  "Ambassador" ranks and misc like "shortage"/"colonies" are noted "Might cause issues when traslated" in code comments. Just wondering why...
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Duce3227 on February 19, 2022, 10:32:51 AM
Hi,

I am new to the game. I made a forum account because I think I came a across a bug. Also I enjoy your mod very much.


Exploring the ruins of a planet I found a factory. I did so some other times before.
2 Things:
1. I noticed the option for the ship select does not get a scroll option so you dont see the top or bottem with a small resolution and large amount of ships in your current fleet.
But you can still select ships and sacrifice them by hitting enter.
2. I did a few times most of the times its fine. But the last time I got the following result:
Starbase (P)(D) class Orbital Station

https://imgur.com/a/gGd71J0

I am not sure if it is intended for the player to fly around with a starbase


The current game uses the following mods:

Spoiler
{"enabledMods": [
  "yunrutechmining",
  "pantera_ANewLevel40R",
  "adjustableautomatedships",
  "su_Concord",
  "fleetsizebydp",
  "GrandColonies",
  "IndEvo",
  "lw_lazylib",
  "MagicLib",
  "su_CarrierHullmod",
  "su_CarrierHullmod_Rebalance",
  "nexerelin",
  "superweapons",
  "Terraforming & Station Construction",
  "weftinships",
  "yunru_pirate_collection",
  "yunrucore",
  "shaderLib"
]}
[close]
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Yunru on February 19, 2022, 01:03:13 PM
Yes, that's very intentional, don't worry. Those wacky Pirates will fly anything if you let them.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Zee on February 21, 2022, 03:47:40 AM
Hi, I'm new to this mod and liking it very much.

Could someone point me to a post or PM me how to use the Ancient Lab? - I stuck a special Renegade class experimental template in it but I have a feeling a I need some other structure to get something produced?
I don't see any building named Forge so I'm confused, do I need to have a heavy industry / orbital works on the same planet?


[attachment deleted by admin]
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: FreonRu on February 21, 2022, 06:50:47 AM
Good day.

Are there any plans to add the possibility of alternative food production to the modification? For example hydroponic farms, mushroom farms or something like that. This will allow you to provide your colonies with food without the need to terraform them to the desired state.

Are there any plans to be able to produce organics without organic reserves on the planet? In this matter, fantasy does not work well, but what about the construction for the delivery of organic asteroids to the orbit of the planet or artificial synthesis (ancient laboratories, artifacts of the domain era)?
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Kakroom on February 22, 2022, 06:34:13 PM
When one starts to get really invested in Nexerelin's whole "autonomous colony" thing, your empire can grow to somewhat absurd proportions and even if it's not spread out across the frontier, lightyears apart, it's still kind of a hassle to go to an individual colony sixty million miles away just to enact labor restrictions. It's got a "this was a thirty minute meeting that could've been an email" feel.

It would be convenient if there were some kind of structure that could designate a "capital" for your empire, from which you could remotely trigger and lift edicts on settlements across the Expanse of your imperial Foundation (in systems with functional senates, anyway.) An "executive compound" or something like that? I'm not really sure what form it would take; all I know is I really like the Edicts system. I think they might be my favorite thing about the mod because they actually let you choose how you want to govern. That's amazing. I want an excuse to use it a lot more than I currently do.

Also ps please make more edicts. Please. Mooooore.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: 4Donic on March 05, 2022, 10:56:21 AM
Greetings, loving the mod so far, but I have a question :

Is there a way to config an Engineering hub myself to make it 1 ship = 1 blueprint?
I've browsed through the folders and the .jar file, but did not find anything related to the progress of the reverse engineering
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: SirHartley on March 05, 2022, 11:41:00 AM
Good day.

Are there any plans to add the possibility of alternative food production to the modification? For example hydroponic farms, mushroom farms or something like that. This will allow you to provide your colonies with food without the need to terraform them to the desired state.

Are there any plans to be able to produce organics without organic reserves on the planet? In this matter, fantasy does not work well, but what about the construction for the delivery of organic asteroids to the orbit of the planet or artificial synthesis (ancient laboratories, artifacts of the domain era)?
nah, the things "missing" from vanilla are missing for a reason, filling every single niche that exists with options is not good. Sometimes, less is more, and planets are not intended to be equal.

When one starts to get really invested in Nexerelin's whole "autonomous colony" thing, your empire can grow to somewhat absurd proportions and even if it's not spread out across the frontier, lightyears apart, it's still kind of a hassle to go to an individual colony sixty million miles away just to enact labor restrictions. It's got a "this was a thirty minute meeting that could've been an email" feel.

It would be convenient if there were some kind of structure that could designate a "capital" for your empire, from which you could remotely trigger and lift edicts on settlements across the Expanse of your imperial Foundation (in systems with functional senates, anyway.) An "executive compound" or something like that? I'm not really sure what form it would take; all I know is I really like the Edicts system. I think they might be my favorite thing about the mod because they actually let you choose how you want to govern. That's amazing. I want an excuse to use it a lot more than I currently do.

Also ps please make more edicts. Please. Mooooore.
Remote edicts have been requested a few times, will think about it. Regarding more edicts - if anyone has ideas, feel free to post em, cause I don't have any :P

Greetings, loving the mod so far, but I have a question :

Is there a way to config an Engineering hub myself to make it 1 ship = 1 blueprint?
I've browsed through the folders and the .jar file, but did not find anything related to the progress of the reverse engineering
sure, adjust IndEvo_EngHub.getBaseHullSizeValueMap(), then recompile the jar. Best of luck to you~
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Vundaex on March 06, 2022, 06:40:14 PM
Awesome mod!
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: aldebaran on March 10, 2022, 03:58:19 AM
So is there now a readme with all the information regarding mod features available?
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: SirHartley on March 10, 2022, 08:05:28 AM
So is there now a readme with all the information regarding mod features available?
...on the mod OP? It's literally the first post in this topic...
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: aldebaran on March 11, 2022, 01:38:49 AM
I am referring to the blurred images and the derelict industry. The rest of the mod I figured out fine and that has already been covered by some previous posters.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: SirHartley on March 11, 2022, 03:23:41 AM
That's exploration content which is not explained on purpose. Suffice to say, it's events that happen when salvaging and industries you can sometimes find on abandoned planets. They are cool!
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Kakroom on March 11, 2022, 12:44:42 PM
They are cool!

Can confirm
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Bast1 on March 24, 2022, 09:20:28 AM
Heya! First off, thank you SirHartley for making this mod, it kicks ass! I first used it in v 0.9 and it worked wonderfully, but ever since I started a 0.95a save last month it's no longer generating Industrial Ruins Forges. I know to look for the description of 'what looks like a dormant nanoforge' but every single world with Industrial Ruins I've encountered has either the ancient laboratory or relocation machine, I've checked probably in excess of 20 now. Even after starting a new save I can't find any Forges. Either I'm *incredibly* unlucky or there might be something wrong? Do Forges spawn in specific parts of the sector? Im using Nex and Expanded Sector but those are the only things I can think of that'd affect sector generation or the game in general in any major ways. If anyone else is looking at this thread and is having the same issue lemme know. Please help  ;D
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Alanmandragoran on March 25, 2022, 12:37:03 PM
I'm really liking the mod so far but i have a question. What are the weapons you get from each faction? I'm guessing tri tachyon will give you more energy and hegemony will give you ballistics but I have no idea about the rest.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Snosibsnob on March 26, 2022, 06:34:07 PM
Hey, I got an Ambassador compromised error with a Dassault-Mikoyan Corporation abassador. Is there any way for me to fix this in game?
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: SpaceDrake on March 26, 2022, 09:07:48 PM
I'm really liking the mod so far but i have a question. What are the weapons you get from each faction? I'm guessing tri tachyon will give you more energy and hegemony will give you ballistics but I have no idea about the rest.

They'll put whatever they have in their .faction file's knownWeapons section on offer; this is usually mod/faction-specific weaponry and sometimes a smattering of target-tech-appropriate stuff (for example, ScalarTech knows a number of general High Tech weapons in addition to their unique stuff).
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: montaropdf on March 29, 2022, 04:50:20 AM
Hello,

First off, some compliment for this mod, it adds a lot to do in the sector. I really like the added structure, even if some seems less interesting than other. Maybe I do not understand their usefullness.

Some features request/proposal:
- Do you think it would be possible, for you, to rework the farmland structure so that it became a food production structure, that can be deployed, even on planet without farmland or aquaculture, using hydroponic and/or green house, on the ground or in space.
I think Hydroponic and green house should have a production level = to the 'poor farmland' condition and should also be an upgrade to farmland and aquaculture, to improve there production level.
Those structure could requests organics in addition to heavy machinery.

- Could you add the date of shipment, or the number of past days since the event has been created, in the intel tab, at least for the single delivery event?


And now, a bug report.
- Whenever an alpha core is present in a shipment, the shipment is successful, but nothing from the shipment is stored in the local storage.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Ezene on March 30, 2022, 11:01:33 AM
In 2.2.h, using the Courier Port to send a Forge Template containing a DME Sparrowhawk with +1 charge resulted in the Forge Template vanishing. Destination storage type didn't matter. Whitelists were set to ignored.
I don't know how much of that is relevant as I haven't done troubleshooting to tell which factors are causing it.

Edit: forgot - the shipments weren't lost, they arrived fully intact. Nothing was deposited on the other end.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Venolak on March 30, 2022, 05:38:16 PM
Hello all I don't post here much but I got stiffed something nasty here.
This is my 1st playthrough with this mod so pardon me if I get some names a little mixed up.

I fully explored the sector before setting up my colonies living as a raider off the fringes of civil society.
On my travels I found many wonderful ancient technologies, always hoarding them on my personal, somewhat habitable raiding base, Bolunda.
As I docked weary of my adventures and ready to give it all away to become a despot of my own, new industrial options brought me wonderment and joy.
I set about populating the fringes of the sector with renovated ancient industrial ruins and courier ports to begin a shipping triangle of legend.
Then I left for an expedition to the neighboring system evacuating neighboring youths.
Upon my return, everything seemed in order. My undesired hull hoard went to its place, the hundreds of looted weapons to theirs, but my empty hull templates were nowhere to be found.

Is there a console command to spawn more of them so I don't have to restart or search all 7 probes in the sector I missed hoping to find another one? Thanks!
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: SirHartley on March 31, 2022, 12:54:45 AM
Heya! First off, thank you SirHartley for making this mod, it kicks ass! I first used it in v 0.9 and it worked wonderfully, but ever since I started a 0.95a save last month it's no longer generating Industrial Ruins Forges. I know to look for the description of 'what looks like a dormant nanoforge' but every single world with Industrial Ruins I've encountered has either the ancient laboratory or relocation machine, I've checked probably in excess of 20 now. Even after starting a new save I can't find any Forges. Either I'm *incredibly* unlucky or there might be something wrong? Do Forges spawn in specific parts of the sector? Im using Nex and Expanded Sector but those are the only things I can think of that'd affect sector generation or the game in general in any major ways. If anyone else is looking at this thread and is having the same issue lemme know. Please help  ;D
You are incredibly unlucky! However, ruin spawning has been overhauled for the next version to ensure a better distribution. Thank you for letting me know!

Hello,

First off, some compliment for this mod, it adds a lot to do in the sector. I really like the added structure, even if some seems less interesting than other. Maybe I do not understand their usefullness.

Some features request/proposal:
- Do you think it would be possible, for you, to rework the farmland structure so that it became a food production structure, that can be deployed, even on planet without farmland or aquaculture, using hydroponic and/or green house, on the ground or in space.
I think Hydroponic and green house should have a production level = to the 'poor farmland' condition and should also be an upgrade to farmland and aquaculture, to improve there production level.
Those structure could requests organics in addition to heavy machinery.

- Could you add the date of shipment, or the number of past days since the event has been created, in the intel tab, at least for the single delivery event?


And now, a bug report.
- Whenever an alpha core is present in a shipment, the shipment is successful, but nothing from the shipment is stored in the local storage.
There is so much stuff in this mod that some things might be more suited to a certain playstyle. If that is not yours, well, nothing gained, nothing lost.

Re- Hydroponics: Sadly, I'll have to decline on that. Some niches are not filled on purpose, and this is one of them. Not all planets are supposed to be made equal, and giving access to food (a very valuable commodity) to everyone is not in the spirit of the game.

Re- date of Shipment: Yup. Done~

In 2.2.h, using the Courier Port to send a Forge Template containing a DME Sparrowhawk with +1 charge resulted in the Forge Template vanishing. Destination storage type didn't matter. Whitelists were set to ignored.
I don't know how much of that is relevant as I haven't done troubleshooting to tell which factors are causing it.

Edit: forgot - the shipments weren't lost, they arrived fully intact. Nothing was deposited on the other end.
Courier ports are incredibly scuffed atm and sometimes lose stuff for no reason. Next version has a rework, it's gonna be finally fixed!

Hello all I don't post here much but I got stiffed something nasty here.
This is my 1st playthrough with this mod so pardon me if I get some names a little mixed up.

I fully explored the sector before setting up my colonies living as a raider off the fringes of civil society.
On my travels I found many wonderful ancient technologies, always hoarding them on my personal, somewhat habitable raiding base, Bolunda.
As I docked weary of my adventures and ready to give it all away to become a despot of my own, new industrial options brought me wonderment and joy.
I set about populating the fringes of the sector with renovated ancient industrial ruins and courier ports to begin a shipping triangle of legend.
Then I left for an expedition to the neighboring system evacuating neighboring youths.
Upon my return, everything seemed in order. My undesired hull hoard went to its place, the hundreds of looted weapons to theirs, but my empty hull templates were nowhere to be found.

Is there a console command to spawn more of them so I don't have to restart or search all 7 probes in the sector I missed hoping to find another one? Thanks!

I had fun reading that, even if it's a bug report :P
Courier ports can lose stuff atm, I am very sorry about that.

You can add forge templates back in by opening the console and typing:
addspecial IndEvo_forgeTemplate_2 yourShipId (For instance, "onslaught")

Other item IDs you might need:
IndEvo_ForgeTemplate_1
IndEvo_ForgeTemplate_2
IndEvo_ForgeTemplate_3
IndEvo_DegForgeTemplate
IndEvo_EmptForgeTemplate
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Venolak on March 31, 2022, 11:32:29 AM
I had fun reading that, even if it's a bug report :P
Courier ports can lose stuff atm, I am very sorry about that.

You can add forge templates back in by opening the console and typing:
addspecial IndEvo_forgeTemplate_2 yourShipId (For instance, "onslaught")

Other item IDs you might need:
IndEvo_ForgeTemplate_1
IndEvo_ForgeTemplate_2
IndEvo_ForgeTemplate_3
IndEvo_DegForgeTemplate
IndEvo_EmptForgeTemplate

What's strange is that I had already tried "AddItem IndEvo_EmptForgeTemplate" before and it prints out "Added 1 commodity of 'IndEvo_rare_parts' to player inventory." but when I look, nothing's there. I've tried redocking, reloading my save, even saving and loading back in, exiting and re-entering the system, nada.

I fear the machine gods are unhappy with us my friend.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: SirHartley on March 31, 2022, 01:07:43 PM
there is a difference between addITEM and addSPECIAL - forge templates are specials.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Venolak on March 31, 2022, 03:41:02 PM
there is a difference between addITEM and addSPECIAL - forge templates are specials.

Ooh thank you sorry to bother
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Coil on April 06, 2022, 09:30:43 AM
So I got this error when I tried to train an admin up a bit. Should I just not train admins at the academy?

java.lang.RuntimeException: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
   at com.fs.starfarer.settings.StarfarerSettings.ô00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getInt(Unknown Source)
   at com.fs.starfarer.api.util.Misc.getAdminSalary(Misc.java:4025)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_Academy.calculateSalaryStor ageCost(IndEvo_Academy.java:205)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_Academy.reportEconomyTick(IndEvo_Academy.java:124)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:106)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getDouble(JSONObject.java:445)
   ... 17 more
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Daynen on April 08, 2022, 11:34:54 AM
So I love the idea of the engineering hub but I must be missing something in the process.  I've got 100% progress on a ship and a blueprint of the same size class (cruiser) installed; is there something else I need to do to get my new blueprint?  Does it just take a long time?  Does "same size" not mean same size classification?
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Ezene on April 14, 2022, 08:26:04 AM
So I love the idea of the engineering hub but I must be missing something in the process.  I've got 100% progress on a ship and a blueprint of the same size class (cruiser) installed; is there something else I need to do to get my new blueprint?  Does it just take a long time?  Does "same size" not mean same size classification?
What's most likely happening is that the ship and blueprint aren't actually matching sizes. It doesn't say anywhere on the ship, blueprint, or engineering hub what size classification they are, so some of the more ambiguously-named ones can be confusing.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Daynen on April 14, 2022, 11:12:45 AM
Okay, so it DOES just use the four sizes then, right?  No subclasses of ships or whatever?  And there's no hidden decimals so 100% does actually mean 100%?  It was the Gambit "fast cruiser" from Roider Union, which is definitely a cruiser, at least according to all hullmod interactions.  It also wasn't tagged with "cannot be reverse engineered" either so it must be something not matching up correctly.  Tried it with a destroyer sized print too and nothing.  I've since found other ways to get the ship (operatives do the job nicely in nex) but it was vexing.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: SirHartley on April 14, 2022, 11:26:06 AM
Okay, so it DOES just use the four sizes then, right?  No subclasses of ships or whatever?  And there's no hidden decimals so 100% does actually mean 100%?  It was the Gambit "fast cruiser" from Roider Union, which is definitely a cruiser, at least according to all hullmod interactions.  It also wasn't tagged with "cannot be reverse engineered" either so it must be something not matching up correctly.  Tried it with a destroyer sized print too and nothing.  I've since found other ways to get the ship (operatives do the job nicely in nex) but it was vexing.
Ah. That explains.
The Gambit is a Roider Retrofit - you need a matching Roider retrofit template.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Hague on April 17, 2022, 11:37:17 PM
The Centralization Bureau does not appear to work with ship components. I have several colonies with Variable Manufactory industries set up with Ship Component VPCs and there is no effect on the produced output for the colony with the bureau. Is this intended behavior? EDIT: I have an AI core installed and it works with other resources, just not this one.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: SCUBAelement on April 20, 2022, 11:58:25 AM
Hello, thank you for the mod, it is very fun and really adds to the longevity of a playthrough. I was wondering about the engineering dock where one reverse engineers blueprints. I wanted to reverse engineer the 14th Battlegroup Onslaught but it was not allowed, so I found the ship id (hullid is onslaught_xiv from "list ships" console command) for it and added it to the whitelist file. It still shows up as not allowed. I am stumped at this point as I already verified that the whitelist is pointed correctly (thank you to previous poster describing that now fixed bug.) I'm not sure where to go next but If you could help I would very much appreciate it, thank you for your time. 8) ;D
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: SirHartley on April 20, 2022, 02:04:39 PM
Hello, thank you for the mod, it is very fun and really adds to the longevity of a playthrough. I was wondering about the engineering dock where one reverse engineers blueprints. I wanted to reverse engineer the 14th Battlegroup Onslaught but it was not allowed, so I found the ship id (hullid is onslaught_xiv from "list ships" console command) for it and added it to the whitelist file. It still shows up as not allowed. I am stumped at this point as I already verified that the whitelist is pointed correctly (thank you to previous poster describing that now fixed bug.) I'm not sure where to go next but If you could help I would very much appreciate it, thank you for your time. 8) ;D
That's very strange cause the XIV onslaught is on the default whitelist. Please check if it doesn't have too many d-mods to be used for reverse engineering.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: SCUBAelement on April 20, 2022, 02:23:49 PM
Hello thank you for replying. It is strange indeed. It is the only 14th Battlegroup ship to have the problem. The same error occurs for the regular Paragons I have and it is also on the whitelist. Both are pristine, no D-mods and I spawned in the same ships with the console no dice, still reads cannot be reverse engineered. I tried adding onslaught_xiv to the whitelist as well with no luck. The onslaught_xiv and paragon do work fine if I set the ignore whitelist to true. Other ships from the Dassault-Migoyan mod such as the blade breakers, and the default remnant that have not been whitelisted are blocked as expected. Thanks for your assistance.  8) :o ???
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: Hague on April 20, 2022, 08:22:21 PM
Okay, so I was wrong. It's not just ship components. Variable manufactories don't provide output that the Centralization bureau can recognize at all. Swapping to Conflict Package on several colonies in the same system did not provide bonus heavy weapons production or marines while heavy industry and modular fabricators (from Shadowyards) both provide bonuses for their outputs
Title: Re: [0.95.1a] Industrial.Evolution 3.0.a - Campaign content expansion
Post by: SirHartley on April 21, 2022, 02:27:28 PM
(https://i.imgur.com/7k1QAas.png)


NOT SAVE COMPATIBLE


Download (https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution3.0.a.zip)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)
Requires LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444.0)

Integrated with Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0)
Pairs well with Grand.Colonies (https://fractalsoftworks.com/forum/index.php?topic=20986.0)
as well as Substance.Abuse (https://fractalsoftworks.com/forum/index.php?topic=24378)


Split your fleet into Detachments! Research Projects! Weapons! Minefields!
Courier port has a proper UI and is no longer broken!
New icons for normal and relic components!
I have not slept in weeks!

Get the alcohol mod too it's great and the reason why this wasn't release like a month ago!

Spoiler
(https://i.imgur.com/lOzPAzb.png)
(https://i.imgur.com/v5mBHVc.png)
[close]


Change Log
3.0.a
  • General
  • Added - Minefields (this changelog is starting off great, isn't it?)
  • Added - Some settings
  • Added - Admin salary at 2 skills is now 20.000c (Vanilla balance change)
  • Adjusted - reduced Admin salary at 1 skill from 20.000c to 10.000c (Vanilla balance change)
  • Items
  • Adjusted - New Icon for Ship Components
  • Adjusted - New Icon for Relic Components
  • Adjusted - Item drop rates across the board. IndEvo Industry items now rarer, as are VPCs.
  • Removed - Unfinished industry items are now no longer present in the files and will maybe STOP *** DROPPING
  • Weapons
  • Added - Research Projects at the Galatian Academy
  • Added - 5 different researchable Weapons (Courtesy of Nia Tahl)
  • Added - Research Project for Relic Components
  • Abilities
  • Added - Ability to create detachments from your fleet (with different behaviour modes)
  • Added - Behaviour: Stay - Stay in place, do not engage enemy fleets unless attacked.
  • Added - Behaviour: Follow - Follow the main force, do not engage enemy fleets unless attacked.
  • Added - Behaviour: Hide - Go dark, attempt to hide in a good location, and avoid other fleets.
  • Added - Behaviour: Escort - Escort the main force, attack equal-strength visible hostile fleets.
  • Added - Behaviour: Intercept - Escort, only intercept enemy fleets that target the main force.
  • Added - Behaviour: Transport - Transport cargo to selected colony, then store fleet and cargo.
  • Tech Mining
  • Added - compatibility with Yunru Techmining (Yunrus Mod will take precedence)
  • Added - implemented the Better Colonies changes (Diplays a tooltip showing the total remaining salvage)
  • *** - T*chpriest, lmao
  • Embassy
  • Adjusted - No longer buildable on Nexerelin Governed Colonies,
  • Fixed - Ambassadors can no longer be installed on Nex Governed Colonies (Fixes the "Compromised" bug)
  • Fixed - No longer allows hiring ambassadors when the only open embassy is on a Nex Governed Colony
  • Fixed - No longer crashes when a world with an ambassador decivilizes
  • Note - The "Governed Colony" problem is not fixable without a complete re-write of the system...
  • Senate
  • Added - Edict: Mandated Overtime. Doubles building construction speed, halves all commodity production.
  • Added - Info about active edict to edict removal screen
  • Fixed - Labour restrictions are now actually unavailable when market is a freeport
  • Privateer Base
  • Adjusted - Minor sprite contrast touch-ups
  • Salvage Yards
  • Adjusted - Moving D-Mods now works between ships of similar tech type and hull size (Midline cruiser to midline cruiser...)
  • Fixed - Ship building budget should no longer display 0 or negative values, and should no longer throw an occasional Nullpointer
  • Academy
  • Added - 3 additional colony admin skills that can be obtained by training an admin at the academy
  • Adjusted - Hire-able Admins spawned by the academy have a 10% chance to spawn with one of the new Admin skills
  • Fixed - can no longer replace an admins brain with an AI core (can't train admins in hypercognition)
  • Fixed - no longer crashes when training an admin with a skill
  • Fixed - "ESC" shortcut on leave option at galatia academy
  • Courier Port
  • Added - Proper User Interface
  • Added - Timed failsafe to refund the shipment cargo if it does not arrive where it should
  • Adjusted - Now allows shipping from stockpile
  • Adjusted - Can now ship from and to any planet, not only planets you have things in storage at
  • Adjusted - Gamma core now makes the interface accessible at any comm relay
  • Fixed - No longer loses shipments
  • Removed - Insurance
  • Removed - Item drops on fleet death
  • Derelict Industries
  • Adjusted - Rift Generator - added a failsafe to make sure the colony teleports even if the animation fails
  • Adjusted - Rift Generator - the jump points it makes now point towards the location of the planet
  • Adjusted - Fleet Members with Unremoveable, Non-AI officers can no longer be deconstructed
  • Fixed - Rift Generator - no longer considers nex outposts as colonies
  • Fixed - Printed Ships now properly work with Starship Legends
  • Fixed - Forge templates should no longer display a nebula when fed with D-Modded ships (probably)
  • Fixed - Forge templates no longer build in hullmods with the "no_build_in" tag
  • Fixed - Deconstructor now moves AI cores installed in ships to the storage when deconstructing a hull
  • Exploration
  • Added - Arsenal stations orbiting planets will now spawn with a special surprise
  • Adjusted - Arsenal station officer sleeper pod events now conform to the new vanilla max officer levels
  • Adjusted - Reduced the requirement to get relic components from hard battles
  • Adjusted - Increased relic component drops from derelict Survey and Motherships
[close]
Title: Re: [0.95.1a] Industrial.Evolution 3.0.a - Campaign content expansion
Post by: Kakroom on April 21, 2022, 02:38:24 PM
(https://i.imgur.com/7k1QAas.png)


NOT SAVE COMPATIBLE


Download (https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution3.0.a.zip)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)
Requires LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444.0)

Integrated with Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0)
Pairs well with Grand.Colonies (https://fractalsoftworks.com/forum/index.php?topic=20986.0)
as well as Substance.Abuse (https://fractalsoftworks.com/forum/index.php?topic=24378)


Split your fleet into Detachments! Research Projects! Weapons! Minefields!
Courier port has a proper UI and is no longer broken!
New icons for normal and relic components!
I have not slept in weeks!

Get the alcohol mod too it's great and the reason why this wasn't release like a month ago!

Spoiler
(https://i.imgur.com/lOzPAzb.png)
(https://i.imgur.com/v5mBHVc.png)
[close]


Change Log
3.0.a
  • General
  • Added - Minefields (this changelog is starting off great, isn't it?)
  • Added - Some settings
  • Added - Admin salary at 2 skills is now 20.000c (Vanilla balance change)
  • Adjusted - reduced Admin salary at 1 skill from 20.000c to 10.000c (Vanilla balance change)
  • Items
  • Adjusted - New Icon for Ship Components
  • Adjusted - New Icon for Relic Components
  • Adjusted - Item drop rates across the board. IndEvo Industry items now rarer, as are VPCs.
  • Removed - Unfinished industry items are now no longer present in the files and will maybe STOP *** DROPPING
  • Weapons
  • Added - Research Projects at the Galatian Academy
  • Added - 5 different researchable Weapons (Courtesy of Nia Tahl)
  • Added - Research Project for Relic Components
  • Abilities
  • Added - Ability to create detachments from your fleet (with different behaviour modes)
  • Added - Behaviour: Stay - Stay in place, do not engage enemy fleets unless attacked.
  • Added - Behaviour: Follow - Follow the main force, do not engage enemy fleets unless attacked.
  • Added - Behaviour: Hide - Go dark, attempt to hide in a good location, and avoid other fleets.
  • Added - Behaviour: Escort - Escort the main force, attack equal-strength visible hostile fleets.
  • Added - Behaviour: Intercept - Escort, only intercept enemy fleets that target the main force.
  • Added - Behaviour: Transport - Transport cargo to selected colony, then store fleet and cargo.
  • Tech Mining
  • Added - compatibility with Yunru Techmining (Yunrus Mod will take precedence)
  • Added - implemented the Better Colonies changes (Diplays a tooltip showing the total remaining salvage)
  • *** - T*chpriest, lmao
  • Embassy
  • Adjusted - No longer buildable on Nexerelin Governed Colonies,
  • Fixed - Ambassadors can no longer be installed on Nex Governed Colonies (Fixes the "Compromised" bug)
  • Fixed - No longer allows hiring ambassadors when the only open embassy is on a Nex Governed Colony
  • Fixed - No longer crashes when a world with an ambassador decivilizes
  • Note - The "Governed Colony" problem is not fixable without a complete re-write of the system...
  • Senate
  • Added - Edict: Mandated Overtime. Doubles building construction speed, halves all commodity production.
  • Added - Info about active edict to edict removal screen
  • Fixed - Labour restrictions are now actually unavailable when market is a freeport
  • Privateer Base
  • Adjusted - Minor sprite contrast touch-ups
  • Salvage Yards
  • Adjusted - Moving D-Mods now works between ships of similar tech type and hull size (Midline cruiser to midline cruiser...)
  • Fixed - Ship building budget should no longer display 0 or negative values, and should no longer throw an occasional Nullpointer
  • Academy
  • Added - 3 additional colony admin skills that can be obtained by training an admin at the academy
  • Adjusted - Hire-able Admins spawned by the academy have a 10% chance to spawn with one of the new Admin skills
  • Fixed - can no longer replace an admins brain with an AI core (can't train admins in hypercognition)
  • Fixed - no longer crashes when training an admin with a skill
  • Fixed - "ESC" shortcut on leave option at galatia academy
  • Courier Port
  • Added - Proper User Interface
  • Added - Timed failsafe to refund the shipment cargo if it does not arrive where it should
  • Adjusted - Now allows shipping from stockpile
  • Adjusted - Can now ship from and to any planet, not only planets you have things in storage at
  • Adjusted - Gamma core now makes the interface accessible at any comm relay
  • Fixed - No longer loses shipments
  • Removed - Insurance
  • Removed - Item drops on fleet death
  • Derelict Industries
  • Adjusted - Rift Generator - added a failsafe to make sure the colony teleports even if the animation fails
  • Adjusted - Rift Generator - the jump points it makes now point towards the location of the planet
  • Adjusted - Fleet Members with Unremoveable, Non-AI officers can no longer be deconstructed
  • Fixed - Rift Generator - no longer considers nex outposts as colonies
  • Fixed - Printed Ships now properly work with Starship Legends
  • Fixed - Forge templates should no longer display a nebula when fed with D-Modded ships (probably)
  • Fixed - Forge templates no longer build in hullmods with the "no_build_in" tag
  • Fixed - Deconstructor now moves AI cores installed in ships to the storage when deconstructing a hull
  • Exploration
  • Added - Arsenal stations orbiting planets will now spawn with a special surprise
  • Adjusted - Arsenal station officer sleeper pod events now conform to the new vanilla max officer levels
  • Adjusted - Reduced the requirement to get relic components from hard battles
  • Adjusted - Increased relic component drops from derelict Survey and Motherships
[close]

Finally, an excuse to start a new campaign!

Oh no, an excuse to start a new campaign!
Title: Re: [0.95.1a] Industrial.Evolution 3.0.a - Campaign content expansion
Post by: Oni on April 21, 2022, 02:46:03 PM
...
Finally, an excuse to start a new campaign!

Oh no, an excuse to start a new campaign!
I will endure until the new Neutrino Corp is ready... I... will... endure!
Title: Re: [0.95.1a] Industrial.Evolution 3.0.a - Campaign content expansion
Post by: nukularpower on April 21, 2022, 02:48:05 PM
Glad to see the update coming out, though I have to question being stuck with the broken Courier Port all this time because of the alcohol mod :P
Title: Re: [0.95.1a] Industrial.Evolution 3.0.a - Campaign content expansion
Post by: SirHartley on April 21, 2022, 02:56:47 PM
Glad to see the update coming out, though I have to question being stuck with the broken Courier Port all this time because of the alcohol mod :P
I have my priorities, mah man
memes > fixing stuff that has been broken for months
Title: Re: [0.95.1a] Industrial.Evolution 3.0.a - Campaign content expansion
Post by: Helldiver on April 21, 2022, 03:31:55 PM
Split your fleet into Detachments!
  • Added - Ability to create detachments from your fleet (with different behaviour modes)

This and Nex's recent real-time planetside battles have blown anything vanilla's added in a long while gameplay-wise.
What a time to be alive, hats off to you as usual.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.a - Campaign content expansion
Post by: Prolbo on April 22, 2022, 12:57:22 AM
Detachments? Oh God! It's amazing! At least I can leave part of my highly visible and resource hungry fleet without any additional movements and complications.

This is the best God damn addition I ever saw.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.a - Campaign content expansion
Post by: raffysauce on April 22, 2022, 03:14:59 AM
With the new version, the game crashes during sector generation if nex random core worlds is activated.

java.lang.NullPointerException
   at com.fs.starfarer.api.plugins.IndEvo_modPlugin.spawnMineFields(IndEvo_modPlugin.java:163)
   at com.fs.starfarer.api.plugins.IndEvo_modPlugin.onNewGameAfterEconomyLoad(IndEvo_modPlugin.java:111)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(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.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Without it enabled it works fine though!   ;D
Title: Re: [0.95.1a] Industrial.Evolution 3.0.a - Campaign content expansion
Post by: SirHartley on April 22, 2022, 03:39:45 AM
Welcome to the forums!
Yeah, I know - will fix when I am home from work, thank you for the report!


I do have a request - if anyone takes the time to seriously engage with the detachment ability I'd appreciate any feedback you can provide (regardless of form) - especially in regards to information feedback and "feeling of being in control", and if your expectations are met by how everything is explained.

Specific questions you could answer in regards to this:
Title: Re: [0.95.1a] Industrial.Evolution 3.0.a - Campaign content expansion
Post by: beaster9999 on April 22, 2022, 05:56:05 AM
Hi. This mod is essential to the game.. thank you for taking the time to make it.
I'm just coming up to getting my first colony running well in my current playthrough and, on loading, noticed this update. I updated and ran my game(not reading properly). It seems to be working with my save. Is there going to be something missing or does the bust save crash happen straight away, or am I lucky ATM?
 :'(
Title: Re: [0.95.1a] Industrial.Evolution 3.0.a - Campaign content expansion
Post by: Chairman Suryasari on April 22, 2022, 08:26:40 AM
Found error on Linux version of the game, probably because miss-match lowercase and uppercase name.

Quote
172697 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/weapons/indevo_cryoartillery_hardpoint.png] resource, not found in
Title: Re: [0.95.1a] Industrial.Evolution 3.0.a - Campaign content expansion
Post by: Kakroom on April 22, 2022, 10:01:28 AM
Welcome to the forums!
Yeah, I know - will fix when I am home from work, thank you for the report!


I do have a request - if anyone takes the time to seriously engage with the detachment ability I'd appreciate any feedback you can provide (regardless of form) - especially in regards to information feedback and "feeling of being in control", and if your expectations are met by how everything is explained.

Specific questions you could answer in regards to this:
  • Did the ability work the way you thought it would?
  • Did something happen to your detachment that you did not see coming (run out of supplies, fuel, combat...)
  • Did you find everything where you thought it would be?
  • Does the information the UI provides feel complete?
  • Does the detachment (usually) behave like you expect it to?
  • Did you feel safe using the ability, or does the unknown risk outweight the reward of the feature for you?

I came to this thread specifically to gush about the detachment ability.

1. Yes
2. No, but the operation I was performing was very short-term and we were in friendly space so there wasn't much that could happen
3. I found way, way more than I expected to and it makes me super happy. I can't believe you can transfer cargo between fleets
4. Yes
5. It behaved more intuitively than I expected it to. It was tiny and I was expecting to have to pixel hunt it down and merge it with my fleet. Instead when I got close it zeroed in on me.
6. I do feel safe using the ability.

When doing an extraction mission for Iron Shell I detached my high-sensor profile Izanami and Dram in an asteroid belt, ordered them to stay, approached the target with my two Valkyries, raided the objective, reignited my transponder in another asteroid belt and reconnected with my fleet.

This feature is genuinely one of the best things ever. I admit i don't really know what it's doing in this mod but I would be lying if I said I cared.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.a - Campaign content expansion
Post by: Chairman Suryasari on April 22, 2022, 10:57:29 AM
Found error on Linux version of the game, probably because miss-match lowercase and uppercase name.

Quote
172697 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/weapons/indevo_cryoartillery_hardpoint.png] resource, not found in

Found a fix for this, if you have this problem, go to /Starsector/mods/Industrial.Evolution3.0.a/data/weapons/ and find IndEvo_cryoartillery.wpn and open it with notepad or linux equivalent of it then change the line :

Quote
  "turretSprite": "graphics/weapons/indevo_cryoartillery_turret.png",
  "turretGlowSprite": "graphics/weapons/indevo_cryoartillery_turret_glow.png",
  "hardpointSprite": "graphics/weapons/indevo_cryoartillery_hardpoint.png",
  "hardpointGlowSprite": "graphics/weapons/indevo_cryoartillery_hardpoint_glow.png",

to

Quote
  "turretSprite": "graphics/weapons/IndEvo_cryoartillery_turret.png",
  "turretGlowSprite": "graphics/weapons/IndEvo_cryoartillery_turret_glow.png",
  "hardpointSprite": "graphics/weapons/IndEvo_cryoartillery_hardpoint.png",
  "hardpointGlowSprite": "graphics/weapons/IndEvo_cryoartillery_hardpoint_glow.png",
Title: Re: [0.95.1a] Industrial.Evolution 3.0.a - Campaign content expansion
Post by: SirHartley on April 22, 2022, 12:25:23 PM
(https://i.imgur.com/7k1QAas.png)


3.0.b is save compatible with 3.0.a
NOT SAVE COMPATIBLE WITH 2.2!


Download (https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution3.0.b.zip)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)
Requires LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444.0)

Integrated with Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0)
Pairs well with Grand.Colonies (https://fractalsoftworks.com/forum/index.php?topic=20986.0)
as well as Substance.Abuse (https://fractalsoftworks.com/forum/index.php?topic=24378)


Nothing major, fixed a crash on linux and one for nex random mode.
Also update a sprite.


Change Log
3.0.b
  • General
  • Fixed - Nex Random mode Crash
  • Removed - some names that should not have shown up in game yet
  • Items
  • Adjusted - VPC Ship Components sprite updated
  • Weapons
  • Fixed - Crash on Linux systems due to lowercase pathing
[close]
Title: Re: [0.95.1a] Industrial.Evolution 3.0.b - Campaign content expansion
Post by: Kaokasalis on April 22, 2022, 02:15:17 PM
Does this have synergy with Substance Abuse? Could I for example use a centralization bureau and the industrial incentives edict in a system with multiple colonies that each has a brewery to become liquor lord of the Persean arm?
Title: Re: [0.95.1a] Industrial.Evolution 3.0.a - Campaign content expansion
Post by: bodeshmoun on April 22, 2022, 02:31:45 PM
Nothing major, fixed a crash on linux ...

I have still the problem : lines with *Indevo* miss the capital E in file /Starsector/mods/Industrial.Evolution3.0.a/data/weapons/IndEvo_cryoartillery.wpn.
The solution given by Chairman Suryasari still works.

Great mod, and thanks for this update  ;D
Title: Re: [0.95.1a] Industrial.Evolution 3.0.b - Campaign content expansion
Post by: Bastion.Systems on April 23, 2022, 09:03:55 AM
Bloody awesome update.  ;D

I must say the new art fits FAR better to the base game, the mod is a joy to use now.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.b - Campaign content expansion
Post by: Justinkid on April 23, 2022, 11:59:19 AM
Great mod.

I was wondering if you could de-couple the settings for enabling/disabling Indevo_derelics and salvage events? Specifically, is there any way you could make it so I can disable salvage events without disabling the industrial derelicts and station types? The setting I'm referring to is under "campaign features":

"Enable_Indevo_Derelicts": TRUE, #Also includes salvage events and station types"

The salvage mission I want to disable (or at least reducing the frequency of) is the one where you find a stash of credits, usually in the range 10-50k. I enjoy the financial struggle of the early game and this event alleviates that struggle too much for me.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.b - Campaign content expansion
Post by: SirHartley on April 23, 2022, 12:14:45 PM
Does this have synergy with Substance Abuse? Could I for example use a centralization bureau and the industrial incentives edict in a system with multiple colonies that each has a brewery to become liquor lord of the Persean arm?
Main synergy is being able to ship the output from the stockpile of multiple planets to a single one. The brewery produces so much, it doesn't need more production :P

Great mod.

I was wondering if you could de-couple the settings for enabling/disabling Indevo_derelics and salvage events? Specifically, is there any way you could make it so I can disable salvage events without disabling the industrial derelicts and station types? The setting I'm referring to is under "campaign features":

"Enable_Indevo_Derelicts": TRUE, #Also includes salvage events and station types"

The salvage mission I want to disable (or at least reducing the frequency of) is the one where you find a stash of credits, usually in the range 10-50k. I enjoy the financial struggle of the early game and this event alleviates that struggle too much for me.
set "IndEvo_SpecialApplicationChance" to 0. Will need you to make a new game.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.b - Campaign content expansion
Post by: Justinkid on April 23, 2022, 02:08:20 PM
set "IndEvo_SpecialApplicationChance" to 0. Will need you to make a new game.
[/quote]

Thank you for your reply, I will try that on my next play-through. Just wondering though, what other events/features, if any, would that disable in addition to that one specific salvage event (the one where you find credits)?
Title: Re: [0.95.1a] Industrial.Evolution 3.0.b - Campaign content expansion
Post by: SirHartley on April 23, 2022, 02:34:18 PM
All Industrial Evolution events, namely:
- the "Choose blueprint" event
- the "Use VPC" event
- the "Credit stash" event
- the "Repair D-Mods" event
- the "Survey Data" event
- the "Fuel Tanks" event
- the "Exploding Rare Item" event
- the "Send Intel to a Faction" event
- the "Use a Forge Template" event
- the "Sacrifice ships to the machine god" event
Title: Re: [0.95.1a] Industrial.Evolution 3.0.b - Campaign content expansion
Post by: SoSD on April 23, 2022, 02:36:58 PM
Enjoying the update and the new research projects are a neat idea.

Some thoughts, though:

It feels a bit weird that results are instant - my expectation was that I would provide resources/credits, start the project, and receive an update at some point in the future that they'd succeeded or needed more resources, etc., and I was a bit surprised by the instant completion.

Next, it would be neat to be able to build your own research centre, even if it had an expensive upkeep, as an option for campaigns where it wouldn't make as much sense for you to be interacting with the academy.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.b - Campaign content expansion
Post by: SirHartley on April 23, 2022, 04:03:59 PM
Okay, since I have now been asked 5 *** times in the last 2 weeks, here is an official statement:


Q: Can you make the courier port or the detachments take supplies from a planet and bring them to my fleet?
A (short): Yes, but I won't.
A (long): This is an absolutely terrible idea, and if you had thought about it for more than ten seconds you would have been able to draw that conclusion by yourself. Fleet logistics are a major gameplay motivator, and if I circumvent them, what creates urgency? What would extrinsically motivate the player to move? What would create situations in which you have to adapt due to running out of time, would lead to having to make decisions about your inventory space, would have you fight the enemy for their stuff when you run low? Why would you even take a single logistics ship with you if you can just have every single thing you need conveniently delivered? Why even play the game at that point?

There is a very simple rule that I use to decide if a feature is a good idea or not when making something.
I answer each of these within the timeframe:
ask (20s): how is this fun for the player?
ask (40s): how can the player engage with this?

if I fail to answer these in the required timespan, the idea is probably dumb. And guess what, getting supplies delivered free house actually actively detracts from the fun, because it takes away opportunity.

This is a classic case of optimizing the fun out of a game.
I don't do that.
Use console commands if you want that.

Thank you for your consideration.
/Hartley
Title: Re: [0.95.1a] Industrial.Evolution 3.0.b - Campaign content expansion
Post by: Flamingo on April 27, 2022, 03:11:27 PM
Hello all,
I noticed the academy is crashing the game if you get a tier 3 Admin trained on it.
A string shows up advising: "blah blah blah "adminSalaryTier3" not found."
After digging a bit I found an academy file and added the string to it.

Transcript here, but since I can't attach the file, here's the directory for it:
Fractal Softworks\Starsector\mods\Industrial.Evolution2.2.h\data\config
Once you get to config, open the settings.json file.
Go to line 83 for the academy stuff.

#Academy:
  "dailyOfficerSpawnChance": 0.15f,
  "dailyAdminSpawnChance": 0.10f,
  "personalityTrainingDayCount": 93,
  "personalityTrainingCost": 30000,
  "adminTrainingDayCount": 124,
  "adminTrainingCost": 20000,
  "monthlyAIStorageCost": 2000,
  "adminSalaryTier3":1000, <-- adding this line fixed the crash, adjust the number to your liking :)
Disclaimer: I don't know what the hell I am doing cause I don't code. I just added this line to this file and it somehow worked.  ;D magic I guess (but if someone more experienced could have a look at the academy plis)

Cheers,
Ya boy.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.b - Campaign content expansion
Post by: Ruddygreat on April 27, 2022, 03:40:36 PM
Hello all,
I noticed the academy is crashing the game if you get a tier 3 Admin trained on it.
A string shows up advising: "blah blah blah "adminSalaryTier3" not found."
After digging a bit I found an academy file and added the string to it.

Transcript here, but since I can't attach the file, here's the directory for it:
Fractal Softworks\Starsector\mods\Industrial.Evolution2.2.h\data\config
Once you get to config, open the settings.json file.
Go to line 83 for the academy stuff.

#Academy:
  "dailyOfficerSpawnChance": 0.15f,
  "dailyAdminSpawnChance": 0.10f,
  "personalityTrainingDayCount": 93,
  "personalityTrainingCost": 30000,
  "adminTrainingDayCount": 124,
  "adminTrainingCost": 20000,
  "monthlyAIStorageCost": 2000,
  "adminSalaryTier3":1000, <-- adding this line fixed the crash, adjust the number to your liking :)
Disclaimer: I don't know what the hell I am doing cause I don't code. I just added this line to this file and it somehow worked.  ;D magic I guess (but if someone more experienced could have a look at the academy plis)

Cheers,
Ya boy.

update the mod, you're a big version behind
Title: Re: [0.95.1a] Industrial.Evolution 3.0.b - Campaign content expansion
Post by: Kh0rnet on April 27, 2022, 06:43:21 PM
What is the exact interaction between an Orbital Fusion Lamp and a Supercomputer? I've noticed that its industry icon changes immediately, but I noticed no detrimental effects gameplay-wise, the income multiplier remains the same. Is it because the "Cold"/"Extreme Cold" hazard modifiers remain regardless so the Supercomputer is not affected?

Also, is the Simulation Engine special item for it meant to scale with distance? Because I noticed it only provides a 1.18 (instead of 1.3) income modifier to my planets in a system 5 LY away.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.b - Campaign content expansion
Post by: Flamingo on April 27, 2022, 11:37:07 PM
Hello all,
I noticed the academy is crashing the game if you get a tier 3 Admin trained on it.
A string shows up advising: "blah blah blah "adminSalaryTier3" not found."
After digging a bit I found an academy file and added the string to it.

Transcript here, but since I can't attach the file, here's the directory for it:
Fractal Softworks\Starsector\mods\Industrial.Evolution2.2.h\data\config
Once you get to config, open the settings.json file.
Go to line 83 for the academy stuff.

#Academy:
  "dailyOfficerSpawnChance": 0.15f,
  "dailyAdminSpawnChance": 0.10f,
  "personalityTrainingDayCount": 93,
  "personalityTrainingCost": 30000,
  "adminTrainingDayCount": 124,
  "adminTrainingCost": 20000,
  "monthlyAIStorageCost": 2000,
  "adminSalaryTier3":1000, <-- adding this line fixed the crash, adjust the number to your liking :)
Disclaimer: I don't know what the hell I am doing cause I don't code. I just added this line to this file and it somehow worked.  ;D magic I guess (but if someone more experienced could have a look at the academy plis)

Cheers,
Ya boy.

update the mod, you're a big version behind

Oh, that explains it perfectly, thanks :D
Title: Re: [0.95.1a] Industrial.Evolution 3.0.b - Campaign content expansion
Post by: Farya on April 28, 2022, 02:29:01 AM
What is the exact interaction between an Orbital Fusion Lamp and a Supercomputer? I've noticed that its industry icon changes immediately, but I noticed no detrimental effects gameplay-wise, the income multiplier remains the same. Is it because the "Cold"/"Extreme Cold" hazard modifiers remain regardless so the Supercomputer is not affected?

Also, is the Simulation Engine special item for it meant to scale with distance? Because I noticed it only provides a 1.18 (instead of 1.3) income modifier to my planets in a system 5 LY away.
Check the upkeep cost. IIRC it remains the same because, yeah, Cold and Extreme Cold conditions are not removed but merely suppressed. You could see it as only habitation/industrial areas are being targeted for warming up by the lamp while supercomputer is excluded or built deep underground.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.b - Campaign content expansion
Post by: vok3 on April 28, 2022, 10:36:36 AM
Flying Diable fleet, consisting of
1 Haze CR
1 Gust CR
2 Hayle DD
1 Fractus CV
1 Vapor FG
1 Sleet FG
2 Rime freighters
1 Chinook tanker

Had a spysat mission, figured I'd take a frigate in while leaving the rest hiding in the outer system.  Hit the key, hit "Members" under detachment one, click each ship except for the Vapor.  It adds in 7 of the ships and leaves off the 2nd Rime and the Chinook.  Tried several times, same result.  Okay, "Members" on detachment 2, select the other Rime and Chinook.  Seems to be okay.  But it's complaining about supplies and I know the frigatee is low on cargo space.  Fine, hit "Cargo" for detachment 1, give it lots of supplies and all the other junk.  Then hit "Cargo" for detachment 2 and ... what?  The supply stack it's offering me to take from is way bigger than what should have been left behind after I assigned stuff the first.  I shrug, drag a little bit in, confirm, hit the green "Spawn" button for detachment 1.  Now detachment 2 is telling me "At least one ship must stay with the main fleet!"  Well, it is, I never selected the Vapor for anything - and it's not shown in either detachment.  So one ship IS staying with the main fleet.  Oh wait, it's also saying "None of the ships specified in the loadout are present in the main fleet!"  Huh?  Okay, hit the "1. Return" thing to get out of this -

Well will you look at that.  It took all the ships I originally specified even though it wasn't displaying them in the ship list.  But the cargo confusion now means I have way too much stuff for this frigate's tiny fuel and cargo space.  Okay, quick, recall - oh good, "move cargo" option - okay that worked.

Okay.

So my verdict: it does exactly what I tell it to do, it's just not entirely clear about the fact that it has done so.

I did look for a way to scroll in the detachment listing of ships, in case it was on a different row or soemthing, and didn't see it. 

And yes, extremely useful functionality, should be vanilla.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.b - Campaign content expansion
Post by: Kh0rnet on April 28, 2022, 01:22:20 PM
What is the exact interaction between an Orbital Fusion Lamp and a Supercomputer? I've noticed that its industry icon changes immediately, but I noticed no detrimental effects gameplay-wise, the income multiplier remains the same. Is it because the "Cold"/"Extreme Cold" hazard modifiers remain regardless so the Supercomputer is not affected?

Also, is the Simulation Engine special item for it meant to scale with distance? Because I noticed it only provides a 1.18 (instead of 1.3) income modifier to my planets in a system 5 LY away.
Check the upkeep cost. IIRC it remains the same because, yeah, Cold and Extreme Cold conditions are not removed but merely suppressed. You could see it as only habitation/industrial areas are being targeted for warming up by the lamp while supercomputer is excluded or built deep underground.

When you shut down the Supercomputer industry and try to build it WHILE the Fusion Lamp is installed the tooltip (for the Supercomputer) states "This planet does not offer good conditions for a Supercomputer." So, including that and the industry image change, I presume the Fusion Lamp actually does flip the "hidden" planet switch that determines the Supercomputer effectiveness.
Again, I presume, and I'm not sure exactly how it affects the industry in the first place.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: SirHartley on April 29, 2022, 12:58:01 PM
(https://i.imgur.com/7k1QAas.png)


NOT SAVE COMPATIBLE
3.0.c is save compatible with 3.0.


Download (https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution3.0.c.zip)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)
Requires LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444.0)

Integrated with Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0)
Pairs well with Grand.Colonies (https://fractalsoftworks.com/forum/index.php?topic=20986.0)
as well as Substance.Abuse (https://fractalsoftworks.com/forum/index.php?topic=24378)


Fixes, Fixes, Fixes. Courier port no longer crashes, neither do transport detachments. Shipping contracts for ship hulls bill you the correct amounts now (no more 1$ shipping), detachments no longer make your AI cores full members of society (and demand a wage, as if they were worth more than the clearly superior human officers). Minor adjustments to Causality Gun.

Most importantly, the research project Gacha now properly rolls 5 times and returns the best result. Rewards will be much, much better.



Change Log
3.0.c
  • General
  • Fixed - Minefields should no longer blow up friendly NPC fleets. Should.
  • Items
  • Adjusted - Terrible typo in Relic Components description (Made the mod hightly unplayable)
  • Fixed - Logistics Core no longer installable in certain industries
  • Supercomputer
  • Fixed - Orbital Lamp now properly affects output
  • Courier Port
  • Fixed - No longer crashes when transporting ships from a planet you haven't been to
  • Fixed - No longer crashes when transporting ships in general
  • Fixed - Now correctly bills you for ship transports
  • Fixed - Intel now displays correct costs
  • Weapons
  • Adjusted - Drastically reduced Causality Gun arcing chance (Courtesy of Nia Tahl)
  • Fixed - Crash on Linux systems due to lowercase pathing, again
  • Research Projects
  • Adjusted - New projects notification will now also trigger if you find omega weapons through something scripted (on month end)
  • Fixed - Spyglass (Gacha) Now properly returns the best result of 5 rolls. Rewards will be much, much better now.
  • Exploration
  • Adjusted - D-mod repair event repairs 1 d-mod less on average (on new game)
  • Fixed - Ruined Infrastructure no longer causes two buildings to be built at the same time when finishing construction
  • Detachments
  • Fixed - Detachment spawn supply requirement now matches tooltip
  • Fixed - Rare crash when clicking transport detachment after interacting with it
  • Fixed - AI core officers no longer appear as regular officers when merging a detachment
  • Fixed - AI cores in ships no longer sometimes get cleared on merge or split
  • Fixed - AI core officers can no longer be "recovered" as full officer person when an AI ship is destroyed in combat
  • Fixed - Crash when dormant transport detachment AI updates
[close]
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: Arthur_The_Ok on April 29, 2022, 05:12:10 PM
I have found a problem: the detachment ability, for some reason, doesn't exist for me. Like, I go to the ability, right-click one of the slots, but the detachment ability doesn't show up as an option to put there
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: SirHartley on April 29, 2022, 06:02:19 PM
did you install the mod onto an ongoing save? or even worse, did you update from 2.2.h to any 3.0 version? Cause that'll do it.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: Arthur_The_Ok on April 29, 2022, 06:36:35 PM
Maybe? I've been running this save for too long to remember
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: Tigasboss on April 29, 2022, 07:12:31 PM
I colonized a planet with mines but they still affect me even though it says the mines shouldn't explode if i owned the planet.
Im guessing this isnt intended.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: Supreme stone gamer on April 30, 2022, 03:07:46 AM
Add a building that helps 5k, 10k if smodded, marines simulate real battles and train them 5% every month but requires A Core, 5/10/15 and 5% more if s modded
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: Kh0rnet on April 30, 2022, 03:43:00 PM
I'm not sure if this is intended or an oversight, BUT:
Spoiler
You can use the hull deconstructor reclaimed industry on the Ziggurat. I now have 2 Ziggurats with 6 S-mods each. Balanced? Absolutely not. Fun? Haha motes go popopopopopopopopop.
[close]
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: Efgbog on May 01, 2022, 08:05:34 AM
Do I need to have my salvage yards on the same planet as my heavy industry? If so what bonus does it give aside from the increased budget?
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: Arthur_The_Ok on May 01, 2022, 12:59:32 PM
Courier Port keeps crashing when I click on "Ships origin planet"

2005701 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.ShippingTargetHelper.g etValidTargetPlanets(ShippingTargetHelper.java:43)
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.dialogue.ContractSideP anelCreator$6.onToggle(ContractSidePanelCreator.java:429)
   at com.fs.starfarer.api.splinterFleet.plugins.dialogue.customPanelPlugins.Interact ionDialogCustomPanelPlugin$ButtonEntry.checkButton(InteractionDialogCustomPanelPlugin.java:72)
   at com.fs.starfarer.api.splinterFleet.plugins.dialogue.customPanelPlugins.Interact ionDialogCustomPanelPlugin.checkButtons(InteractionDialogCustomPanelPlugin.java:29)
   at com.fs.starfarer.api.splinterFleet.plugins.dialogue.customPanelPlugins.Interact ionDialogCustomPanelPlugin.advance(InteractionDialogCustomPanelPlugin.java:35)
   at com.fs.starfarer.ui.newui.int.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.N.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: MrTwister on May 01, 2022, 01:08:19 PM
Just wanted to give feedback about Salvage Yards - their current mechanic is very wonky and is throwing the ship quality off in unpredictable ways by nullifying the effects of Orbital and Nanoforge for the entire faction.

For example you have two colonies the same size, one colony with Orbital + any Nanoforge and another colony with Heavy Industry + Salvage Yard. In this case Salvage+Heavy will completely nullify all effects of Orbital+Nano and you ship quality bonus will be zero nation-wide. Sometimes, Salvage Yard alone without the industry will do the same, but not always, don't know why.

It turns out the only way to use Salvage Yards correctly is to build it on the same colony where you have Orbital+Nano, this is the only way to keep quality intact. Needless to say it completely throws the balance off for AI under Nexerelin, as the computer randomly builds some Salvage Yards all around and very soon the entire sector has between 5 and 3 d-mods average.

Interestingly, only the Hegemony is somehow immune in my current save, possibly because the Nanoforge is in Chico, which is size 8 colony.

Is there any way to turn off the feature related to ship quality of salvage yards in this mod?
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: 1stStrikeRecon on May 02, 2022, 12:48:00 AM
Interesting duplication bug with courier ports on a regular contract between owned planets/storage.

I have a system with four planets and a station, with VPCs producing items on all five locations.

I set up monthly contracts to transport the output from three of the planets and the station to send it all to my "central" or capital planet for consolidation so I can grab them all at once (drugs, marines, and heavy weapons for the most part). So four contracts, all "send all cargo" from storage only every month.

The contract will charge me for the items and deliver them to my centralized storage, but won't actually remove/delete the items from the origination storage. This leads to an ever-increasing amount of materials from those locations as the VPCs continue their production, adding to the amount they put in storage, which then increases the amount the couriers then duplicate. From VPC overflow and the courier duplication bug I've gotten 12k drugs and 20k fuel in just a couple of months :o
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: Tigasboss on May 04, 2022, 04:29:16 PM
I colonized a planet with mines but they still affect me even though it says the mines shouldn't explode if i owned the planet.
Im guessing this isnt intended.

i figured it out, if i colonize a planet while on a comission the mines will explode on me.
Resigning and restarting the comission fixes the problem.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: Vrh0 on May 06, 2022, 12:22:09 PM
Is there an option to disable minefields?
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: 759566002 on May 06, 2022, 06:03:48 PM
a woderful mod,may i translate it into chinese so that more players could enjoy it?I'll label the author and url
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: Sincronic on May 06, 2022, 09:01:42 PM
Courier ports seemed to have thrown fatal error. Had some marines and heavy weapons delivered from one planet to another, it happened after couple of fleets sent

12670539 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.fleet.CourierFleetAssi gnmentAI.reportFleetDespawnedToListener(CourierFleetAssignmentAI.java:126)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.despawn(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.listeners.Shipment.fin alizeAndRemove(Shipment.java:84)
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.fleet.CourierFleetAssi gnmentAI$6.run(CourierFleetAssignmentAI.java:96)
   at com.fs.starfarer.campaign.ai.AssignmentModule.advance(Unknown Source)
   at com.fs.starfarer.campaign.ai.ModularFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: vok3 on May 07, 2022, 12:44:08 PM
Detachments issue - I want to say "bug" but the more I think about it the more it could be justified:

Have "Crew Training" leadership ability which adds up to 15% CR to all ships in fleet.  Detach some ships, set to "Stay".  Go do stuff.  Come back, re-merge with detachment.  All your ships did not have your CR bonus while detached, so lost the extra CR, now need to gain it again.  Yes, sure, I'd be happy to blow 200 supplies on nothing at all.

But - it's a fleet command ability.  While detached, you weren't in command of that fleet.  And there's no guarantee whoever got put in temporary command in the meantime still had it or not. 

It would be nice if all detachments continued to benefit from your fleet command abilities while detached.  Or if the detachment commanders mirrored those, at least  Or just the CR issue.  I can see why you might choose not to.  But it would be nice to have it.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: Droll on May 07, 2022, 04:18:22 PM
Detachments issue - I want to say "bug" but the more I think about it the more it could be justified:

Have "Crew Training" leadership ability which adds up to 15% CR to all ships in fleet.  Detach some ships, set to "Stay".  Go do stuff.  Come back, re-merge with detachment.  All your ships did not have your CR bonus while detached, so lost the extra CR, now need to gain it again.  Yes, sure, I'd be happy to blow 200 supplies on nothing at all.

But - it's a fleet command ability.  While detached, you weren't in command of that fleet.  And there's no guarantee whoever got put in temporary command in the meantime still had it or not. 

It would be nice if all detachments continued to benefit from your fleet command abilities while detached.  Or if the detachment commanders mirrored those, at least  Or just the CR issue.  I can see why you might choose not to.  But it would be nice to have it.

A potential compromise is to have detachments only benefit from player fleet skills if they are in the same system (no hyperspace bonuses?). Granted, I haven't used the feature so idk if being in different systems is even possible.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: painandsuffering123 on May 08, 2022, 07:07:29 AM
Courier ports seemed to have thrown fatal error. Had some marines and heavy weapons delivered from one planet to another, it happened after couple of fleets sent

12670539 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.fleet.CourierFleetAssi gnmentAI.reportFleetDespawnedToListener(CourierFleetAssignmentAI.java:126)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.despawn(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.listeners.Shipment.fin alizeAndRemove(Shipment.java:84)
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.fleet.CourierFleetAssi gnmentAI$6.run(CourierFleetAssignmentAI.java:96)
   at com.fs.starfarer.campaign.ai.AssignmentModule.advance(Unknown Source)
   at com.fs.starfarer.campaign.ai.ModularFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

I have a similar problem. I used my courier port to transport a bunch of junk I had in storage from another faction's colony to my new colony. However afterwards that planet decivilized, and now a crash occurs every time I open the intel screen.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: vok3 on May 09, 2022, 02:58:12 PM
Detachment bug:

Cannot select the Mallory (from the Magellan mod) as a member of a detachment - it just does not show up in the list of ships to select.  A different Magellan ship (a Pollard destroyer) that was in my fleet did show up correctly.  This was playing as regular Magellan, so the version of the Mallory that is Magellan-milspec.  Haven't tried it with Leveller, Starfarer, or the derelict versions of the Mallory.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: rototornik on May 09, 2022, 03:48:29 PM
Yeah, 3.0.c didn't quite fix the courier fleet crashes
Log:
Quote
4401309 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.fleet.CourierFleetAssi gnmentAI.reportFleetDespawnedToListener(CourierFleetAssignmentAI.java:126)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.despawn(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.listeners.Shipment.fin alizeAndRemove(Shipment.java:87)
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.fleet.CourierFleetAssi gnmentAI$6.run(CourierFleetAssignmentAI.java:96)
   at com.fs.starfarer.campaign.ai.AssignmentModule.advance(Unknown Source)
   at com.fs.starfarer.campaign.ai.ModularFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: Gillscale on May 10, 2022, 05:57:08 PM
So I've been working on getting mods working on my new game, and after finally turning mods on and off to find the issue, I have found this mod is somehow incompatable with something else. I've no clue what could be causing this...but when I launch the game with this mod...create a character...and start the 1st time initalization, I get a crash followed by "Fatal: STANDARD_PODS_OFFICER_LEVEL."

Here are the mods I have installed right now
(https://i.gyazo.com/4c15e24ec3cba8998a23f4a581982d9a.png)

edit: just turned all mods off besides Magic/Lazy/Graphics Libs...and got the same error. :c
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: Offensive_Name on May 13, 2022, 05:57:47 PM
Getting a crash shortly after sending a detachment off to store some mothballed ships slowing me down.

Spoiler
55602 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.splinterFleet.plugins.fleetAssignmentAIs.BaseSplinterFleet AssignmentAIV2.doOverrideActions(BaseSplinterFleetAssignmentAIV2.java:317)
   at com.fs.starfarer.api.splinterFleet.plugins.fleetAssignmentAIs.BaseSplinterFleet AssignmentAIV2.advance(BaseSplinterFleetAssignmentAIV2.java:144)
   at com.fs.starfarer.api.splinterFleet.plugins.fleetAssignmentAIs.TransportAssignme ntAI.advance(TransportAssignmentAI.java:65)
   at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.Hyperspace.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: vok3 on May 15, 2022, 09:05:16 AM
Bug:

Found a planet with extensive ruins (Ithaca in Penelope's Star).  Colonized it.  There turned out to be a ruined installation (centralization bureau) on the planet.  Queued up a tech-mining installation; also colonized the cryovolcanic world in the same system and queued up a mining installation there.  Spaceport completed construction, T-M started and progressed for a while.  Saved the game.  Loaded the game.   Played some more.  Mining completed, tech-mining wasn't done yet (remember: separate planets, building in parallel).  Huh?  I check, yep, 30-some days left.  That math doesn't work but okay.  Saved again, loaded again, checked.  Tech-mining time to build was reset to 45 days; the elapsed time already spent was lost.

I blame the presence of the ruined installation.

e: One thing that might have affected it is that I had a waystation queued up to go after the tech-mining completed.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: squished_fish on May 16, 2022, 12:11:45 AM
I'm having an issue with Detachments - the ability to make them doesn't seem to exist. I'll right click a slot, open or not, and the ability simply isn't there. I'm running 3.0.c, so the issue isn't that I'm using an outdated version of the mod, and I always make sure to delete the previous version of a mod instead of just overwriting it when I update them, so I'm not sure what's going on. My modlist is:
Spoiler
A New Level of Confidence
Combat Chatter
Dynamic Tarrifs
Grand Colonies
High Tech Expansion
Industrial Evolution
LazyLib
Magiclib
Planetary Shield Access Control
Slightly Better Techmining
[close]
I also have Nexerelin installed, but it's disabled, so it shouldn't be relevant.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: Famelhaut on May 16, 2022, 02:35:54 AM
Getting a crash shortly after sending a detachment off to store some mothballed ships slowing me down.

Spoiler
55602 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.splinterFleet.plugins.fleetAssignmentAIs.BaseSplinterFleet AssignmentAIV2.doOverrideActions(BaseSplinterFleetAssignmentAIV2.java:317)
   at com.fs.starfarer.api.splinterFleet.plugins.fleetAssignmentAIs.BaseSplinterFleet AssignmentAIV2.advance(BaseSplinterFleetAssignmentAIV2.java:144)
   at com.fs.starfarer.api.splinterFleet.plugins.fleetAssignmentAIs.TransportAssignme ntAI.advance(TransportAssignmentAI.java:65)
   at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.Hyperspace.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]

Getting the same crash
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: vok3 on May 16, 2022, 08:00:00 PM
Found a ruined installation on a planet that I colonized,  rebuilt it.  I had two other planets in the same system, "Mining" industry on both - one had sparse ore, sparse rare ore, and trace organics; the other had abundant ore / rare ore and diffuse volatiles.  Centralization bureau says "There are no duplicate industries in this system."  Um, yes there are, two mining installations, with duplicate ore production right now and duplicate rare ore once the first one gets a bit bigger.

Does mining not count as an industry?  Does it count, but it wants the mining type to be exactly the same?  Either of those would be things I'd count as bugs or design issues - the description of the installation seems fairly straightforward and doesn't imply weird exclusions like this.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: TauCetiRedGuard on May 16, 2022, 08:21:36 PM
Quote
Centralization bureau says "There are no duplicate industries in this system."
Do you have an AI core installed in the centralisation bureau and is it built on one of the planets with mining on them?
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: RVG_Seven on May 18, 2022, 09:37:13 AM
Em i'm having some questions about the research projects. I submitted all the relic components for the spyglass but it's stays at 100% and has been that way for at least a year with no option to redeem, i am using quite a few mods most importantly nexerelin and i used it to skip the main storyline quest. Could that be the issue?
Title: Re: [0.95.1a] possible courier crash.
Post by: Draconem Sedatio on May 19, 2022, 02:39:44 AM
I've experienced an unfortunate crash cycle with null exceptions. The crash, like many of the other examples I found with an online search, happens on an exact event date in-game.

Log info as follows.
Spoiler
526784 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the Luddic Path for a rep change (0.0, 0.0)
526785 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with ddbc for a rep change (0.0, 0.0)
526785 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with Tri-Tachyon for a rep change (0.0, 0.0)
527270 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: independent
527375 [Thread-3] INFO  exerelin.campaign.intel.specialforces.SpecialForcesIntel  - Despawning fleet Special Task Group – Evocation with Prosperity
528912 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.fleet.CourierFleetAssi gnmentAI.reportFleetDespawnedToListener(CourierFleetAssignmentAI.java:126)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.despawn(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.listeners.Shipment.fin alizeAndRemove(Shipment.java:87)
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.fleet.CourierFleetAssi gnmentAI$6.run(CourierFleetAssignmentAI.java:96)
   at com.fs.starfarer.campaign.ai.AssignmentModule.advance(Unknown Source)
   at com.fs.starfarer.campaign.ai.ModularFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Everything mod-wise and game wise is up to date as of 5/7/2022 (redownloaded game and fresh downloads of mods, nothing in the yellow/red versions.)

Is there any commands I could use to salvage this save, or have I mis-diagnosed the cause and this is related to a different mod?
Thanks in advance for any help!
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: A_Random_Dude on May 19, 2022, 04:51:57 AM
Seems to be related to courier port, so it's this mod yes. I don't think you can do much about it aside from hoping that a fix gets released soon, sadly.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: Ultrarattecoon on May 19, 2022, 03:41:30 PM
Hi, got this crash after saving in a minefield near chicomoztoc. Near me is a big fleet that also exploded on a minefield
Spoiler
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.ExplosionEntityPlugin.render(ExplosionEntityPlugin.java:286)
   at com.fs.starfarer.campaign.CustomCampaignEntity.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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]
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: Draconem Sedatio on May 19, 2022, 04:04:35 PM
Seems to be related to courier port, so it's this mod yes. I don't think you can do much about it aside from hoping that a fix gets released soon, sadly.

Thanks for the reply, I did manage to scoot the save forward, thankfully all couriers were delivering to the same planet. I "fixed" it by cancelling all shipping contracts, and then camping the planet. I had intended to use console to kill the fleet, but it either never showed, or my presence in the system allowed it to de-spawn correctly this time.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: Serenitis on May 20, 2022, 12:45:05 PM
Is there an option to disable minefields?
Doesn't seem to be. Would be nice if there was.

The way they've been implemented could use a re-think, as atm they just encourage savescumming.
You can't use any movement abilities to get past them. None have any effect whatsoever.
And when your fleet touches a mine you get hit with a 300+ supply recovery cost as most of your ships have now had thier CR reduced to yellow/red, with several being completely zeroed.
The only way to avoid them is to use t-jump to drop into the middle of the ring.
But that has a significant amount of variance in where it places you, which is frequently on top of the mines, which then explode - thus reloading.
And this only works for planets. Moons with mines are completely inacessible since those don't have a gravity well.

This is honestly, not a great addition gameplay-wise in its current form. It's just adding tedious busy-work to avoid a massively punitive "event".
Which is a shame bc they're neat otherwise.
Easiest way around this would be a toggle in the settings to either make them inactive around un-owned worlds, or disable them entirely.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: SirHartley on May 20, 2022, 02:07:05 PM
Minefields very much have counter play.
The chance to blow up directly scales with fleet size and burn speed, so going slow through one with a medium sized fleet is more or less safe. However, if you go burn level 16 with 4 capitals, yeah, you'll blow up - though if you have 4 capitals, you will probably blow up even if you go slow, because your fleet is too large.

The solution to that is making a detachment and doing what you want to do with a smaller fleet, then re-merging.
They are specifically made to deter hostile player action with doom stacks.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: snopey1 on May 20, 2022, 11:46:09 PM
looking at change log post. and see this

"Adjusted - Terrible typo in Relic Components description (Made the mod hightly unplayable)"

highTly

made me laugh pretty hard, but good to see logistics core not install-able in light industries now, was confused about that one the first time tbh.

thanks for the hard work.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: Serenitis on May 21, 2022, 07:59:49 AM
Okay. So mines are a deliberate problem and the solution is to force the player to micromange around it for "reasons".
Thanks for clearing that up.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: SirHartley on May 21, 2022, 03:11:39 PM
it's called "gameplay" and "interaction". If that's not for you, watching other people stream the game is always an option.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: Farya on May 22, 2022, 11:11:13 AM
Having a way to defuse the mines would be nice though. Maybe ships with Salvage Gantry or mining drones would allow you to clear the way ahead of your larger ships to pass safely? But you become more visible as you slowly move because your ships have to constantly sensor sweep for any mines to clear out.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: Droll on May 22, 2022, 02:28:02 PM
Having a way to defuse the mines would be nice though. Maybe ships with Salvage Gantry or mining drones would allow you to clear the way ahead of your larger ships to pass safely? But you become more visible as you slowly move because your ships have to constantly sensor sweep for any mines to clear out.

I think giving a way to just bypass them like that might defeat the point of them existing in the first place. Being forced to go slow isn't really a material drawback as a large fleet is probably going there to invade and attack and isn't really concerned too heavily with whatever can see and catch it.

The problem I have is that what constitutes a "medium" sized fleet and "large" fleet isn't explicitly clear. You kind of just have to guess what the throughput of the minefield is which I imagine can be quite frustrating to people who try to accommodate but hit a mine anyways.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: Hague on May 22, 2022, 02:44:44 PM
Wouldn't capital ships just ya know... cover the entire area in front of them with so much fire that it would detonate the mines?  It's not like ballistic and energy weapons lack for ammunition.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: SirHartley on May 23, 2022, 02:00:03 AM
Hm, I can see how the lack of descriptors for danger might be an issue.

I will:
- add a small warning text that pops up from your fleet that tells you to turn your transponder on for IFF
- add a section to the terrain tooltip showing the explosion risk for your current fleet size (low/med/high)
- make player owned minefields ignore transponder status
- make minefields not explode if you have bought the access codes to the planet from a bar
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: Hélyos16 on May 23, 2022, 05:35:53 PM
hello, I play with your super cool mod and I found a bug: when you start a game by choosing the option to start with the tutorial, the fleet detachment skill is not available and does not appear, and no way to get it.



thank you for not having too many language errors because I am French and I used google trad for the message
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: Aran1 on May 24, 2022, 10:32:48 AM
attempted to place an ambassador in the embassy and it crashed. i have no idea where i even got this ambassador from so that might have something to do with it XD

good times



[attachment deleted by admin]
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: SirHartley on May 24, 2022, 10:43:59 AM
attempted to place an ambassador in the embassy and it crashed. i have no idea where i even got this ambassador from so that might have something to do with it XD

good times
that is what happens when you try to use console commands to cheat in an ambassador, or if mods drop them on accidents.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: Aran1 on May 24, 2022, 11:25:58 AM
that is what happens when you try to use console commands to cheat in an ambassador, or if mods drop them on accidents.

well i was kinda expecting that to be the case. im fairly certain i found it from having the easy mode loot increased beyond what its at in base game. thats normally how i get things i shouldnt have while exploring. tried putting them in office since ive never bothered before
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: snopey1 on May 24, 2022, 08:24:25 PM
I recently took a system and between DIY Planets, and Stations and Terraforming I have 24 colonies in this one system. On every one of these colonies I put a Variable Assembler and installed the a Beta core and a production chip of some kind.

I turned "IndEvo_derelictDeliverToGathering" to true to see if they'd then auto stockpile in my main world, no. so I built a courier post and made 23 contracts to ship entire personal stashes from every colony in the system to the one I store everything else at.

I'd like to take an aside here and request a whole system transfer thing to a point. having it check for is destination in the system? yes, ignore it. that way I wouldn't have to set up 23 contracts, but 1. was very tedious to do 23. idk if it's possible or not, but a suggestion none the less. or just a "all other storages to this one place." as a second suggestion.

any ways. after setting up all these courier contracts I've been getting random crashes from time to time with the message "Check Starsector.log"

Spoiler
6977556 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.fleet.CourierFleetAssi gnmentAI.reportFleetDespawnedToListener(CourierFleetAssignmentAI.java:126)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.despawn(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.listeners.Shipment.fin alizeAndRemove(Shipment.java:87)
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.fleet.CourierFleetAssi gnmentAI$6.run(CourierFleetAssignmentAI.java:96)
   at com.fs.starfarer.campaign.ai.AssignmentModule.advance(Unknown Source)
   at com.fs.starfarer.campaign.ai.ModularFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

No idea what is causing this issue, other than it's related to the courier fleets.

Let me know if any thing is needed from me, until issue fixed I'm going to discontinue the auto flying of these fleets, and will just manually...hit them all if I want my variable assembler outputs from all my colonies.

Have a good day.

Edit: I looked at the settings.json again and found  "VarInd_deliverToProductionPoint": FALSE   setting that to TRUE and canceling the couriers entirely.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: morriganj on May 24, 2022, 11:45:19 PM
My cargo fleet set to follow got attacked, and crashed as it entered combat. I approached to rescue it. Any thoughts? Seems like the feature is still a bit crashy, ?

java.lang.NullPointerException
   at com.fs.starfarer.api.splinterFleet.plugins.fleetManagement.CombatAndDereliction Script.reportBattleOccurred(CombatAndDerelictionScript.java:146)
   at com.fs.starfarer.campaign.CampaignEngine.reportBattleOccurred(Unknown Source)
   at com.fs.starfarer.campaign.fleet.Battle.doAutoresolveRound(Unknown Source)
   at com.fs.starfarer.campaign.fleet.Battle.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advanceEvenIfPaused(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: Helixien on May 26, 2022, 12:53:57 AM
Is there an option to disable minefields?
Doesn't seem to be. Would be nice if there was.

Same. I used to love this mod but it just keeps adding more and more stuff that isnt my cup of tea without the option to disable it. Leaving me with the option of either A) dropping the mod and missing out on all the amaing things it has, B) stay with an older version and its bugs until that wont work anymore or C) live with things in my game that lower my enjoyment of it.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: morriganj on May 26, 2022, 01:03:45 AM
I really like the new direction and features. Once the crashes are ironed out, I will definitely use this. It would be amazing for some of these ideas to make it into the base game, especially the detachments.

For now, I am sticking with the previous stable release which I had to search the internet for.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: A_Random_Dude on May 26, 2022, 06:07:24 AM
Just a warning: the previous version isn't stable either. Admins sent to academies still make your game crash unless you add a line in the core settings, embassadors cause a CTD if the planet they are on decivilize/gets invaded, etc.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
Post by: Helixien on May 26, 2022, 11:10:30 PM
Just a warning: the previous version isn't stable either. Admins sent to academies still make your game crash unless you add a line in the core settings, embassadors cause a CTD if the planet they are on decivilize/gets invaded, etc.

What line would that be? And for what version would it be needed?
Title: Re: [0.95.1a] Industrial.Evolution 3.0.d - Campaign content expansion
Post by: SirHartley on May 28, 2022, 10:47:54 AM
(https://i.imgur.com/7k1QAas.png)


SAVE COMPATIBLE
3.xx is NOT save compatible with 2.xx


Download (https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution3.0.e.zip)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)
Requires LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444.0)

Integrated with Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0)
Pairs well with Grand.Colonies (https://fractalsoftworks.com/forum/index.php?topic=20986.0)
as well as Substance.Abuse (https://fractalsoftworks.com/forum/index.php?topic=24378)



Fixes, Fixes, Fixes.

Change Log
3.0.d + e
  • General
  • Added - Vanguard and Eradicator to whitelist files
  • Added - More useful tips
  • Adjusted - Meme tips now show up 10x less than useful tips
  • Adjusted - All IndEvo fleet member pickers now have 8 columns instead of 5 by default
  • Minefields
  • Added - Tooltip showing the chance to blow up due to your fleet size (low/med/high/extreme)
  • Added - Even more IFF checks - NONE OF WHICH HELP IF YOU FORGET TO TURN YOUR TRANSPONDER ON
  • Added - Setting to turn em off (will not fix your skill issue)
  • Adjusted - Player owned minefields no longer care about transponder status
  • Adjusted - Visuals look less ***
  • Adjusted - Moons with an arsenal stations will now have the primary planet spawn the minefield
  • Fixed - Made minefield IFF more reliable for NPC fleets (New game)
  • Fixed - Now properly orbits
  • Fixed - Crash when saving/loading in a minefield
  • Research Projects
  • Fixed - Tooltips
  • Courier Port
  • Added - Custom faction for courier fleets (invisible to player)
  • Fixed - Marines no longer lose XP when transferred via courier
  • Fixed - No longer bills you money every time it checks what to remove from the stockpile
  • Fixed - Crash during planet selection
  • Fixed - Duplication bug
  • Fixed - Crash when courier fleet is despawning
  • Fixed - Alignment issue on contract listing (IT WAS 2 PIXELS OUT OF LINE, OK??)
  • Detachments
  • Added - Escort and Intercept detachments will now aggressively attack hostile fleets that the player targets
  • Fixed - Marines are now considered in the cargo tooltips and counts
  • Fixed - Crash when a detachment goes dormant in a system without any entities
  • Known issue - Marine and Crew in excess of the fleet capacity are lost after a day
  • Known issue - Detachments get stuck when recalled from another star system
  • Derelict industries
  • Adjusted - Ruins spawn on colony establishment should be more consistent now
  • Adjusted - Changed Derelict Industry spawn algorithm (New game)
  • Adjusted - Derelict Industry type is now set on sector generation (New game)
  • Adjusted - Forge and Decon have a higher chance to spawn together (New game)
  • Fixed - Derelict industries will no longer change type (I hope)
  • Fixed - Ruins no longer (sometimes) count as industry
  • Fixed - Rift Generator cryorevival disabler condition no longer applies 100 times in a row
  • Fixed - Deconstructor ignore whitelists setting now properly works
[close]



Version 3.0.d (only about 100 people downloaded that one before I patched it, so you probably do not have it) had some very severe lag issues.
If you are amongst the lucky few, update the mod (install the current version 3.0.e), then do this:

open the console (console command mod, ctrl + backspace)
paste this:
Code
runcode for (LocationAPI loc : Global.getSector().getAllLocations()) {
                for (SectorEntityToken t : new ArrayList<SectorEntityToken>(loc.getCustomEntities())) {
                    if (t.getCustomEntitySpec().getId().equals("SplinterFleet_OrbitFocus")) {
                        loc.removeEntity(t);
                    }
                }
            }
and press enter. That will fix all the lag issues caused be the old mod version.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Ninjagamer on May 28, 2022, 10:51:32 PM
Hi. When I make a new save the game crashes as I am loading into the game, giving me this error in the logs

458870 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchFieldError: STANDARD_PODS_OFFICER_LEVEL
java.lang.NoSuchFieldError: STANDARD_PODS_OFFICER_LEVEL
   at com.fs.starfarer.api.plugins.derelicts.IndEvo_SalvageSpecialAssigner.pickSpecia lFor(IndEvo_SalvageSpecialAssigner.java:224)
   at com.fs.starfarer.api.plugins.derelicts.IndEvo_SalvageSpecialAssigner.assignSpec ial(IndEvo_SalvageSpecialAssigner.java:82)
   at com.fs.starfarer.api.plugins.derelicts.IndEvo_SalvageSpecialAssigner.addOrRepla ceSpecial(IndEvo_SalvageSpecialAssigner.java:72)
   at com.fs.starfarer.api.plugins.derelicts.IndEvo_SalvageSpecialAssigner.init(IndEvo_SalvageSpecialAssigner.java:47)
   at com.fs.starfarer.api.plugins.IndEvo_modPlugin.onNewGameAfterEconomyLoad(IndEvo_modPlugin.java:114)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.o0oO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.J.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.Stringsuper.super(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(Unknown Source)
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: SirHartley on May 29, 2022, 03:51:00 AM
Your game version is probably outdated. This mod is for 0.95.1a-RC6, not 0.9.1 or an older 0.95 version.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: zaorex on May 29, 2022, 08:26:42 PM
i cant figure out why it doesnt work.... i have this mod + archean order total conversion (there is way to get other mods work with sametime)

i can play the save normally etc havent seen any major things. only is that engineering doesnt recognize ships since they are not on the list (archear order changes every ships id little bit)
 the problem what i have is with the galatia academy stations research projects. it doesnt recognize weapons either example i have one of the "special"
Spoiler
Rift cascade emitter
[close]
weapons for project named "keyhole" in my cargo it shows available 0.

after little of tinkering i noticed that in archean order weapon data file has different id than in this mod
Spoiler
Rift Cascade Emitter,riftcascade -> Rift Cascade Emitter (AO),archean_riftcascade
[close]

after a little bit more time i found the file called doritoguns_classes that seems to be the research projekt stuff. i tried to change to id in there and make totally new line also. it still shows 0 ingame.

is it even possible to get to work or does it need totally new save for it to work? or do i miss something...
also the research project that needs relics works fine

i have the latest updates on this mod, archean and game
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: SirHartley on May 30, 2022, 12:34:15 AM
Yeah, that won't work. Archean order is total conversion and is not guaranteed to work with this mod in any way, shape or form.

If you want to fix that incompatibility, go to com.fs.starfarer.api.impl.campaign.rulecmd.researchProjects.IndEvo_ResearchProjectTemplateRepo;, then adjust the weapon IDs under getRequiredItems() for every research project on the list, then re-compile the mod (source is included in the mod download).
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Sutech on May 30, 2022, 01:25:04 AM
Hi, Industrial Evo.  works with Nexerelin?  :o

PS: Oh, i am blind, sorry and thank you!
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: SirHartley on May 30, 2022, 03:17:21 AM
yes, there is even a disclaimer on the OP that says so.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: zaorex on May 30, 2022, 08:37:12 AM
Yeah, that won't work. Archean order is total conversion and is not guaranteed to work with this mod in any way, shape or form.

If you want to fix that incompatibility, go to com.fs.starfarer.api.impl.campaign.rulecmd.researchProjects.IndEvo_ResearchProjectTemplateRepo;, then adjust the weapon IDs under getRequiredItems() for every research project on the list, then re-compile the mod (source is included in the mod download).

thatks for the answer i managed to modify the correct spots in the file, but there is problem. it occurs when i try to launch game it gives error "[indevo_researchprojectdialogueplugin] not found in packages: rulecmd,saalvage,newgame,missions,academy" etc... i think its all of them. at somepoint the recompiler also threw like 13k errors for the same file but i somehow fixed it (might have been my own doing, since it doesnt do it after i tried with new source files). i think it needs bit more tinkering with the files, specially with the "IndEvo_ResearchProjectDialoguePlugin"
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Hague on May 30, 2022, 11:17:20 AM
I've got an idea for your consideration: It would be interesting if active embassies (ones with ambassadors) had policies you could enact between your faction and the one of the ambassador. This could include various things like trade agreements, embargoes, etc. Agreements that benefit or strain the non-player faction can increase or decrease the relationship ceiling of the embassy. One example would be maybe an agreement where you trade access to your Supercomputer bonuses decreasing their benefit to you in exchange for a % of the bonus profit generated or improved relations. Another suggested agreement is IFF protocol immunity where you can make agreements for the player fleet to not generate a relations penalty when they are intercepted by fleets of the embassy's faction with their transponder off. If they are intercepted they are still treated as discovered  for things like smuggling and culpability, this simply gives the player fleet immunity to transponder accidents. Production Cuts - If the player's faction is currently holding more market share of an export they can make an agreement to reduce their market share voluntarily in exchange for improved relations. Could tie into Nexerelin diplomatic profiles and have more (or less) benefits with Monopolist factions.

Though, I suppose you're not itching for new stuff to do at the moment. Maybe this will give you some inspiration for something else? Anyway thank you for reading!
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: [email protected] on June 01, 2022, 03:22:28 PM
was looking at maybe adding some industries myself and holy bejebus is it complex. I tip my hat sir, I got as far as filling out the commodities.csv  then went looking for how to actually make the things and damn, it's um a lot of stuff Compacted in that Jar file that I have no clue how to work with.
if um you ever want to use what I have so far let me know :P
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Randergill on June 01, 2022, 06:55:14 PM
Bug report:  while using only Industrial evolution and its required libs, I was able to steadily reduce my FPS by flying circles around the Askonia system while in the warp.  This slow down in FPS had the following characteristics:

I love your mod, and will try to check back in case you have any other information you may need from me.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: scarlet_dynamic on June 01, 2022, 09:51:30 PM
Bug Report

Description:
Hull Deconstructor/Forge with alpha core can install hullmods that conflict with built-in hullmods.

Steps to Reproduce:
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Ruddygreat on June 02, 2022, 05:14:51 AM
Bug Report

Description:
Hull Deconstructor/Forge with alpha core can install hullmods that conflict with built-in hullmods.

Steps to Reproduce:
  • Find a hull deconstructor and hull forge, repair them and install alpha cores.
  • Put ships that have built-in hullmods that conflict with some hullmods. E.g. Olympus from Interstellar Imperium
  • Behold the miracle bestowed upon humble mortals by our AI overlord, an Olympus with Efficiency Overhaul.

this is a "bug" but it's afaik impossible to solve due to the way hullmod incompatibilities are done - there's no way for indevo itself to check if 2 hullmods are incompatible (short of some incredible jank I just thought up that probably won't work)
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: SirHartley on June 02, 2022, 11:08:01 AM
I've got an idea for your consideration: It would be interesting if active embassies (ones with ambassadors) had policies you could enact between your faction and the one of the ambassador. This could include various things like trade agreements, embargoes, etc. Agreements that benefit or strain the non-player faction can increase or decrease the relationship ceiling of the embassy. One example would be maybe an agreement where you trade access to your Supercomputer bonuses decreasing their benefit to you in exchange for a % of the bonus profit generated or improved relations. Another suggested agreement is IFF protocol immunity where you can make agreements for the player fleet to not generate a relations penalty when they are intercepted by fleets of the embassy's faction with their transponder off. If they are intercepted they are still treated as discovered  for things like smuggling and culpability, this simply gives the player fleet immunity to transponder accidents. Production Cuts - If the player's faction is currently holding more market share of an export they can make an agreement to reduce their market share voluntarily in exchange for improved relations. Could tie into Nexerelin diplomatic profiles and have more (or less) benefits with Monopolist factions.

Though, I suppose you're not itching for new stuff to do at the moment. Maybe this will give you some inspiration for something else? Anyway thank you for reading!
Some of these are very cool for potential Quests. Should I ever add ambassadors as contacts, I'll think of this. Thank you for the suggestions!

was looking at maybe adding some industries myself and holy bejebus is it complex. I tip my hat sir, I got as far as filling out the commodities.csv  then went looking for how to actually make the things and damn, it's um a lot of stuff Compacted in that Jar file that I have no clue how to work with.
if um you ever want to use what I have so far let me know :P

:)
Depends on what you cooked up! If there's neat ideas, I'm always open for them.

Bug report:  while using only Industrial evolution and its required libs, I was able to steadily reduce my FPS by flying circles around the Askonia system while in the warp.  This slow down in FPS had the following characteristics:
  • Save specific: Logging off and restarting computer would not fix the lag
  • Environment specific: Dropping into a star system or flying far away from Askonia in the warp would remove the fps lag
  • Progressive: stay in problem area until 20 fps, leave (fps = 60), return (fps = 20), fly around a bit (fps = 10), leave (fps = 60), return (fps = 10)
  • Tied to map?: While in some other system, I could get a quest from the bar. If that quest showed a map location, I dropped to my latest "slow fps" number
  • Minimally tested: I have no idea if this would happen around other systems or not
  • Good hardware: I normally run with 20-40 mods when I play starsector

I love your mod, and will try to check back in case you have any other information you may need from me.
update the mod and do this: https://fractalsoftworks.com/forum/index.php?topic=18011.msg366309#msg366309

Bug Report

Description:
Hull Deconstructor/Forge with alpha core can install hullmods that conflict with built-in hullmods.

Steps to Reproduce:
  • Find a hull deconstructor and hull forge, repair them and install alpha cores.
  • Put ships that have built-in hullmods that conflict with some hullmods. E.g. Olympus from Interstellar Imperium
  • Behold the miracle bestowed upon humble mortals by our AI overlord, an Olympus with Efficiency Overhaul.
ruddy is right on the money here. Not gonna be able to fix it without some major turbo jank, but thank you for the report :)
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: [email protected] on June 03, 2022, 12:48:14 AM
Heres the sprites :P very much considering putting more time in to make more/ more originals rather then just copy recolors of original art. I've got https://imgur.com/a/cwGOoa3
 and a temp commodities.csv, drop_groups.csv setup.
Wanted to add these for more trade Depth, but damn its all magic inside that com.fs.starfarer.api.impl.campaign.econ.impl. it scares me. how about I go whip up some more industry icons :P
(https://i.imgur.com/8eeAnOi.png) (https://i.imgur.com/oxz7d7E.png)
(https://i.imgur.com/zh3wIiH.png)(https://i.imgur.com/sZ6jZpI.png)
all image rights are original rights holders(AKA FRACTAL SOFTWORKS) or CC( specifically because I hate legal BULLshitery)
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: SirHartley on June 03, 2022, 04:45:07 AM
Okay, just so you know:
If you do not own the rights to a piece of art, you are not permitted to use them with the intent to share them publicly.

The sprites you have there are clearly not yours - that first one even contains pieces of my own artwork, which I did not give permission for.

If you intend to share any of that, it'd get taken down. I can't use em, sorry - but kudos for your effort!
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: [email protected] on June 03, 2022, 06:40:54 AM
ooooooooooooookay.
 Made them FOR you to use FROM assets in your own mod, or publicly available as Part of the game they are a mod FOR. OR publicly available as share-alike usage.
any other way I can help you?
Made some 2-second edits and used blank starfield instead. also themed 2nd image better.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Vasyan on June 03, 2022, 09:37:21 AM
Great mod!

There is one suggestion: add a new detachment behavior - fly to repair in Restoration Docks.
It made Restoration Docks so much more useful!

(And it will become much more comfortable to play with Starpocalypse)
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Zerias on June 03, 2022, 03:56:11 PM
Good day, I had a quick question: On the first page it says that this mod cannot be added to existing saves. Can anyone give any details on what exactly breaks if you try? I tried on an existing otherwise vanilla save and at least on the surface it seems to be okay, or at least it hasn't caused a crash yet.
Title: Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
Post by: sinani210 on June 05, 2022, 02:39:20 AM
Hello, thank you for the mod, it is very fun and really adds to the longevity of a playthrough. I was wondering about the engineering dock where one reverse engineers blueprints. I wanted to reverse engineer the 14th Battlegroup Onslaught but it was not allowed, so I found the ship id (hullid is onslaught_xiv from "list ships" console command) for it and added it to the whitelist file. It still shows up as not allowed. I am stumped at this point as I already verified that the whitelist is pointed correctly (thank you to previous poster describing that now fixed bug.) I'm not sure where to go next but If you could help I would very much appreciate it, thank you for your time. 8) ;D
That's very strange cause the XIV onslaught is on the default whitelist. Please check if it doesn't have too many d-mods to be used for reverse engineering.

Did you ever figure out what the fix for this was? I'm having the same issue with the Onslaught XIV and the Paragon as well. Much like the previous poster, I didn't find that adding them to the whitelist fixed the problem. Also of note is that I'm still running the old version (2.2h) and have Starship Legends installed since I saw in one of the changelogs that this could be relevant.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: SirHartley on June 05, 2022, 03:27:27 AM
Great mod!

There is one suggestion: add a new detachment behavior - fly to repair in Restoration Docks.
It made Restoration Docks so much more useful!

(And it will become much more comfortable to play with Starpocalypse)
Thanks for the suggestion, will see if I can't do this somehow.

Good day, I had a quick question: On the first page it says that this mod cannot be added to existing saves. Can anyone give any details on what exactly breaks if you try? I tried on an existing otherwise vanilla save and at least on the surface it seems to be okay, or at least it hasn't caused a crash yet.
it won't break immediately, but a lot of things will not spawn (buildings in core worlds, all of the exploration content), many features will be inaccessible, some buildings might become unusable because you won't find the items you need, and I do not take responsibility for crashes that happen because of it.

Hello, thank you for the mod, it is very fun and really adds to the longevity of a playthrough. I was wondering about the engineering dock where one reverse engineers blueprints. I wanted to reverse engineer the 14th Battlegroup Onslaught but it was not allowed, so I found the ship id (hullid is onslaught_xiv from "list ships" console command) for it and added it to the whitelist file. It still shows up as not allowed. I am stumped at this point as I already verified that the whitelist is pointed correctly (thank you to previous poster describing that now fixed bug.) I'm not sure where to go next but If you could help I would very much appreciate it, thank you for your time. 8) ;D
That's very strange cause the XIV onslaught is on the default whitelist. Please check if it doesn't have too many d-mods to be used for reverse engineering.

Did you ever figure out what the fix for this was? I'm having the same issue with the Onslaught XIV and the Paragon as well. Much like the previous poster, I didn't find that adding them to the whitelist fixed the problem. Also of note is that I'm still running the old version (2.2h) and have Starship Legends installed since I saw in one of the changelogs that this could be relevant.
the problem you have is your ancient version. I can't support for bugs that I fixed a month ago, sorry!
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Oni on June 05, 2022, 10:40:38 AM
Hey there, I'm getting some lag issues (low frame rates) when leaving systems and I understand this was a problem before, but I'm using the newest version.

If it isn't this mod, any ideas to help track down the culprit?
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Zerias on June 05, 2022, 11:21:05 AM
it won't break immediately, but a lot of things will not spawn (buildings in core worlds, all of the exploration content), many features will be inaccessible, some buildings might become unusable because you won't find the items you need, and I do not take responsibility for crashes that happen because of it.

Thank you. I was aware that items and buildings would be missing, I was just concerned with any known outright crashes I might face when trying to add this mod to a game I had just started because I wanted to use a vanilla seed. In short, it's (probably) fine to add, you just don't get most of the worldgen benefits.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Regularity on June 06, 2022, 07:51:50 AM
Typo: Exact Clearances edict description. "Poduction" should be "Production"
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Szara Kryik on June 09, 2022, 07:15:50 PM
Yeah, that won't work. Archean order is total conversion and is not guaranteed to work with this mod in any way, shape or form.

If you want to fix that incompatibility, go to com.fs.starfarer.api.impl.campaign.rulecmd.researchProjects.IndEvo_ResearchProjectTemplateRepo;, then adjust the weapon IDs under getRequiredItems() for every research project on the list, then re-compile the mod (source is included in the mod download).

Hi SirHartley. I am currently trying to do just this. The changes were easy, compiling though.. I've gotten all the dependencies sorted, I believe, but am running across build errors I haven't been able to figure out. I'm missing symbol class MS_industries, MS_fabUpgrader, and MS_modularFac which should be located in package data.campaign.econ. I believe these are related to BoggledTerraformingAndStationConstruction (since data.campaign.econ seems to be related), which I have the .jar added as a library. Though I can't seem to find any of those MS_ entities in any of the Boggled .java files or their Github. I also get the warning that IndEvo_ShippingVariables is depreciated, in various locations. I don't know if that is relevant.

Where do I get these MS_industries, MS_fabUpgrader, and MS_modularFac?

Edit:
I found them. MShadowy's github has ben a savior.
Too bad that just means a dozen other strange errors came up. Sigh.

Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: jd414 on June 10, 2022, 11:28:35 AM
Is there a way to deactivate detachment control panel? I get a null error sometimes when I use it. Love the mod btw it's amazing
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Contrast on June 10, 2022, 11:33:57 AM
Is there a specific method to make stability buildings functional? I've built a memorial on all 5 of my planets in the system, but they don't increase stability unless I hover over them, and even then it only take effect until I leave the market, returning to it's non-buffed value. Is there something I'm doing wrong, or is this unintended behavior?
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Virescent on June 10, 2022, 12:51:18 PM
Hey there! I just want to ask...is it possible to get the minefields for myself? If yes, how?
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Grotez on June 11, 2022, 05:46:46 AM
Hi, I managed to get a non-damaged Forged Template and a Hull Deconstructor, however to use it, it tells me that I need to put ships into the Deconstruction Storage, however I already did place 3 ships there and it still didn't start working. What am I supposed to do for it to actually start doing anything? Also, how do I restore Degraded Forge Templates?
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: SirHartley on June 11, 2022, 06:30:29 AM
Typo: Exact Clearances edict description. "Poduction" should be "Production"
fixed ty

Is there a way to deactivate detachment control panel? I get a null error sometimes when I use it. Love the mod btw it's amazing
nope. can you post me that error log, please? I need that, please: https://starsector.fandom.com/wiki/Starsector.log

Is there a specific method to make stability buildings functional? I've built a memorial on all 5 of my planets in the system, but they don't increase stability unless I hover over them, and even then it only take effect until I leave the market, returning to it's non-buffed value. Is there something I'm doing wrong, or is this unintended behavior?
is a bug- fixed it, ty

Hey there! I just want to ask...is it possible to get the minefields for myself? If yes, how?
yeah, you can find some derelict ones when exploring - colonizing a planet like that will make the minefield yours.

What am I supposed to do for it to actually start doing anything?

Also, how do I restore Degraded Forge Templates?
a) wait a day
b) needs another derelict industry
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Grotez on June 11, 2022, 01:57:23 PM
I've gone away from the colony for a while and there's still nothing :( Here's proof:

https://imgur.com/a/uJDk9xe

https://imgur.com/a/cox4du7
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Seleukus on June 11, 2022, 02:31:15 PM
Hello! A bunch of planets I survey have already X population on them, like this last one has 10^7 (tens of millions). Yet, when I colonize them, I only have 10^3 pop. Is this normal?
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: SirHartley on June 11, 2022, 02:44:10 PM
I've gone away from the colony for a while and there's still nothing :( Here's proof:

https://imgur.com/a/uJDk9xe

https://imgur.com/a/cox4du7
show me the tooltip of the industry please. The window that opens when you hover over it.

Hello! A bunch of planets I survey have already X population on them, like this last one has 10^7 (tens of millions). Yet, when I colonize them, I only have 10^3 pop. Is this normal?
are you sure you are playing the same game as me? Cause in mine, colonizable planets usually don't have a population.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Seleukus on June 11, 2022, 02:53:05 PM
Sorry, perhaps it is not from this mod then.

https://i.imgur.com/9qyAAyQ.png
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: SirHartley on June 11, 2022, 05:16:24 PM
Sorry, perhaps it is not from this mod then.

https://i.imgur.com/9qyAAyQ.png
that is 100% not my fault!
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Grotez on June 12, 2022, 04:24:17 AM
I've gone away from the colony for a while and there's still nothing :( Here's proof:

https://imgur.com/a/uJDk9xe

https://imgur.com/a/cox4du7
show me the tooltip of the industry please. The window that opens when you hover over it.


Sorry, that's what I meant to do at first, but I messed up the screenshot, here it is:

https://imgur.com/a/elsc0rx
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: SirHartley on June 12, 2022, 06:28:21 AM
Sorry, that's what I meant to do at first, but I messed up the screenshot, here it is:
https://imgur.com/a/elsc0rx
well, there is your issue - what you put in there is not an empty forge template, but a filled one.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Grotez on June 12, 2022, 08:48:04 AM
Ok, I feel like that's unintuitive, what are the filled Forged Templates for then? Yet another type of ruins/industry?
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: SirHartley on June 12, 2022, 09:08:16 AM
Uh, how is it "unintuitive"? There is something on the template, so you can't put anything on it. There's another ruin that can make ships from that, yeah.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Grotez on June 12, 2022, 09:16:37 AM
Well, I thought I could scrap ships to get a ship from the Forged Template, I was wrong. Still a great mod overall, maybe I'm just too dumb for it, I don't know.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Szara Kryik on June 12, 2022, 02:00:16 PM
Still trying to recompile for compatibility with Archean Order. I'm getting one (hopefully last) error I don't understand.

Code
src\com\fs\starfarer\api\impl\campaign\terrain\IndEvo_MineBeltTerrainPlugin.java:55: 
error: cannot access DoNotObfuscate
        CampaignTerrainAPI mineBelt = ((BaseLocation) focus.getContainingLocation()).addTerrain("IndEvo_mine_belt", new IndEvo_MineBeltTerrainPlugin.MineBeltParams(
  class file for com.fs.util.DoNotObfuscate not found

What does this mean? Am I missing another source .java file?
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: SirHartley on June 12, 2022, 03:38:47 PM
no idea *shrug*
try deleting the import or smth
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: ApolloStarsector on June 18, 2022, 06:06:43 PM
I tried this like a year or more ago. I liked it but I felt like it made the game easier - is that still the case with the current version?
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Hélyos16 on June 19, 2022, 11:15:01 AM
Hi, I still have the problem:
Wen you start with tutorial, the skill for create, Fleet Detachment, does not appear and impossible to have it.
But Wen you Skip it, you have Fleet Detachment Ability.
How to fix for to have Fleet Detachment Ability wen you have start with tutorial ?

En Français (ma langue) si cela peut aider à la comprehension si j'ai fait des faut en anglais :

Bonjour, j'ai toujours le problème :
Lorsque vous démarrez avec le didacticiel, la compétence de création, Détachement de flotte, n'apparaît pas et impossible de l'avoir.
Mais si vous le sautez, vous avez la capacité de détachement de la flotte.
Comment résoudre le problème pour avoir la capacité de détachement de flotte lorsque vous avez commencé avec le didacticiel ?
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: speeder on June 20, 2022, 12:35:39 AM
Can you add optioanl features that are enabled if other mods that add "stuff" is present?

Like buildings that take advantage of VIC, Shadowyards, HMI, etc... ? It would be really cool to really expand the economy :)
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: topley on June 21, 2022, 04:16:39 PM
Hello, having the same problem as Helyos up there: started with the tutorial and now I don't have access to the detachment ability. Is there any way to force it to appear using the Console or some other such command? Thanks!
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Brainwright on June 21, 2022, 04:47:13 PM
Hello, having the same problem as Helyos up there: started with the tutorial and now I don't have access to the detachment ability. Is there any way to force it to appear using the Console or some other such command? Thanks!

Right clicking on a toolbar slot will let you select what ability it uses.  If you need an empty slot, you can press ctrl + 2, 3, etc... to get to a fresh toolbar or press the "prev" or "next" buttons to the bottom left of the toolbar.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: topley on June 22, 2022, 08:05:49 AM
Right clicking on a toolbar slot will let you select what ability it uses.  If you need an empty slot, you can press ctrl + 2, 3, etc... to get to a fresh toolbar or press the "prev" or "next" buttons to the bottom left of the toolbar.

I did that, the issue is that the ability itself doesn't show up to get added to the toolbar. I think it might have something to do with how the tutorial "hides" all abilities until they get introduced, and the make detachment one isn't vanilla.

[attachment deleted by admin]
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: PeopleThief on June 22, 2022, 03:42:50 PM
Any plans to add a config that makes constructing world symbols, deconstructing them, and then rebuilding them will generate story points?
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: memeextremist on June 23, 2022, 01:58:44 PM
not that guy, but I just made a detachment fleet today, and got a similar null pointer error that is repeatable in this situation:
* nexerelin bounty fleet appears
* detachment on escort AI mode approaches

Code
106176 [Thread-3] INFO  com.fs.starfarer.api.splinterFleet.plugins.fleetManagement.Behaviour  - Setting detachment behaviour override DORMANT
106176 [Thread-3] INFO  com.fs.starfarer.api.splinterFleet.plugins.FleetUtils  - SplinterFleet AI performing override actions for DORMANT
106177 [Thread-3] INFO  com.fs.starfarer.api.splinterFleet.plugins.FleetUtils  - SplinterFleet Dormant mode
106317 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.splinterFleet.plugins.fleetAssignmentAIs.BaseSplinterFleetAssignmentAIV2.doOverrideActions(BaseSplinterFleetAssignmentAIV2.java:317)
at com.fs.starfarer.api.splinterFleet.plugins.fleetAssignmentAIs.BaseSplinterFleetAssignmentAIV2.advance(BaseSplinterFleetAssignmentAIV2.java:144)
at com.fs.starfarer.api.splinterFleet.plugins.fleetAssignmentAIs.EscortAssignmentAI.advance(EscortAssignmentAI.java:39)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.Hyperspace.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

hope this helps! \o
update: it does this on follow mode too.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Captain.Conrad.Snider on June 23, 2022, 09:37:43 PM
Dumb Question time. Is this compatible with Slightly better Tech Mining and Better Colonies?
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: rigidjelly on June 24, 2022, 06:39:20 AM
There is a minor wonky/unfun interaction with Substance Abuse:
Spoiler
Bonus resource production from Laboratories is almost always a type of alcohol. Labs are already rare and finding two that both boost absynth or whatever is a shame.
[close]
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Aran1 on June 24, 2022, 12:14:02 PM
i got this crash after trying to upgrade xlu orbital station to a battle station. ppl in tech support on discord believes the bureau was trying to locate something but couldnt.

im running the latest version and didnt change, add, or remove any mods. ive had the game running for a couple hours, recently made 2 new colonies and was working on adding buildings to an older colony in a different system, cant remember if i had a bureau in either of these 2 systems.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: A_Random_Dude on June 24, 2022, 01:31:46 PM
Could be helpful to post the part of your log related to the crash. I'm not the mod author, but I think it'd greatly help if they could see what went wrong exactly!
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: ManSuhkur on June 26, 2022, 09:28:51 AM
The game keeps crashing whenever I try to open the Intel tab. The crash log seems to indicate that it's the courier port doing it, but I've had it for 2+ cycles (left unused, disbanding it didn't work) without problems. I would add the full crashlog but the forum kept giving me a database error because of a couple weird characters.

Code
314709 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.reflect.UndeclaredThrowableException
java.lang.reflect.UndeclaredThrowableException
at com.sun.proxy.$Proxy0.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.0000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.reflect.InvocationTargetException
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at net.andylizi.starsector.planetsearch.CoreUIInjector$IntelButtonHandler.invoke(CoreUIInjector.java:81)
... 11 more
Caused by: java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.intel.ShippingIntel.getMapLocation(ShippingIntel.java:306)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.getIntelTags(BaseIntelPlugin.java:277)
at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.intel.ShippingIntel.getIntelTags(ShippingIntel.java:321)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.super(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.private.Object(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.0000(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.campaign.comms.F.0000(Unknown Source)
at com.fs.starfarer.campaign.comms.F.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.ui.Q.setSize(Unknown Source)
at com.fs.starfarer.ui.newui.OO0O$7.actionPerformed(Unknown Source)
... 16 more
Title: Re: [0.95.1a] Industrial.Evolution 3.0.a - Campaign content expansion
Post by: poiuzt on June 30, 2022, 02:55:30 AM
Welcome to the forums!
Yeah, I know - will fix when I am home from work, thank you for the report!


I do have a request - if anyone takes the time to seriously engage with the detachment ability I'd appreciate any feedback you can provide (regardless of form) - especially in regards to information feedback and "feeling of being in control", and if your expectations are met by how everything is explained.

Specific questions you could answer in regards to this:
  • Did the ability work the way you thought it would?
  • Did something happen to your detachment that you did not see coming (run out of supplies, fuel, combat...)
  • Did you find everything where you thought it would be?
  • Does the information the UI provides feel complete?
  • Does the detachment (usually) behave like you expect it to?
  • Did you feel safe using the ability, or does the unknown risk outweight the reward of the feature for you?

Hi
2. My detachment ran out of supply/fuel and is dormant somewhere. Cant find them. How to localize?
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: speeder on June 30, 2022, 09:03:00 AM
When you put beta core on lab, can you choose somehow the commodity that it boosts? I don't want extra drugs... I do want extra shadowyards capacitors...
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: ptcon23 on July 02, 2022, 01:14:36 AM
I found a small possible bug: the minefield at Kanta's Den doesn't seem to work.  I flew through it six or seven times while hostile and nothing happened.  The minefield at Chicomoztoc worked normally.  Do the pirates not use minefields?  Or is it possible it's being blocked by something, such as Magec's rings?

Also, a small suggestion: since the minefield is self-replicating, would it be possible in the future to take a mine from a minefield you own and "grow" it somewhere else?
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Afterschool on July 02, 2022, 01:51:24 PM
Hi
Idk if this is reported already,but the game consistently crash when a officer finished personality training in galatia
https://drive.google.com/file/d/14nY4N4D12ykSBO5l5iyM9YwSNLAhJnIK/view?usp=sharing (https://drive.google.com/file/d/14nY4N4D12ykSBO5l5iyM9YwSNLAhJnIK/view?usp=sharing)
I've seen multiple people in cn forum reporting the same issue
Also is the officer training bug fixed already?
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: speeder on July 04, 2022, 08:34:35 AM
Minefield visual bug:

I abused the minefields a bit by adding 3 minefields to a planet on the following manner:

Added 2 moons.

Set 1 normal minefield.
Set  2 minefields that belong to the moons, but have the planet as "focus"

It works as intended, gameplay-wise. But when you approach the moon-fields they are always red even if you own the moons and won't blow up. And they are always green if you own the planet, and they will blow you up anyway.

So my guess is your code for IFF for actual damage, works as intended and checks the real minefield owner, but the IFF code for making the mines turn green, checks the focus, not the real owner.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Jang on July 04, 2022, 09:21:45 PM
I love this mod, thank you for sharing it! I might have found a bug with fleet detachments, unless I'm misunderstanding how the feature works.

When I try to spawn a detachment with a specific cargo loadout, the detachment will have the commodities I specified but not the weapons or LPCs, which remain in my main fleet's cargo hold. If I try to send a detachment to transport weapons/LPCs to a planet, the detachment will successfully deliver its hulls and commodities into planetary storage, but the weapons/LPCs still remain in my main fleet's cargohold. These weapons/LPCs persist in the fleet detachment cargo selection screen, so the mod is aware of my selections as far as I can tell. This happens with just a single weapon in my tests. I'm on the latest version of the game, with this mod list (https://pastebin.com/MNFYh2nP). And here's a screenshot (https://i.imgur.com/nYTSpIT.png) of a loadout where the Gauss Cannon is selected correctly (I think!) but is not transported along with the supplies and such.

I'm able to transfer weapons/LPCs to my detachments manually by interacting with them after they spawn, but I can't specify a cargo loadout that way and it's such a useful feature!
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Xoatl on July 07, 2022, 04:52:48 PM
Hello I tried adding BOGGLED_DOMAIN_ARCHAEOLOGY to the centralization bureau whitelist. It appears to have had zero effect unfortunately. Also you added support for buildings from other mods with ids ms_ and loa_ but not for terraforming and space station constructions?

EDIT: So I used story points to improve it and looks like whatever needed to "refresh" did so and now the centralization bureau is providing the bonus. Nice. Great mods :)
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Graf on July 09, 2022, 08:57:05 PM
The game keeps crashing whenever I try to open the Intel tab. The crash log seems to indicate that it's the courier port doing it, but I've had it for 2+ cycles (left unused, disbanding it didn't work) without problems. I would add the full crashlog but the forum kept giving me a database error because of a couple weird characters.



I am having a similar issue, though I am running a bunch of mods, so I am not sure if me sending you anything is actually helpful. It occurs occasionally when I open or close the intel tab. I wasn't having this issue for most of my playthrough, so I must have done something to cause this to start happening recently. Here is the log:

Code
5298824 [Thread-7] INFO  sound.public  - Cleaning up music with id [loa_ars_market_neutral.ogg]
5299193 [Thread-10] INFO  sound.OooO  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
5299686 [Thread-3] INFO  sound.public  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
5303187 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.intel.ShippingIntel.getMapLocation(ShippingIntel.java:306)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.getIntelTags(BaseIntelPlugin.java:277)
at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.intel.ShippingIntel.getIntelTags(ShippingIntel.java:321)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.super(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.private.Object(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.ÒÕ0000(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.campaign.comms.F.Õø0000(Unknown Source)
at com.fs.starfarer.campaign.comms.F.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.ui.Q.setSize(Unknown Source)
at com.fs.starfarer.ui.newui.OO0O$7.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Jang on July 19, 2022, 09:36:46 AM
I love this mod, thank you for sharing it! I might have found a bug with fleet detachments, unless I'm misunderstanding how the feature works.

When I try to spawn a detachment with a specific cargo loadout, the detachment will have the commodities I specified but not the weapons or LPCs, which remain in my main fleet's cargo hold. If I try to send a detachment to transport weapons/LPCs to a planet, the detachment will successfully deliver its hulls and commodities into planetary storage, but the weapons/LPCs still remain in my main fleet's cargohold. These weapons/LPCs persist in the fleet detachment cargo selection screen, so the mod is aware of my selections as far as I can tell. This happens with just a single weapon in my tests. I'm on the latest version of the game, with this mod list (https://pastebin.com/MNFYh2nP). And here's a screenshot (https://i.imgur.com/nYTSpIT.png) of a loadout where the Gauss Cannon is selected correctly (I think!) but is not transported along with the supplies and such.

I'm able to transfer weapons/LPCs to my detachments manually by interacting with them after they spawn, but I can't specify a cargo loadout that way and it's such a useful feature!
Ran into a different problem with detachments: it seems like the mod gets confused regarding detachments when your fleet has multiple ships of the same hull. If I try to make a detachment with one out of the three Brawlers in my fleet, for example, a random Brawler will be picked each time the detachment is created, even if there are major differences like s-mods.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: deino on July 23, 2022, 01:30:43 AM
The file is “/src/com/fs/starfarer/api/impl/campaign/econ/conditions/edicts/IndEvo_edict_customs.java”

The lines 80
I think the grammar here is wrong: "Decreased by" should be amended to "Accessibility"


and the lines 89
"Military Presence"  may also need to be changed to "Megaport"

 

[attachment deleted by admin]
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: 5ColouredWalker on July 24, 2022, 01:35:03 AM
Is there any way to tell if the Industrial Incentives Edict is worth using without save scumming for it?
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: pollopo on July 24, 2022, 09:25:37 AM
After I've been investigating for a while, I discovered that your mod made my colonies unable to increase the quality of my ships regardless of having an orbital works with nanoforge. Is this a bug? and in that case: How could it be fixed?
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: ShpunkY on July 26, 2022, 06:06:14 PM
hello SirHartley
Spoiler
I have a question, does the planet displacer structure take for example Stellar Mirror, Stellar Shade, Stellar Distributor from DIY planets? and also does it take Stellar Reflector Array and Astropolis stations from TASC with the planet or does none of these have a chance to come with the planet when it's displaced?
[close]
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: THEASD on July 29, 2022, 08:09:42 PM
IndEvo_DeconIgnoreWhitelists is "TRUE" by default, is it really alright?
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: crowman on July 31, 2022, 11:27:27 AM
Does the Interstellar Relay allow planets without Military Base/High Command to spawn medium/heavy patrols?
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: ChristophHRO on August 02, 2022, 10:28:24 AM
Does the Interstellar Relay allow planets without Military Base/High Command to spawn medium/heavy patrols?

Would be interested in this question too!

And also: "High command with a Relay Hypertransmitter is located [...] 6 Lightyears away allowing you building relays without any military presence"

But when i want to build Military Relays it says in orange color: "Needs a Military Base or High Comman in the star system".
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Marcoda on August 04, 2022, 12:47:31 AM
How exactly do I delete Courier fleet logs? They've accumulated in my log book and it's getting annoying having to look through at least a hundred of them to find what I want to find.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Overlord Mea on August 07, 2022, 03:58:52 AM
I have noticed that once you have shipped something you can never abandon/disassemble the location as Departure Log will crash the game with null point exception if you do abandon an outpost or a planet that has been used as a source/recipient of courier contract. This means that if by some circumstance a planet becomes de civilized it would destroy the save.

Is there any way to purge those departure logs? Simply pruning them from save file doesn't seem to work as it generates a slew of errors.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Kleenex on August 08, 2022, 12:15:57 AM
I have noticed that once you have shipped something you can never abandon/disassemble the location as Departure Log will crash the game with null point exception if you do abandon an outpost or a planet that has been used as a source/recipient of courier contract. This means that if by some circumstance a planet becomes de civilized it would destroy the save.

Is there any way to purge those departure logs? Simply pruning them from save file doesn't seem to work as it generates a slew of errors.

I managed to successfully delete the intel log in my save file. The tag you are looking for looks like this:

<com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.intel.ShippingIntel z="168940" tt="-55558083527000" nC="true" ending="true" eTR="7.0">
...
</com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.intel.ShippingIntel>

And inside the tags will have the particular details for the specific log. Once I deleted this section, I was able to open the Intel screen without crashing, and I could remove the outpost I made.
I have no idea what future side effects could happen, but at least my save is fixed.

While troubleshooting, I also learned that if you rebuild the outpost, the Intel screen will work again, maybe it would also work if the planet stops being decivilized?
I also tried the console mod, but I couldn't find any way to reference intel entries, let alone delete them.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Nimiety on August 09, 2022, 08:52:42 AM
I love minefields hiding in ring systems around planets and sapping 300 supplies from my survey fleets. Is there a way to predict them? Is it just anything with an arsenal station in orbit?

EE: Aha, just had to mouseover the 'minefield' bit near the action bar. Neat! Guess I must have gotten very unlucky trying to stealth past it, it says my chance of triggering was low.

Are these new colony manager skills yours as well? I love them, so nice to see some variety again
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Brainwright on August 09, 2022, 10:18:07 PM
I love minefields hiding in ring systems around planets and sapping 300 supplies from my survey fleets. Is there a way to predict them? Is it just anything with an arsenal station in orbit?

EE: Aha, just had to mouseover the 'minefield' bit near the action bar. Neat! Guess I must have gotten very unlucky trying to stealth past it, it says my chance of triggering was low.

Are these new colony manager skills yours as well? I love them, so nice to see some variety again

Just a note, this mod adds the ability to split up your fleet.  It's a skill on your tool bar that should be there when you start a game.  You can recall the fleet by using the ability again.

Good for downsizing your fleet to get past minefields.

By the way, are minefields supposed to totally decimate invading Nexelerin fleets?
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: A_Random_Dude on August 10, 2022, 06:18:22 AM
Just wanted to note that, while you can indeed split your fleet with this mod, there's currently a bug where the ability to do it won't apppear if you chose the tutorial start.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: ciph on August 10, 2022, 02:47:26 PM
How do I store and train my administrator with academy in my colony?  couldn't find the option...
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Brainwright on August 10, 2022, 09:01:21 PM
How do I store and train my administrator with academy in my colony?  couldn't find the option...

You need to have an academy there, and it should be an option when you approach the planet.

Otherwise, you can go to Galatia Academy and select the "Enter the Academy proper." option.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: SwaggyCthulhu on August 15, 2022, 06:52:25 PM
Hey, sorry if you've already answered this question somewhere else, but I was wondering how privateer raid force strength is calculated. What affects it? Fleet size, colony size, base, high command, etc?
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Levana on August 16, 2022, 01:36:08 AM
Would it be possible to add an edict for a more gentle removal of the decivilized debuff? Like, I dunno, something slower and like "requires lots of food and heavy machinery for a social housing program" for those of us who don't particularly want their faction to commit genocide.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Farya on August 16, 2022, 03:27:40 AM
Would it be possible to add an edict for a more gentle removal of the decivilized debuff? Like, I dunno, something slower and like "requires lots of food and heavy machinery for a social housing program" for those of us who don't particularly want their faction to commit genocide.
It does not really have to involve genocide. However people are potentially forcefully displaced from their unaccounted settlements into the major cities. Decivilised population is not all about Mad Max/Fallout raiders. There are also just people living in remote areas, unaccounted and not paying taxes.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Levana on August 18, 2022, 10:18:18 AM
Would it be possible to add an edict for a more gentle removal of the decivilized debuff? Like, I dunno, something slower and like "requires lots of food and heavy machinery for a social housing program" for those of us who don't particularly want their faction to commit genocide.
It does not really have to involve genocide. However people are potentially forcefully displaced from their unaccounted settlements into the major cities. Decivilised population is not all about Mad Max/Fallout raiders. There are also just people living in remote areas, unaccounted and not paying taxes.
I guess the optimal solution for me then is to just leave the Decivilized subpopulation alone, I guess.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Aldazar on August 19, 2022, 11:55:48 PM
What does IndEvo_ToggleMagicRandomSelector do?
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: alaricdragon on August 20, 2022, 01:16:09 PM
congratulations on mega mod status. I was quite surprise when I saw, but It makes sense that your mod world enter this category at some point.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Azumodei on August 22, 2022, 11:41:20 AM
I can't seem to download the mod, the link doesn't seem to work?

I've tried with different browsers and I can download a bunch of other mods without any problems?
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Rahmose on August 22, 2022, 12:04:02 PM
Hi I really want to download this mod with the other two mods reccomended (Grand Colonies, substance abuse) but none of the download links work or I couldnt find them would really appreciate a hand.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Dadada on August 22, 2022, 01:45:32 PM
The download seems to work, in fact all of the downloads for OPs (SirHartley) mods work, maybe your browser blocks the download?
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: SirHartley on August 22, 2022, 03:20:31 PM
Hey, sorry if you've already answered this question somewhere else, but I was wondering how privateer raid force strength is calculated. What affects it? Fleet size, colony size, base, high command, etc?
colony size, fleet size
should probably buff it actually

What does IndEvo_ToggleMagicRandomSelector do?
toggles the magic random selection

download broken
seems to work alright for me? idk...
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Rahmose on August 22, 2022, 05:32:40 PM
is it possible its region locked Im in Turkey
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Rahmose on August 22, 2022, 05:39:39 PM
Yep just tried it VPN it works its a region thing so everyone else whose having problems there you go, use VPN.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Azumodei on August 23, 2022, 11:57:27 AM
ah ok great, I'm from Turkey too so that's why.

thanks
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: JenkoRun on August 23, 2022, 02:30:35 PM
What are the conditions for Rift Generators to spawn? And can they spawn on worlds with the no atmosphere modifier? Cheers.

Also, I saw something mentioned about cryorevival disabler on rift generator worlds, does this prevent cryo revival from being built on worlds with rift generators? I'd be sad if that was the case as I use a RP mod to let me surpass the size 6 limit if a sleeper is in the same system.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Lord_Orion on August 24, 2022, 10:51:25 AM
The game keeps crashing whenever I try to open the Intel tab. The crash log seems to indicate that it's the courier port doing it, but I've had it for 2+ cycles (left unused, disbanding it didn't work) without problems. I would add the full crashlog but the forum kept giving me a database error because of a couple weird characters.



Spoiler
I am having a similar issue, though I am running a bunch of mods, so I am not sure if me sending you anything is actually helpful. It occurs occasionally when I open or close the intel tab. I wasn't having this issue for most of my playthrough, so I must have done something to cause this to start happening recently. Here is the log:

Code
5298824 [Thread-7] INFO  sound.public  - Cleaning up music with id [loa_ars_market_neutral.ogg]
5299193 [Thread-10] INFO  sound.OooO  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
5299686 [Thread-3] INFO  sound.public  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
5303187 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.intel.ShippingIntel.getMapLocation(ShippingIntel.java:306)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.getIntelTags(BaseIntelPlugin.java:277)
at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.intel.ShippingIntel.getIntelTags(ShippingIntel.java:321)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.super(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.private.Object(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.ÒÕ0000(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.campaign.comms.F.Õø0000(Unknown Source)
at com.fs.starfarer.campaign.comms.F.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.ui.Q.setSize(Unknown Source)
at com.fs.starfarer.ui.newui.OO0O$7.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]
[/spoiler]


Same here when I open my intel screen I get a null pointer error and the game crashes. Going back to an earlier save it happens again around the same time. However I have noticed that the error coincides with port becoming decivilized. My error looks those quoted below.

Code
Caused by: java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.intel.ShippingIntel.getMapLocation(ShippingIntel.java:306)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.getIntelTags(BaseIntelPlugin.java:277)
at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.intel.ShippingIntel.getIntelTags(ShippingIntel.java:321)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.super(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.private.Object(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.ÒÕ0000(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.campaign.comms.F.Õø0000(Unknown Source)
at com.fs.starfarer.campaign.comms.F.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.ui.Q.setSize(Unknown Source)
at com.fs.starfarer.ui.newui.OO0O$7.actionPerformed(Unknown Source)
... 16 more

Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Anonyium on August 26, 2022, 06:14:06 PM
Is it possible to implement a means to delete courier logs? Right now, they simply accumulate in the intel screen. Attempting to delete them manually is a mixed bag; for some it works, but I can't seem to remove them without causing a crash.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: MistaDekard on August 26, 2022, 10:01:39 PM
Really enjoying this mod so far, but I'm having serious problems with the detachment system.

1. Whenever I spawn a detachment, it ignores any weapons or fighters I loaded into it's cargo and keeps them in the main fleet.

2. Whenever I move Marines to and from the detachment it strips all of their experience.

The detachment system is useful to the point I'm surprised it's not a vanilla mechanic, but these issues make it unusable. Any ideas for a fix?
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Blek on August 28, 2022, 06:16:55 AM
Hey there!

Really love this mod and especially the Courier port feature, that is, until today when I went to my main planet and found my ship storage empty...

I've retracked my save files one by one to see when was last time I had my spare ships still in there and found that it was right before setting up couriers for forges. I have not clicked in the options that I want them to transport ONLY cargo, as I assumed it would by "everything" only take items that fit into that industrial supply storage.

I have since tried to recreate this, and it happened again.

The ship leaves with Forge templates AND all my ships in storage but delivers ONLY Forge templates. The ships are nowhere to be found, I have checked almost every storage possible.

Now, just as I was writing this post, I decided to try retracing my steps back and see if something helps correct this bug (well, probably I can call it that?), hoping my huge collection of ships did not get lost :) and I'm so glad it worked!

Solution: So, I've sent another shipment with ALL items and ALL ships option, but this time I've tried sending it back to my main planet... and although ships were not logged into shipping log (where you can see what items are being transported), they arrived back safely at the base.

So, as a suggestion, maybe you should remove the option of automatic assignment of "all ships" when it comes to Industrial Supply store? As ships do not fit in there anyway. Maybe it will save somebody a mini heart attack like I had :D I can only assume they were kept in Industrial supply store but kept hidden.

P.S. Luckily, they did not charge me for transporting over 1k DP fleet back and forth... Although it WOULD'VE helped me notice it :D
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Yunru on August 28, 2022, 07:57:41 AM
Ships do fit in Industrial Supply storage though, it's where they get reverse engineered from.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: My Blind Third Eye on August 29, 2022, 06:27:59 PM
Hello, I think I found a bug. The Riftpulse Cycler won't fit in Medium or Large energy mounts. It works for Small energy, as well as Small and Medium Ballistic mounts. I don't have a ship with the Large Ballistic mount available, so I haven't been able to test that. Does anyone else have this issue?

-Edit: The same goes for Medium Universal mounts, and Medium Synergy mounts, but it works fine for Medium Hybrid mounts.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Phenir on August 29, 2022, 09:03:46 PM
Hello, I think I found a bug. The Riftpulse Cycler won't fit in Medium or Large energy mounts. It works for Small energy, as well as Small and Medium Ballistic mounts. I don't have a ship with the Large Ballistic mount available, so I haven't been able to test that. Does anyone else have this issue?

-Edit: The same goes for Medium Universal mounts, and Medium Synergy mounts, but it works fine for Medium Hybrid mounts.
Weapon mounts in general can only support one size lower. Dual-type weapon mounts can only support weapons of the same type or weapons that are only one of the two types that make up the weapon mount type, and also can only support smaller weapons that are the exact same type. Hybrid weapons depend on their "Counts as for stat modifiers" for what larger weapon mount type they can fit into. A medium hybrid mount can only fit medium and small hybrids and medium energy and ballistic. Riftpulse cycler is a small hybrid that counts as ballistic so it fits into small energy, ballistic, universal, and hybrid and medium ballistic and hybrid weapon mounts.
In short, there is no bug here, just confusing mounting restrictions for dual-type weapons.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: JenkoRun on September 01, 2022, 03:54:38 PM
Feature request: A way to close Artificial Tears, or at least make them disappear after a while, they're kinda clogging up the systems I take the planets through.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Maethendias on September 03, 2022, 11:36:57 AM
question, is it intended that ... in-  system salvage yards take priority over LOCAL heavy industry?
cause my main military planet just decided to cry about "salvage yard without heavy industry", despite me having both a local orbital works with forge, and on a nearby planet a salvage yard thats also filled to the brim with stuffs...

edit, apparently it is...

would be nice to be able to limit salvage yard outputs, instead of it being apparently limitless (like lmfao wat)
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Shadowkiller on September 03, 2022, 04:21:02 PM
Please for the love of Ludd tone down the mine fields, taking 2000 supplies worth of damage just trying to get past and trade is intolerable. Its also severely hindering the ai's ability to invade (beyond whats reasonable) I just witnessed 7 massive fleets get taken down to 5 cr and lose to a battlestation that should have died immediately.

I like the concept (as i do all your additions) but its heavily over toned, i dont go to locations with minefields anymore, or just cheat my way past because i wont want to risk 200,000$ credits of repairs.

Edit: Saved those 7 fleets by taking care of the battle station and now the ai is self destructing by riding back and forth over the mine fields while trying to bombard the planet, so def needs to be toned down the the ai because they're immolating themselves even without an enemy to fight.


Second edit: Its impossible for the ai to bombard/raid/invade a planet if the planets size is to large and reached the ring of mines, they bounce in-between the planet and mines trying to interact with the planet but getting interrupted by explosions from the mines until literal picket ships show up engage the invasions fleets and destroy them. Spent 3 months babying the 7 invasion fleets yet they still failed to bombard Lucifron.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Maethendias on September 04, 2022, 01:23:08 AM
is there a way to disable courier intel spam? cause dayum courier contracts bloat your faction intel
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: FreonRu on September 04, 2022, 06:24:30 AM
SirHartley, good day. As I have said more than once - I really like your mod, now it's a megamod. With every new game I use it and get great pleasure.

Because your mod introduces a lot of structures and industries, kindly think about the following thought: there are very few food producers in the world of the Star Sector. there are very few planets suitable for agriculture (inhabited and uninhabited). Constant hunger and extinction of the population and, in the end, cannibalism ... a very, very terrible situation. We need buildings that can be built on planets without farmland. Hydroponic farms / mushroom farms / green soylent production (total nonsense).

Thanks in advance for your thought
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: DefiasOne on September 04, 2022, 12:42:57 PM
I colonized a planet with a self replicating minefield but it's still hostile to my fleet.
Is there any way to fix this?
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Timtumm on September 05, 2022, 04:40:35 PM
Love the mod. One of the favorite things I looks forward to is hitting a planet, and having it be a factory where I can Sacrifice my crappy ships (I carry a bunch of pirate crap for this reason) for a much better ship.
In my current game, I found 2 factories (in like the first 10 planets I saw) very early and I have now seen over a 100 (not an exaggeration, I have the Cosmos achievement) and I have not found any other.

So my question is, do you stop finding factories to sacrifice to after your fleet is larger than a certain size? Is this adjustable? Is it based on how long you have been playing?
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: bob888w on September 05, 2022, 06:37:40 PM
Probably should note the commerce nerfs in a section of the front mod page. I know it says so in the change logs, but at first glance that's hard to find
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: TheJanitor47 on September 08, 2022, 08:33:11 PM
Can i update this mod on an existing save file? or will that break it?
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: TimeDiver on September 08, 2022, 08:50:12 PM
Can i update this mod on an existing save file? or will that break it?
Quoted from the very first post of this forum thread:
Quote
This can NOT be added to ongoing games - and it will break saves if removed.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: lolitsjack on September 11, 2022, 06:26:19 AM
What happens when you get two salvage yards in the same system? I built one, and then I took over a derelict base that had one. Do they compete for salvage points? Do I get double the output?
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: epsilonflash on September 12, 2022, 06:40:22 AM
Please for the love of Ludd tone down the mine fields, taking 2000 supplies worth of damage just trying to get past and trade is intolerable. Its also severely hindering the ai's ability to invade (beyond whats reasonable) I just witnessed 7 massive fleets get taken down to 5 cr and lose to a battlestation that should have died immediately.

I like the concept (as i do all your additions) but its heavily over toned, i dont go to locations with minefields anymore, or just cheat my way past because i wont want to risk 200,000$ credits of repairs.

I'd like to second this. Minefields are a neat concept, and one I'd like to see implemented in a way that adds something interesting to the game. But at the moment, all they are is a bother that imposes an unacceptably high resource loss for barely any reason, and the worst part is that there isn't an intuitive way to avoid that damage. If we're going through an asteroid field or a hyperspace storm, we can hold S and slow down to avoid their minor inconveniences in a 100% guaranteed manner. If we're going through a minefield, the only options if we don't want to be set back immensely are reloading until the RNG decides we don't have to pay thousands of supplies, or go through the tedious process of splitting your fleet, going about your business, and then rejoining.

As it stands, minefields are an instant disable for me every time I download a new version of this mod, because that's what minefields are adding to the game at the moment; a three-way choice between eating a huge loss for no potential gain whatsoever, savescumming, or going through an added pointless hassle (which wouldn't be significant if it was a one-time thing, but is sure to start grinding on one's patience after the 10th time visiting a minefield planet)
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Ruddygreat on September 12, 2022, 06:51:16 AM
note : minefield collisions use (roughly, afaik) the same code as asteroid collisions, if you go slow and have a smaller fleet, you have a lower chance of being hit by them
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Sternmann-3302 on September 12, 2022, 09:43:23 AM
Hi,
Nice mod man, but I'm having a bit of trouble downloading the update. When I click the download link, I get this message from my browser:
"An error occurred during a connection to bbuseruploads.s3.amazonaws.com. "

I have tried to use a VPN to download the mod, though if this works for some people specific locations would be helpful.
I get the same problem when going directly to your bitbucket download repository page also.

Any advice on what this problem is would be greatly appreciated!
Thanks
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: SoSD on September 13, 2022, 04:04:25 PM
I'm curious if it would be possible to change one of the AI core effects on the Salvage Yard to prevent it from contributing to your production budget and also prevent it from overriding your Orbital Works and reducing your ship quality.

It would be neat to be able to build Salvage Yards in hotly contested systems and profit from the carnage without tanking your ship quality whenever the yard gets a big haul of salvage.

Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Maethendias on September 17, 2022, 09:25:02 AM
i have a question, the military relay interstellar version doesnt acutally count the bonus from the right planet, and thusly gives a weaker bonus than thought of to out of the way colonies

intstead of pulling the bonus fleetsize from a 387% world with high command with omega and engine directly, it pulls it instead from a secondary world (which ironically itself takes a fleet bonus from the local high command)

also how do you get rid of lawless subpop when you get rid of a privateer base?
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Malignantcookie on September 17, 2022, 06:36:43 PM
Loving the mod, but is there any plans to make the engineering hub less than of a pain in the ass? Having to overwrite blueprints when you have already sacrificed 4-8 ships to reverse engineer is just adding insult to injury. Why can't it just be added to you list of known blueprints when you reach 100%? Maybe a config setting to make it just give you a blueprint of the ship when its done?
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: ShadowLurker on September 17, 2022, 07:45:32 PM
Hey, I found a bug that caused a NullPointerException relating to the Courier ports.

If you shipped something from a station (Haven't tested it on a planet yet, but I believe it cause the same issue), and then consequently cause decivilization on said station, opening the intel screen will cause a CTD with said NullPointerException.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: White Hound Black Lotus on September 19, 2022, 12:17:56 AM
out of curiosity what is all of this?

Cause every time I spawn them, and look at the picture it always crashed me?


addspecial IndEvo_consumable_drones;

addspecial IndEvo_consumable_locator;

addspecial IndEvo_consumable_nanites;

addspecial IndEvo_consumable_radar;

addspecial IndEvo_consumable_scoop;

addspecial IndEvo_consumable_spike;

addspecial IndEvo_consumable_stabilizer;

addspecial IndEvo_consumable_supercharger ;

addspecial IndEvo_log_core;

addspecial IndEvo_neurals;

addspecial IndEvo_simulator;
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: SirHartley on September 19, 2022, 11:29:24 AM
maybe you shouldn't spawn in unfinished content, then?
you'll see what that is in due time.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Wallace Lord of Owls on September 20, 2022, 03:17:19 PM
I've got a bug to report. While setting up my courier contracts to allow me to automate ship printing, I appear to have deleted all my ships in storage on my main world. This appears to be because I accidentally set a courier contract to ship everything to a hull forge on another planet. For the items, this correctly only shipped filled templates to the hull forge, but it also appears to have shipped the ships in storage as well, and because the hull storage doesn't have a ship storage section, it appears to have simply deleted them.

The storage part of the intel backs this up, as the ships are nowhere to be found. Checking the courier log unfortunately cannot confirm this, as after a delivery is finished, when "everything" is selected it appears to simply say "All ships and All items" instead of what exactly was shipped.

I have tested it out and it seems pretty easy to reproduce.

Steps to reproduce:
- Have two planets, one with ships in storage and another with a hull forge
- Create Courier contract to transport all items and ships (everything) from first planet storage to second planet hull forge inventory
- Watch as all the ships are deleted

Expected result:
- Hull forge would not allow ships to be sent to it, preventing accidental deletion of ships
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Damonvi on September 20, 2022, 11:16:25 PM
im having an issue with the "fleet detach" ability. it may be because i have other mods that add abilities, but i dont see it in the "library" of abilities after right clicking an open slot on my hotbar.

am i silly, or is there some kind of condition i have to meet in order to create another fleet?

Edit1: after a while of head scratching, i considered starting a new game, to see if it would populate the ability in. well, it did. so when i went back to the save i had in progress (and invested a lot of hours into), the ability isnt there.

so is there a way to "refresh" the abilities you dont have in your hotbar in order to show all abilities (including all added modded abilities) mid-save?


Edit2: dammit, im a fool. i thought i read on the mod description that this was save friendly, but i must have mandella effect-ed the "save compatible" part from another mod i recently installed. i now realize that its NOT save compatible, and this is probably an effect of that. well, now im sad, because i get to miss a feature i was really looking forward to in my mid-late-game current playthrough, and i'd rather not shelf this great system i've painstakingly managed for so many hours.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Criarino on September 21, 2022, 01:47:51 PM
The minefield of the planet I conquered (chicomoztoc in this case) sometimes explode on me, even though I own the planet
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: ShadowLurker on September 21, 2022, 04:20:24 PM
The minefield of the planet I conquered (chicomoztoc in this case) sometimes explode on me, even though I own the planet
Did you have your transponder on? If you don't have it on, the minefield can't recognize you and will blow up on you.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: White Hound Black Lotus on September 22, 2022, 01:33:18 AM
I've got a bug to report. While setting up my courier contracts to allow me to automate ship printing, I appear to have deleted all my ships in storage on my main world. This appears to be because I accidentally set a courier contract to ship everything to a hull forge on another planet. For the items, this correctly only shipped filled templates to the hull forge, but it also appears to have shipped the ships in storage as well, and because the hull storage doesn't have a ship storage section, it appears to have simply deleted them.

The storage part of the intel backs this up, as the ships are nowhere to be found. Checking the courier log unfortunately cannot confirm this, as after a delivery is finished, when "everything" is selected it appears to simply say "All ships and All items" instead of what exactly was shipped.

I have tested it out and it seems pretty easy to reproduce.

Steps to reproduce:
- Have two planets, one with ships in storage and another with a hull forge
- Create Courier contract to transport all items and ships (everything) from first planet storage to second planet hull forge inventory
- Watch as all the ships are deleted

Expected result:
- Hull forge would not allow ships to be sent to it, preventing accidental deletion of ships

oh my bad I thought it was already in game XD
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Yunru on September 22, 2022, 05:05:20 AM
I've got a bug to report. While setting up my courier contracts to allow me to automate ship printing, I appear to have deleted all my ships in storage on my main world. This appears to be because I accidentally set a courier contract to ship everything to a hull forge on another planet. For the items, this correctly only shipped filled templates to the hull forge, but it also appears to have shipped the ships in storage as well, and because the hull storage doesn't have a ship storage section, it appears to have simply deleted them.

The storage part of the intel backs this up, as the ships are nowhere to be found. Checking the courier log unfortunately cannot confirm this, as after a delivery is finished, when "everything" is selected it appears to simply say "All ships and All items" instead of what exactly was shipped.

I have tested it out and it seems pretty easy to reproduce.

Steps to reproduce:
- Have two planets, one with ships in storage and another with a hull forge
- Create Courier contract to transport all items and ships (everything) from first planet storage to second planet hull forge inventory
- Watch as all the ships are deleted

Expected result:
- Hull forge would not allow ships to be sent to it, preventing accidental deletion of ships
I suspect if you build a Reverse Engineering on the destination planet, you'll find them in the industrial storage.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: 123nick on September 22, 2022, 01:51:32 PM
i think i found a bug! i used an edict :forced reelocation on the first colony, and the second colony (which is in system) doesnt get the buff, while the first one DOES get the debuff to growth, and all get stab penalities

here is the colony with the senate and where i enacted the edict:
(https://media.discordapp.net/attachments/512356777451323393/1022600130790162432/unknown.png)

and second colony:
(https://media.discordapp.net/attachments/512356777451323393/1022600179687374889/unknown.png)

Loge: https://gist.github.com/0510f128bc0f2daeca8e4378ccceeb70
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Wallace Lord of Owls on September 22, 2022, 04:15:56 PM
I've got a bug to report. While setting up my courier contracts to allow me to automate ship printing, I appear to have deleted all my ships in storage on my main world. This appears to be because I accidentally set a courier contract to ship everything to a hull forge on another planet. For the items, this correctly only shipped filled templates to the hull forge, but it also appears to have shipped the ships in storage as well, and because the hull storage doesn't have a ship storage section, it appears to have simply deleted them.

The storage part of the intel backs this up, as the ships are nowhere to be found. Checking the courier log unfortunately cannot confirm this, as after a delivery is finished, when "everything" is selected it appears to simply say "All ships and All items" instead of what exactly was shipped.

I have tested it out and it seems pretty easy to reproduce.

Steps to reproduce:
- Have two planets, one with ships in storage and another with a hull forge
- Create Courier contract to transport all items and ships (everything) from first planet storage to second planet hull forge inventory
- Watch as all the ships are deleted

Expected result:
- Hull forge would not allow ships to be sent to it, preventing accidental deletion of ships
I suspect if you build a Reverse Engineering on the destination planet, you'll find them in the industrial storage.

I gave that a try, build an engineering hub and no dice. Seems like the ships are just deleted.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Wallace Lord of Owls on September 22, 2022, 04:22:20 PM
I've got a bug to report. While setting up my courier contracts to allow me to automate ship printing, I appear to have deleted all my ships in storage on my main world. This appears to be because I accidentally set a courier contract to ship everything to a hull forge on another planet. For the items, this correctly only shipped filled templates to the hull forge, but it also appears to have shipped the ships in storage as well, and because the hull storage doesn't have a ship storage section, it appears to have simply deleted them.

The storage part of the intel backs this up, as the ships are nowhere to be found. Checking the courier log unfortunately cannot confirm this, as after a delivery is finished, when "everything" is selected it appears to simply say "All ships and All items" instead of what exactly was shipped.

I have tested it out and it seems pretty easy to reproduce.

Steps to reproduce:
- Have two planets, one with ships in storage and another with a hull forge
- Create Courier contract to transport all items and ships (everything) from first planet storage to second planet hull forge inventory
- Watch as all the ships are deleted

Expected result:
- Hull forge would not allow ships to be sent to it, preventing accidental deletion of ships

oh my bad I thought it was already in game XD

It seems like the same thing happens with the hull deconstructor; accidentally lost a bunch of ships sending repaired forge templates to that with a courier contract as well. I'd imagine the same issue exists for many of the buildings.

I appear to have found another bug as well. The bonus production the ancient laboratory gives seems to work fine for the heavy armaments and ship hulls, but when you install an alpha ai core it doesn't actually increase the organ production for your Population and Infrastructure building like it's supposed to.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Phalamy on September 24, 2022, 12:10:04 PM
Hey there is seems I encountered a weird problem.
I can't but a Radiant into the Hull Deconstructor anymore.
The Radiant is in the whitelist, I was able to put it in there in my previous playthrough and I only added a couple mods since.
All other base game Redacted ships still work perfectly fine as far as I can tell.

The mods I added since

Scrapyard Armories
Vayra's Ship Pack
Stop Gap Measure
Nes's SAW
EXPSP
Biltach Coalition
Arsenal Expansion
Truly Automate Ships


Would really appreciate any help!
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Waladil on September 24, 2022, 05:36:10 PM
Hey, I found a bug that caused a NullPointerException relating to the Courier ports.

If you shipped something from a station (Haven't tested it on a planet yet, but I believe it cause the same issue), and then consequently cause decivilization on said station, opening the intel screen will cause a CTD with said NullPointerException.

This bug was causing crashes for me too. It took me a while to figure out what was going on. In my case, I had captured a small colony, it's original owners re-captured it, and then it decivilized. I didn't think anything of the deciv warnings because I didn't really care about the colony. You know until my game started crashing.

In my case, it was a volcanic world, so it happens to planets as well as stations. It may be worthwhile to note that the contract should have been finished before the decivilization occurred -- it was a one time contract to haul everything from the small colony to my central market world.

I fixed it by flying back to the planet and re-colonizing it without opening my intel screen. It seems like once the planet was re-colonized the crashes stopped.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: jocan2003 on September 26, 2022, 12:12:18 PM
Hey, I found a bug that caused a NullPointerException relating to the Courier ports.

If you shipped something from a station (Haven't tested it on a planet yet, but I believe it cause the same issue), and then consequently cause decivilization on said station, opening the intel screen will cause a CTD with said NullPointerException.

This bug was causing crashes for me too. It took me a while to figure out what was going on. In my case, I had captured a small colony, it's original owners re-captured it, and then it decivilized. I didn't think anything of the deciv warnings because I didn't really care about the colony. You know until my game started crashing.

In my case, it was a volcanic world, so it happens to planets as well as stations. It may be worthwhile to note that the contract should have been finished before the decivilization occurred -- it was a one time contract to haul everything from the small colony to my central market world.

I fixed it by flying back to the planet and re-colonizing it without opening my intel screen. It seems like once the planet was re-colonized the crashes stopped.
It seem i suffer from the same ill-fate of crashing when opening the intel screen. Now to find wich market went bye bye, without using the intel screen.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: justnewaccount3131 on October 01, 2022, 07:31:41 AM
just made this account (I am just a passive reader usually on forums) to ask you to make minefields an option I can at least toggle off.

thank you!

I love all the ideas in this mod except minefields. they make me enjoy the game less.

thanks for your and all the other modders's great work.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: SirHartley on October 01, 2022, 11:28:53 AM
There is a setting already
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: jocan2003 on October 02, 2022, 12:13:59 PM
Any chance for a fix on the NPE? My game as been broken for a few days now. Hard to play without the intel screen. Even after recapturing/colonizing all planet i could find in my savefile that had the wascivilized=true tag (wich was only 4 abut was a pain to find without the intel tab haha)
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: SirHartley on October 03, 2022, 04:36:46 AM
ye, it's fixed in the dev version, but I sadly can't fix it with a hotfix since the codebase is so far gone from the release version it'd just die horribly...
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Fishbones on October 05, 2022, 03:45:48 PM
Got a bug i think crashes after i set my shipping at a com relay (assigned gamma core at the courier port) then after a few seconds my game crashed, here's the log

Spoiler
139353 [Thread-3] INFO  exoticatechnologies.modifications.ShipModFactory  - Generating bandwidth for fm ID [214f66d]
139387 [Thread-7] INFO  sound.public  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
139776 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.listeners.ShippingMana ger.chargePlayer(ShippingManager.java:93)
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.listeners.Shipment.ini t(Shipment.java:66)
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.listeners.ShippingMana ger.performShippingActions(ShippingManager.java:86)
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.listeners.ShippingMana ger.onNewDay(ShippingManager.java:65)
   at com.fs.starfarer.api.plugins.timers.IndEvo_TimeTracker.onNewDay(IndEvo_TimeTracker.java:136)
   at com.fs.starfarer.api.plugins.timers.IndEvo_TimeTracker.advance(IndEvo_TimeTracker.java:117)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]

Items i added on the shipping menu were just vanilla colony items, a drug vpc, and some Terraforming Items from DIY planets, was happening during a Raid in system if that helps.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: jocan2003 on October 07, 2022, 01:02:04 AM
Is there a way i can delete reference to route saved in my savefile so it doesnt kick in when i open the intel screen? Any kind of pointers would help.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Fishbones on October 07, 2022, 01:57:36 AM
Man i keep Crashing at anything concerning courier ports, raid notif popped up on my system after checking intel screen game crashed.
here's the log
Spoiler
63577 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.intel.ShippingIntel.ge tMapLocation(ShippingIntel.java:306)
   at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.getIntelTags(BaseIntelPlugin.java:277)
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.intel.ShippingIntel.ge tIntelTags(ShippingIntel.java:321)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.super(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.private.Object(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.ÒÕ0000(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.for.setSize(Unknown Source)
   at com.fs.starfarer.campaign.comms.F.Õø0000(Unknown Source)
   at com.fs.starfarer.campaign.comms.F.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.for.setSize(Unknown Source)
   at com.fs.starfarer.ui.Q.setSize(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O$7.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.OoO0.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.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]
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: JustThatGoo on October 07, 2022, 07:48:33 PM
What does the "CommerceBalanceChanges" setting change? Tried searching through the posts here but couldn't find out exactly
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: jocan2003 on October 09, 2022, 05:42:41 AM
For those crashing when opening the 8intel screen, i managed to fix the crashes. It involves editing the savegame.

basicly search for <com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.intel.ShippingIntel> and delete everything between all these tags and </com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.intel.ShippingIntel>

should look something like that

Spoiler
<com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.intel.ShippingIntel z="534510" tt="-55586113092000" nC="true" ending="true" eTR="7.0">
<shipment z="534511">
<contract z="534512">
<id>8bba85</id>
<name>Contract 1</name>
<fromMarketId>market_system_4426:planet_3</fromMarketId>
<toMarketId>magellan_planet_annore</toMarketId>
<fromSubmarketId>storage</fromSubmarketId>
<toSubmarketId>storage</toSubmarketId>
<scope>EVERYTHING</scope>
<targetCargo cl="CargoData" z="534513" uS="true" mC="1000.0" sU="50.0" mF="500.0" mP="750.0" fT="false">
<s z="534514"></s>
<c z="534515">
<value>0.0</value>
</c>
</targetCargo>
<variantList z="534516"></variantList>
<recurrentDays>31</recurrentDays>
<isActive>true</isActive>
<elapsedDays>0</elapsedDays>
</contract>
<cargo cl="CargoData" z="534517" uS="true" mC="1000.0" sU="0.0" mF="500.0" mP="750.0" fT="false">
<s z="534518"></s>
<c z="534519">
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[close]

After you might have to delete this entry

Spoiler
<e>
<st>IndEvo_couriers</st>
<Faction ref="534525"></Faction>
</e>
[close]
It did allow me to access the intel screen, but i have no idea the effect long term yet so BACK UP YOUR SAVE!!!!

Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: robepriority on October 09, 2022, 08:37:17 AM
Is there a particular reason why VPCs create items in storage?
It feels like it's too easy a source of income for the cost of using them.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: SirHartley on October 09, 2022, 10:12:17 AM
because it's neat
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Oni on October 09, 2022, 11:20:03 AM
Is there a particular reason why VPCs create items in storage?
It feels like it's too easy a source of income for the cost of using them.
Not as much as you'd think considering the logistical costs of the structure creating them, going to pick them up and carrying them to where you should sell them. By the time you can really exploit it, it'll be a very minor portion of your income (as compared to your colonies as a whole).
because it's neat
That too.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: bodeshmoun on October 11, 2022, 07:56:06 AM
Hello

There is a small mod compatibility issue between Everybody Loves KoC and Industrial.Evolution that increase the number of industry on Agreus to 5 over the maximum number of industries on the planet :
Techmining and refining are present in vanilla.
And ad you know Everybody Loves KoC add two more industries and increase the size of the market to 6 (making 4 the max number of industries).
Industrial.Evolution add a new industry Salvage Yards making the count to 5.

As a workaround, I remove heavy industry, as I play with both mods and this industry seems the most redundant with Salvage Yards.

After I reported the problem in Everybody Loves KoC topic, Great Wound suggested Industrial.Evolution mod could remove heavy industry if present.
[...] The best solution is probably to set IE to autoremove Heavy Industry when detected on Arcadia. I don't have an issue with this.

What do you think of this solution ?
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: SirHartley on October 11, 2022, 09:38:00 AM
not entirely sure why I am supposed to clean up another mods mess, truth be told, but I'll account for it in the next update.

Another public mod overriding my settings file by default is absolutely unacceptable and will make me rather unhappy.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: robepriority on October 11, 2022, 11:07:08 AM
Is there a particular reason why VPCs create items in storage?
It feels like it's too easy a source of income for the cost of using them.
Not as much as you'd think considering the logistical costs of the structure creating them, going to pick them up and carrying them to where you should sell them. By the time you can really exploit it, it'll be a very minor portion of your income (as compared to your colonies as a whole).
because it's neat
That too.

Using edict/commerce to sell on-site makes the only concern *which* VPC to use.
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: SirHartley on October 11, 2022, 12:14:28 PM
(https://i.imgur.com/7k1QAas.png)


SOMETIMES SAVE COMPATIBLE
Sometimes works, sometimes doesn't - no idea why


Download (https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution3.1.b.zip)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)
Requires LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444.0)

There are currently no known compatibility issues with other mods.
Yes, this means it is compatible with Nexerelin and Terraforming and Station Construction.


Integrated with Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0)
Pairs well with Grand.Colonies (https://fractalsoftworks.com/forum/index.php?topic=20986.0)
as well as Substance.Abuse (https://fractalsoftworks.com/forum/index.php?topic=24378)



Consumable items, minefield balancing and adjustments, sprite updates, fixes, fixes, fixes, and a small present that I thought would bring joy and happiness - it is indicative of how much I love all of you.



Change Log
3.1.a
  • General
  • Added - President Matt Damon added to credits of this mod for help with vectors and math. Thank you!
  • Fixed - Corrected all those getList tooltips to get
  • Items
  • Added - Consumable Item: Nanite Repair Module - Repairs your fleet, restores CR
  • Added - Consumable Item: Tech Locator - Grav Scan for hyperspace, indicates systems with lots of loot
  • Added - Consumable Item: Drive Bubble Spike - Deploys a mine that fires an interdiction pulse when an enemy fleet is in range
  • Added - Consumable Item: Sensor Decoy - Attracts military fleets in a large radius, baits artillery fire
  • Added - Consumable Item: Fuel Scoop - Succs juicy space fuel from a nearby star or nebula
  • Added - Consumable Item: Transpoofer - Changes the faction of your fleet for a time
  • Note - Some can be bought, all can be found through combat and exploration
  • Adjusted - Switch to non-vanilla drop group system, courtesy of Matt
  • Adjusted - Drop rates on all IndEvo items and loot overhauled
  • Weapons
  • Adjusted - Rift Pulser now properly scales with ballistic hullmods
  • Adjusted - Causality Disturber is now Hybrid (what have you brought upon us)
  • Adjusted - Causality Disturber Sprite Update (Courtesy of Nia)
  • Adjusted - Revised Causality Disturber Stats - less burst, more sustainability (Courtesy of Nia)
  • Adjusted - Rift Pulser Sprite Update (Courtesy of Nia)
  • Artillery Stations
  • Added - 3 Types of artillery that shoot you on the campaign layer. This is the extent of my love. Please die.
  • Added - Artillery to Eochu Bres, Chicomoztoc, Kazeron, Sindria
  • Added - Derelict Artilleries that will find you while exploring - conquer them to build your own, if you can.
  • Added - Watchtower stations to hack or take over, that report your location to the artillery
  • Added - Incredibly well balanced combat implementation, made with love and care.
  • Research Projects
  • Added - Project Transistor - Trade Relic Components for consumable items
  • Fixed - Intel entry no longer shows up in decivilized tab and is now properly marked important
  • Minefields
  • Added - 2 seconds of invulnerability after a jump
  • Adjusted - Phase ships now only add 0.3x their hull size weight to hit chance calc
  • Adjusted - Damage reduced by 50% (they still hurt)
  • Adjusted - No longer blows up on fleets in combat
  • Adjusted - Bounty and "Important" Fleets are no longer affected by minefields (cheaters, man, amirite)
  • Adjusted - Friendly fleets ignore minefields and will no longer get stuck trying to pass them
  • Adjusted - Increased immunity time after strike for NPC fleets
  • Adjusted - NPC fleets in "immunity time" now treat the minefield as if it was not there = much smoother transition
  • Fixed - Visual IFF check now matches explosion IFF (properly turns green when friendly ect...)
  • Embassies
  • Added - Faction: UAF
  • Engineering Hub
  • Fixed - No longer removes all blueprints of a size from IndStorage when creating a new one
  • Courier Port
  • Adjusted - No longer gets placed on core worlds randomly
  • Fixed - No longer transfers cargo/ships to inventories that can not hold them when "all" is selected
  • Fixed - Shipping intel now vanishes after finishing (just like your dad back then)
  • Fixed - Crash when shipping port intel could not find valid map location
  • Fixed - Crash when shipping from a Nex goverened colony
  • Privateer Base
  • Adjusted - Failed raids now give 30% more output than before (to compensate the unplanned decay nerf)
  • Fixed - No more infinite output stacking with industrial incentives
  • Fixed - Now ignores bonus supply for output decay
  • Note - 2 base output (+ 3 bonus) - 2 decay = 0 supply next month, where up until now it would have been 3
  • Academy
  • Adjusted - Manually blacklisted that one Oculian Armada skill everyone was getting
  • Fixed - No longer counts mercenaries against the officer limit
  • World Wonders
  • Added - Custom image for Timids Kadur rework
  • Fixed - No longer awards SP when an NPC builds one
  • Fixed - Stability Bonus for other in-System worlds is now properly permanent
  • Derelict Industries
  • Adjusted - Laboratory bonus can no longer resolve to modded commodities
  • Fixed - Hull Forge crash when printing a ship (Mod Incompatibility with GundamGC...)
  • Fixed - Rift Generator can no longer spawn on planets with minefields (new game)
  • Detachments
  • Fixed - Ability now gets added to your hotbar after the tutorial ends
  • Fixed - Now properly transfers weapons and fighters on creation
  • Fixed - Crash when orbit focus had no orbit
[close]
Title: Re: [0.95.1a] Industrial.Evolution 3.1.b - Campaign content expansion
Post by: SirHartley on October 11, 2022, 12:35:54 PM
Immediately had to hotfix for a crash, redownload if you are one of the happy 50.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.b - Campaign content expansion
Post by: Aldazar on October 11, 2022, 12:44:21 PM
Bless. I know you're a busy person and it's not up to you to fix other mods comparability I'm so glad you fixed the hullforge crash since I love running with ships I buy from the market/salvage.

Also is it possible for players to build artillery stations/minefields?
Title: Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
Post by: Astrefernal on October 11, 2022, 01:23:15 PM
Is there a particular reason why VPCs create items in storage?
It feels like it's too easy a source of income for the cost of using them.

Please, don't make him remove it. It may look easy but it takes time to actually gain enough materials to be worth selling. Or even make it usefull in the case of supplies and fuel.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.b - Campaign content expansion
Post by: SirHartley on October 11, 2022, 01:27:41 PM
Bless. I know you're a busy person and it's not up to you to fix other mods comparability I'm so glad you fixed the hullforge crash since I love running with ships I buy from the market/salvage.

Also is it possible for players to build artillery stations/minefields?
Minefields and Artilleries can be found while exploring - if you colonize a planet that has one, you will be able to use it!

Please, don't make him remove it. It may look easy but it takes time to actually gain enough materials to be worth selling. Or even make it usefull in the case of supplies and fuel.
Don't worry - I did do the math on them and accounted for that, so I consider them balanced. I also don't generally remove content, I prefer reworking or adjusting if it doesn't work :)
Title: Re: [0.95.1a] Industrial.Evolution 3.1.b - Campaign content expansion
Post by: Oni on October 11, 2022, 06:20:33 PM
Always nice to see updates to mods on my 'always use' list, don't even mind abandoning my current game for it (just started it anyway).

Only complaint is Techmining is still an industry... ah well, I'll manually change it to a structure like I always do.  8)
Title: Re: [0.95.1a] Industrial.Evolution 3.1.b - Campaign content expansion
Post by: TimeDiver on October 11, 2022, 09:27:08 PM
@SirHartley, are the 'New Research Projects Available' messages (I have two such notifications under the 'Important' category, can't remove them) supposed to expire after a certain amount of in-game time? Because I recall that those used to appear under a different category, thus more easily ignored.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.b - Campaign content expansion
Post by: Damonvi on October 11, 2022, 09:37:52 PM
new update is not save compatible. caused mine to crash when loading. i reverted back to the 3.0 version, save still works (even though i deleted the mod, rather than copying my whole mod list, like i should have).
Title: Re: [0.95.1a] Industrial.Evolution 3.1.b - Campaign content expansion
Post by: TimeDiver on October 11, 2022, 10:10:14 PM
new update is not save compatible. caused mine to crash when loading. i reverted back to the 3.0 version, save still works (even though i deleted the mod, rather than copying my whole mod list, like i should have).
Didn't crash on my end, when I loaded a pre-3.1.b save with 3.1.b enabled.

You haven't also updated Tahlan Shipworks from 0.8.5 to 0.8.666, have you?

Because that one is definitely not compatible with previous saves. Both updated today.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.b - Campaign content expansion
Post by: MattyK on October 12, 2022, 04:32:16 AM
Uh, I think the recent update might've come with a memory leak or two, as since updating Industrial Evolution, the game runs out of memory even faster than before.
It's most noticeable on the Galaxy Map, especially after encountering the new artillery stations, my idle time goes into the point decimals (0%, effectively)
Title: Re: [0.95.1a] Industrial.Evolution 3.1.b - Campaign content expansion
Post by: SirHartley on October 12, 2022, 04:40:55 AM
What's your modlist and system specs?
Title: Re: [0.95.1a] Industrial.Evolution 3.1.b - Campaign content expansion
Post by: MattyK on October 12, 2022, 05:03:07 AM
What's your modlist and system specs?

My system specs are well above the board for a game like this (Ryzen 7 5800X, 16gb RAM, Nvidia 2080 Super), but my modlist...

Code
A New Level of Confidence - 40 - Rapid
Adjusted Sector v0.5.1 (Playing on a 1.25x scale galaxy)
Audio Plus
Better Deserved S-Mods
Commissioned Crews
Dassault-Mikoyan Engineering
Diable Avionics
DIY Planets
ExiledSpace
FastEngineRendering
FleetSizeByDP
Fuel Siphoning
Grand Colonies
GraphicsLib
HexShields
Hazard Mining Inc.
Hyperdrive
Industrial Evolution3.1.b (This mod)
Iron Shell
LazyLib
MagicLib
Missing ships
New Beginnings
Nexerelin (Tuned back the diplomatic event frequency in the configs)
Progressive S-Mods
Quality of Life
Quality Captains
Special Hullmod Upgrades
SpeedUp
Arma Armatura
Starship Legends
Supply Forging
Tahlan Shipworks
UAF
UnknownSkies

Bit of a megapack, lemme know if there's anything there that might be conflicting with Industrial Evolution or causing the drastic performance drops.
I've also doubled the available system RAM in Starsector's config files too.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.b - Campaign content expansion
Post by: YourLocalMairaaboo on October 12, 2022, 06:27:55 AM
Can we build the Kadur version of the megachurch, or is it unique to Oasis?
Because I would love some church version for the more anti-luddic, but religious factions.
(This is both a question if we can do so already, and a request to be able to if we can't)
Title: Re: [0.95.1a] Industrial.Evolution 3.1.b - Campaign content expansion
Post by: Stopple on October 12, 2022, 12:39:43 PM
requesting help regarding detached fleets

I sent a few detachments of ships to one of my colonies.  They made it there, orbited for a few moments, and docked.  The detached fleets still exist in the UI and I'm wondering how to free up the slots, now that they have completed their mission.

(https://i.ibb.co/X48q7rG/detatch.png)
Title: Re: [0.95.1a] Industrial.Evolution 3.1.b - Campaign content expansion
Post by: SirHartley on October 12, 2022, 01:41:16 PM
bugs! Bugs for the bug god!
thanks for reporting imma check what's going on
Title: Re: [0.95.1a] Industrial.Evolution 3.1.b - Campaign content expansion
Post by: Farya on October 12, 2022, 01:49:55 PM
requesting help regarding detached fleets

I sent a few detachments of ships to one of my colonies.  They made it there, orbited for a few moments, and docked.  The detached fleets still exist in the UI and I'm wondering how to free up the slots, now that they have completed their mission.

(https://i.ibb.co/X48q7rG/detatch.png)
I have seen this one two. Returning the ships from that detachment back to your fleet should clear the detachment. That's how it worked fir me at least.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.b - Campaign content expansion
Post by: Neitronus on October 13, 2022, 05:29:17 AM
Any chance for previous version download? Game lags really hard after the update on intel screen and galaxy map.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.b - Campaign content expansion
Post by: Stopple on October 13, 2022, 09:27:36 AM
quick bug report

the recently added consumables (fuel scoop, repair, spoofer, etc) can be instantly regenerated at stations by simply hitting "I" over and over while looking at open or black markets
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: SirHartley on October 13, 2022, 02:38:35 PM
(https://i.imgur.com/7k1QAas.png)


SAVE COMPATIBLE
3.1 is sometimes save compatible with 3.0.


Download (https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution3.1.c.zip)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)
Requires LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444.0)

There are currently no known compatibility issues with other mods.
Yes, this means it is compatible with Nexerelin and Terraforming and Station Construction.


Integrated with Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0)
Pairs well with Grand.Colonies (https://fractalsoftworks.com/forum/index.php?topic=20986.0)
as well as Substance.Abuse (https://fractalsoftworks.com/forum/index.php?topic=24378)


Buncha fixes, better colony integration, more love


Change Log
3.1.c
  • General
  • Added - Better Colonies SP-Improvement Config data
  • Items
  • Fixed - Refreshing market no longer updates consumable item presence
  • Fixed - Consumables no longer vanish from storage
  • Artillery Stations
  • Adjusted - S-Point improvement now increases range by 4000
  • Adjusted - Tracking distance on missiles 400 -> 800 SU
  • Adjusted - Missile speed 200 -> 250 SU/s
  • Adjusted - Slightly decreased railgun projectile travel time
  • Fixed - Nex colony fleets now auto-destroy the artillery when establishing a colony
  • Research Projects
  • Fixed - New Projects intel is no longer perma-important (does not fix currently stuck intel entries, sorry!)
  • World Wonders
  • Added - Toggle to switch between alternate visuals (if present)
[close]
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: TimeDiver on October 13, 2022, 02:52:09 PM
3.1.c
  • Research Projects
  • Fixed - New Projects intel is no longer perma-important (does not fix currently stuck intel entries, sorry!)
If I were willing to poke around in my saved games' campaign.xml file(s) to manually remove the already-present entries, what would I look for?

I ask because I've made quite a bit of progress between 3.1.b and this 3.1.c release, and am willing to take the risk (as I make plenty of .rar backups).


EDIT: Nevermind... maybe my saves are a unique situation, but the fix seems to be retroactive for me; was just able to load up Starsector after returning from being away from home, no more omni-present New Research Projects notifications.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: Sigma Draconis on October 13, 2022, 05:12:28 PM
How does one spawn the new arty stations and the watchtower using console commands?
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: Farya on October 14, 2022, 02:20:19 AM
What about new defensive edict that forms a basic militia patrol out of some of your faction's trade ships? This would reduce access somewhat and the ships would have same poor quality your trade fleets usually have, but would allow you to get some patrols without Patrol HQ. Or you could boost Patrol HQ this way in a pinch.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: vok3 on October 14, 2022, 07:35:25 AM
Artillery was a bad idea.  It adds nothing to the game - no interesting or meaningful choices at all.  It's just a hassle whose net effect is to avoid gameplay.  And there's way too much of it in an area that supposedly was a thinly colonized frontier.

And having read through the settings file to figure out how to disable it, gratuitously insulting your users is about as low class as you can get.  Don't do that.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: Soda Savvy on October 14, 2022, 08:24:05 AM
Insulting people and arbitrary gatekeeping is how they feel good about themselves. Don't kinkshame them!
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: MattyK on October 14, 2022, 08:39:04 AM
In regards to the artillery platforms, what could potentially help a lot is actually giving the detection stations (and platform itself) a visible detection radius like standard fleets and platforms (as well as allowing for things like Sensors, system topography and Going Dark to have an effect on them). It'd tie it in better than the sudden blindsiding and immediate bombardment that seems to be happening around these platforms.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: SirHartley on October 14, 2022, 09:08:37 AM
Artillery was a bad idea.  It adds nothing to the game - no interesting or meaningful choices at all.  It's just a hassle whose net effect is to avoid gameplay.  And there's way too much of it in an area that supposedly was a thinly colonized frontier.

And having read through the settings file to figure out how to disable it, gratuitously insulting your users is about as low class as you can get.  Don't do that.
Someone got weak bones, I see.

In regards to the artillery platforms, what could potentially help a lot is actually giving the detection stations (and platform itself) a visible detection radius like standard fleets and platforms (as well as allowing for things like Sensors, system topography and Going Dark to have an effect on them). It'd tie it in better than the sudden blindsiding and immediate bombardment that seems to be happening around these platforms.
Artillery stations don't actually detect you by themselves, only watchtowers and hostile fleets do - but I can see how the system has an issue with telegraphing that feature. Yeah, I'll work on improving player feedback and try to align with vanilla sensor range mechanics, good suggestion!
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: presidentmattdamon on October 14, 2022, 09:20:55 AM
Artillery was a bad idea.  It adds nothing to the game - no interesting or meaningful choices at all.  It's just a hassle whose net effect is to avoid gameplay.  And there's way too much of it in an area that supposedly was a thinly colonized frontier.

And having read through the settings file to figure out how to disable it, gratuitously insulting your users is about as low class as you can get.  Don't do that.

artillery gives you the choice of either a) avoiding it to approach whatever you're trying to approach, which is easier than you seem to think it is, or b) disabling it by hacking the watch towers. if a fleet doesn't see you, which is probably the smarter way to invade literally anything, then you won't get shot. sounds simple, tbh

also, it's the author's mod. he's allowed to say you have weak bones for disabling something that he put time and effort into. i would do the same thing with my mods if i had anything that made the game actively harder.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: power12359 on October 14, 2022, 09:30:09 AM
I haven't checked back in a while and there's an update. I'm looking forward to consumables and artillery. I was looking at the industry csv and noticed an ancient beacon. What is it and how come I've never found one?
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: AngelSpirit on October 14, 2022, 12:41:45 PM
The new consumables have been great fun. The drive spike in particular is just fantastic, I'd love to see the AI abuse them if that's ever planned to be added.

I did encounter a crash with the Fuel Scoop once (in 3.1.b, but I retested it with 3.1.c just now and it still crashes) -- here's the crash log:
Code
37251 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.campaign.impl.items.consumables.itemAbilities.IndEvo_ScoopAbilityPlugin.depositFuelInCargo(IndEvo_ScoopAbilityPlugin.java:161)
at com.fs.starfarer.api.campaign.impl.items.consumables.itemAbilities.IndEvo_ScoopAbilityPlugin.applyEffect(IndEvo_ScoopAbilityPlugin.java:71)
at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.advance(BaseDurationAbility.java:147)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
About the only things I can think of that might be relevant are that I used it in a multi-star system, while in range of two usable fuel sources (one of the stars and a nearby nebula).
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: e on October 14, 2022, 12:57:03 PM
The new consumables have been great fun. The drive spike in particular is just fantastic, I'd love to see the AI abuse them if that's ever planned to be added.

I did encounter a crash with the Fuel Scoop once (in 3.1.b, but I retested it with 3.1.c just now and it still crashes) -- here's the crash log:
Code
37251 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.campaign.impl.items.consumables.itemAbilities.IndEvo_ScoopAbilityPlugin.depositFuelInCargo(IndEvo_ScoopAbilityPlugin.java:161)
at com.fs.starfarer.api.campaign.impl.items.consumables.itemAbilities.IndEvo_ScoopAbilityPlugin.applyEffect(IndEvo_ScoopAbilityPlugin.java:71)
at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.advance(BaseDurationAbility.java:147)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
About the only things I can think of that might be relevant are that I used it in a multi-star system, while in range of two usable fuel sources (one of the stars and a nearby nebula).

To add to this, i had a similar crash in 3.1.b, while using the item in a nebula, haven't tried in the latest version.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: Vandap on October 14, 2022, 01:17:43 PM
Encountered issue with Forge Templates while trying to add one via command line to test some stuff. When using the command it only deposits Relic Components into inventory. Is this normal behavior?
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: SirHartley on October 14, 2022, 01:34:50 PM
I haven't checked back in a while and there's an update. I'm looking forward to consumables and artillery. I was looking at the industry csv and noticed an ancient beacon. What is it and how come I've never found one?
Not implemented yet

The new consumables have been great fun. The drive spike in particular is just fantastic, I'd love to see the AI abuse them if that's ever planned to be added.

I did encounter a crash with the Fuel Scoop once (in 3.1.b, but I retested it with 3.1.c just now and it still crashes) -- here's the crash log:
Code
37251 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
About the only things I can think of that might be relevant are that I used it in a multi-star system, while in range of two usable fuel sources (one of the stars and a nearby nebula).
thank you, that is indeed an unfixed crash!
I appreciate the report.

Encountered issue with Forge Templates while trying to add one via command line to test some stuff. When using the command it only deposits Relic Components into inventory. Is this normal behavior?
try AddSpecial instead of AddItem...
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: Anhenka on October 14, 2022, 02:29:32 PM
Personally, I love the artillery. Some sort of range/detection indicator to show distance to the firing point would be nice though. They're kind of like the clouds/storms in that it makes moving from place to place less boring. I can't murder the storms once I get out of the early game though. Sadly.

Don't let the haters get you down, this is easily the second most important mod for me behind Nexerelin.   
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: Stopple on October 14, 2022, 04:36:42 PM
Any word on the detached fleets fix?
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: Sigma Draconis on October 15, 2022, 10:17:37 AM
Is it possible to spawn the watchtowers? I'm currently trying to build a custom system, but i have no idea what the command could be.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: SirHartley on October 15, 2022, 12:03:12 PM
Any word on the detached fleets fix?
likely gonna take until the next vanilla update because I desperately need some API hooks that will be available with it to make it stop breaking - sorry!

Is it possible to spawn the watchtowers? I'm currently trying to build a custom system, but i have no idea what the command could be.
one watchtower:
Code
SectorEntityToken t = system.addCustomEntity(Misc.genUID(), faction.getDisplayName() + " Watchtower", "IndEvo_Watchtower", faction.getId(), null);
 t.setOrbit(//Your preferred orbit);

magic method to spawn watchtowers in the default locations like they usually do:
Code
IndEvo_ArtilleryStationPlacer.placeWatchtowers(starsystem, factionID);

console commands:
Code
runcode com.fs.starfarer.api.plugins.derelicts.IndEvo_ArtilleryStationPlacer.placeWatchtowers(Global.getSector().getStarSystem("YOUR_STAR_SYSTEM_NAME"), "FACTION_ID");
       

The faction ID for the normal watchtowers/artillery station is "IndEvo_derelict".
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: AngelSpirit on October 15, 2022, 01:09:22 PM
My artillery station appears to be stuck in perpetual repairs.

A while back I found a planet with an orbiting artillery platform, beat it up, and proceeded to colonize it and rebuild it under my control. All good so far.
Then a hostile faction sent an invasion fleet in and blew it up, also all well and good.

Several in-game months later however, the station is still "undergoing repairs":
Spoiler
(https://i.imgur.com/RDzzEpm.png)
[close]

Despite the colony management screen showing that the station is no longer disrupted and supposedly fully operational:
Spoiler
(https://i.imgur.com/NdjWde3.png)
[close]

update: Removing and rebuilding the industry fixed it. Fingers crossed it doesn't reoccur.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: Stopple on October 15, 2022, 04:50:24 PM
likely gonna take until the next vanilla update because I desperately need some API hooks that will be available with it to make it stop breaking - sorry!

dang.  there's something very appealing with spawning off captured ships to rendezvous at your restoration docks.  alternative is running with an understrength fleet and making trips back home.  unless there's a better way I'm not thinking of...
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: Fishbones on October 16, 2022, 02:42:22 AM
Consumables vanishes whenever i put them on a station storage hope it gets fixed.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: SirHartley on October 16, 2022, 04:17:57 AM
Consumables vanishes whenever i put them on a station storage hope it gets fixed.
update the mod, it's been fixed for days...
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: Fishbones on October 16, 2022, 04:44:48 AM
Consumables vanishes whenever i put them on a station storage hope it gets fixed.
update the mod, it's been fixed for days...

Cool just updated it but the Courier contracts on the intel screen still build up though for me though....
Spoiler
(https://i.imgur.com/y4H9kCH.png)
[close]
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: SirHartley on October 16, 2022, 05:02:55 AM
are you sure those are not the old ones that were there prior to the update? It doesn't retroactively clean them out.

The new ones will vanish after some time, 7 days iirc.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: Fishbones on October 16, 2022, 05:20:11 AM
Still increasing and the new ones didn't vanish after 7 days , and the old ones were from 3.1.b updated to 3.1.c
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: SirHartley on October 16, 2022, 09:05:02 AM
You are correct - I found the cause and fixed it for the next patch in a few days.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: Fishbones on October 16, 2022, 09:27:16 AM
Looking forward to it, love the mod btw.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: Hauda on October 17, 2022, 08:14:58 AM
Hi, was doing a new run and I happened to spawn with a player colony having one of these artillery platforms (which was hostile to me) After destroying it and rebuilding the thing it still fires at my fleet. Is there anyway for me to fix this ingame, like turning it's FoF to recognise my fleet? It also seems to fire at my other NPC fleets too. Still think the platform thing is awesome but at the moment it's not really in a cooperative mood.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: SlightEye on October 17, 2022, 08:22:10 AM
The new consumables have been great fun. The drive spike in particular is just fantastic, I'd love to see the AI abuse them if that's ever planned to be added.

I did encounter a crash with the Fuel Scoop once (in 3.1.b, but I retested it with 3.1.c just now and it still crashes) -- here's the crash log:
Code
37251 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.campaign.impl.items.consumables.itemAbilities.IndEvo_ScoopAbilityPlugin.depositFuelInCargo(IndEvo_ScoopAbilityPlugin.java:161)
at com.fs.starfarer.api.campaign.impl.items.consumables.itemAbilities.IndEvo_ScoopAbilityPlugin.applyEffect(IndEvo_ScoopAbilityPlugin.java:71)
at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.advance(BaseDurationAbility.java:147)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
About the only things I can think of that might be relevant are that I used it in a multi-star system, while in range of two usable fuel sources (one of the stars and a nearby nebula).

To add to this, i had a similar crash in 3.1.b, while using the item in a nebula, haven't tried in the latest version.

Same here, Fuel scoop crashes in nebula. Error message is a bit different:
Spoiler
Code
643754 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.campaign.impl.items.consumables.itin.depositFuelInCargo(IndEvo_ScoopAbilityPlugin.java:161)
at com.fs.starfarer.api.campaign.impl.items.consumables.itemAbilities.IndEvo_ScoopAbilityPlugin.appemAbilities.IndEvo_ScoopAbilityPluglyEffect(IndEvo_ScoopAbilityPlugin.java:71)
at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.advance(BaseDurationAbility.java:147)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]

Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: Fulmir on October 17, 2022, 11:11:01 AM
I also got a crash with the Fuel Scoop in a Nebula. Sucks gas for about half a second and then crashes.

Quote
484983 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.campaign.impl.items.consumables.itemAbilities.IndEvo_Scoop AbilityPlugin.depositFuelInCargo(IndEvo_ScoopAbilityPlugin.java:161)
   at com.fs.starfarer.api.campaign.impl.items.consumables.itemAbilities.IndEvo_Scoop AbilityPlugin.applyEffect(IndEvo_ScoopAbilityPlugin.java:71)
   at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.advance(BaseDurationAbility.java:147)
   at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

Also, slightly odd mod interaction which may be on the other mod's end. The AI officers from the Artillery Platform fights show up in "Capture Officers and Crew" as captured officers, unlike normal AI officers. Not a big deal, mostly just slightly odd and a bit funny.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: SlightEye on October 17, 2022, 11:52:37 AM
I did some snooping and, yes, "depositFuelInCargo(IndEvo_ScoopAbilityPlugin.java:161)" as seen below tries to set starMult to a null value if the type is "NEBULA", "black_hole" or NULL, as you have not defined it in the HashMap, unlike for  system age you have not caught that null.

Spoiler
Code
  private void depositFuelInCargo() {
    float ageMult;
    if (!this.depositInterval.intervalElapsed() || this.targetType == TargetType.NULL)
      return;
    StarSystemAPI system = getFleet().getStarSystem();
    StarAge age = system.getAge();
    String type = system.getStar().getTypeId();
    Map<String, Float> starTypes = new HashMap<>();
    starTypes.put("star_yellow", Float.valueOf(0.8F));
    starTypes.put("star_white", Float.valueOf(0.7F));
    starTypes.put("star_blue_giant", Float.valueOf(0.75F));
    starTypes.put("star_blue_supergiant", Float.valueOf(0.8F));
    starTypes.put("star_orange", Float.valueOf(0.8F));
    starTypes.put("star_orange_giant", Float.valueOf(0.85F));
    starTypes.put("star_red_supergiant", Float.valueOf(1.0F));
    starTypes.put("star_red_giant", Float.valueOf(0.95F));
    starTypes.put("star_red_dwarf", Float.valueOf(0.8F));
    starTypes.put("star_browndwarf", Float.valueOf(0.6F));
    Map<String, Float> ageTypes = new HashMap<>();
    ageTypes.put(StarAge.YOUNG.toString(), Float.valueOf(1.0F));
    ageTypes.put(StarAge.AVERAGE.toString(), Float.valueOf(0.8F));
    ageTypes.put(StarAge.OLD.toString(), Float.valueOf(0.7F));
    ageTypes.put(StarAge.ANY.toString(), Float.valueOf(0.7F));
    float starMult = ((Float)starTypes.get(type)).floatValue();
    if (age != null && ageTypes.containsKey(age.toString())) {
      ageMult = ((Float)ageTypes.get(age.toString())).floatValue();
    } else {
      ageMult = 0.7F;
    }
    float dur = getDurationDays() * CampaignClock.SECONDS_PER_GAME_DAY;
    float amt = (this.targetType == TargetType.NEBULA) ? (1000.0F / dur * ageMult) : (1000.0F / dur * starMult);
    CargoAPI cargo = getFleet().getCargo();
    cargo.addFuel(Math.min(amt, cargo.getFreeFuelSpace()));
  }
[close]

Here is a fix to copy/paste in. Just gave the type the same care you gave age so any new modded or vanilla star types nor special cases like the "alpha site" system (that has no star or nebula) won't crash and got rid of the }else{s to make it run a bit faster. Default values at the top.

Spoiler
Code
  private void depositFuelInCargo() {
    float ageMult = 0.7F;
    float starMult = 0.7F;
    if (!this.depositInterval.intervalElapsed() || this.targetType == TargetType.NULL)
      return;
    StarSystemAPI system = getFleet().getStarSystem();
    StarAge age = system.getAge();
    String type = system.getStar().getTypeId();
    Map<String, Float> starTypes = new HashMap<>();
    starTypes.put("star_yellow", Float.valueOf(0.8F));
    starTypes.put("star_white", Float.valueOf(0.7F));
    starTypes.put("star_blue_giant", Float.valueOf(0.75F));
    starTypes.put("star_blue_supergiant", Float.valueOf(0.8F));
    starTypes.put("star_orange", Float.valueOf(0.8F));
    starTypes.put("star_orange_giant", Float.valueOf(0.85F));
    starTypes.put("star_red_supergiant", Float.valueOf(1.0F));
    starTypes.put("star_red_giant", Float.valueOf(0.95F));
    starTypes.put("star_red_dwarf", Float.valueOf(0.8F));
    starTypes.put("star_browndwarf", Float.valueOf(0.6F));
    Map<String, Float> ageTypes = new HashMap<>();
    ageTypes.put(StarAge.YOUNG.toString(), Float.valueOf(1.0F));
    ageTypes.put(StarAge.AVERAGE.toString(), Float.valueOf(0.8F));
    ageTypes.put(StarAge.OLD.toString(), Float.valueOf(0.7F));
    ageTypes.put(StarAge.ANY.toString(), Float.valueOf(0.7F));
    if (type != null && starTypes.containsKey(type.toString())) {
      starMult = ((Float)starTypes.get(type)).floatValue();
    }
    if (age != null && ageTypes.containsKey(age.toString())) {
      ageMult = ((Float)ageTypes.get(age.toString())).floatValue();
    }
    float dur = getDurationDays() * CampaignClock.SECONDS_PER_GAME_DAY;
    float amt = (this.targetType == TargetType.NEBULA) ? (1000.0F / dur * ageMult) : (1000.0F / dur * starMult);
    CargoAPI cargo = getFleet().getCargo();
    cargo.addFuel(Math.min(amt, cargo.getFreeFuelSpace()));
  }
[close]
PS: No clue how it is supposed to work in multi star systems.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: Kumanix on October 19, 2022, 06:53:33 AM
Is Causality Disturber not affected by Heavy Weapon Integration intended?

Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: Killsode on October 19, 2022, 08:08:41 AM
Is Causality Disturber not affected by Heavy Weapon Integration intended?

I believe its a ballistics slot energy weapon isnt it?
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: SlightEye on October 19, 2022, 09:58:54 AM
Quout
Spoiler
I did some snooping and, yes, "depositFuelInCargo(IndEvo_ScoopAbilityPlugin.java:161)" as seen below tries to set starMult to a null value if the type is "NEBULA", "black_hole" or NULL, as you have not defined it in the HashMap, unlike for  system age you have not caught that null.

Spoiler
Code
  private void depositFuelInCargo() {
    float ageMult;
    if (!this.depositInterval.intervalElapsed() || this.targetType == TargetType.NULL)
      return;
    StarSystemAPI system = getFleet().getStarSystem();
    StarAge age = system.getAge();
    String type = system.getStar().getTypeId();
    Map<String, Float> starTypes = new HashMap<>();
    starTypes.put("star_yellow", Float.valueOf(0.8F));
    starTypes.put("star_white", Float.valueOf(0.7F));
    starTypes.put("star_blue_giant", Float.valueOf(0.75F));
    starTypes.put("star_blue_supergiant", Float.valueOf(0.8F));
    starTypes.put("star_orange", Float.valueOf(0.8F));
    starTypes.put("star_orange_giant", Float.valueOf(0.85F));
    starTypes.put("star_red_supergiant", Float.valueOf(1.0F));
    starTypes.put("star_red_giant", Float.valueOf(0.95F));
    starTypes.put("star_red_dwarf", Float.valueOf(0.8F));
    starTypes.put("star_browndwarf", Float.valueOf(0.6F));
    Map<String, Float> ageTypes = new HashMap<>();
    ageTypes.put(StarAge.YOUNG.toString(), Float.valueOf(1.0F));
    ageTypes.put(StarAge.AVERAGE.toString(), Float.valueOf(0.8F));
    ageTypes.put(StarAge.OLD.toString(), Float.valueOf(0.7F));
    ageTypes.put(StarAge.ANY.toString(), Float.valueOf(0.7F));
    float starMult = ((Float)starTypes.get(type)).floatValue();
    if (age != null && ageTypes.containsKey(age.toString())) {
      ageMult = ((Float)ageTypes.get(age.toString())).floatValue();
    } else {
      ageMult = 0.7F;
    }
    float dur = getDurationDays() * CampaignClock.SECONDS_PER_GAME_DAY;
    float amt = (this.targetType == TargetType.NEBULA) ? (1000.0F / dur * ageMult) : (1000.0F / dur * starMult);
    CargoAPI cargo = getFleet().getCargo();
    cargo.addFuel(Math.min(amt, cargo.getFreeFuelSpace()));
  }
[close]

Here is a fix to copy/paste in. Just gave the type the same care you gave age so any new modded or vanilla star types nor special cases like the "alpha site" system (that has no star or nebula) won't crash and got rid of the }else{s to make it run a bit faster. Default values at the top.

Spoiler
Code
  private void depositFuelInCargo() {
    float ageMult = 0.7F;
    float starMult = 0.7F;
    if (!this.depositInterval.intervalElapsed() || this.targetType == TargetType.NULL)
      return;
    StarSystemAPI system = getFleet().getStarSystem();
    StarAge age = system.getAge();
    String type = system.getStar().getTypeId();
    Map<String, Float> starTypes = new HashMap<>();
    starTypes.put("star_yellow", Float.valueOf(0.8F));
    starTypes.put("star_white", Float.valueOf(0.7F));
    starTypes.put("star_blue_giant", Float.valueOf(0.75F));
    starTypes.put("star_blue_supergiant", Float.valueOf(0.8F));
    starTypes.put("star_orange", Float.valueOf(0.8F));
    starTypes.put("star_orange_giant", Float.valueOf(0.85F));
    starTypes.put("star_red_supergiant", Float.valueOf(1.0F));
    starTypes.put("star_red_giant", Float.valueOf(0.95F));
    starTypes.put("star_red_dwarf", Float.valueOf(0.8F));
    starTypes.put("star_browndwarf", Float.valueOf(0.6F));
    Map<String, Float> ageTypes = new HashMap<>();
    ageTypes.put(StarAge.YOUNG.toString(), Float.valueOf(1.0F));
    ageTypes.put(StarAge.AVERAGE.toString(), Float.valueOf(0.8F));
    ageTypes.put(StarAge.OLD.toString(), Float.valueOf(0.7F));
    ageTypes.put(StarAge.ANY.toString(), Float.valueOf(0.7F));
    if (type != null && starTypes.containsKey(type.toString())) {
      starMult = ((Float)starTypes.get(type)).floatValue();
    }
    if (age != null && ageTypes.containsKey(age.toString())) {
      ageMult = ((Float)ageTypes.get(age.toString())).floatValue();
    }
    float dur = getDurationDays() * CampaignClock.SECONDS_PER_GAME_DAY;
    float amt = (this.targetType == TargetType.NEBULA) ? (1000.0F / dur * ageMult) : (1000.0F / dur * starMult);
    CargoAPI cargo = getFleet().getCargo();
    cargo.addFuel(Math.min(amt, cargo.getFreeFuelSpace()));
  }
[close]
PS: No clue how it is supposed to work in multi star systems.
[close]
My save was stuck in a nebula with no fuel and a strike fleet heading to my home world. I had hoped to rely on the scoop to get out in time to defend.
So I struggled for a while setting up an IDE to compile the fix for myself. If anyone else is interested here is a link. Just Merge the folder over the existing mod folder.
Link removed. ~ Thaago
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: SirHartley on October 19, 2022, 02:07:26 PM
Hey, while I do appreciate your motivation, I don't want altered versions of my mod to be publicly shared for multiple reasons.
Could you take that link down? My own fix is on the way in any case.

Thank you!
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: SirHartley on October 19, 2022, 02:53:54 PM
(https://i.imgur.com/7k1QAas.png)


SAVE COMPATIBLE
3.1 is sometimes save compatible with 3.0.


Download (https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution3.1.d.zip)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)
Requires LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444.0)

There are currently no known compatibility issues with other mods.
Yes, this means it is compatible with Nexerelin and Terraforming and Station Construction.


Integrated with Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0)
Pairs well with Grand.Colonies (https://fractalsoftworks.com/forum/index.php?topic=20986.0)
as well as Substance.Abuse (https://fractalsoftworks.com/forum/index.php?topic=24378)


Fixes, railgun nerf, and a new indicator showing if the artillery knows where you are.

if you have an issue with courier port intel getting stuck, use this console command:
Quote
runcode com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.intel.ShippingIntel.re moveAll();


Change Log
3.1.d
  • Items
  • Adjusted - Particle colour now properly works off sun colour
  • Fixed - Scoop now also scoops from suns that are not the primary star
  • Fixed - Scoop crash in dual-star systems
  • Fixed - Scoop crash in nebulas
  • Courier Port
  • Fixed - Intel now actually removes itself 7 days after ending (whoops)
  • Fixed - Intel now properly displays total cost instead of only cargo cost
  • Note - use this console command to clear all the stuck intel entries (takes 7 days):
  • runcode com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.intel.ShippingIntel.re moveAll();
  • Embassy
  • Fixed - Weird copy-paste typo in description (how did that even happen)
  • Artillery
  • Added - Indicator telling you if you are being detected by watchtowers
  • Adjusted - Railgun charge up 3s -> 5s
  • Adjusted - Railgun damage 8000 -> 2500
  • Adjusted - Railgun now fires a 3-shot burst
  • Adjusted - Railgun shot interval 3s -> 10s
  • Adjusted - Missile tracking range 800su -> 600su
  • Adjusted - Watchtower hack duration now actually up to 2 months (Was 1)
  • Adjusted - Watchtower now takes some time to get a target lock, depending on your distance to the tower
  • Adjusted - Watchtower sensor ping now irregular
  • Adjusted - Watchtower sensor range range 3000su -> 4000su
  • Fixed - Watchtowers no longer permanently have the first faction they spawned under in their name (new game)
  • Derelict Industries
  • Added - Blacklisted Riftgen from spawning on Niko Satellite planets
[close]
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: Island on October 19, 2022, 03:28:59 PM
How is Transpoofder consumable is supposed to work?
I'm using it, turn on my transponder, it makes hostile patrols not attack me on sight, but when go to a planet, I still can't access bar, legal or illegal market because I'm denied a docking permit. Is this normal? If yes then what do you even use it for?
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: Kumanix on October 19, 2022, 03:39:42 PM
Is Causality Disturber not affected by Heavy Weapon Integration intended?

I believe its a ballistics slot energy weapon isnt it?
Yeah, I expected to pay premium for it but 30 OP without discount is kinda stiff.

Especially when it is double the cost of Gauss on ships with HWI.

Can somebody show me how to fix that?

Okay. By changing Type, you lost all those energy damage making it unappealing.

So the Heavy Balistic in HBI is actually refer to Heavy blastic Weapons, not the slots....
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: SlightEye on October 19, 2022, 11:34:18 PM
Hey, while I do appreciate your motivation, I don't want altered versions of my mod to be publicly shared for multiple reasons.
Could you take that link down? My own fix is on the way in any case.

Thank you!

Looks like the moderators got to it before I woke up.
I don't mind. Even tho a small change to a void function that only adds fuel to cargo should not cause any compatibility issues, it is good practice for troubleshooting and liability.
I was just giving an easy way out for any who got stuck like I did. It is no longer needed. So all the better.

Just in case it wasn't obvious, I love your mods.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.d - Campaign content expansion
Post by: TheProtagonists on October 21, 2022, 07:21:07 AM
Wanted to report an interesting edge case with artillery station defense fleets. If the enemy has a ship with phase anchor, it could soft lock the capture of the artillery station as the ship will continue to escape the battle after the station is destroyed and there is nothing left. The only way to counter this is to have a ship with phase anchor of your own, and force it to suicide and activate its phase anchor to prevent the enemy ship from escaping.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.d - Campaign content expansion
Post by: postdreamclarity on October 21, 2022, 08:02:33 PM
There is bug where the game crashes (error: null) after the player engages a bounty fleet in the vicinity of an artillery station since that bounty fleet 'overwrites' the fleet that is originally defending the station.

So you get:
Bounty Fleet + Station

Instead of
Bounty Fleet + Station Defence fleet + Station

Game crashes after looting not during or the initial engagement
Title: Re: [0.95.1a] Industrial.Evolution 3.1.d - Campaign content expansion
Post by: Hyperion505 on October 21, 2022, 10:15:58 PM
I take it the artillery platforms are not supposed to fire at you after you bring them back online at your colony.

But whenever I build one, I get shot at the moment I move away from my planet.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.d - Campaign content expansion
Post by: Killian on October 23, 2022, 05:38:13 PM
You may not have seized control of all the Watchtower stations - once they're free of the AI-protection, the towers can be snagged by anyone and everyone, and they have a pretty good view range. AFAIK the station can't IFF on its own, it just takes targeting data from the towers, so if the pirates sniped one of your towers and it's feeding data to the tower that says you're hostile...

Yeah.

Speaking of which, man, the artillery stations are cool, and really well-implemented. Enough so that I thought they were a new vanilla feature I'd missed. I'm kinda surprised there isn't a giant eff-off laser option given the ranges involved and the fact that lasers travel at the speed of light, but the sheer idea also fills me with no small amount of dread because they'd probably be the most dangerous of all unless you could maintain a good parallax velocity relative to the station. As it is, I find there's an interesting balance to the existing trio of them;

- Mortars are kind of anemic on the starmap, but utterly terrifying in close combat. Their charges just annihilate any kind of fighter cover whatsoever, and are an extremely hard counter to carrier groups unless you can shoot the shells down before they detonate. Which isn't easy.
- Railguns are of moderate concern. Their burst volleys are kinda easy to avoid, and they seem a little anemic in close combat.
- Missile stations are scary on the starmap and reasonably dangerous in close combat. Those missiles are persistent as all hell, and getting interdict-pulsed is rough if you're deep in enemy territory. Great way to get caught between Ordos. The brief overload pulse they do in close combat is nasty too, but the platform itself can be overwhelmed by fighters to the point where missiles detonate just after leaving the rack, so they're not as dangerous as Mortars (in my experience, of course).

I can only imagine a laser platform would have to be approached in a spiral pattern and then unleash enough firepower to casually melt anything smaller than a cruiser in close combat.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.d - Campaign content expansion
Post by: harukajunko on October 25, 2022, 02:53:27 AM
Hey Think I ran into a Crash from this mod, not sure if it's 100% this one but the log brings up IND.EVO so I figured this would be a good spot to ask.
Spoiler
178525 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.plugins.ambassadorPlugins.IndEvo_ambassadorPersonManager.g etOriginalMarket(IndEvo_ambassadorPersonManager.java:362)
   at com.fs.starfarer.api.impl.campaign.rulecmd.ambassadorRules.IndEvo_ambassadorRem oval.removeAmbassadorWithPenalty(IndEvo_ambassadorRemoval.java:33)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_embassy.notifyBeingRemoved(IndEvo_embassy.java:319)
   at com.fs.starfarer.campaign.econ.Market.removeIndustry(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.decivilize(DecivTracker.java:228)
   at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.decivilize(DecivTracker.java:186)
   at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.checkDeciv(DecivTracker.java:181)
   at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.checkDeciv(DecivTracker.java:126)
   at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.advance(DecivTracker.java:77)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

apologies if  this was not the right place to post it, new to these fourms
Title: Re: [0.95.1a] Industrial.Evolution 3.1.d - Campaign content expansion
Post by: harukajunko on October 25, 2022, 04:55:31 AM
ok I think I found what happened. a Rebellion de civilized one of my colonies with an embassy and ambassador and that lead to the null pointer.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.d - Campaign content expansion
Post by: SirHartley on October 25, 2022, 07:07:45 AM
What version of the mod is enabled in your game?
Title: Re: [0.95.1a] Industrial.Evolution 3.1.d - Campaign content expansion
Post by: harukajunko on October 25, 2022, 08:11:20 PM
3.1.c is what I have.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.d - Campaign content expansion
Post by: SlightEye on October 26, 2022, 10:55:15 PM
I noticed that faction fleets can take over artillery watch towers with a hostile artillery station still in system. FE I sent a fleet to colonize an other planet in the system and let it grow for a while. When I visited later most watch towers had been taken by my faction. Saw the last ones get taken over by patrol fleets.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.d - Campaign content expansion
Post by: Hyperion505 on October 27, 2022, 04:02:36 PM
You may not have seized control of all the Watchtower stations - once they're free of the AI-protection, the towers can be snagged by anyone and everyone, and they have a pretty good view range. AFAIK the station can't IFF on its own, it just takes targeting data from the towers, so if the pirates sniped one of your towers and it's feeding data to the tower that says you're hostile...

Yeah.

Yeah I double checked and even when I made sure I have all watch towers under my command (and the artillery rebuilt under my own colony), once I move after being stationary for a bit the artillery immediately targets me and just continuously targets and fires upon me.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.d - Campaign content expansion
Post by: SirHartley on October 27, 2022, 04:16:50 PM
you should probably disable dev mode...
Title: Re: [0.95.1a] Industrial.Evolution 3.1.e - Campaign content expansion
Post by: SirHartley on October 28, 2022, 09:48:45 AM
(https://i.imgur.com/7k1QAas.png)


SAVE COMPATIBLE
3.1 is sometimes save compatible with 3.0.


Download (https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution3.1.e.zip)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)
Requires LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444.0)

There are currently no known compatibility issues with other mods.
Yes, this means it is compatible with Nexerelin and Terraforming and Station Construction.


Integrated with Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0)
Pairs well with Grand.Colonies (https://fractalsoftworks.com/forum/index.php?topic=20986.0)
as well as Substance.Abuse (https://fractalsoftworks.com/forum/index.php?topic=24378)


Added settings, visual improvements to the artillery shots, added sound (courtesy of Harmful Mechanic, thank you!), and a new superstructure like the hypershunt - but this one is just infinitely better.


Change Log
3.1.d
  • General
  • Adjusted - Made most visual effects not interactable
  • Items
  • Added - Settings for relic component combat drop rates (min FP, destroyed fraction)
  • Exploration
  • Added - A new superstructure to restore, giving access to MORE GACHA MECHANICS LETS *** GO
  • Weapons
  • Added - Side bar indicator for combat slow field effect
  • Artillery
  • Added - Star System Tag "IndEvo_SystemHasArtillery" to denote any system with an artillery
  • Added - Star System Memory Key (boolean) "$IndEvo_SystemDisableWatchtowers" which disables watchtowers and location reporting by fleets
  • Added - A shitload of settings to make your bones harder (or weaker)
  • Added - Sounds for combat weapons (Courtesy of Harmful Mechanic)
  • Added - Sounds for campaign weapons (Courtesy of Harmful Mechanic)
  • Adjusted - Visual adjustments for mortar explosions
  • Adjusted - Railgun damage 2500 -> 3500
  • Minefields
  • Added - Settings
  • Embassy
  • Fixed - Crash when NPC colony decivilizes in a non-standard way (Embassy moved up on rework priority once again)
[close]
Title: Re: [0.95.1a] Industrial.Evolution 3.1.e - Campaign content expansion
Post by: Challanger on October 28, 2022, 01:14:53 PM
 SirHartley, hi and thanks for the mod. Was eager to move from vanilla preserving mods to something new, but.. Duzahk system always trash generated. Wish I mods could preserve vanilla seeds Duzahk layout.
 Mods:
 - Terraforming and Station Construction (v8.1.6)
 - Industrial.Evolution 3.1.e
Title: Re: [0.95.1a] Industrial.Evolution 3.1.e - Campaign content expansion
Post by: SirHartley on October 28, 2022, 01:18:18 PM
Hi, I have no idea what you are talking about! If it's about using seeds to generate the same sector every time, that's not gonna work with mods - especially this one.

Very sorry, but I can't fix that!
Title: Re: [0.95.1a] Industrial.Evolution 3.1.e - Campaign content expansion
Post by: Island on October 28, 2022, 02:52:13 PM
I recon the new superstructure is something that requires a new sector generation?
Title: Re: [0.95.1a] Industrial.Evolution 3.1.e - Campaign content expansion
Post by: SirHartley on October 28, 2022, 02:55:37 PM
No, it spawns in automatically even in ongoing games.
Most commonly found around red giants.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.e - Campaign content expansion
Post by: IroncladLion on October 28, 2022, 08:01:25 PM
New update is nutty, these artillery platforms are cool. Just got my fleet smacked really hard.

That being said, I'd suggest bumping up the campaign threat level of the platforms. I just went up against the "Mortar type" and it was only designated as two star difficulty. That thing wiped out about half my fleet, and I ended up having to retreat as I didn't have the strength to keep going. It looks awesome, love it mechanically, but good lord it's a lot stronger than it's being rated as.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.e - Campaign content expansion
Post by: NasaBrindle on October 29, 2022, 05:57:26 AM
Hello! I made this account to tell you:

For the Senate Edict "Industrial Incentives" that gives bonus production but also increases upkeep, the tooltip when you're choosing the Edict says upkeep "Increases by 200%" but the tooltip for the ongoing status effect on the colony management screen just says upkeep "doubled." I think you mean increase "to" 200% of its original value, although that's somewhat difficult to express because stuff like hazard rating already displays as a percentage of the base value....

I'd suggest changing the pre-edict tooltip to just say doubled.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.e - Campaign content expansion
Post by: Aranokai on October 29, 2022, 02:35:49 PM
Small bug report: Indevo_Missile_Hit.ogg-> IndEvo_Missile_Hit.ogg
Case is matter in Linux.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.e - Campaign content expansion
Post by: SirHartley on October 29, 2022, 03:57:43 PM
(https://i.imgur.com/7k1QAas.png)


SAVE COMPATIBLE
3.1 is sometimes save compatible with 3.0.


Download (https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution3.1.f.zip)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)
Requires LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444.0)

There are currently no known compatibility issues with other mods.
Yes, this means it is compatible with Nexerelin and Terraforming and Station Construction.


Integrated with Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0)
Pairs well with Grand.Colonies (https://fractalsoftworks.com/forum/index.php?topic=20986.0)
as well as Substance.Abuse (https://fractalsoftworks.com/forum/index.php?topic=24378)



Memory leak bug fix (affected all 3.1.d+ saves), other fixes.
This is the last update before I vanish back into my cave for three to six months to work on more dumb content, unless someone reports a severe issue.



Change Log
3.1.f
  • General
  • Fixed - Performance issue that caused continued slowdown while game went on
  • Artillery
  • Adjusted - FP 100 -> 250 (this makes the tooltip display more stars, to indicate danger level better)
  • Fixed - Crash when a NPC fleet fights the station and it dies to it
  • Fixed - Missile hit sound name to prevent crash on linux
  • Senate
  • Adjusted - Industrial Incentives tooltip (200% -> Doubled)
[close]
Title: Re: [0.95.1a] Industrial.Evolution 3.1.e - Campaign content expansion
Post by: Uther Phobos on October 29, 2022, 06:55:58 PM
New update is nutty, these artillery platforms are cool. Just got my fleet smacked really hard.

That being said, I'd suggest bumping up the campaign threat level of the platforms. I just went up against the "Mortar type" and it was only designated as two star difficulty. That thing wiped out about half my fleet, and I ended up having to retreat as I didn't have the strength to keep going. It looks awesome, love it mechanically, but good lord it's a lot stronger than it's being rated as.

Well, as long as the defense fleet isn't included, they're necessarily going to be inaccurate anyway. And adding Capital class Derelict ships certainly didn't help matters in my current game...

Though i think the missile one needs a something bit more serious of a threat. So far i'm pretty much just ignoring that one.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: CptZoom on October 29, 2022, 08:16:02 PM
I too tried to defeat a mortar, but with the stacks of fighters and overwhelming numbers, I ended up losing very quickly. Three capital ships bit the dust and most of my support ships. I have to say not enjoyable in the least. At least it wasn't iron man. Might want to tweak these battles, just way to OP for the AI's right now.

Edit- I just did some math and essentially these 2 star towers have well over 600 dp that are all deployed against your fleet, which will have a maximum of 180 dp. This seems really broken. I have uninstalled the Mod, only because too many decent worlds are blocked behind these unbeatable battles.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: SirHartley on October 30, 2022, 12:36:35 PM
The stars only reflect the DP of the station, not the defenders.

The battles are also far from unbeatable, and if you dislike them, feel free to disable or adjust their difficulty in the settings file - that is what it is for. The default dp it spawns is something like 100-200, by the way.

if you keep dying, try adjusting your fleet comp - fighting artillery needs a lot of point defence.

it's you losing out on the rest of the mods content, not me, so you do you.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: IroncladLion on October 30, 2022, 06:10:52 PM
Thanks for the update! Adjusted rating should help get a better idea of how tough those fights are.

Fought the missile platform yesterday, and it's certainly easier than the mortar, but not by much. The fights are tough but certainly doable. Love 'em.

Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Lukenstor on October 31, 2022, 12:08:14 AM
I made a detachment and sent it home using the transport mode, it docked but I can't find him to redeploy, what's going on?
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Farya on October 31, 2022, 01:37:59 AM
I made a detachment and sent it home using the transport mode, it docked but I can't find him to redeploy, what's going on?
Ships land on the colony. You can find them in storage now.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: raptormother on October 31, 2022, 05:07:17 AM
Hi! I've been enjoying your mod for a while, it's truly remarkable, especially the latest updates :3

I've got a question about planet warping. I've explored the entire sector and colonized every industrial ruin I found, and sadly found no planet warper anywhere :(

Now, since I'm about to abandon the save anyway, I just want to have fun and make a few megasystems with all my scattered colonies, and I was wondering, is there a way to add the planet warper to a planet using the console commands?

Thank you for your time!
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Mr Parse on October 31, 2022, 11:57:24 AM
Hello, great mod! I have read the FAQ about detatchments and it mentioned that if they get stuck they go derelict so you go there and help them with info about thier location from a entry in the intel tab. But I cant find any information in the intel tab about the detachment. Am I missing something or is it a bug? Anybody knows?
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Geekin88 on October 31, 2022, 12:07:56 PM
Addindustry riftgen
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Amoebka on November 01, 2022, 10:28:40 AM
Incredible mod, can't believe I haven't checked it out earlier. The level of UI polish is insane. Fully setting up a 3d-printer industrial chain feels like a proper game-spanning quest. Truly a shame it relies on whitelisting and every single other modmaker hates fun.

The gacha megastructure is funny and all but what is its intended design purpose? Being difficult to find and restore, it's more of a lategame entertainment, but in the lategame you have much more consistent ways of getting better ships. From what I understand, it can't give you any ships you can't manufacture from blueprints anyway.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: SirHartley on November 01, 2022, 12:50:43 PM
Thanks :)

I made the gacha station because someone (I think Derp?) on discord asked for a repeatable ship printer event. I thought about how to do that, decided that it should probably be an endgame thing, and just implemented it that way - no real point to it past late game entertainment, as you said!

Regarding the whitelist - there is a setting in settings.json to turn the whitelists off!
I do think that I might have forgotten to turn the whitelist for the printer chain back on after I turned it off for dev purposes like a year ago, though.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Harlequin on November 02, 2022, 03:24:26 PM
Hello- I love the mod

I am, however having an issue with Watchtowers. While the AI fleets seem to have no issue capturing them, the only option I have when I approach them is to leave; the message accompanying implies the station is shutdown. Could this potentially be a mod conflict?
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Freaky on November 03, 2022, 03:56:06 AM
Hello- I love the mod

I am, however having an issue with Watchtowers. While the AI fleets seem to have no issue capturing them, the only option I have when I approach them is to leave; the message accompanying implies the station is shutdown. Could this potentially be a mod conflict?

i have the same problem.
i have a colony in a system with an artillery but the planet it orbits is not yet colonized by me. i got a pirate raid and they took over the towers and i cant get them back even after the raid was destroyed :(

some problem in other systems where pirates or other factions controll the towers and even with the artillery or mortar destroyed.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: SpaceDrake on November 03, 2022, 04:37:35 AM
Also, in 3.1f, it... now appears as if the player is no longer aggressed by the derelict or remnant-owned watchtowers/defense stations. I no longer get an eye icon over my head, and I'll watch it aggress others, but I never seem to get targeted.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: NasaBrindle on November 03, 2022, 05:51:32 AM
Are you friends with the remnant?
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Amoebka on November 03, 2022, 05:59:04 AM
I'm playing 3.1f and I very much do get targeted by remnant artillery.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: SpaceDrake on November 03, 2022, 06:34:25 AM
Are you friends with the remnant?

Very much not. Both show as hostile and I'm not getting targeted.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: TheLemu on November 04, 2022, 07:07:20 AM
I've seen few factions, mainly Anarakis Reparations Society, who while having a station somewhere in the system, do not have any presence on the planet the orbital artillery is anchored to, only having a fleet stationed at it.

Is there a way we can achieve it as well? I mean, without editing conditions via console commands. Something like a remote access to it if we destroyed it, and have a colony in the same system.
I came across so many nice systems with artillery, whose value was diminished by the fact that it was orbiting a worthless planet with little to no colonizing value, all while there's a Class V planet few klicks away.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: WeWickYou on November 05, 2022, 08:41:19 AM
Hello Harvey,

Would like to know if you could be possible to change the scrapyard a bit?
i don't know if it's possible but it could spawn a salvage fleet of market owner faction who gather the scrap by itself and put it inside a special storage that the scrapyard will use to have production.

(idea come from me being sadge of seeing neutral salvage or vulture salvage clearing the huge ammount of stuff from invasion fleet my faction killed).

Regards,
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: SlightEye on November 05, 2022, 02:10:48 PM
Are you friends with the remnant?

Very much not. Both show as hostile and I'm not getting targeted.

Same here. I am friendly with the remnants but the automated defenses are hostile but will not target my fleet. They still target other fleets.

Edit: When Interacting with a watchtower it says :
"The Domain Defence System Watchtower lies silent and any
attempts at interfacing with it are unsuccessful - it might be in
some kind of emergency shutdown.

It is unknown if, and when, it might start working again."

You decide to...
  1. Leave[Esc]"
It still targets other fleets so I don't know If this is intentional.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Zhein on November 05, 2022, 04:13:34 PM
Is there a way to remove the station from the alpha site ? The vanilla fight is already hard enough to not have to inflict myself with this.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: FreonRu on November 06, 2022, 02:07:34 AM
Good day.
I can't imagine the game without this modification. Modification looks very organic. Thanks a lot.

Are there any plans to add more special items for the added industries and structures? For example for Restoration Docks, Privateer Base, etc.

Joke receiving 9999 pcs. "volcano" after the delivery of relic components appreciated, it was unexpected, but very pleasant.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: FluxEnthusiast on November 07, 2022, 01:21:28 AM
Hey is it possible to capture a domain era artillery/mortar/missile station?
Title: Re: [0.95.1a] Industrial.Evolution 3.1.d - Campaign content expansion
Post by: Hyperion505 on November 07, 2022, 02:34:41 PM
you should probably disable dev mode...

I'm quite fine with devmode on, why does devmode cause the artillery to target you regardless?
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: SirHartley on November 07, 2022, 02:50:30 PM
Are there any plans to add more special items for the added industries and structures? For example for Restoration Docks, Privateer Base, etc.
Yeah, when I get ideas on what to do with them :P

Hey is it possible to capture a domain era artillery/mortar/missile station?
yeah, kill it and you can take it over when you build a colony there

you should probably disable dev mode...

I'm quite fine with devmode on, why does devmode cause the artillery to target you regardless?
because devmode is developer mode, which means stuff doesn't work the way it usually does. I needed the artillery to shoot at me, so I made it shoot at me when in devmode. Most of the industrial evolution mod misbehaves while this mode is enabled, you can expect weird behaviour like the artillery shooting you and mines always hitting you, removal of normal limitations or cooldowns and of course crashes - because I do not player-proof a setting that is for development. Sorry about that.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Hyperion505 on November 08, 2022, 03:30:26 AM
you should probably disable dev mode...

I'm quite fine with devmode on, why does devmode cause the artillery to target you regardless?
because devmode is developer mode, which means stuff doesn't work the way it usually does. I needed the artillery to shoot at me, so I made it shoot at me when in devmode. Most of the industrial evolution mod misbehaves while this mode is enabled, you can expect weird behaviour like the artillery shooting you and mines always hitting you, removal of normal limitations or cooldowns and of course crashes - because I do not player-proof a setting that is for development. Sorry about that.

Fair enough, just won't use the artillery then.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: stal on November 10, 2022, 04:06:28 PM
Quick question, wondering what is the command for spawning an artillery station? I found the one for watchtowers, but Artillery requires to be following a planet.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Bangle on November 12, 2022, 04:33:15 AM
I have a rather confusing experience with the transpoofer consumable.
It starts with me engaging a luddic path base by sneaking in with an active transpoofer.
After the battle however, the game calculated that the ship i have deployed were hostiles and made me fight my own ships.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: FreonRu on November 12, 2022, 08:11:55 AM
Are there any plans to add more special items for the added industries and structures? For example for Restoration Docks, Privateer Base, etc.
Yeah, when I get ideas on what to do with them :P

Thank you, looking forward to new unique items.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Moomoomaster69 on November 13, 2022, 05:39:36 PM
Do you know how to enable building artillery for stations from other mods(like the remnant battlestation from terraforming)
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Mephansteras on November 17, 2022, 10:24:10 AM
If I want to configure the ships in my mod to be reverse engineered in the Engineering Hub, do I just add in a data\config\indEvo\reverse_engineering_whitelist.csv to my mod with the ship names?

I think with how Starsector does things it would just append, but I haven't tried with new mod files before, only core starsector files.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: SirHartley on November 18, 2022, 12:15:28 AM
I have a rather confusing experience with the transpoofer consumable.
It starts with me engaging a luddic path base by sneaking in with an active transpoofer.
After the battle however, the game calculated that the ship i have deployed were hostiles and made me fight my own ships.
That is a bug. Thanks for the report!

Do you know how to enable building artillery for stations from other mods(like the remnant battlestation from terraforming)
Mod author has to add compatibility.

If I want to configure the ships in my mod to be reverse engineered in the Engineering Hub, do I just add in a data\config\indEvo\reverse_engineering_whitelist.csv to my mod with the ship names?

I think with how Starsector does things it would just append, but I haven't tried with new mod files before, only core starsector files.
Yeah, you just need a file in your own mod - there are instructions under the "mod authors" tab on the mod page, check it out!
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Mephansteras on November 18, 2022, 08:58:35 AM
If I want to configure the ships in my mod to be reverse engineered in the Engineering Hub, do I just add in a data\config\indEvo\reverse_engineering_whitelist.csv to my mod with the ship names?

I think with how Starsector does things it would just append, but I haven't tried with new mod files before, only core starsector files.
Yeah, you just need a file in your own mod - there are instructions under the "mod authors" tab on the mod page, check it out!

Cool, thanks!
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: boggled on November 19, 2022, 02:55:45 PM
Do you know how to enable building artillery for stations from other mods(like the remnant battlestation from terraforming)
Mod author has to add compatibility.

Hello! I'm the author of TASC. How can I add compatibility with the IndEvo artillery station to the Remnant station from TASC?
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: YourLocalMairaaboo on November 20, 2022, 02:21:48 AM
Boggled, I have a question. How does it work for buildings like the senate and academy when the colony interaction menu is "clogged" by mods like Exotica Tech, Progressive Smods, and TASC? I heard you consolidated your options, but how many buildings with colony interactions do I need for that?
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: boggled on November 20, 2022, 07:16:41 AM
Boggled, I have a question. How does it work for buildings like the senate and academy when the colony interaction menu is "clogged" by mods like Exotica Tech, Progressive Smods, and TASC? I heard you consolidated your options, but how many buildings with colony interactions do I need for that?

Having too many colony menu additions is definitely problematic. I plan to move the terraforming and crafting screens to the intel screen so TASC doesn't contribute to this.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: YourLocalMairaaboo on November 20, 2022, 08:27:35 AM
Thanks, that should help a bit, yeah. (The reason I mentioned you here was a name mixup. Sorry for confusing you and Hartley, BTW. TBF, your two mods work together REALLY well.)
For now I can bypass it by running indevo structures in your stations and NOT building the VIC revitalization center on them. This means stations end as the only government options, but it is worth it for the broken ships.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Uther Phobos on November 20, 2022, 01:30:25 PM
Thanks, that should help a bit, yeah. (The reason I mentioned you here was a name mixup. Sorry for confusing you and Hartley, BTW. TBF, your two mods work together REALLY well.)
For now I can bypass it by running indevo structures in your stations and NOT building the VIC revitalization center on them. This means stations end as the only government options, but it is worth it for the broken ships.
Meh, the biggest issue is that there's only 10 keys assigned to the menu, beyond that it doesn't really break anything since you can still use the mouse to access them. The only thing you're actually bypassing is having those options available.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Big Bee on November 21, 2022, 03:30:39 AM
I'm quite annoyed that allied fleets don't seem to help against artillery stations. I used an abillity from another mod to call a fleet to help me but if I engage the station it's just my fleet vs the station and the defender fleet...
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: YourLocalMairaaboo on November 21, 2022, 07:18:08 AM
Thanks, that should help a bit, yeah. (The reason I mentioned you here was a name mixup. Sorry for confusing you and Hartley, BTW. TBF, your two mods work together REALLY well.)
For now I can bypass it by running indevo structures in your stations and NOT building the VIC revitalization center on them. This means stations end as the only government options, but it is worth it for the broken ships.
Meh, the biggest issue is that there's only 10 keys assigned to the menu, beyond that it doesn't really break anything since you can still use the mouse to access them. The only thing you're actually bypassing is having those options available.
Thing is, the options physically leave the screen, so no, I can't.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: YourLocalMairaaboo on November 21, 2022, 11:15:32 AM
Would there be an option to add a letter hotkey to indevo options?
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: BladedQueen on November 22, 2022, 11:26:12 AM
When you have the time, I would add a section on the mod page for artillery. It's an interesting feature but one I wish weren't so prevalent in the sector. Felt like half of the systems I visited were liable to light my fleet up on sight, while also blocking surveying/colonization of habitable planets.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: SpaceDrake on November 22, 2022, 03:24:19 PM
Meanwhile, with 3.1f, I'm still seeing a lot of comparatively non-aggressive behavior from the platforms despite them lighting other folks up and me being pointedly hostile to the owners. This happens with both DSS platforms and even "owned" platforms like the one around Sindria.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: SirHartley on November 22, 2022, 03:28:29 PM
am aware, they are bugged atm and don't reliably target you

will be fixed, am picking up work on this again
also reducing spawn rate there are too many
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Reshy on November 24, 2022, 10:36:45 PM
I wanted to ask but how does the rift generator work exactly?  It looks like it creates a portal to a new system and brings the planet with it, but I'm hesitant to relocate it away from the core of my worlds since I don't know if the portal remains in it's original position or not as while I would like a fast travel from one end of the galaxy to the other I don't wanna risk sending my planet into the unknown.


Side note:  Friendly watch towers have the same text as hostile ones.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: sqrt(-1) on November 26, 2022, 03:54:50 AM
Perhaps I have missed a dialog text somehere, but I think the player should be informed on the Galatia Research page that the Omega weapons filed in there will be ruined and replaced with lesser ones.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Farya on November 27, 2022, 04:26:22 AM
I wanted to ask but how does the rift generator work exactly?  It looks like it creates a portal to a new system and brings the planet with it, but I'm hesitant to relocate it away from the core of my worlds since I don't know if the portal remains in it's original position or not as while I would like a fast travel from one end of the galaxy to the other I don't wanna risk sending my planet into the unknown.


Side note:  Friendly watch towers have the same text as hostile ones.
Your planet is moved into a random system in your chosen direction within a covered range. So you kinda can predict where your planet will be somewhat depending from relative system placement - just check the distance between neigbouring systems and yours to see what systems are potentially eligible. While at the original location there will be torn open a new jump point.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: SlavenOlupina on November 27, 2022, 04:31:09 AM
Hey there,

First of all, magnificent mod, im having a blast.

Wanted to point out a minor compatibility bug, not sure if thats something you usually work on but ill leave it here anyway.

Centralization Bureau doesn't seem to work when built on space stations (Astropolis in this case) made by the player (using "Terraforming and Station Construction" mod). It says there are no duplicate industries in the system.

Using latest versions of both mods (IE v3.1.f and TaSC v8.1.6).

Cheers and thanks for a great mod,
Slaven

Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: robepriority on November 27, 2022, 03:04:48 PM
Perhaps I have missed a dialog text somehere, but I think the player should be informed on the Galatia Research page that the Omega weapons filed in there will be ruined and replaced with lesser ones.

The UI is a bit confusing with the prompt being the "cargo" button - but IMO replicated variants outperform most of their base counterparts.

The consumables are the least valuable trade to me.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Artificer on November 27, 2022, 04:18:44 PM
Hey, awesome mod!  I saw a Luddic Church colony that had a rift generator just waiting to be refurbished.  So I attacked and took it.  After refurbishing it, I used it to transport the planet to a system I already had colonies in, which totally worked.  Unfortunately it had a weird side effect.  The planet immediately returned to Luddic Church control.  No intel notification of a rebellion or something winning it back, just a notice in intel that it was now under Luddic Church Control.  Couldn't find any reason it would switch like that.  I couldn't let Luddites run amok with tech like that, so I just conquered it again.  So it wasn't really a big deal, but I thought I should report it.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: SirHartley on November 28, 2022, 07:44:25 AM
that is incredibly weird
I'll take a look when the mod works again (am in the middle of restructuring)

thank you for the report!
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Reshy on November 28, 2022, 09:36:17 AM
I wanted to ask but how does the rift generator work exactly?  It looks like it creates a portal to a new system and brings the planet with it, but I'm hesitant to relocate it away from the core of my worlds since I don't know if the portal remains in it's original position or not as while I would like a fast travel from one end of the galaxy to the other I don't wanna risk sending my planet into the unknown.


Side note:  Friendly watch towers have the same text as hostile ones.
Your planet is moved into a random system in your chosen direction within a covered range. So you kinda can predict where your planet will be somewhat depending from relative system placement - just check the distance between neigbouring systems and yours to see what systems are potentially eligible. While at the original location there will be torn open a new jump point.
Alright, so if I wanted to, I could (given time and luck) effectively create a way to fast travel from one side of the core to the other, skipping the high fuel costs?
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: SirHartley on November 28, 2022, 09:46:05 AM
you can, given time and dedication, make a rift-road that lets you traverse the entire sector without going into hyperspace once, yes.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: NikoTheGuyDude on November 28, 2022, 10:07:18 AM
(you can also use gates)
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: SirHartley on November 28, 2022, 12:14:28 PM
which is kind of besides the point since his question was mod specific.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Reshy on November 29, 2022, 10:10:48 AM
Is there any way to get more info about the reputation hit on the embassy?  I sometimes see negative changes (like one from Tri-Tachyon) even though I hadn't interacted with Tri-Tachyon at all in the given month or prior month (was spending time buying ships and mucking with colonies).
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Jonass on November 30, 2022, 01:22:17 AM
I really do enjoy your mod, and the thorough info on it, in the OP. It really ads some atmosphere to the game.

How would you feel about the idea to be able to ad 'patrol system/planet' to a fleet detachment? When establishing colonies, babysitting it for pirate incursions or otherwise could be handled by a detachment. Until you get your patrols/industry running. Or if you know an invasion is coming but want to flesh out your defenses.

Will this work if you just tell the detachment, to stay put and engage enemies?

Cheers
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: 1c3Br3ak3r on December 01, 2022, 03:08:06 AM
Hey! Thanks for the mod! ;D

I have a issue. I just found a Ancient Lab in one colony and restored it.  It says that Forge Templates can be sloted in it, and it can restore degraded ones. My doubt is, it can only restore ? or it can also produce things on the templates? Because i sloted a Conquest-Class forge template, and it is there for ages  :-\
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: YourLocalMairaaboo on December 01, 2022, 07:02:23 AM
Hey! Thanks for the mod! ;D

I have a issue. I just found a Ancient Lab in one colony and restored it.  It says that Forge Templates can be sloted in it, and it can restore degraded ones. My doubt is, it can only restore ? or it can also produce things on the templates? Because i sloted a Conquest-Class forge template, and it is there for ages  :-\
Spoiler
Ok, you need a seperate structure to make stuff from that, called hull forge. The chain goes like this: Hull deconstructor allows you to fill the template by disassembling a ship, hull forge prints a certain ammount of ships of that kind from the filled template, emptying them and busting some of the templates, and then the lab can fix templates that get busted, allowing you to fill them again.
[close]
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: YourLocalMairaaboo on December 01, 2022, 12:29:55 PM
So, today I was testing out how the interstellar relay's comm relay function worked, and was VERY surprised, and pleasantly at that, that I still got market data. You sir, are a genious!
Do I also get comm-dependent news?
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: goober on December 01, 2022, 05:43:26 PM
Loving this mod so far, but I'm not a fan of the artillery stations/watchtowers and such. Is there any way to disable them?
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Reshy on December 04, 2022, 02:53:21 AM
This might be a bug, but I noticed that the Super Computer seems to munch through AI cores far too quickly.  Gave it a stack of 20 Beta Cores and they've already been gone through not too long later.  Is it just treating all cores as gamma cores in terms of longevity?


EDIT:  Another bug, but your autonomous colonies don't automatically grant access to the Requisitions Center like they do for storage.

Also a minor suggestion, but I think CHAMELEON should give a bonus to stability based off it's flavor and to encourage you to keep it around even after the Decivilized Population or Rogue AI has been eliminated.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Loremaster Estrom on December 06, 2022, 11:30:31 AM
Good Evening,
during alot of testing arround on my colonies, ive found that the Mandated Overtime Edict from the Senate doesnt work.
Please correct me if i am wrong.
sincerely
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: NovaSnake on December 07, 2022, 03:22:06 PM
I can't seem to take over watchtowers after destroying/rebuilding an artillery station for some reason.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: BladedQueen on December 07, 2022, 09:19:09 PM
Loving this mod so far, but I'm not a fan of the artillery stations/watchtowers and such. Is there any way to disable them?

Go to the Industrial Evolution mod folder, then data -> config -> settings.json

Open in a text editor and make sure this line is switched from true to false: "Enable_IndEvo_Artillery": FALSE
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: NovaSnake on December 09, 2022, 10:52:02 PM
I've got an idea for putting artillery platforms into systems that don't already have them. Instead of building them, towing a destroyed one into a system of your choice! Using either nex integration or encounter dialogue, allow the player to pay for a towing fleet to move the platform into orbit around whatever planet you please, with an appropriate credit cost scaling to the distance. Tugs exist in the Starsector universe, so I imagine it'd be possible to tow these artifacts into orbit elsewhere if you wanted it enough. I understand the balance concerns, if any, though.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: YourLocalMairaaboo on December 10, 2022, 02:26:44 AM
I've got an idea for putting artillery platforms into systems that don't already have them. Instead of building them, towing a destroyed one into a system of your choice! Using either nex integration or encounter dialogue, allow the player to pay for a towing fleet to move the platform into orbit around whatever planet you please, with an appropriate credit cost scaling to the distance. Tugs exist in the Starsector universe, so I imagine it'd be possible to tow these artifacts into orbit elsewhere if you wanted it enough. I understand the balance concerns, if any, though.
The things are probably not hyperspace capable. Still, maybe be able to move them between in-system colonies?
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: NovaSnake on December 10, 2022, 02:53:03 AM
I've got an idea for putting artillery platforms into systems that don't already have them. Instead of building them, towing a destroyed one into a system of your choice! Using either nex integration or encounter dialogue, allow the player to pay for a towing fleet to move the platform into orbit around whatever planet you please, with an appropriate credit cost scaling to the distance. Tugs exist in the Starsector universe, so I imagine it'd be possible to tow these artifacts into orbit elsewhere if you wanted it enough. I understand the balance concerns, if any, though.
The things are probably not hyperspace capable. Still, maybe be able to move them between in-system colonies?
A big question is whether or not tugs are able to extend their drive bubble to other things around them. Or, otherwise, dock up to/tether to the thing they want to tow through hyperspace and extend the drive bubble that way.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: bestban on December 10, 2022, 03:02:49 PM
How does "VarInd_deliverToProductionPoint": TRUE work?

Local storage still receives free deposit after marking it to be TRUE, although the message at lower left corner stated depositing to the colony.
Does this change require a new campaign, that is, not for saved (Ironman) games?

At my current game, the Heavy Armaments VPC is too OP for my taste: 60 amounts * ~$450 per unit = $27,000 of free money.
This is a great mod to have for the game. Thanks.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Teknolojee on December 11, 2022, 12:49:51 AM
I've got an issue. All watchtowers got disabled for some reason. Starting a new game doesnt help. "Enable_IndEvo_Artillery": TRUE

UPD.: does this mb have something to do with it?
  • Added - Star System Memory Key (boolean) "$IndEvo_SystemDisableWatchtowers" which disables watchtowers and location reporting by fleets
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Lone_Ape on December 11, 2022, 04:37:08 AM
Not entirely sure if its this mod that is causing this, but it might be the missile station doing something.

After i interact with a planet my fleet will not respond to my commands and will slowly drift in a certain direction and all the ships will slowly start to die
Nothing i do can get them out of this slow drift
Video:
Spoiler
https://youtu.be/F3AHFjrWfdI (https://youtu.be/F3AHFjrWfdI)
[close]

Same system, a different save a bit further on where i have destroyed said station - I run into another issue where my fleet just keeps going after coming in contact with another fleet (sub-ordo), the game does not pause and will crash (Usually the crash happens without any input, but when recording it happened when i clicked engage in combat.

Video:
Spoiler
https://youtu.be/DxT6HOUsBUQ (https://youtu.be/DxT6HOUsBUQ)
[close]

Opened a different topic about the CTD thing, but these things are connected somehow, so im posting them here in hopes of finding a solution other than avoiding this cursed system and hoping that i don't run into the same thing
Screenshots of said post, so there's no need to navigate:
Spoiler
(https://i.imgur.com/VMqEJdI.png)(https://i.imgur.com/m8TyIo9.png)
[close]
https://fractalsoftworks.com/forum/index.php?topic=25756.msg383149#msg383149 (https://fractalsoftworks.com/forum/index.php?topic=25756.msg383149#msg383149)

getting invalid null-point error when interacting with your watchtowers as well, save game is completely ***

Mod list and save:0.95.1a RC6
Spoiler
Spoiler
(https://i.imgur.com/YqUQaBk.png)(https://i.imgur.com/65amZdl.png)
[close]
https://mega.nz/file/RTIT1BrK#j9RdnfGAqwmjXJgH0AOH5CDHJrdLjvZgVzsRW_c49FA (https://mega.nz/file/RTIT1BrK#j9RdnfGAqwmjXJgH0AOH5CDHJrdLjvZgVzsRW_c49FA) - Mods zipped (Have updated combat reports to the newest version since the upload, but does not seem to make much of a difference)

Save files at various points - The latest save will just CTD, The earliest save is right before entering the system, the other three can be used to recreate the issue
https://mega.nz/file/0GIQyQ7A#pAKXyrO6B0BWYq0dkjuHs-bZrxhUr0IDaU42sVfP4lk (https://mega.nz/file/0GIQyQ7A#pAKXyrO6B0BWYq0dkjuHs-bZrxhUr0IDaU42sVfP4lk)
[close]
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Joules_per_second on December 19, 2022, 07:38:42 AM
Why can't I download the ZIP file, it keeps saying Failed - Forbidden after trying to download it for about an Hour. It's just 14 mb. Why is it taking so long? Our internet connection is fine. Help Pls. :'(
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: AdtrL on December 20, 2022, 03:09:45 PM
Download link gives me a "Site can't be reached" error preventing it from downloading.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: azozo5 on December 24, 2022, 02:23:14 AM
Hi, i have a suggestion, how about idea of making forced relocation to drain humans from solar system to target colony instead of spreading them away, for me it makes more sence in terms of "to make slow colony grow faster". Or, if you don't want it to be main way it works, you can make it in altenative script, that can be changed to in market conditions by player if he want it to work this way
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Tito on December 24, 2022, 08:05:05 AM
Rift generator doesn't work when added to planet by console commands.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Killsode on December 27, 2022, 01:11:59 AM
Want to say that i love the new artillery stations, they're really damn neat. Although you may want to investigate ways to force their derelict faction to be hostile to the player as various custom starts that leave the player neutral to many factions (IE Tahlans great Kassadar) make it completely safe to traverse their systems for the player.
That is unless for some reason the player is supposed to be ignored while poor scavengers get their s*&( wrecked XD


Scratch that, do players ever get targeted by the artillery stations? i've started a new save from an apex design collective start and i'm still not getting shot at by them.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Tito on December 28, 2022, 06:46:52 AM
Is it working properly when i find 15 ancient laboratories and 0 rift generators? I found a planet with "there is a "weapon" pointing at the planet itself" or something that turn out to be a hull forge. Thought that this was supposed to be a rift generator. I guess it's a problem with grand sector. I'd like to know your opinion.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Killsode on December 28, 2022, 07:47:08 AM
Is it working properly when i find 15 ancient laboratories and 0 rift generators? I found a planet with "there is a "weapon" pointing at the planet itself" or something that turn out to be a hull forge. Thought that this was supposed to be a rift generator. I guess it's a problem with grand sector. I'd like to know your opinion.

Er, rift generators have the text of "entirely misreporting the location"
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Tito on December 28, 2022, 07:49:53 PM
I have found one of those too and it wasn't a rift generator. :(
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: McTrigger on December 28, 2022, 11:39:28 PM
Is it working properly when i find 15 ancient laboratories and 0 rift generators?

This has been my experience the last 5 runs. Ancient Laboratories everywhere with rift gens being unicorns. Though I did find a 75 hazard class v with Rift bountiful agi which felt good.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Killsode on December 29, 2022, 12:37:52 AM
I have found one of those too and it wasn't a rift generator. :(

I just did a quick check on 3 ruins and they all came up what they should be, including a rift generator. So i'm not whats causing all of your mismatches
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Jonass on December 29, 2022, 05:18:20 AM
I have claimed a sweet world with artillery station. It says it's broken (i had to?!) and need a orbital station to be repaired. I have the orbital station and nothing happens? What have i missed?

Also. More general question. Is there some domain tech or otherwise that makes high gravity go away? I have a shitload of fantastic world in this play through and all of them are high gravity :(

Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: SpiceyT on December 29, 2022, 06:50:04 AM
Hello, when interacting with my colonies I do not see the option to build an interstellar relay. Is it an upgrade to the military relay? Or is it an option I must enable in settings. Many thanks.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Killsode on December 29, 2022, 07:07:43 AM
Hello, when interacting with my colonies I do not see the option to build an interstellar relay. Is it an upgrade to the military relay? Or is it an option I must enable in settings. Many thanks.

Its an upgrade. I think there's a prerequisite, its noted in the the mod pages thingie about it
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Tito on December 29, 2022, 01:02:01 PM
I have found one of those too and it wasn't a rift generator. :(

I just did a quick check on 3 ruins and they all came up what they should be, including a rift generator. So i'm not whats causing all of your mismatches

Can you also add a rift to a planet using console commands mod? I tried that and the option to use it didn't appear in the menu.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Killsode on December 29, 2022, 09:57:18 PM
Can you also add a rift to a planet using console commands mod? I tried that and the option to use it didn't appear in the menu.

Try adding the rift generator industry, i remember doing that once and it working. it certainly works for all of the other derelict industries
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Tito on December 30, 2022, 03:03:59 AM
Can you also add a rift to a planet using console commands mod? I tried that and the option to use it didn't appear in the menu.

Try adding the rift generator industry, i remember doing that once and it working. it certainly works for all of the other derelict industries

Yes, i tried that and it didn't work. Also when i use survey, a condition "fully autonomous colony" shows up in all planets. Which is a yunru mod condition, not sure which one. I tried it with yunru's mods disabled and didn't work either, so it must be something else. Certainly there is conflict with some mod. I got 100 mods in this campaign.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Tito on December 30, 2022, 03:06:03 AM
Another thing that i just found out. The railguns are not working unless i have devmode enabled.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Kris_xK on January 01, 2023, 08:49:14 AM
Is it possible to force an artillery statation (and watchtower) to spawn during a system gen? IE I want Rubicon to always have an artillery station every game. (I don't, but it's the only system name that comes to mind)
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Darkwhip on January 01, 2023, 10:30:19 AM
Are printed ships completely exempt from being reverse engineered? I just finished fixing all the printing defects on a ship but the engineering hub still does not accept them claiming unusable due to printing defects, even though I just restored them
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Killsode on January 01, 2023, 05:30:15 PM
Are printed ships completely exempt from being reverse engineered? I just finished fixing all the printing defects on a ship but the engineering hub still does not accept them claiming unusable due to printing defects, even though I just restored them

Yeah printed ships cant be scanned or reverse engineered, they're given a unique 'printed' hullmod that disallows it.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Darkwhip on January 01, 2023, 05:57:16 PM
anyway to disable that?  :P
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: paulogabbi on January 01, 2023, 08:38:42 PM
So... i got a strange problem, i did buy a senate on my colony but i cannot see the senate menu thanks to my monitor low resolution, does it have any hotkey for it ?
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: TigrisJK on January 03, 2023, 09:40:05 PM
How are the new watchtowers supposed to work? I entered a system with some in them but they were inactive. One of the planets had an artillery platform on it so I took the planet, and now I built a railgun platform on it.

But I can't activate the watchtowers. They still show as dormant, unable to be awoken.

(They appear to be mine, though.... will they work when an enemy fleet jumps in? They say they are in an emergency shutdown though)

I should also mention they didn't seem to target me when I was clearing the Remnant out of the system. (Nope, I just went to war with Hegemony to test, they do target me, so that's fine... do I have to rely on my fleets to cap them rather than me being able to cap them myself though?)

(NVMD, figured it out. I was just moving too fast for it to hit me.... and it looks like the watchtowers get capped by my patrols only and that's fine)
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Ghardyne on January 08, 2023, 04:41:25 AM
Hey, is there a way via console command to change the faction id of the watchtowers?
I didn't notice until it was too late that I had devmode running and now I can't get the ownership over watchtowers even after destroying the platform and building my own.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: qwe on January 09, 2023, 03:55:01 PM
dose the industrial ruins in planets despair overtime? because mine did..
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: ctuncks on January 11, 2023, 09:08:45 PM
Regarding the restoration docks. Would it be possible to link the % based repair cost to the base games repair cost or to include it in the settings file?
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Droll on January 12, 2023, 06:44:48 PM
I think I've found a bug regarding multiple supercomputers across multiple systems. In my game, I've got 5 systems, 2 of which each have a supercomputer running alpha cores with simulation engines, all systems are within range of both supercomputers. The 2 systems that have supercomputers are running correctly - they have an income modifier of 1.44 (supercomputer network) which I believe is expected. However, the 3 that do not have supercomputers either get the bonus for only the closest supercomputer, or in the case of some planets will show two separate modifiers, an example - 1.33 (Aurelia simulation engine), and 1.33 (Lycus simulation engine). Note that Aurelia doesn't have a supercomputer whereas Lycus does (the 2nd supercomputer is on another planet Relis).

Shouldn't all 5 systems have the "supercomputer network" modifier instead of the weirdness I just described?

Edit: One thing I forgot to mention, I didn't really notice the incomes of the systems with 2 modifiers go up when the 2nd supercomputer went online so idk what exactly is happening there.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Killsode on January 14, 2023, 06:13:53 AM
i have finally figured out why i was never ever getting shot at by artillery stations.

its misreading my devmode status, i recently wanted to check if the automated shipyards showed up in devmode map view and uh... i was finally getting shot at by artillery stations... after a little testing it will only shoot at me if i've got devmode on, so it must be misreading/inverting my devmode status.
Any idea how i could fix this?

Btw for anyone wondering they do not show up uniquely like hypershunts or plantary shields. you'll just have to look for them.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
Post by: Killsode on January 14, 2023, 06:59:20 AM
Nevermind! turns out the 'target lock' only persisted for the one station, next one i encountered entirely ignored me again!

Alright i've managed to fix it, but i'm even more confused to some extent.
So, turning on devmode would make it start shooting at me, but when i turned devmode off it continued to shoot at me. if i exited without saving the would return to not shooting at me. but i just turned devmode on, then off, then saved&exited, reloaded and its shooting me.
What the hell happened to make it just not shoot me in the first place?
Title: Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
Post by: SirHartley on January 20, 2023, 01:14:04 PM
(https://i.imgur.com/7k1QAas.png)


NOT SAVE COMPATIBLE


Download (https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution3.2.a.zip)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)
Requires LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444.0)

There are currently no known compatibility issues with other mods.
Yes, this means it is compatible with Nexerelin and Terraforming and Station Construction.


Integrated with Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0)
Pairs well with Grand.Colonies (https://fractalsoftworks.com/forum/index.php?topic=20986.0)
as well as Substance.Abuse (https://fractalsoftworks.com/forum/index.php?topic=24378)



Fixes that are long overdue
some changes (?)
complete code restructuring everything is different and it's been so long I have no idea what I did anymore

Because all the code is different, this update is super duper not save compatible, don't even try, it'll break.


Change Log
3.2.a
  • General
  • Adjusted - Complete code restructuring
  • Techmining
  • Removed - Techmining progress indicator (Download Better Colonies instead!)
  • Removed - Vanilla techmining override
  • Items
  • Adjusted - Chance for patrols to ignore the Sensor Decoy reduced to 10% (from 30%)
  • Fixed - Transpoofer no longer causes you to fight your own fleet when engaging a station while it is active
  • Supercomputer
  • Fixed - Crash if colony does not have primary entity
  • World Symbols
  • Fixed - No longer applies stability bonus to planet when hovering over build menu
  • Fixed - Stability bonus now properly spreads to other in-faction planets in the system without needing to open them
  • Detachments
  • Fixed - Mystery crash https://discord.com/channels/187635036525166592/619635013201428481/1043634065917608088
  • Minefields
  • Adjusted - Condition is now visible in planet search
  • Artillery
  • Added - Setting to adjust spawn chance
  • Added - Tag "indevo_compat" and functionality to allow other authors to implement orbital station compatibility
  • Adjusted - Derelict artillery is now rarer (about 30% less)
  • Adjusted - Now ignores Epta tradestations for faction change
  • Adjusted - Watchtowers now spawn when artillery condition is applied to planet
  • Adjusted - Condition is now visible in planet search
  • Fixed - Eye indicator now works reliably again
  • Fixed - Eye no longer shows up if artillery is not hostile or broken
  • Fixed - Artillery stations now properly target and shoot you upon target lock
  • Fixed - Eye no longer shows up in systems with friendly artillery
  • Fixed - Now properly reverts to derelict station if there is no other faction claiming the system
  • Fixed - Can no longer spawn on alpha site
  • Fixed - Can no longer spawn in hidden systems
  • Fixed - Planets with artillery are no longer valid targets for missions and quests
  • Fixed - Watchtowers can now be interacted with and no longer display "doesn't work"
  • Fixed - Watchtowers can now be captured by player when not under AI control (remnant/derelict)
[close]
Title: Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
Post by: Soviet Tom Bombadil on January 20, 2023, 03:55:41 PM
did I scuff it?

[attachment deleted by admin]
Title: Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
Post by: genral on January 20, 2023, 03:57:43 PM
I'm getting that error as well.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
Post by: Soviet Tom Bombadil on January 20, 2023, 04:10:06 PM
I run a ton of mods so I'm always entertaining the possibility it's a mod conflict, first. How can I output a log for more information?

I'm getting that error as well.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
Post by: tiger33116 on January 20, 2023, 05:49:29 PM
I'm getting a hard crash when an artillery station is attempting to fire at my fleet. I believe it's a derelict one as i found this issue while exploring but have not been able to stay in game long enough to get eyes on it.
Log file on dropbox https://www.dropbox.com/s/fpesnv2bqdeixdf/starsector.log?dl=0
Title: Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
Post by: Soviet Tom Bombadil on January 20, 2023, 05:53:35 PM
This seems to be at least adjacent to my own crash, which seems to be happening during map generation while placing the artillery pieces on the map. I'm going to roll back to 3.1.f for now.

I'm getting a hard crash when an artillery station is attempting to fire at my fleet. I believe it's a derelict one as i found this issue while exploring but have not been able to stay in game long enough to get eyes on it.
Log file on dropbox https://www.dropbox.com/s/fpesnv2bqdeixdf/starsector.log?dl=0
Title: Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
Post by: Lordzias on January 20, 2023, 07:52:45 PM
Getting a crash on sector generation with the 3.2.a version:

Spoiler
423691 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
   at org.niatahl.tahlan.utils.IndEvoIntegrations.addDefenses(IndEvoIntegrations.kt:27)
   at org.niatahl.tahlan.world.Rubicon.generate(Rubicon.kt:327)
   at org.niatahl.tahlan.TahlanModPlugin.onNewGame(TahlanModPlugin.kt:87)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(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.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.plugins.derelicts.IndEvo_ArtilleryStationPlacer
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 18 more
[close]
Title: Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
Post by: Crilltic on January 20, 2023, 07:57:52 PM
Yeah I'm getting a hard crash as well when a derelict-controlled railgun attempted to fire at me.

Spoiler
2726335 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
   at indevo.industries.artillery.projectiles.RailgunShotEntity.spawn(RailgunShotEntity.java:59)
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.fireAtTarget(ArtilleryStationEntityPlugin.java:168)
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.fireAtTargets(ArtilleryStationEntityPlugin.java:103)
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.advance(ArtilleryStationEntityPlugin.java:83)
   at com.fs.starfarer.campaign.CustomCampaignEntity.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
2726521 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [DysonSphere.ogg]
2726521 [Thread-9] INFO  sound.OooO  - Playing music with id [DysonSphere.ogg]
[close]
Title: Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
Post by: Killsode on January 20, 2023, 11:19:23 PM
did I scuff it?

Ditto, ooof...
Title: Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
Post by: AlduinOnIce on January 21, 2023, 12:25:31 AM
So I've been getting this "IndEvo_ArtilleryStationPlacer" error after 3.2 update. Here's my last log :

Spoiler
1057390 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.FactionCommissionIntel  - Accepted commission with [Auroran Federation]
1057390 [Thread-3] INFO  exerelin.world.ExerelinNewGameSetup  - Finished sector generation
1058627 [Thread-3] INFO  exerelin.campaign.AllianceManager  - Getting name prefixes of alliance type HIERARCHICAL
1058628 [Thread-3] INFO  exerelin.campaign.intel.AllianceIntel  - Creating Alliance Intel
1058632 [Thread-3] INFO  exerelin.plugins.ExerelinModPlugin  - New game
1058752 [Thread-7] INFO  sound.public  - Cleaning up music with id [miscallenous_main_menu.ogg]
1058862 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
1058863 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_main_menu.ogg]
1060705 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
   at org.niatahl.tahlan.utils.IndEvoIntegrations.addDefenses(IndEvoIntegrations.kt:27)
   at org.niatahl.tahlan.world.Rubicon.generate(Rubicon.kt:327)
   at org.niatahl.tahlan.TahlanModPlugin.onNewGame(TahlanModPlugin.kt:87)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(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.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.plugins.derelicts.IndEvo_ArtilleryStationPlacer
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 18 more
[close]

And here's my enabled mod (*I've only added Unknown Skies after installing this 3.2 update) :


[attachment deleted by admin]
Title: Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
Post by: SirHartley on January 21, 2023, 12:34:53 AM
Anyone crashing on startup please head to the Discord and get the new Tahlan beta update!

https://discord.com/channels/187635036525166592/825068217361760306/1066119563453939723

It's because I removed something without letting Nia know in advance, my bad :/
Title: Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
Post by: Tedger on January 21, 2023, 01:11:52 AM
So I've been getting this "IndEvo_ArtilleryStationPlacer" error after 3.2 update. Here's my last log :

Spoiler
1057390 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.FactionCommissionIntel  - Accepted commission with [Auroran Federation]
1057390 [Thread-3] INFO  exerelin.world.ExerelinNewGameSetup  - Finished sector generation
1058627 [Thread-3] INFO  exerelin.campaign.AllianceManager  - Getting name prefixes of alliance type HIERARCHICAL
1058628 [Thread-3] INFO  exerelin.campaign.intel.AllianceIntel  - Creating Alliance Intel
1058632 [Thread-3] INFO  exerelin.plugins.ExerelinModPlugin  - New game
1058752 [Thread-7] INFO  sound.public  - Cleaning up music with id [miscallenous_main_menu.ogg]
1058862 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
1058863 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_main_menu.ogg]
1060705 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
   at org.niatahl.tahlan.utils.IndEvoIntegrations.addDefenses(IndEvoIntegrations.kt:27)
   at org.niatahl.tahlan.world.Rubicon.generate(Rubicon.kt:327)
   at org.niatahl.tahlan.TahlanModPlugin.onNewGame(TahlanModPlugin.kt:87)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(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.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.plugins.derelicts.IndEvo_ArtilleryStationPlacer
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 18 more
[close]

And here's my enabled mod (*I've only added Unknown Skies after installing this 3.2 update) :

Getting the same
Title: Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
Post by: Tedger on January 21, 2023, 01:16:00 AM
Anyone crashing on startup please head to the Discord and get the new Tahlan beta update!

https://discord.com/channels/187635036525166592/825068217361760306/1066119563453939723

It's because I removed something without letting Nia know in advance, my bad :/

Cant access that disco channel..
Title: Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
Post by: SirHartley on January 21, 2023, 01:32:31 AM
#mod_updates is a public channel that anyone can access unless banned from the server - just join and manually look for the Tahlan Beta Update in the channel.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
Post by: Killsode on January 21, 2023, 01:54:54 AM
#mod_updates is a public channel that anyone can access unless banned from the server - just join and manually look for the Tahlan Beta Update in the channel.

Not everyone wants to deal with the discord.
Any clue about the crash tiger got when being shot at?
Title: Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
Post by: TheLemu on January 21, 2023, 02:18:42 AM
#mod_updates is a public channel that anyone can access unless banned from the server - just join and manually look for the Tahlan Beta Update in the channel.
I know discord is vital to your identity as modders, but not everyone wants to jump through hoops just to get a small fix that could've just as easily been posted as a direct download link.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
Post by: GemAye on January 21, 2023, 02:20:13 AM
Anyone crashing on startup please head to the Discord and get the new Tahlan beta update!

https://discord.com/channels/187635036525166592/825068217361760306/1066119563453939723

It's because I removed something without letting Nia know in advance, my bad :/
I can't access this discord channel, I get the "No text channels" warning.
And I don't mind a few hoops to get back to playing.  ;)
Title: Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
Post by: lustfull on January 21, 2023, 02:38:28 AM
can't access discord to
Title: Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
Post by: Killsode on January 21, 2023, 02:43:42 AM
I can't access this discord channel, I get the "No text channels" warning.
And I don't mind a few hoops to get back to playing.  ;)

Its still an unofficial discord with worse, combative moderation. being forced to use it to get mod patches is simply annoying and asinine.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
Post by: SirHartley on January 21, 2023, 03:11:59 AM
Keep your idiotic crusade out of my mod thread, thanks. Get the fix from the discord or don't, it's all the same to me.

As for that second crash, I'm currently not at home, so I can't fix it until tomorrow. Please disable the artillery in the settings file to stop it from shooting, once the patch is out, you can turn it on again - sorry about that one!
Title: Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
Post by: Nattywwc on January 21, 2023, 03:25:27 AM
Can you share a discord server invite, because for those of us who aren't in the server a direct link to the channel does nothing.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
Post by: SirHartley on January 21, 2023, 03:29:47 AM
Sure!

You can find the primary one here: https://fractalsoftworks.com/forum/index.php?topic=11488.0

As for the "direct download" crew, I can't share a download when the beta mod is hosted as attachment to a message, so tht's kinda out.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
Post by: Nia Tahl on January 21, 2023, 03:46:52 AM
Here's a direct file link that should work, I believe:

Tahlan Shipworks 0.9BETA (https://cdn.discordapp.com/attachments/825068217361760306/1066430647683522641/Tahlan_0.9_BETA.zip)
Title: Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
Post by: Mehomd on January 21, 2023, 03:54:24 AM
Yep it does
Title: Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
Post by: Nia Tahl on January 21, 2023, 03:58:15 AM
It should be noted that I posted that update on very short notice late at night yesterday. It's a very unfinished beta, but should be stable
Title: Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
Post by: dawnway on January 21, 2023, 04:58:00 AM
by chance any1 still have the previous version ? forgot to check the change-log and updated it
and of course it broke my save
aaannddd i didnt save the old version
so here i am trying to look for the 3.1f version

if not thats ok
time to make a new game
Title: Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
Post by: TimeDiver on January 21, 2023, 08:12:23 AM
so here i am trying to look for the 3.1f version
Here ya go (and this is not linked to a re-upload, but the original):

https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution3.1.f.zip
Title: Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
Post by: dawnway on January 21, 2023, 08:33:34 AM
so here i am trying to look for the 3.1f version
Here ya go (and this is not linked to a re-upload, but the original):

https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution3.1.f.zip


I will include you in my prayers to ludd
may his light shine in everything you do

joking aside thank you so much
Title: Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
Post by: Algoul on January 21, 2023, 10:44:21 AM
Welcome to Hybrasil


4309215 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
   at indevo.industries.artillery.projectiles.RailgunShotEntity.spawn(RailgunShotEntity.java:59)
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.fireAtTarget(ArtilleryStationEntityPlugin.java:168)
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.fireAtTargets(ArtilleryStationEntityPlugin.java:103)
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.advance(ArtilleryStationEntityPlugin.java:83)
   at com.fs.starfarer.campaign.CustomCampaignEntity.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Title: Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
Post by: Nia Tahl on January 21, 2023, 02:11:23 PM
Here's an updated tahlan beta link, since previous one has a crash bug:

Tahlan Shipworks 0.9BETA2 (https://cdn.discordapp.com/attachments/825068217361760306/1066477933637681202/Tahlan_0.9_BETA.zip)
Title: Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
Post by: Jack Novius on January 21, 2023, 10:12:09 PM
I think I might have come across something unintentional.

When a colony was founded in an uninhabited system it claimed control of the mortar station in the system.  It was not the planet with the station.  It was just a planet in the system and it took control of the defences without firing a shot.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
Post by: Lordzias on January 21, 2023, 10:59:32 PM
When placing an AI Core in a Variable Assembler:


[attachment deleted by admin]
Title: Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
Post by: Thwomp on January 22, 2023, 12:01:56 AM
Ditto.

52005 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
   at indevo.industries.artillery.projectiles.RailgunShotEntity.spawn(RailgunShotEntity.java:59)
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.fireAtTarget(ArtilleryStationEntityPlugin.java:168)
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.fireAtTargets(ArtilleryStationEntityPlugin.java:103)
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.advance(ArtilleryStationEntityPlugin.java:83)
   at com.fs.starfarer.campaign.CustomCampaignEntity.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Welcome to Hybrasil


4309215 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
   at indevo.industries.artillery.projectiles.RailgunShotEntity.spawn(RailgunShotEntity.java:59)
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.fireAtTarget(ArtilleryStationEntityPlugin.java:168)
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.fireAtTargets(ArtilleryStationEntityPlugin.java:103)
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.advance(ArtilleryStationEntityPlugin.java:83)
   at com.fs.starfarer.campaign.CustomCampaignEntity.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Title: Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
Post by: Ultimoos on January 22, 2023, 02:31:58 AM
I'm getting a crash the oment I thing defense tower is firing. My fleet has the red eye icon.

256977 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
   at indevo.industries.artillery.projectiles.RailgunShotEntity.spawn(RailgunShotEntity.java:59)
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.fireAtTarget(ArtilleryStationEntityPlugin.java:168)
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.fireAtTargets(ArtilleryStationEntityPlugin.java:103)
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.advance(ArtilleryStationEntityPlugin.java:83)
   at com.fs.starfarer.campaign.CustomCampaignEntity.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
Post by: Jhgcojhgco on January 22, 2023, 03:31:16 AM
Same crash as guys above had. Any idea, how to fix it?
Spoiler
java.lang.NullPointerException
   at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
   at indevo.industries.artillery.projectiles.RailgunShotEntity.spawn(RailgunShotEntity.java:59)
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.fireAtTarget(ArtilleryStationEntityPlugin.java:168)
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.fireAtTargets(ArtilleryStationEntityPlugin.java:103)
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.advance(ArtilleryStationEntityPlugin.java:83)
   at com.fs.starfarer.campaign.CustomCampaignEntity.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
Post by: Ultimoos on January 22, 2023, 05:17:29 AM
You can disable artillery in config file. But that will only take effect in new campaign. If you do not want that, you'll have to wait for a fix.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: SirHartley on January 22, 2023, 07:03:39 AM
(https://i.imgur.com/7k1QAas.png)


NOT SAVE COMPATIBLE WITH 3.1
3.2.b is save compatible with 3.2.a


Download (https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution3.2.b.zip)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)
Requires LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444.0)

There are currently no known compatibility issues with other mods.
Yes, this means it is compatible with Nexerelin and Terraforming and Station Construction.


Integrated with Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0)
Pairs well with Grand.Colonies (https://fractalsoftworks.com/forum/index.php?topic=20986.0)
as well as Substance.Abuse (https://fractalsoftworks.com/forum/index.php?topic=24378)



Fixes the railgun crash and the missing tooltips.
If you use Tahlan (and only then!), you need at least the version Tahlan Shipworks 0.9BETA2 (https://cdn.discordapp.com/attachments/825068217361760306/1066477933637681202/Tahlan_0.9_BETA.zip) to stop it from crashing!




Change Log
3.2.b
  • Variable Assembler
  • Fixed - AI Core Tooltips
  • Artillery
  • Fixed - Crash when Railgun is shooting
[close]
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: Soviet Tom Bombadil on January 22, 2023, 09:54:58 AM
Between Nia Tahlan's patch and this one, my save / playthrough is saved.


I had the game saved just outside a system where the artillery pieces that were leading to the crashes were set up and just playtested it now, no issues so far.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: EadTaes on January 22, 2023, 10:28:38 AM
Currently still playing on V3.1f

Playing with the ne features in this update is fun. The new artilery stations are a nice addition. Been playing with some version of your mod on since ever i dicovered it a few years back and would not really consider doing a run without your mod on, to me it is AS necessary as NEX is.

That said been looking to see what you plan for the future of this mod but couldn'T really find anything, might just be lost throughout the posts and replies or you never mentioned it as to not be bothered by people. So here is a request for information of your vission of the future and some of my hopes you might push this mod into.

1-) A while ago you revmouved the Void Extration industry with good reason, the thing made every planet a good planet. It was like a mandatory industry you built pretty much everytime. But the question I had on my mind why not keep it but leave it as a gas giant and/or space station only industry?

2-) That being said any plans to add planet type restricted industries or penalties/bonuses based the type of the planet and/or it'S positive and negatives debuffs it might have. Quick ideas would be to have scrap yards have a bonus when built on gas giants, or Fuel VPC getting a bonus to production when use in  a manufactory/forge that has not atmosphère and a penalty when atmospshere is present.

3-) Have you thought about synergies? (FYI i never use the forges because i prefer the manufactories becaus ei like to build large empires but preference.) What i mean is have some industries bost or penalise each other based on what is present on the planet, like a potential example if you have a planet with: Farms, Orbital works, Salvage yards and Refinery could have this happen, The farms take a -3 debuf to food production from the scrapyard, orbital and refinery, but recived a bonus of -1 to heavy machine need because of the orbital works building them. But the orbital works getting some bonuses from the scrap yard and refinery which booth feed it material, the refinery only getting a bonus from the scrap yard, and finaly teh scrap yard gettign bonus from the orbital only. Manufactories and forges could be part of the chain depending on what VPC they have.

4-) Speaking of forges and synergies and GATCHA mecanics I have this idea of using forges as a way to build in hullmods into ship hulls by placing the modspec blueprint inside the forge and the forge needing to be present on same planet as an Orbital works as well, and doing that could increase the price of ships, increase D-mod, and have a chance to sucseed or fail, Different AI cores could have different effects bonus. Or maybe that could be a job for reestoration docks (which I also never build) where the gatcha could not only endup costing you money, time and D-mods but also the ship itself when somethign cataostrophy happens.

5-) Speaking of the restoration docks which I currently never use is it posssible to make the D-mods created from the derelict industries to be remouvable only from them?

6-) What about station building and or terraforming? I know they are 2 mods that already do this. Theri is DIY Planets - Terraforming and more! which I really love and almost always run but could use some improuvements, and Terraforming and Station Construction which has stations but it's basic alone with some features i like and other I don'T which mean I don'T run it as often. But your industry evolution mods would fit well expanding in those directions.

That'S all I can think ofve for now. Hope you can give some feedback on your plans hopes and limitations that make some ideas not feasable.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: Algoul on January 22, 2023, 12:36:19 PM
I got this at the time of trying to click on the product notification. It's either Industrial Evolution or Tahlan patch, can't tell


8699325 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.getStatus(Unknown Source)
   at com.fs.starfarer.ui.super.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.super.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.super.OoOO.new(Unknown Source)
   at com.fs.starfarer.campaign.ui.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.ui.OoO0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.classsuper.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.comms.F.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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)
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: e on January 22, 2023, 01:42:50 PM

1-) A while ago you revmouved the Void Extration

Void extraction isn't from indevo. Get your mods right!
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: EadTaes on January 22, 2023, 04:24:03 PM

1-) A while ago you revmouved the Void Extration

Void extraction isn't from indevo. Get your mods right!
Indeed it seems it does belong to an other mod my mistake it just fitted too well within the Industrial Evolution mods scope so well i have mistaken it. They being said, appart from it not belonging to this mod the rest of the information is relevant for potential path forvard for this mod.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: TalRaziid on January 22, 2023, 07:52:07 PM
Hey SirHartley, what're the odds of a method of gaining the ability to install minefields on planets appearing one day?
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: Killsode on January 22, 2023, 08:13:00 PM
Indeed it seems it does belong to an other mod my mistake it just fitted too well within the Industrial Evolution mods scope so well i have mistaken it. They being said, appart from it not belonging to this mod the rest of the information is relevant for potential path forvard for this mod.

Its from legacy of arkgneisis, amusingly there's even a loading tip that points this out
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: Algoul on January 23, 2023, 01:23:57 AM
Hey SirHartley, what're the odds of a method of gaining the ability to install minefields on planets appearing one day?

Totally agree, we need industry produced different mine fields around market and, i hope, minelayer weapon.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: sinti on January 23, 2023, 09:38:02 AM
Quote
3.2.b    
    Fixed - Crash when Railgun is shooting

I dont want to start a new game now to update to 3.2 from 3.1 ... is this a chance of happening or pretty much a given? I dont really use Railguns to begin with, I just dont like that weapon, so it could technically be a non-factor for me personally, but can it happen if enemy uses them? That could affect my playthrough.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: Killsode on January 23, 2023, 09:47:52 AM
Quote
3.2.b    
    Fixed - Crash when Railgun is shooting

I dont want to start a new game now to update to 3.2 from 3.1 ... is this a chance of happening or pretty much a given? I dont really use Railguns to begin with, I just dont like that weapon, so it could technically be a non-factor for me personally, but can it happen if enemy uses them? That could affect my playthrough.

er... what? If you got from 3.2 to 3.1 you will need to make a new save anyway, and no its not the small ballistic 'railgun' or the large ballistic 'gausscannon' its the railgun artillery station.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: sinti on January 23, 2023, 09:50:55 AM
Quote
3.2.b    
    Fixed - Crash when Railgun is shooting

I dont want to start a new game now to update to 3.2 from 3.1 ... is this a chance of happening or pretty much a given? I dont really use Railguns to begin with, I just dont like that weapon, so it could technically be a non-factor for me personally, but can it happen if enemy uses them? That could affect my playthrough.

er... what? If you got from 3.2 to 3.1 you will need to make a new save anyway, and no its not the small ballistic 'railgun' or the large ballistic 'gausscannon' its the railgun artillery station.

You read it backwards, im on 3.1 currently.

Oh, the station, ok thanks for clarifying.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: Starwonderer on January 23, 2023, 04:03:31 PM
Hello everyone! Please, can someone explain me what I'm doing wrong. I might be stupid, but privateer base doesn't "produce" any loot for me. After successful raid there is a notification about a lot of good pirates stole from other faction. But in fact my planet's storage (with privateer base) is literally empty (I didn't even put there anything myself to avoid confusion). Maybe it's a bug or mode compatibility, I don't know what to do :(

P.S. I tried to wait for 3-4 months - 0 results, planet's storage still empty.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: Killsode on January 23, 2023, 11:11:29 PM
You read it backwards, im on 3.1 currently.

Oh, the station, ok thanks for clarifying.

oh derp, nope i just wrote it backwards, you unfortunately cant go from 3.1 to 3.2
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: AudaciousBS on January 24, 2023, 01:45:32 AM
EDIT: It was an issue with Tahlan Shipworks, there's a beta update on Discord for a fix if anyone else gets this issue

Throwing an error as I try and start a new game:

412129 [Thread-7] INFO  sound.public  - Cleaning up music with id [miscallenous_main_menu.ogg]
412378 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
   at org.niatahl.tahlan.utils.IndEvoIntegrations.addDefenses(IndEvoIntegrations.kt:27)
   at org.niatahl.tahlan.world.Rubicon.generate(Rubicon.kt:327)
   at org.niatahl.tahlan.TahlanModPlugin.onNewGame(TahlanModPlugin.kt:87)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(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.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.plugins.derelicts.IndEvo_ArtilleryStationPlacer
   at java.net.URLClassLoader.findClass(URLClassLoader.java:382)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:351)
   ... 18 more
412578 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
412578 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_main_menu.ogg]
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: SONZ-INA on January 24, 2023, 03:09:32 AM
Hi, does anyone know how can i change the percentage rate progress of Reverse Engineering?
I have opened the files and edited the valuemap. values to 1f but it doesn't seem to work...
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: SpiceyT on January 24, 2023, 11:32:15 AM
Is it possible to add a minefield around a planet through the use of console commands or any other method?
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: Euripides on January 24, 2023, 12:12:19 PM
EDIT: It was an issue with Tahlan Shipworks, there's a beta update on Discord for a fix if anyone else gets this issue

Throwing an error as I try and start a new game:

412129 [Thread-7] INFO  sound.public  - Cleaning up music with id [miscallenous_main_menu.ogg]
412378 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
   at org.niatahl.tahlan.utils.IndEvoIntegrations.addDefenses(IndEvoIntegrations.kt:27)
   at org.niatahl.tahlan.world.Rubicon.generate(Rubicon.kt:327)
   at org.niatahl.tahlan.TahlanModPlugin.onNewGame(TahlanModPlugin.kt:87)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(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.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.plugins.derelicts.IndEvo_ArtilleryStationPlacer
   at java.net.URLClassLoader.findClass(URLClassLoader.java:382)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:351)
   ... 18 more
412578 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
412578 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_main_menu.ogg]

Not everyone has discord, or knows where in the discord channel to find such a thing

for such people I can provide a link to to the Tahlan Shipworks beta: https://files.catbox.moe/o6tvkk.zip
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: Starwonderer on January 24, 2023, 04:29:51 PM
Hello everyone! Please, can someone explain me what I'm doing wrong. I might be stupid, but privateer base doesn't "produce" any loot for me. After successful raid there is a notification about a lot of good pirates stole from other faction. But in fact my planet's storage (with privateer base) is literally empty (I didn't even put there anything myself to avoid confusion). Maybe it's a bug or mode compatibility, I don't know what to do :(

P.S. I tried to wait for 3-4 months - 0 results, planet's storage still empty.

"Fixed" Seems like Alpha Core in privateer base was a problem
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: hopine on January 25, 2023, 03:11:09 AM
I used a Transpoofer assigned to the Legio Infernalis (Tahlan Shipworks) and it seems the effect became permanent. It's years past the supposed 4 day duration and everything treats me as if I'm not from my faction. Some of my UI also turned red, the same color as the faction.

Is there any way to reset the transponder to the default behaviour?
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: uko on January 25, 2023, 02:13:59 PM
Hi there, I was wondering, is there any use for the empty forge templates at all? I'm not really asking for the specific way, but if there's a way of using them at all, because I can't seem to figure it out on my hull forge.

Thanks!
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: RoquetheRogue on January 25, 2023, 02:41:40 PM
I used a Transpoofer assigned to the Legio Infernalis (Tahlan Shipworks) and it seems the effect became permanent. It's years past the supposed 4 day duration and everything treats me as if I'm not from my faction. Some of my UI also turned red, the same color as the faction.

Is there any way to reset the transponder to the default behaviour?

I've reported that on the discord, apparently I fixed this by using CC to suicide, someone provided a code there that should fix it - it should get fixed soon.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: Fonfon on January 26, 2023, 06:33:10 AM
Couldn't find it anywhere but does this mod provide something againts Meteor Impacts modifier?
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: TalRaziid on January 26, 2023, 01:57:52 PM
Is it possible to add a minefield around a planet through the use of console commands or any other method?
You can use the console to do it.
List conditions -> look for the IndEvo minefield one -> interact with the target planet and use "addcondition *IndEvo minefield condition name here*"
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: coleroni on January 27, 2023, 08:20:27 PM
how to fix? havent played in almost a year.

[attachment deleted by admin]
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: Fordo on January 27, 2023, 08:52:08 PM
how to fix? havent played in almost a year.
See SirHartley's post on page 114 (https://fractalsoftworks.com/forum/index.php?topic=18011.msg386171#msg386171) of this thread. There's a temporary incompatibility with Tahlan Shipworks. A beta update for Tahlan Shipworks that will fix this issue is available in his post.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: coleroni on January 27, 2023, 09:00:59 PM
ah, I was hopin thats what the issue was. thank you :)
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: blueberry on January 28, 2023, 02:20:56 PM
any other way than suicide in the console to lose the transpoofer effect, i have sierra on my fleet i can't store her and don't want to lose her forever. thanks in advance
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: tinchek on January 29, 2023, 08:59:47 AM
Do allies or my own fleets, or any NPC for that matter use awakened gates?
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: El Jojo on January 29, 2023, 10:49:50 AM
Do allies or my own fleets, or any NPC for that matter use awakened gates?

No. And lore-wise only the protag's fleet has the Janus device able to activate Gates.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: DanteAyagawe on January 29, 2023, 12:32:20 PM
Help, I used transpoofer and now I'm stuck on the last faction I transpoofed, and cannot return back to own faction transponder ;-;

ie. I can be forever what faction I want except my own T-T
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: Fordo on January 29, 2023, 10:25:00 PM
Getting some missing strings when I take a look at the Repair Docks in version 3.2.b.
Imgur album. (https://imgur.com/a/TYUY1c8)

And somehow I completely missed this, but each of the D-modless ships also says Missing string: [cannotTransfer] instead.

Edit: Something unrelated. I used an Active Gate to go from the Aztlan System to the Thule System, and above my hotbar it still says "Chicomoztoc Mortar Artillery Station" instead of the actual one in the system, the Kazeron Missile Artillery Station.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: sinti on January 31, 2023, 09:05:59 AM
First time with Industrial Revolution, I must say I'm enjoying it a lot. Found Rift Generator in a derilict industry, that thing is hilarious! :D Can't wait to see what else is out there <3
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: hju on January 31, 2023, 06:26:41 PM
Can someone help me.  I tried to download this mod and I keep getting a message.

bbuseruploads.s3.amazonaws.com’s server IP address could not be found.

Thanks
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: SirHartley on February 01, 2023, 12:23:48 PM
since my access to a pc is once again gone, here's a fix for the transpoofer issue:

https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution3.2.c.zip
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: TigrisJK on February 01, 2023, 03:48:01 PM
Question: Does the Centralization Bureau interact with the Commerce industry? As in, since Commerce doesn't produce anything except money, does it increase the monetary output if there are multiple Commerce industries in range? Or no?
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: hju on February 01, 2023, 06:22:05 PM
since my access to a pc is once again gone, here's a fix for the transpoofer issue:

https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution3.2.c.zip

Still can not download the file.  I can see all the revisions if I copy the first part of the link without the file name but when I try to download I get on different browsers the same message...

Which I kinda find funny since I can see the directory listing...

Hmmm… can't reach this page
bbuseruploads.s3.amazonaws.com’s server IP address could not be found.

Try:

Checking the connection
Checking the proxy, firewall, and DNS settings.
Running Windows Network Diagnostics
ERR_NAME_NOT_RESOLVED
Check your Internet connection
Check your network cables, modem, and routers.
Check your DNS settings. We couldn't load the page.
If you're not sure what this means, contact your organization.
Allow Microsoft Edge to access the network in your firewall or antivirus settings.
If it's already listed as a program allowed to access the network, try removing it from the list, and adding it again.
If you use a proxy server:
Check your proxy settings. You might need to ask your organization if the proxy server is working. If you don't think you should be using a proxy server, go to Settings > System > Open your computer's proxy settings
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: Arbiter WyrmWood on February 01, 2023, 09:26:43 PM
Any word on the detached fleets fix?
likely gonna take until the next vanilla update because I desperately need some API hooks that will be available with it to make it stop breaking - sorry!

Is it possible to spawn the watchtowers? I'm currently trying to build a custom system, but i have no idea what the command could be.
one watchtower:
Code
SectorEntityToken t = system.addCustomEntity(Misc.genUID(), faction.getDisplayName() + " Watchtower", "IndEvo_Watchtower", faction.getId(), null);
 t.setOrbit(//Your preferred orbit);

magic method to spawn watchtowers in the default locations like they usually do:
Code
IndEvo_ArtilleryStationPlacer.placeWatchtowers(starsystem, factionID);

console commands:
Code
runcode com.fs.starfarer.api.plugins.derelicts.IndEvo_ArtilleryStationPlacer.placeWatchtowers(Global.getSector().getStarSystem("YOUR_STAR_SYSTEM_NAME"), "FACTION_ID");
       

The faction ID for the normal watchtowers/artillery station is "IndEvo_derelict".

none of these commands seem to work for me. ive tryed a few edits of your commands but just errors.
Im kind of needing help, I have a really good system that has the station but no watchtowers so its kind of useless
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Bala Gi on February 01, 2023, 11:21:25 PM
Amazing mod, absolutely loving it on my second "sequel" playthrough!

One thing I thought might be worth mentioning though; the Relay Hypertransmitter and military base/militarised relays mechanic makes no mention anywhere of the 12ly range limitation. I discovered the special item, researched what it actually does and then built relays and upgraded them all across the sector, as there's nothing to suggest this isn't a viable thing to do when you have this item installed. It was only a bit later and completely by accident that I decided to check out the "consider other factors" screen when colonising a planet (as I've never seen anything in there and only randomly decided to look at that page again to see if any of the new mods had added anything). It was only then that I was told that this colony would be out of range of the military base and its relays. I then realised that all of the colonies that I'd built the relays on were indeed also out of range, making it a massive waste of time and credits to have built them at all.

I double-checked and I can't find any tooltip that makes the user aware of this range. I'm surprised this hasn't come up for anyone before, unless I missed something?

It would be cool if the relays themselves would extend the range, so you can daisy-chain them together as a relay should do by definition.

Thanks again for your hard work on this fantastic mod!
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Dazs on February 02, 2023, 03:51:31 AM
HI Sir Hartley,

Updated to the new version and on a new game start I get the following error:

245690 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
   at org.niatahl.tahlan.utils.IndEvoIntegrations.addDefenses(IndEvoIntegrations.kt:27)
   at org.niatahl.tahlan.world.Rubicon.generate(Rubicon.kt:327)
   at org.niatahl.tahlan.TahlanModPlugin.onNewGame(TahlanModPlugin.kt:87)

Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.plugins.derelicts.IndEvo_ArtilleryStationPlacer
   at java.net.URLClassLoader.findClass(URLClassLoader.java:382)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:351)

I first checked Tahlan's page but Niatahl told someone else it wasn't their problem and to check with you.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Fordo on February 02, 2023, 02:07:32 PM
HI Sir Hartley,

Updated to the new version and on a new game start I get the following error: -snip-

I first checked Tahlan's page but Niatahl told someone else it wasn't their problem and to check with you.
In the Ind.Evo original post there's a link to a beta of Tahlan Shipworks that should solve the artillery station issue. Look right below the download link at the top.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Nia Tahl on February 02, 2023, 02:27:45 PM
This is what you should be using if you want the new IndEvo update and Tahlan:

Tahlan Shipworks 0.9 BETA3 (https://cdn.discordapp.com/attachments/825068217361760306/1070383462885884034/Tahlan_0.9_BETA3.zip)
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: chesh05 on February 02, 2023, 03:12:22 PM
How do I get the Blueprints for any ships I've reverse Engineered?

I've tried leaving some Blueprints in the Industrial Storage but nothing happens. They don't change, they just stay whatever they were before.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: willthefunperson on February 02, 2023, 05:52:28 PM
There is a bug with automated shipyard text. This is on version 3.1f. On the sac ships and give rare ship components I ended up in a state where neither dialogue option worked. It was some combination of picking ships and exiting. I can't recreate the issue.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: StriderGunship on February 03, 2023, 06:24:14 AM
Could you add in an ability to transport derelict infrastracture/industries from one planet to another? What do they do when you restore them? Can I utilise them to build unique stuff on other colonies? All the planets I found them on were worthless rocks.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Netu on February 04, 2023, 12:06:48 PM
I created a detachment and left the system to go do a spysat mission as a smaller ship.  I returned and could not find the detachment for some reason.  (I honestly think it just orbited and I lost track of it...heh.)  Anyway, the "Lay Course" button, while clickable at the time, did not lead me to it (it set no course at all).  I also used the button to summon the detachment back to me and waited a while (about a cycle, lol) and I could never find it.  Now I have been console commanding around trying to figure out where it could be.  It eventually ran out of supply and now this is what I see on the screen.  Is it just lost for good?  Eek.  Thank you for the help, anyone!
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: SirHartley on February 05, 2023, 10:59:28 AM
Question: Does the Centralization Bureau interact with the Commerce industry? As in, since Commerce doesn't produce anything except money, does it increase the monetary output if there are multiple Commerce industries in range? Or no?
No. *** Commerce, it's cancer and should be removed from the game.

I double-checked and I can't find any tooltip that makes the user aware of this range. I'm surprised this hasn't come up for anyone before, unless I missed something?
It would be cool if the relays themselves would extend the range, so you can daisy-chain them together as a relay should do by definition.
okay, so, I checked this - turns out, I forgot to remove that tooltip. However, it does work exactly as intended otherwise - the relays have infinite range, and the relay hypertransmitter also has infinite range, so you shouldn't have any issues otherwise!

I won't be changing that since relays are already incredibly complicated and people are confused by their existence alone :P
Thank you for the report, you helped a lot!

How do I get the Blueprints for any ships I've reverse Engineered?

I've tried leaving some Blueprints in the Industrial Storage but nothing happens. They don't change, they just stay whatever they were before.
You need blueprints of the same hull size, check the tooltips and the FAQ.

There is a bug with automated shipyard text. This is on version 3.1f. On the sac ships and give rare ship components I ended up in a state where neither dialogue option worked. It was some combination of picking ships and exiting. I can't recreate the issue.
Thank you for the report! I actually had that issue at some point, but was unable to replicate it, so I just ignored it lol

Could you add in an ability to transport derelict infrastracture/industries from one planet to another? What do they do when you restore them? Can I utilise them to build unique stuff on other colonies? All the planets I found them on were worthless rocks.
Nope, they are on worthless rocks to force you to distribute your empire if you want them.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: Praphet on February 05, 2023, 08:12:58 PM
Any word on the detached fleets fix?
likely gonna take until the next vanilla update because I desperately need some API hooks that will be available with it to make it stop breaking - sorry!

Is it possible to spawn the watchtowers? I'm currently trying to build a custom system, but i have no idea what the command could be.
one watchtower:
Code
SectorEntityToken t = system.addCustomEntity(Misc.genUID(), faction.getDisplayName() + " Watchtower", "IndEvo_Watchtower", faction.getId(), null);
 t.setOrbit(//Your preferred orbit);

magic method to spawn watchtowers in the default locations like they usually do:
Code
IndEvo_ArtilleryStationPlacer.placeWatchtowers(starsystem, factionID);

console commands:
Code
runcode com.fs.starfarer.api.plugins.derelicts.IndEvo_ArtilleryStationPlacer.placeWatchtowers(Global.getSector().getStarSystem("YOUR_STAR_SYSTEM_NAME"), "FACTION_ID");
       

The faction ID for the normal watchtowers/artillery station is "IndEvo_derelict".

none of these commands seem to work for me. ive tryed a few edits of your commands but just errors.
Im kind of needing help, I have a really good system that has the station but no watchtowers so its kind of useless

I have a similar issue with the console command, it states that it is "Unknown variable or type "com.fs.starfarer.api.plugins.derelicts.IndEvo_ArtilleryStationPlacer"".
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Bala Gi on February 06, 2023, 12:57:41 AM
okay, so, I checked this - turns out, I forgot to remove that tooltip. However, it does work exactly as intended otherwise - the relays have infinite range, and the relay hypertransmitter also has infinite range, so you shouldn't have any issues otherwise!

I won't be changing that since relays are already incredibly complicated and people are confused by their existence alone :P
Thank you for the report, you helped a lot!

Ahh awesome! That's great to know, thanks man!

Haha, yeah I did have to google it a bit before I fully grasped what they did, then it seemed really obvious :P
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Volsungare on February 06, 2023, 05:11:48 PM
This is what you should be using if you want the new IndEvo update and Tahlan:

Tahlan Shipworks 0.9 BETA3 (https://cdn.discordapp.com/attachments/825068217361760306/1070383462885884034/Tahlan_0.9_BETA3.zip)

Is there another link to this? That one is dead.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: leatra on February 07, 2023, 06:11:28 AM
I'm confused by relays because I'm a dumdum but I think I figured it out.

So from what I'm understanding, there are two relays: Military Relay and Interstellar Relay.

Let's say I have 4 colonies in two separate systems, two in each.

System A: Planet1, Planet2
System B: Planet3, Planet4

I can get massive fleet size in Planet1. To make sure all my colonies benefit from it, I have to do the following:

Build High Command and Interstellar Relay in Planet1. Build Military Relay in Planet 2. System A is covered this way.

Then I build an Interstellar Relay in Planet3. Now Planet3 shares Planet1's fleet size. I also build a Military Relay in Planet4 so Planet4 shares Planet3's fleet size which shares Planet1's fleet size.

Is this the way to do it? Or am I being a dumdum again.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Tombraided on February 09, 2023, 01:29:50 AM
Is it just me or does the link to the Compatible version of Tahlan industries not work?
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Volsungare on February 09, 2023, 05:35:11 AM
Is it just me or does the link to the Compatible version of Tahlan industries not work?

Grab the latest off the Mod-Updates channel on Discord. It is up to Beta4 IIRC.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Geekin88 on February 09, 2023, 08:22:33 AM
I found a planet with an artillery station but it also had a rift gen. if i teleport this planet will i lose the ability to use the station? for instance would the watch towers come with or will i have to place new towers at the new location and how would i do that? or am i just screwed and should park in a local black hole.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: SirHartley on February 09, 2023, 02:42:03 PM
no clue
try it and report back, I wanna know
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: sanya02 on February 10, 2023, 04:53:26 AM
1386249 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at indevo.industries.artillery.entities.WatchtowerEntityPlugin.setHacked(WatchtowerEntityPlugin.java:156)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Objectives.unhack(Objectives.java:250)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Objectives.control(Objectives.java:225)
   at com.fs.starfarer.api.impl.campaign.command.WarSimScript.processStarSystem(WarSimScript.java:179)
   at com.fs.starfarer.api.impl.campaign.command.WarSimScript.advance(WarSimScript.java:119)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(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.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: dudebro69 on February 10, 2023, 07:04:42 AM
the link to the beta version of tahlan shipworks isnt working
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: dudebro69 on February 10, 2023, 07:09:49 AM
nvm i found a newer link. https://cdn.discordapp.com/attachments/825068217361760306/1072075777832648734/Tahlan_0.9_BETA4.zip this one should work
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Geekin88 on February 10, 2023, 01:14:22 PM
no clue
try it and report back, I wanna know
when i teleported the artillary station was still listed in the colony but there was no physical station in space. and all the watch towers were also gone. any console commands to fix this? gonna see if i delete it will i be able to reinstall it
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Bajsmannen on February 10, 2023, 03:50:53 PM
I used the transpoofer consumable once but i am still being shown to everyone as a diable avionics member. is that a bug or did i just not use it properly?
i thought it would be disabled after a few days but ive been stuck like this for months.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Killsode on February 10, 2023, 10:35:08 PM
I used the transpoofer consumable once but i am still being shown to everyone as a diable avionics member. is that a bug or did i just not use it properly?
i thought it would be disabled after a few days but ive been stuck like this for months.

Yep thats unfortunately a known bug. currently the only way to fix it is to basically get your fleet killed. put all of your ships&cargo away and then go get yourself wiped in like a single shuttle, or you can use the suicide command in consolecommands
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: TigrisJK on February 10, 2023, 11:14:16 PM
Question: Does the Centralization Bureau interact with the Commerce industry? As in, since Commerce doesn't produce anything except money, does it increase the monetary output if there are multiple Commerce industries in range? Or no?
No. *** Commerce, it's cancer and should be removed from the game.

Oh? Why's that? Not that I have any love for the industry and I almost never build it, but I'm genuinely curious as to why it's cancer from someone way more familiar with the mechanics of how the industries interact than I am.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Kumanix on February 10, 2023, 11:24:25 PM
Where can i edit to get supercomputer to accept daemon cores?

LEgio "donated" all these core for me but i want to put them to better use than just sell them
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: SirHartley on February 11, 2023, 05:12:12 AM
I used the transpoofer consumable once but i am still being shown to everyone as a diable avionics member. is that a bug or did i just not use it properly?
i thought it would be disabled after a few days but ive been stuck like this for months.

Yep thats unfortunately a known bug. currently the only way to fix it is to basically get your fleet killed. put all of your ships&cargo away and then go get yourself wiped in like a single shuttle, or you can use the suicide command in consolecommands
Wrong~ the bug has been fixed in the latest release, all you have to do is update the mod and use the transpoofer again.

Oh? Why's that? Not that I have any love for the industry and I almost never build it, but I'm genuinely curious as to why it's cancer from someone way more familiar with the mechanics of how the industries interact than I am.
Three major reasons:

1) Commerce does not come with any gameplay opportunities or requirements.
It is the equivalent of a stat stick, making the numbers go up without furthering emergent gameplay or player choice. Disrupting it does nothing, having it does nothing.

With all other industries you get possible disruptions or deficits from accessibility, damaged trading fleets, fluctuations in other colony output and all the chances and risks that the commodity economy comes with (disrupt another colony for increased market share, intercept traders...). Commerce has nothing of that, it just exists.

2) It reduces your choices instead of increasing them.
Commerce increases the base income of colonies, overtaking the income of most other industries after colony size 5 just with that (if you build no other industry on a low access planet, commerce will still be the optimal choice at size 6 on average). As such, it actively detracts from your choices rather than adding to them, there is just no other option for industry after reaching a certain income, which is just dumb.

3) It compounds existing problems.
Colonies already suffer from removing opportunity from the game by making trading obsolete - why should I go around buy and sell things when my colony is giving me millions every month? Why search for ships and weapons when I can magic them into existence? Commerce compounds this issue to an incredible degree - you suddenly get more than double that money for zero risk. I'd understand if it was a station that triggers invasions on a regular scale, that, if destroyed, temporarily reduces colony size or something, but it's just an invulnerable stat mod without drawbacks.

So what?
The problem with that is that the game lives from being played.
Players are lazy creatures and will always optimize the fun out of any given opportunity if they can, simply because it is convenient.

Take the following example:
I no longer have to go trade -> I no longer encounter critical situations when smuggling -> I no longer lose ships I have to replace due to combat -> I no longer need the money so it stacks up -> I get frustrated because "there is nothing to do" and drop the playthrough.
and that is just one out of a hundred different situations that happen because the primary driving factor of the game is circumvented.

There is a line that I would like to leave my fellow players and modmakers with:
Any and all features of Starsector should lead the player into combat.

That is the single central gameplay driver. Commerce circumvents, disrupts and damages that driver, and is as such, is an active detriment to the game.
Commerce should be removed.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Killsode on February 11, 2023, 05:35:59 AM
Wrong~ the bug has been fixed in the latest release, all you have to do is update the mod and use the transpoofer again.

Oh oops, sorry. yeah that was 3.2.c
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: redvyper on February 11, 2023, 08:43:41 AM
I used the transpoofer consumable once but i am still being shown to everyone as a diable avionics member. is that a bug or did i just not use it properly?
i thought it would be disabled after a few days but ive been stuck like this for months.

Yep thats unfortunately a known bug. currently the only way to fix it is to basically get your fleet killed. put all of your ships&cargo away and then go get yourself wiped in like a single shuttle, or you can use the suicide command in consolecommands
Wrong~ the bug has been fixed in the latest release, all you have to do is update the mod and use the transpoofer again.

Oh? Why's that? Not that I have any love for the industry and I almost never build it, but I'm genuinely curious as to why it's cancer from someone way more familiar with the mechanics of how the industries interact than I am.
Three major reasons:
...

So what?
The problem with that is that the game lives from being played.
Players are lazy creatures and will always optimize the fun out of any given opportunity if they can, simply because it is convenient.

... [Big quote, look above and read!]

There is a line that I would like to leave my fellow players and modmakers with:
Any and all features of Starsector should lead the player into combat.

That is the single central gameplay driver. Commerce circumvents, disrupts and damages that driver, and is as such, is an active detriment to the game.
Commerce should be removed.

As a nobody jumping in, I'll add that the time I put down a Starsector campaign generally follows after adding commerce to my planets. I promptly get massive amounts of cash in what feels like exponential growth. I rapidly start min-maxing my planets with my bountiful cash reserves. I stop focusing on missions, item collection, I instead focus on min-maxing my fleet and quickly accomplishing my personal campaign objectives (conquer them, do this, etc). I become unstoppable, can ignore trivialities (pfft logistics!), and nothing can threaten me.

Nowadays, I avoid adding commerce to my planets
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: TimeDiver on February 11, 2023, 08:47:59 AM
I used the transpoofer consumable once but i am still being shown to everyone as a diable avionics member. is that a bug or did i just not use it properly?
i thought it would be disabled after a few days but ive been stuck like this for months.

Yep thats unfortunately a known bug. currently the only way to fix it is to basically get your fleet killed. put all of your ships&cargo away and then go get yourself wiped in like a single shuttle, or you can use the suicide command in consolecommands
Wrong~ the bug has been fixed in the latest release, all you have to do is update the mod and use the transpoofer again.
Wait, I was under the impression that v3.2(a/b/c) were incompatible with v3.1(f) or earlier, requiring a New Game start.

Since the transpoofer was added in v3.1(a) according to the changelog, is v3.2(c) actually save-compatible after all?

EDIT: Alternatively, was the transpoofer bug introduced in v3.2(a/b), and doesn't exist in v3.1(f) and earlier?
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: TigrisJK on February 11, 2023, 09:04:58 AM
That is the single central gameplay driver. Commerce circumvents, disrupts and damages that driver, and is as such, is an active detriment to the game.
Commerce should be removed.

Interesting take, thanks. I see where you're coming from.

It's a more eloquent articulation of why I don't generally use the industry. My colonies are usually an attempt at optimizing for total commodity self-sufficiency within my empire, so I don't find that the industry adds anything that gameplay loop. I don't mind that colonies stop me from trading, I consider the colony management phase of any playthrough distinct from all the work I had to put in to get to that phase, and I still enjoy it because my obsessive need for optimization of each of my planets leads me to combat (mostly, farming alpha cores and fending off the Hegemony once I employ said alpha cores). Even as money stops mattering I still have goals to drive towards (e.g. "collecting enough of X rare ship to reverse engineer", get rid of these annoying AI inspections by CRUSHING THE HEGEMONY, etc.).

Commerce adds very little to this 'phase' of the game for me so I don't bother with it. I was curious if the centralization bureau interacted with it because I would then have a reason to build commerce industries... as it is I won't bother. Centralization bureaus are currently part of my optimization plan, gotta have four of every industry within range so I can max out production on the planets that have them.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Oni on February 11, 2023, 03:15:33 PM
....
There is a line that I would like to leave my fellow players and modmakers with:
Any and all features of Starsector should lead the player into combat.

That is the single central gameplay driver. Commerce circumvents, disrupts and damages that driver, and is as such, is an active detriment to the game.
Commerce should be removed.
While I don't quite agree with that statement, you may want to consider to give the player the option of changing the base functionality of Commerce then (ie a True/False toggle in the config). Perhaps reducing the overall revenue increase a Commerce building has without a Dealmaker Holosuite (ie the Commerce industry has only a modest benefit without the special item, it's much better with it but they're rare and you have to find one).
You could also go with a different tactic, make Commerce two or three tier like a Patrol HQ. The first stage is a structure (like I keep saying Tech Mining should be :P ) which just gives you the market and a small revenue bonus, you can upgrade it to an industry for a larger revenue bonus but this will mean there will an increase in merchant traffic and more importantly pirate attention. They'll raid your system more, force you to root them out and perhaps in an extremely rare event colonize one of the uninhabited planets in your system into a pirate colony. You could even make a third tier for a "one per system" mega bonus Industry that makes you bank but causes a lot of problems.

There are always options.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: SirHartley on February 11, 2023, 04:34:28 PM
While I don't quite agree with that statement, you may want to consider to give the player the option of changing the base functionality of Commerce then (ie a True/False toggle in the config). Perhaps reducing the overall revenue increase a Commerce building has without a Dealmaker Holosuite (ie the Commerce industry has only a modest benefit without the special item, it's much better with it but they're rare and you have to find one).
You could also go with a different tactic, make Commerce two or three tier like a Patrol HQ. The first stage is a structure (like I keep saying Tech Mining should be :P ) which just gives you the market and a small revenue bonus, you can upgrade it to an industry for a larger revenue bonus but this will mean there will an increase in merchant traffic and more importantly pirate attention. They'll raid your system more, force you to root them out and perhaps in an extremely rare event colonize one of the uninhabited planets in your system into a pirate colony. You could even make a third tier for a "one per system" mega bonus Industry that makes you bank but causes a lot of problems.

There are always options.
I don't think you really read what I wrote - all your solutions to the issue are just roundabout ways to arrive at the exact same problem as before.
If you want "income bonus industry but not dumb", look at the Supercomputer.

If I had to make commerce good, I'd completely remove that income bonus and replace it with something that's not a flat stat stick, with actual drawbacks and risks.
Which would be equivalent to deleting the industry and replacing it with something else.

There are always options, yes. All of them would lead to people crying about me "removing perfectly good stuff from vanilla".
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: JosephTheAmazing on February 11, 2023, 05:11:51 PM
Okay, so I don't know if this has ever happened, but the transpoofer broke for me. I was using it to get past Katana's den('s) mines using it, but after a while sense I used it I noticed that it was still active. I tried to use another transpoofer to fix it but it kept just going back to me being a pirate. Does anyone know how to fix this? I back up my saves so I can go back before it happened, but I would rather not because I would lose quite a bit of progress.

Edit: I am using version 3.2b and just noticed there is a update so I will check if the update fixes this problem.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: JosephTheAmazing on February 11, 2023, 05:26:18 PM
Okay, so I don't know if this has ever happened, but the transpoofer broke for me. I was using it to get past Katana's den('s) mines using it, but after a while sense I used it I noticed that it was still active. I tried to use another transpoofer to fix it but it kept just going back to me being a pirate. Does anyone know how to fix this? I back up my saves so I can go back before it happened, but I would rather not because I would lose quite a bit of progress.

Edit: I am using version 3.2b and just noticed there is a update so I will check if the update fixes this problem.

Okay, It turns out I just updated and the bug stopped as far as I can see. Also I just have to say, this has been the first bug I have really seen with this mod and I think that is quite impressive when it comes to mods that change quite a few things. I think this mod is very good and I look forward to future updates which I am sure will also be of this high quality.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Oni on February 11, 2023, 09:20:10 PM
.... I don't think you really read what I wrote - all your solutions to the issue are just roundabout ways to arrive at the exact same problem as before.
If you want "income bonus industry but not dumb", look at the Supercomputer.

If I had to make commerce good, I'd completely remove that income bonus and replace it with something that's not a flat stat stick, with actual drawbacks and risks.
Which would be equivalent to deleting the industry and replacing it with something else.

There are always options, yes. All of them would lead to people crying about me "removing perfectly good stuff from vanilla".
What if Commerce boosted the income of the other industries instead of being the source of income in of itself, or if it's income was derived from other existing industries?
Such as, if you have other industries on the planet then the Commerce Industry generates income based on a percentage of those. If the income of those industries drop due to disruption, then Commerce makes less money from them. The Dealmaker item would increase the percentage.

You'd have to play around with the percentages to come up with something fair, but if for example you had Farming and Mining that had 5000 credit income each, Commerce generated 50% of those giving it an income of 5000 too (ie 2500 + 2500). Adding a Dealmaker would make it 100%, giving it an income of 10000. That income would drop if one of the industries it relied on was disrupted. You'd then want to build a Commerce on developed colonies with several money making industries, as it wouldn't be much of a benefit on it's own.

Though I suppose I might be talking nonsense and that's something you've already considered and discarded a long time ago.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: sanya02 on February 13, 2023, 01:46:21 AM
910861 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at indevo.industries.artillery.entities.WatchtowerEntityPlugin.setHacked(WatchtowerEntityPlugin.java:156)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Objectives.unhack(Objectives.java:250)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Objectives.control(Objectives.java:225)
   at com.fs.starfarer.api.impl.campaign.command.WarSimScript.processStarSystem(WarSimScript.java:179)
   at com.fs.starfarer.api.impl.campaign.command.WarSimScript.advance(WarSimScript.java:119)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(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.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Jenovaah on February 13, 2023, 06:13:57 AM
Hey guys, I'm wondering if you could answer a question for me in this thread.

I colonized a nice system that had a that sick defense system but once I tried to add stable location (there was none at first), it told me that the limit of stable location has already been reached. I figured that it must be those watchtower things that are using those slots. I went to them to see if there's any way to remove at least one because I really need that com relay, but there's only the '' Leave '' dialogue option. Is there anything at all that can be done? If it's complicated, is there any walktrought? I can install mod easy, maybe open a config file and then wonder wtf am I supposed to do, but that's all.

Thx in advance.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: mllhild on February 13, 2023, 09:21:57 PM
Im getting a crash if I try to start a new game with version 3.2b or 3.2c, but version 3.1f works flawlessy.

Error message:
Spoiler
680849 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
   at org.niatahl.tahlan.utils.IndEvoIntegrations.addDefenses(IndEvoIntegrations.kt:27)
   at org.niatahl.tahlan.world.Rubicon.generate(Rubicon.kt:327)
   at org.niatahl.tahlan.TahlanModPlugin.onNewGame(TahlanModPlugin.kt:87)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(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.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.plugins.derelicts.IndEvo_ArtilleryStationPlacer
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 18 more
[close]

Mods:
Spoiler
{"enabledMods": [
  "PAGSM",
  "yunrutechmining",
  "$$$_lightshow",
  "pantera_ANewLevel40R",
  "Adjusted Sector",
  "raccoonarms",
  "lw_autosave",
  "CaptainsLog",
  "chatter",
  "lw_console",
  "istl_dassaultmikoyan",
  "hm_flagpack",
  "diableavionics",
  "exoticatechnologies",
  "HMI",
  "sun_hyperdrive",
  "IndEvo",
  "Imperium",
  "timid_xiv",
  "lw_lazylib",
  "luddenhance",
  "mag_protect",
  "MagicLib",
  "niko_morePlanetaryConditions",
  "nexerelin",
  "officerExtension",
  "ORA",
  "pt_qolpack",
  "tahlan_scalartech",
  "SCY",
  "shadow_ships",
  "swp",
  "speedUp",
  "stelnet",
  "superweapons",
  "timid_supply_forging",
  "tahlan",
  "presmattdamon_takenoprisoners",
  "Terraforming & Station Construction",
  "TORCHSHIPS",
  "transfer_all_items",
  "underworld",
  "uaf",
  "US",
  "vic",
  "vayrashippack",
  "shaderLib"
]}
[close]
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: TimeDiver on February 13, 2023, 09:32:43 PM
Im getting a crash if I try to start a new game with version 3.2b or 3.2c, but version 3.1f works flawlessy.

Mods:
Spoiler
{"enabledMods": [
  "PAGSM",
  "yunrutechmining",
  "$$$_lightshow",
  "pantera_ANewLevel40R",
  "Adjusted Sector",
  "raccoonarms",
  "lw_autosave",
  "CaptainsLog",
  "chatter",
  "lw_console",
  "istl_dassaultmikoyan",
  "hm_flagpack",
  "diableavionics",
  "exoticatechnologies",
  "HMI",
  "sun_hyperdrive",
  "IndEvo",
  "Imperium",
  "timid_xiv",
  "lw_lazylib",
  "luddenhance",
  "mag_protect",
  "MagicLib",
  "niko_morePlanetaryConditions",
  "nexerelin",
  "officerExtension",
  "ORA",
  "pt_qolpack",
  "tahlan_scalartech",
  "SCY",
  "shadow_ships",
  "swp",
  "speedUp",
  "stelnet",
  "superweapons",
  "timid_supply_forging",
  "tahlan",
  "presmattdamon_takenoprisoners",
  "Terraforming & Station Construction",
  "TORCHSHIPS",
  "transfer_all_items",
  "underworld",
  "uaf",
  "US",
  "vic",
  "vayrashippack",
  "shaderLib"
]}
[close]
Have you updated Tahlan Shipworks to the latest beta version, v0.9 Beta 4?

Because v3.2a (or newer) of this mod won't work with v0.8.666a (the current release version) of Tahlan's.

The link to the beta release of Tahlan Shipworks is in this thread's opening post, just below the two 'Requires' links.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: mllhild on February 14, 2023, 05:07:57 AM
Have you updated Tahlan Shipworks to the latest beta version, v0.9 Beta 4?

Because v3.2a (or newer) of this mod won't work with v0.8.666a (the current release version) of Tahlan's.

The link to the beta release of Tahlan Shipworks is in this thread's opening post, just below the two 'Requires' links.
Thanks, after 23 years of schooling im aparently still unable to read......  ;D
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Shaunb451 on February 16, 2023, 12:20:46 AM
Would it be possible to add a config option to ignore the Automated Construction restriction on reverse engineering? I get the balance implications, but you already give us the option to ignore the whitelist for RE, so what's the harm in at least giving us the option?
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: SirHartley on February 16, 2023, 06:24:25 AM
no.

it's not about balance, but about a simple technical issue.
unique ships are usually missing file entries that make them spawn in fleets.
if you were to get and learn a blueprint, they would still not spawn in your fleets.

I don't need the bug reports for that one.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Shaunb451 on February 16, 2023, 06:33:19 AM
Ah. Fair enough. I saw some mentions about that, didn't know how severe the issue was. Thanks for the swift response
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Ruin21 on February 16, 2023, 11:38:26 AM
UPDATE!: The crash is caused by the Takeshido street racer fighters from Epta Consortium. Even seeing them in the reverse engineering menu causes the crash. This is possibly related to another CTD that i reported to the Epta dev regarding these street racers, and according to them the racers shouldn't even be available since I don't have arma armatura.

I'm getting a CTD when attempting to put some ships into reverse engineering, even though a second ship of each type is already in it waiting to be reverse engineered. Also happens when just scrolling the menu after updating to v3.2c.
Game version: 0.95.1a-RC6
Mods used:

This CTD seems very random since the ships its happening to, I have reverse engineered before. When I first noticed this, I was on v3.2b, and it was happening to the base game Kite(LP) and the BigBeans Bitzer-Class. I then updated to v3.2c to see if it would be fixed, and now it is not happening to those two ships, and instead happening if I try scrolling down my fleet menu at all to put new ships in.

Log info:
101518 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at indevo.industries.EngineeringHub.getResearchValue(EngineeringHub.java:388)
   at indevo.submarkets.ReverseEngineeringSubmarketPlugin.isIllegalOnSubmarket(ReverseEngineeringSubmarketPlugin.java:113)
   at com.fs.starfarer.coreui.G.void(Unknown Source)
   at com.fs.starfarer.coreui.G.access$5(Unknown Source)
   at com.fs.starfarer.coreui.G$o.xD20000(Unknown Source)
   at com.fs.starfarer.coreui.G$o.<init>(Unknown Source)
   at com.fs.starfarer.coreui.G.if.null(Unknown Source)
   at com.fs.starfarer.coreui.G.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.publicsuper.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.X.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.do.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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(Unknown Source)

I haven't tested with a new save yet to see if its my save this is broken, but up until this point, reverse engineering has worked perfectly fine. If you need more info, let me know.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Crilltic on February 17, 2023, 06:52:34 AM
I did have one suggestion for something that might be cool to add to the automated shipyards. Something like ship recipes, where if you feed it a specific combination of ship hulls it'll spit out a guaranteed drop (e.g. like, you feed it the XIV market variants (enforcer, falcon, eagle and onslaught) it spits out a XIV Legion etc.).
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Laf on February 21, 2023, 04:26:43 PM
Has anyone figured out how to spawn a watchtower yet ? Me know no code
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: TimeDiver on February 23, 2023, 07:13:01 AM
If you use Tahlan (and only then!), you need at least the BETA version of that mod: Tahlan Shipworks 0.9BETA4 (https://cdn.discordapp.com/attachments/825068217361760306/1072075777832648734/Tahlan_0.9_BETA4.zip), the current forum version will crash.
SirHartley, the link to the Discord v0.9 Beta 4 of Tahlan Shipworks is no longer valid; it's been replaced by Beta 5, but I can't copy-paste the updated link for someone else via the browser interface for Discord.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Noobishnoob on February 23, 2023, 07:42:56 AM
So Im not sure if its a bug or is intended but after using the transpoofer and having 4 days pass it seems like the UI will stick to which ever faction that was chosen with no way of it reverting to the default ui colours?

Is this something that can be solved via console or its like intended since i wasnt discovered to be spoofing the signal?
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: SirHartley on February 24, 2023, 12:16:47 AM
link no worky
hey, thanks for letting me know, I'll switch it out!

So Im not sure if its a bug or is intended but after using the transpoofer and having 4 days pass it seems like the UI will stick to which ever faction that was chosen with no way of it reverting to the default ui colours?

Is this something that can be solved via console or its like intended since i wasnt discovered to be spoofing the signal?
update the mod to the latest version and use the item again!
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: TimeDiver on February 25, 2023, 04:57:20 PM
link no worky
hey, thanks for letting me know, I'll switch it out!
*coughs* Link to v0.9 BETA 5 of Tahlan Shipworks has yet to be updated, mod author.

For those who don't use Discord or don't know how to download an earlier version of Industrial Evolution.

EDIT: As of sometime on February 26, this post is no longer accurate, as the link has been properly updated.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: SeaSickSpartan1 on March 02, 2023, 08:57:49 AM
Is there anyway to locate a detachment that has gone missing without going on a blind search? I must have accidently set them to travel because the spot I left them hidden at was abandoned, and it is composed of my entire fleet, which I would hate to lose, I know they are out of fuel by this time but soon they will be out of supplies, hard-core so I can't save scum to get them back
Title: Mod seems to crash my game
Post by: Ovarmind on March 04, 2023, 06:37:11 AM
So, when tried starting the game (made the character and all that) when it started loading the map it immedietly crashed and after telling me to look in starsector.log I found this:

268448 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
   at org.niatahl.tahlan.utils.IndEvoIntegrations.addDefenses(IndEvoIntegrations.kt:27)
   at org.niatahl.tahlan.world.Rubicon.generate(Rubicon.kt:327)
   at org.niatahl.tahlan.TahlanModPlugin.onNewGame(TahlanModPlugin.kt:87)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(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.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.plugins.derelicts.IndEvo_ArtilleryStationPlacer
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)

Any idea how to fix this? Been on a break from starsector and recently updated a bunch of mods including this one.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Gold on March 04, 2023, 06:49:09 AM
For the variable assembler structure when you decide which AI core you want to put in, the Alpha AI core's effect is not listed (love this mod!)  ;)
Title: Re: Mod seems to crash my game
Post by: Requiemfang on March 04, 2023, 09:38:14 AM
So, when tried starting the game (made the character and all that) when it started loading the map it immedietly crashed and after telling me to look in starsector.log I found this:

268448 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
   at org.niatahl.tahlan.utils.IndEvoIntegrations.addDefenses(IndEvoIntegrations.kt:27)
   at org.niatahl.tahlan.world.Rubicon.generate(Rubicon.kt:327)
   at org.niatahl.tahlan.TahlanModPlugin.onNewGame(TahlanModPlugin.kt:87)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(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.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.plugins.derelicts.IndEvo_ArtilleryStationPlacer
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)

Any idea how to fix this? Been on a break from starsector and recently updated a bunch of mods including this one.

get the latest Tahlan shipworks beta
Title: Re: Mod seems to crash my game
Post by: Ovarmind on March 04, 2023, 12:14:24 PM
So, when tried starting the game (made the character and all that) when it started loading the map it immedietly crashed and after telling me to look in starsector.log I found this:

268448 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
   at org.niatahl.tahlan.utils.IndEvoIntegrations.addDefenses(IndEvoIntegrations.kt:27)
   at org.niatahl.tahlan.world.Rubicon.generate(Rubicon.kt:327)
   at org.niatahl.tahlan.TahlanModPlugin.onNewGame(TahlanModPlugin.kt:87)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(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.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.plugins.derelicts.IndEvo_ArtilleryStationPlacer
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)

Any idea how to fix this? Been on a break from starsector and recently updated a bunch of mods including this one.

get the latest Tahlan shipworks beta

If you're talking about version 0.8.666 then I already have it and it still crashes when I create the world
Title: Re: Mod seems to crash my game
Post by: TimeDiver on March 04, 2023, 01:20:13 PM
get the latest Tahlan shipworks beta

If you're talking about version 0.8.666 then I already have it and it still crashes when I create the world
That is NOT the latest version; check the first page of this mod's thread for the link to 0.9BETA 5 of Tahlan Shipworks.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Junker99 on March 05, 2023, 12:04:19 AM
So been loving this mod, but I have an issue with the Senate, I'm trying to deal with a sub-population right? I have a high command on planet, and I have marines and heavy weapons in storage, but it keeps saying I don't have a military presence what am I doing wrong D:? If it helps I'm aiming to purge the criminal underworld that's on my planet.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: SirHartley on March 05, 2023, 04:23:04 AM
military presence means patrol HQ or better
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Gold on March 06, 2023, 08:03:08 PM
when I set my transpoofer to Hegemony it has somehow permanently set it to it, I got the newest version but it still won't go away, any ideas?
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: SirHartley on March 07, 2023, 02:08:37 AM
you are on an outdated mod version
update the mod and use the transpoofer again
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: lol on March 07, 2023, 07:49:20 AM
How do i use the engineering hub? I insert a blueprint in the colony pages,and a alpha core,then i saw theres industrial warehouse that can only put in unuse blueprints,then the fleet tab engineering hub put in ship thing. Its making me dizzy,can someone explain this mechanic to me?
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Crowley_black on March 07, 2023, 08:12:07 AM
How do i use the engineering hub? I insert a blueprint in the colony pages,and a alpha core,then i saw theres industrial warehouse that can only put in unuse blueprints,then the fleet tab engineering hub put in ship thing. Its making me dizzy,can someone explain this mechanic to me?
The engineering hub are basically the reverse engineering building, the bp you put in will be rewritten by the bp you reverse engineered. In simple term, put bp in industrial tab, put ships you wanna copy in fleet engineer tab, wait couple days and voila get bp of it!

edit: I forgot to say, it might take a few ships to get the % to 100 and get the bp so unique ships are not recommended to be put in
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: lol on March 08, 2023, 01:40:44 AM
How do i use the engineering hub? I insert a blueprint in the colony pages,and a alpha core,then i saw theres industrial warehouse that can only put in unuse blueprints,then the fleet tab engineering hub put in ship thing. Its making me dizzy,can someone explain this mechanic to me?
The engineering hub are basically the reverse engineering building, the bp you put in will be rewritten by the bp you reverse engineered. In simple term, put bp in industrial tab, put ships you wanna copy in fleet engineer tab, wait couple days and voila get bp of it!

edit: I forgot to say, it might take a few ships to get the % to 100 and get the bp so unique ships are not recommended to be put in
thanks for info me about this feature,its a headache to see and understand what this might result me.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: SirHartley on March 08, 2023, 04:36:21 AM
There's a massive FAQ on the mod page detailing how all this stuff works.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: R-ev on March 08, 2023, 05:36:34 PM
So, I've been playing quite a bit and found a few bugs, mostly in relation to the courier port.

First the courier port, when asked to put all the ships into an engineering hub will do so, regardless of compatibility and seemingly ignore the not whitelisted ships, this goes for all ship related business, including the old stuff (spoiler here) and restoration docks. It's not much an issue for the restoration docks but for the other stuff, it's uhhh .... game breaking.
Spoiler
And especially the hull deconstructor, since you can recursively add S-mods to the ships, until the script doesn't know what mods to add and it crashes hard. That's the last bug I found, which simply is that once you've used up all the mods that the script is willing to add through Forge templates (for now only acheived through this exploit) but might be acheivable with high S-mod ships (I haven't tried with more than 3 S-mods but 5 might still crash on certain ships) the thing is the save is dead once you arrive at that point because the script can't find any mod to add anyways.
[close]
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Princess_of_Evil on March 13, 2023, 01:27:12 AM
IndEvo has a funny error if you try to put ruins onto a station:
Code
java.lang.NullPointerException
at indevo.industries.derelicts.utils.RuinsManager.setUpgradeSpec(RuinsManager.java:168)
at indevo.industries.derelicts.conditions.RuinsCondition.apply(RuinsCondition.java:31)
at com.fs.starfarer.campaign.econ.Market.reapplyConditions(Unknown Source)
at org.lazywizard.console.commands.RemoveCondition.runCommand(RemoveCondition.java:65)
at org.lazywizard.console.Console.runCommand(Console.java:328)
at org.lazywizard.console.Console.parseInput(Console.java:382)
at org.lazywizard.console.ConsoleOverlayInternal.checkInput(ConsoleOverlay.kt:469)
at org.lazywizard.console.ConsoleOverlayInternal.show(ConsoleOverlay.kt:218)
at org.lazywizard.console.ConsoleOverlay.show(ConsoleOverlay.kt:48)
at org.lazywizard.console.ConsoleCampaignListener.processCampaignInputPreCore(ConsolePlugins.kt:19)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.processCampaignInputPreCore(ListenerUtil.java:53)
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)
From what i can see, it expects to exist on a planet, which can be a wrong assumption in case of Nex or TASC.
I don't even see what can be done in that case. Non-planet system object APIs are entirely useless. I guess technically you should be able to cast everything to SectorEntityToken.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: HopeFall on March 14, 2023, 02:37:46 AM
Crashing. Even with the Tahlan Beta. Can't start up a new game.

Edit:
This is incompatible for one reason or another with Diktat Enhancement, just Industrial that mod and the updated requirements of other mods confirms this, at least for me. The settings I'm using are Lite and Removed non Diktat features set to true. On further testing, it's the Lite version that's messed up.
Spoiler
803166 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.DE_ModPlugin.initIndEvoChanges(DE_ModPlugin.java:1264)
   at data.scripts.DE_ModPlugin.onNewGameAfterEconomyLoad(DE_ModPlugin.java:1305)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(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.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Texas Redhawk on March 17, 2023, 09:25:09 AM
This is such a great mod I'm not sure I'll ever be able to go back to playing without it.

I do have two suggestions: one, can we get an option in Academies to spend story points+credits to level our officers past the maximum level? There are mods that add level 7/8/12 officers that you can theoretically use Take No Prisoners to capture and recruit, but I just want to bring my normal gang of misfits up to par without simply editing some vanilla files. Could work that you select a specific skill you want the officer to learn (to get around the normal levelup screen, which I imagine would be a bit busted trying to go over max level) and leave them there for a few months, the credit cost is skipped if you own the Academy and the story points cost is reduced depending on what kind of AI core is installed, if any.

Second, would it be possible to get a Senate edict that lets us consolidate population from multiple tier 6 planets to a single one to advance it to tier 7? I kind of want my capital planet to be a megapolis bigger than my other colony worlds, and simply editing config files to uncap planet population tier would apply to all planets in the starsector.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Shogouki on March 17, 2023, 10:50:11 PM
Why does reverse engineering a ship require you to overwrite a BP instead of just creating a new one?  Is this a programming limitation?
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Texas Redhawk on March 19, 2023, 10:54:34 PM
Why does reverse engineering a ship require you to overwrite a BP instead of just creating a new one?  Is this a programming limitation?

I assume it's part limitation, part balance and part lore. It'd be kind of OP if we could stuff one Radiant in there and just immediately get a Radiant BP without any further work.

On the lore side, all of the automated factories everyone uses are hardcoded to only use certain Domain-approved blueprints due to in-universe DRM laws, so it makes sense that the only way we can get working blueprints is by overwriting pre-existing blueprints that were already given the correct data stamps by the old Domain.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: SirHartley on March 20, 2023, 05:20:16 AM
Why does reverse engineering a ship require you to overwrite a BP instead of just creating a new one?  Is this a programming limitation?

I assume it's part limitation, part balance and part lore. It'd be kind of OP if we could stuff one Radiant in there and just immediately get a Radiant BP without any further work.

On the lore side, all of the automated factories everyone uses are hardcoded to only use certain Domain-approved blueprints due to in-universe DRM laws, so it makes sense that the only way we can get working blueprints is by overwriting pre-existing blueprints that were already given the correct data stamps by the old Domain.
Spot on! It's not a programming limitation, it's purely balance and lore.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Shogouki on March 20, 2023, 02:56:39 PM
Why does reverse engineering a ship require you to overwrite a BP instead of just creating a new one?  Is this a programming limitation?

I assume it's part limitation, part balance and part lore. It'd be kind of OP if we could stuff one Radiant in there and just immediately get a Radiant BP without any further work.

On the lore side, all of the automated factories everyone uses are hardcoded to only use certain Domain-approved blueprints due to in-universe DRM laws, so it makes sense that the only way we can get working blueprints is by overwriting pre-existing blueprints that were already given the correct data stamps by the old Domain.
Spot on! It's not a programming limitation, it's purely balance and lore.

Ahh ok, thanks!  I was just curious because I'm worried about not having enough blueprints of the appropriate ship size that I don't want to reverse engineer all the ships that I do want.  Is there anyway to get more blueprints once you've scoured the sector?
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: TimeDiver on March 20, 2023, 06:02:01 PM
@SirHartley, did you get my Private Message in regards to updating the link for the latest beta version (from the Discord) of Tahlan Shipworks?
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Alphascrub on March 20, 2023, 06:28:12 PM
@SirHartley, did you get my Private Message in regards to updating the link for the latest beta version (from the Discord) of Tahlan Shipworks?

https://discord.com/channels/187635036525166592/825068217361760306/1085331254012035112

I had to to ask to. Peeps on the discord are generally pretty helpful.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: TimeDiver on March 20, 2023, 07:45:38 PM
https://discord.com/channels/187635036525166592/825068217361760306/1085331254012035112

I had to to ask to. Peeps on the discord are generally pretty helpful.
Oh, I've already downloaded it from there; my PM regarded updating this thread's link for those who don't (or won't) use Discord.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Texas Redhawk on March 20, 2023, 09:46:23 PM
Why does reverse engineering a ship require you to overwrite a BP instead of just creating a new one?  Is this a programming limitation?

I assume it's part limitation, part balance and part lore. It'd be kind of OP if we could stuff one Radiant in there and just immediately get a Radiant BP without any further work.

On the lore side, all of the automated factories everyone uses are hardcoded to only use certain Domain-approved blueprints due to in-universe DRM laws, so it makes sense that the only way we can get working blueprints is by overwriting pre-existing blueprints that were already given the correct data stamps by the old Domain.
Spot on! It's not a programming limitation, it's purely balance and lore.

Ahh ok, thanks!  I was just curious because I'm worried about not having enough blueprints of the appropriate ship size that I don't want to reverse engineer all the ships that I do want.  Is there anyway to get more blueprints once you've scoured the sector?

Aside from trading blueprints at Prism Freeport, there's a WIP mod here on the forums called Chicken's Tech Shop that adds a special store you can unlock that you can buy blueprints and colony items from.

Be advised, though, that in my experience the game prevents you from finding any blueprints or modspecs you've already learned, so you may need to intentionally not learn a few blueprints in order to keep those dropping for usage in engineering labs.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: HopeFall on March 21, 2023, 03:25:08 AM
I don't understand detachments and joining a fight. When I've joined', they're no where to be seen?
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Shogouki on March 21, 2023, 01:57:36 PM
Why does reverse engineering a ship require you to overwrite a BP instead of just creating a new one?  Is this a programming limitation?

I assume it's part limitation, part balance and part lore. It'd be kind of OP if we could stuff one Radiant in there and just immediately get a Radiant BP without any further work.

On the lore side, all of the automated factories everyone uses are hardcoded to only use certain Domain-approved blueprints due to in-universe DRM laws, so it makes sense that the only way we can get working blueprints is by overwriting pre-existing blueprints that were already given the correct data stamps by the old Domain.
Spot on! It's not a programming limitation, it's purely balance and lore.

Ahh ok, thanks!  I was just curious because I'm worried about not having enough blueprints of the appropriate ship size that I don't want to reverse engineer all the ships that I do want.  Is there anyway to get more blueprints once you've scoured the sector?

Aside from trading blueprints at Prism Freeport, there's a WIP mod here on the forums called Chicken's Tech Shop that adds a special store you can unlock that you can buy blueprints and colony items from.

Be advised, though, that in my experience the game prevents you from finding any blueprints or modspecs you've already learned, so you may need to intentionally not learn a few blueprints in order to keep those dropping for usage in engineering labs.

I wonder if there were a way to create blank blueprint templates that couldn't be "learned" but existed solely for reverse engineering?  I realize that this would be really convenient (powerful?) but I think if it were costly enough (maybe in both credits and materials?) it might be ok.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: KingTuttPro on March 22, 2023, 03:00:34 AM
@SirHartley, did you get my Private Message in regards to updating the link for the latest beta version (from the Discord) of Tahlan Shipworks?

https://discord.com/channels/187635036525166592/825068217361760306/1085331254012035112

I had to to ask to. Peeps on the discord are generally pretty helpful.

The above link dosent seem to load anything for me just gives me a blank discord can someone let me know if the link still works and its just me or is no longer working.

Thanks
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Koranea on March 23, 2023, 04:09:54 AM
So.. i got a crash that was in a neutron star system with a missile station in it, it made game lag to point it crashed. Did try to save, but it would'nt let me save either. Error was like permangen.space. I think what the tag was.

Edit: I loaded up save and fly into the system again, but the missile station had changed into a Railgun instead. So i assume its something to do with missile station.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: jimster280 on March 25, 2023, 09:38:39 PM
please update the talon shipworks mod link. neither the one on the front page nor on the prior page before this comment work. thank you.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: PipMan on March 26, 2023, 08:38:38 AM
please update the talon shipworks mod link. neither the one on the front page nor on the prior page before this comment work. thank you.
That server, which hosted a ton of mods for Starsector, just got taken down a few days ago by a group of modders from these forums. I won't name names because that will just get me banned. It'll be a while before all those mods find a new home. Maybe people will realise how messed up this game's modding scene is.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: SirHartley on March 26, 2023, 08:52:35 AM
please update the talon shipworks mod link. neither the one on the front page nor on the prior page before this comment work. thank you.
That server, which hosted a ton of mods for Starsector, just got taken down a few days ago by a group of modders from these forums. I won't name names because that will just get me banned. It'll be a while before all those mods find a new home. Maybe people will realise how messed up this game's modding scene is.
what are you on about
tahlan is hosted on the main unofficial starsector discord which hosts 95% of the mods in the community, and is alive and well. The reason why the link is not working is cause it was updated to beta 6 and I forgot to update the reference.

keep your absolutely idiotic agenda out of my thread.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: SirHartley on March 26, 2023, 09:02:02 AM
please update the talon shipworks mod link. neither the one on the front page nor on the prior page before this comment work. thank you.
done
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Oni on March 27, 2023, 07:18:54 PM
Hey there, out of curiosity... in the hundred plus pages has anyone suggested this one before:

Making Industry subdivisions of Mining for specific resources at a higher return? What I mean is... you still have the Mining industry available and if you take it it's a catchall that mines all appropriate resources, but what if you wanted to exploit a specific resource on that world (say a planet that had a lot of Organics but crappy minerals). You could have four industries that were mutually exclusive with the generalist Mining (as in if you took Mining you couldn't take them on that world but if you took any of them then you couldn't take Mining), and they generally gave a better result than normal mining for that resource (+1/2/3/whatever was balanced to production). You could take all four of these specific Industries if you wanted, but at the cost of taking up all your Industry slots.

I think it'd be an interesting way of customizing your colonies output.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: SirHartley on March 28, 2023, 01:41:57 AM
Not a bad idea, tbh. I'll think on how to implement it - likely as an upgrade to the existing mining industry with the option to toggle the output you want via buttons.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Konturga on March 28, 2023, 04:14:38 AM
I'd like to just stop by and say I've been using this mod since my second successful playthrough, and I wanted to say that this mod is fantastic. I recently updated and found these new towers that are blasting me to bits and it's amazing how much more alive those sectors feel. It gives me the impression that I'm in a boss battle sometimes, I'm surprised by how natural it feels.

I honestly don't think I can play Starsector without this mod, it's that ingrained into my experience. The super ships you can make with the hull forge triangle is insane... And I need to make my evil automated ship empire some way or another. It's just fun.

I was trying to dive into the code for how VPCs are assigned. It looked like you had the foundation for everything being auto generated like the blueprints and forge templates are since you have both a rare and normal empty VPC, but the ones that you find in game are all assigned based on the special items list. Assuming it's not auto-generated.. This made me curious.. Do you have a empty activated picture you can place in the graphics folder so we can edit and add our own VPCs for items like the ones in the Aurora Federation and maintain the same cohesive visual look between newly added and this mod VPCs?
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: SirHartley on March 28, 2023, 08:52:09 AM
Thanks, I appreciate the compliments :)

As for VPCs - these things were the first I ever made, back when I still had no clue what I was doing.
I was intending to do the "Blueprint thing", but my ability was insufficient and I had to do it the way you see now. The icons you found are remnants of my very first attempts (probably the oldest art in the mod.)

Considering it's been a while, they are probably due a rework to move it to a system that's not quite as, uh, jury-rigged.
I'll see what I can do.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Konturga on March 28, 2023, 02:25:52 PM
That's kind of chilling to think about. To think, it may have nearly all began from a couple production chips. For some reason I can't help but have that sit with me for a bit.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Texas Redhawk on March 29, 2023, 12:04:39 AM
That's kind of chilling to think about. To think, it may have nearly all began from a couple production chips. For some reason I can't help but have that sit with me for a bit.
"Greater things oft emerge out of meager things."
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Alphascrub on March 30, 2023, 05:29:50 PM
@SirHartley, did you get my Private Message in regards to updating the link for the latest beta version (from the Discord) of Tahlan Shipworks?

https://discord.com/channels/187635036525166592/825068217361760306/1085331254012035112

I had to to ask to. Peeps on the discord are generally pretty helpful.



The above link dosent seem to load anything for me just gives me a blank discord can someone let me know if the link still works and its just me or is no longer working.

Thanks

Link must of have expired. General rule of thumb is to join the Unofficial Starsector discord. Use the search bar at the top right. Type #mod_updates in said bar. Select the drop down that says #mod_updates then type the name of the mod out. Be warned that not all mods there but when updating or running into broken links it can be a good place to start. Its also generally where you can find betas and pre releases for mods.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: bigmealsushi on April 01, 2023, 07:44:48 AM
Anyone know what kind of error is this?
ava.lang.NoClassDefFoundError: indevo/exploration/minefields/MineBeltTerrainPlugin
it seem to be related to industrial evolution so im asking
(For context i ran into this error after finishing setting up for my new playthrough)
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: bigmealsushi on April 01, 2023, 08:02:43 AM
Anyone know what kind of error is this?
ava.lang.NoClassDefFoundError: indevo/exploration/minefields/MineBeltTerrainPlugin
it seem to be related to industrial evolution so im asking
(For context i ran into this error after finishing setting up for my new playthrough)
Ok nevermind i found the reason why, it was because i was still using the old tahlan version (idk how i forgot i to update to the latest beta one despite the fact that i got it downloaded hours ago)
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Directive7Initiative on April 01, 2023, 01:22:46 PM
Are there any console commands to spawn arti stations in? Indevo_spawnStation only seems to work for civ stations [research/mining/etc]
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Konturga on April 02, 2023, 12:03:33 AM
That's kind of chilling to think about. To think, it may have nearly all began from a couple production chips. For some reason I can't help but have that sit with me for a bit.
"Greater things oft emerge out of meager things."

There is truth to that saying. The universe was birthed from a single speck, a spot so infinitesimally small it might have been zero.

Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Iriscoral on April 04, 2023, 05:15:50 AM
Sir Hartley, I know its been months since I mentioned my frustration with the (SPOILER) in Discord, but better late than never, right?

So here are my complaints and suggestions:

Spoiler

So, the biggest complaint I have with the Automated Shipyard is that, simply put, it just doesn't really have a reward or impact in comparison to its existence and relative importance. The fundamental issue is that for all that work, just having a ship randomizer on demand is incredibly underwhelming, which is not helped by how brutal that randomizer is. Its like, to use a term, running down a gacha and not getting what you want until one hits pity. But even then, with such an imposing structure attached to the side of a star, you would expect to have an impact akin to the Coronal Hypershunt. In fact, I actually set up my base of operations in a 12 year radius around the Forge, hoping to bank off any effects similar to the Hypershunt. To say that my disappointment was immeasurable would be an understatement.

So, what do I suggest?

- Firstly, adding on a colony-related effect to the forge. I'm aware that yes, the Coronal Hypershunt itself is considered relatively underwhelming, as 5 colonies on a planet isn't much once you cross the endgame barrier to be able to contest the Hypershunt itself, and even that is an already powerful effect. What I'm proposing, as such, is either the improvement to colony fleets (allowing larger fleets, or more ships with good build-ins), or perhaps cheapening the cost of building new industries. Another would be to increase the total order capacity per month for the nearest colony, although that might go against the spirit of the concept. Perhaps, with Nexerelin integration, have it increase the fleet request budget, or improve the ships called in Grand Invasion/Defense Fleets.

- Second, some level of uniqueness. Currently, the system behind the Automated Shipyard are the same as the event that most people encounter on exploration, just with the ability to add Relic Components/Ship Components for better results. Adding either more unique, powerful built-in hullmods to ships that are generated by the shipyard, or better yet, unique, rare ships that only pop out at a certain level of investment, would certainly make the project more enticing to complete for players meeting it for a second time.

- Thirdly, reducing the randomness of the event itself. Make it a more curated experience, allowing players to select and focus specific types of ships that they want, which would increase ones' willingness to go back and slot in unwanted vessels.
[close]

So that's what I mainly have atm. I'll try and think of more options I can offer.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Coil on April 06, 2023, 06:32:22 AM

So, the biggest complaint I have with the Automated Shipyard is that, simply put, it just doesn't really have a reward or impact in comparison to its existence and relative importance. The fundamental issue is that for all that work, just having a ship randomizer on demand is incredibly underwhelming, which is not helped by how brutal that randomizer is. Its like, to use a term, running down a gacha and not getting what you want until one hits pity. But even then, with such an imposing structure attached to the side of a star, you would expect to have an impact akin to the Coronal Hypershunt. In fact, I actually set up my base of operations in a 12 year radius around the Forge, hoping to bank off any effects similar to the Hypershunt. To say that my disappointment was immeasurable would be an understatement.

So, what do I suggest?

- Firstly, adding on a colony-related effect to the forge. I'm aware that yes, the Coronal Hypershunt itself is considered relatively underwhelming, as 5 colonies on a planet isn't much once you cross the endgame barrier to be able to contest the Hypershunt itself, and even that is an already powerful effect. What I'm proposing, as such, is either the improvement to colony fleets (allowing larger fleets, or more ships with good build-ins), or perhaps cheapening the cost of building new industries. Another would be to increase the total order capacity per month for the nearest colony, although that might go against the spirit of the concept. Perhaps, with Nexerelin integration, have it increase the fleet request budget, or improve the ships called in Grand Invasion/Defense Fleets.

- Second, some level of uniqueness. Currently, the system behind the Automated Shipyard are the same as the event that most people encounter on exploration, just with the ability to add Relic Components/Ship Components for better results. Adding either more unique, powerful built-in hullmods to ships that are generated by the shipyard, or better yet, unique, rare ships that only pop out at a certain level of investment, would certainly make the project more enticing to complete for players meeting it for a second time.

- Thirdly, reducing the randomness of the event itself. Make it a more curated experience, allowing players to select and focus specific types of ships that they want, which would increase ones' willingness to go back and slot in unwanted vessels.


So that's what I mainly have atm. I'll try and think of more options I can offer.

Those are great ideas and I 100% agree. The automated shipyard is pretty underwhelming as it is
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Kh0rnet on April 12, 2023, 05:34:13 PM
Just git gud with the RNG bros  8) 8) 8)
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Amoebka on April 12, 2023, 05:56:45 PM
You can also just feed it a bunch of ramparts to get free paragons or something. Works even better with mods that add capital-sized derelicts with rugged constrution.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: RoadTrain on April 16, 2023, 12:21:22 PM
Hi. I was watching a streamer play starsector with the following modlist, and we stumbled on a bit of an issue in regards to the academy training system.
Spoiler
A New Level (30)
Adjusted Sector
Autosave
Captain's Log
Deluxe Player Flags
Detailed Combat Results
Fleet Action History
Fuel Siphoning
Grand Colonies
Hiver Swarm
Illustrated Entities
Immersion Friendly Portraits
Industrial Evolution
Interesting Portraits
Mayasuran Navy
Nexerelin
Officer Extension
QoL Pack
Roider Union
Terraforming & Station Construction
Star Federation
Unknown Skies
Audio Plus
[close]
You see, streamer put an officer into the galatia academy for training. However, when the officer finished training, we had no way of actually retrieving them, as the option to do so was greyed out. We were able to succesfully train officers/admins at other academies, but the galatia seems broken for us. Is there something we're missing here?
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: help1234 on April 17, 2023, 01:33:04 PM
Hi Everyone! :)

New starsector player here. Absolutely love the mod, it's so good! I have been trying to create the perfect star-system, and would love to include one of those fancy Artillery station for maximum shenanigans, but I'm having trouble spawning them. The old code doesn't seem to work any more:



Quote from: Enzoci on October 15, 2022, 10:17:37 AM
Is it possible to spawn the watchtowers? I'm currently trying to build a custom system, but i have no idea what the command could be.

one watchtower:

SectorEntityToken t = system.addCustomEntity(Misc.genUID(), faction.getDisplayName() + " Watchtower", "IndEvo_Watchtower", faction.getId(), null);
 t.setOrbit(//Your preferred orbit);

magic method to spawn watchtowers in the default locations like they usually do:

IndEvo_ArtilleryStationPlacer.placeWatchtowers(starsystem, factionID);

runcode com.fs.starfarer.api.plugins.derelicts.IndEvo_ArtilleryStationPlacer.placeWatch towers(Global.getSector().getStarSystem("YOUR_STAR_SYSTEM_NAME"), "FACTION_ID");

The faction ID for the normal watchtowers/artillery station is "IndEvo_derelict".





So anyways, I tried snooping around and jury-riging whatever code I could find on the forums. Came across a nice post about spawning stable locations, and tried implementing that code, with a few variables changed:


runcode SectorEntityToken _fleet = Global.getSector().getPlayerFleet(); 
    StarSystemAPI _sys = (StarSystemAPI)_fleet.getContainingLocation();
    SectorEntityToken _stable = _fleet.getContainingLocation().addCustomEntity(null, null, "IndEvo_ArtilleryStation", "neutral");
    float _orbitRadius = com.fs.starfarer.api.util.Misc.getDistance(_fleet, _sys.getCenter());
    float _orbitDays = _orbitRadius / (20f + new Random().nextFloat() * 5f);
    float _angle = com.fs.starfarer.api.util.Misc.getAngleInDegrees(_sys.getCenter().getLocation(), _fleet.getLocation());
    _stable.setCircularOrbit(_sys.getCenter(), _angle, _orbitRadius, _orbitDays);


And it almost works! Spawns the entity in the correct place, but game crashes immediately 2 seconds afterwards, when I click on it with the error code: Fatal:null. When checking the starsector.log file, it tells me the following:


java.lang.NullPointerException
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.adjustTerrain Range(ArtilleryStationEntityPlugin.java:462)
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.matchTerrainR ange(ArtilleryStationEntityPlugin.java:445)
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.advance(ArtilleryStationEntityPlugin.java:75)
   at com.fs.starfarer.campaign.CustomCampaignEntity.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


Could any of you coding geniuses enlighten me of my error? Or perhaps a command for spawning the artillery station + watchtowers? That would be super duper dope. Hoping for any replies :)

Once more, many thanks for the splendid mod, it's a blast!
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: captinjoehenry on April 18, 2023, 06:10:54 PM
The missiles for the Missile Artillery seem to time out at the default base max range of the artillery no matter what.

I've tried changing the base range in the .ini and that works fine with the railgun and mortar but the missiles still time out.  I've also tried changing the missile duration in the .ini but that seems to have had no impact from changing the value from the default of 10f to 30f.

The marker that shows where the missiles split does show where you would expect for the max range.  Just the missile never arrives seeming to time out before getting that far

Here's an image gallery that helps make it more clear:
https://imgur.com/a/Na4tWuD

Red: Distance artillery missiles time out at all settings.  Including changing IndEvo_Artillery_missile_durationfrom default 10f to 30f
Blue: Mortar max range with default .ini + Story Point and Alpha Core installed
Green: Mortar max range with base range ( IndEvo_Artillery_maxRange ) in .ini increased to 16000f
(https://i.imgur.com/26ylF93.png)

Image of the markers showing for both the incoming Mortars and missiles.  The mortars arrive fine but the missiles never arrive
(https://i.imgur.com/KBYmuTC.png)

Red line showing the approximate line from the artillery to the engagement location
(https://i.imgur.com/k6Ube2f.png)
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: FreonRu on April 19, 2023, 10:50:33 AM
Good day. Please advise on the following questions:
1 How is it possible to capture an artillery (rocket) station? Or are they only meant to be destroyed? Is it possible to drag this station into the system with your colonies?
2 Any plans to make an artifact for Salvage Yards? A lot of buildings from this modification already have interesting artifacts.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: robster12344 on April 24, 2023, 02:13:39 PM
Anyone got a Discord Link? Can't seem to find a single one that's still active.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: SirHartley on April 26, 2023, 01:26:44 AM
Since the Tahlan thread is not yet updated, I adjusted my OP. Here we go:

If you use Tahlan Shipworks (and ONLY then) you need this version of Tahlan to avoid a crash: Download (https://bitbucket.org/SirHartley/deconomics/downloads/Tahlan_0.9RC2.zip)
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: YourLocalMairaaboo on April 26, 2023, 02:12:46 AM
Good day. Please advise on the following questions:
1 How is it possible to capture an artillery (rocket) station? Or are they only meant to be destroyed? Is it possible to drag this station into the system with your colonies?
2 Any plans to make an artifact for Salvage Yards? A lot of buildings from this modification already have interesting artifacts.
You capture it BY destroying it. If you destroy the station, the planet will have a condition allowing you to build one. You can even choose another type.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: FreonRu on April 26, 2023, 11:21:35 AM
Good day. Please advise on the following questions:
1 How is it possible to capture an artillery (rocket) station? Or are they only meant to be destroyed? Is it possible to drag this station into the system with your colonies?
2 Any plans to make an artifact for Salvage Yards? A lot of buildings from this modification already have interesting artifacts.
You capture it BY destroying it. If you destroy the station, the planet will have a condition allowing you to build one. You can even choose another type.

Good day. Thank you very much for the help. It's time for a new session and try to colonize a similar system.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: SneakyDevil on May 04, 2023, 09:44:27 PM
Is there way to add other mod-added industries to the Central Bureau?
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: gman12f on May 06, 2023, 05:46:42 PM
Where can we download this mod?  I have checked both this forum and the discord and both links are broken.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: A_Random_Dude on May 06, 2023, 06:10:32 PM
Works for me. Might be a problem on your end.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: SpaceDrake on May 06, 2023, 06:11:58 PM
Where can we download this mod?  I have checked both this forum and the discord and both links are broken.

That's because the mod is in the process of being updated for .96. It needs to be refactored for the new version of MagicLib, and there were a number of requested changes to the market and colony APIs that both break certain parts of the .95.1 implementation of the mod... and promise Wondrous New Things for the future.

So, be a little patient. The update is coming.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Argonaut on May 09, 2023, 04:52:04 AM
Highly excited for this mod in 0.96, enjoying a run without it, but already planning my run with it!
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: coleroni on May 09, 2023, 03:58:56 PM
I'm really not big on how the embassy works. put a spindle rep in and it actively lowered my relations from 100 down to like 60 while I was out doing space stuff. realized what was happening and shut it down... -60 rep. back to square one. Did I do something wrong here?
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: coleroni on May 09, 2023, 04:03:34 PM
space artillery makes me mad because I can't even take advantage of its existence. finally got to where remnants are halfway chill with my faction so I think maybe I can do something cool. terran planet in a system with a remnant nexus and artillery piece. it has a little mission where you give this group on the planet some supplies, and it creates an independent colony. when I did this however, it took control over the artillery piece instantly. it also magically spawns in a defence fleet when you want to destroy it. I'd prefer it to be more like an orbital station, where if you want to attack it, you can lead off enemy fleets and swing round and catch it alone, making the fight much easier. it's just my two cents
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: SirHartley on May 09, 2023, 04:19:29 PM
I'm really not big on how the embassy works. put a spindle rep in and it actively lowered my relations from 100 down to like 60 while I was out doing space stuff. realized what was happening and shut it down... -60 rep. back to square one. Did I do something wrong here?
The embassy does not actively lower rep. It increases reputation loss, so if you lose some due to your actions, it'll increase that impact. On the upside, it will increase reputation by 10/month until you are at +40, so it's a great tool to establish a permanent baseline and compensate loss up to a point. You'll have to work and be mindful of your actions to get above that, though.

If it lowered your rep, that's because you took action that lowered it.

space artillery makes me mad...
So you are annoyed because you can't cheese it? Not super sure about how to take that.

That mission is from Nexerelin and was there by chance. The NPC artillery changes allegiance to the largest non-station colony in the system to stop it from demolishing and decivilizing a newly established planet. If you want it to do that, you gotta take it over and have it shoot your enemies.

It has a defence fleet by default - usually remnant or explorarium, but the faction changes depending on controlling entity.

That it can't be engaged with help is a tad of a sore point that I've heard about before, but it's a bit of a technical limitation. I'll see what I can do about it.

Thank you for your feedback!
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Death_Silence_66 on May 09, 2023, 05:08:54 PM
Regarding artillery stations, if you fight an enemy nearby and the station reinforces the combat, its escort fleet won't be spawned. You can kind of cheese this by chasing lone frigates or trade fleets near stations before engaging.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: sanya02 on May 09, 2023, 05:58:51 PM
Hello! In which file should I change the administrator setting, can I get 2 skills, do I need 4?
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Am0retpsyche on May 11, 2023, 12:09:10 PM
Since the Tahlan thread is not yet updated, I adjusted my OP. Here we go:

If you use Tahlan Shipworks (and ONLY then) you need this version of Tahlan to avoid a crash: Download (https://bitbucket.org/SirHartley/deconomics/downloads/Tahlan_0.9RC2.zip)

Your link unfortunately is down. Here's the link to Nia Thal's GitHub with the version that works for me. https://fractalsoftworks.com/forum/index.php?topic=18011.1830 (https://fractalsoftworks.com/forum/index.php?topic=18011.1830)
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: SirHartley on May 11, 2023, 12:51:43 PM
issues's been fixed long ago, you now need the normal latest version.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Clockwokis on May 11, 2023, 12:57:56 PM
out of curiosity, is there a timeline for when this will update?
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: SirHartley on May 11, 2023, 01:16:39 PM
the base compatibility is done, I need to find time to play the game to bring the entirety of the mod in line with the new colony gameplay.

Since the feel of colonies changed through the introduction of events I have to rebalance and adjust the gameplay aspects to fit the feel of vanilla, I'd hate it if I just lifted the mod into 0.96 unchanged and suddenly had a massive, unexpected power level mismatch.

so, a week or two, at best.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Argonaut on May 11, 2023, 02:12:40 PM
Makes sense, also gives time for people to experience the new gameplay and give appropriate feedback.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Fishbones on May 11, 2023, 07:24:07 PM
Will there be a way to filter weapons that you have a BP for and ones that don't? since once you got a few techmining colonies in place junk weapons get stored up real fast and the ones that are rare and have no bp tend to get buried in them making it a chore to load the junk into the salvage yards without accidentally putting non bp weapons.

Btw i sometimes see some Artillery stations (not derelict ones) firing even tho they are in a repairing state not really affecting me that much just curious
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: mrpras on May 12, 2023, 09:29:18 AM
the base compatibility is done, I need to find time to play the game to bring the entirety of the mod in line with the new colony gameplay.

Since the feel of colonies changed through the introduction of events I have to rebalance and adjust the gameplay aspects to fit the feel of vanilla, I'd hate it if I just lifted the mod into 0.96 unchanged and suddenly had a massive, unexpected power level mismatch.

so, a week or two, at best.

Thank you for your work, this mod rocks
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Lappers on May 12, 2023, 10:07:02 AM
Btw i sometimes see some Artillery stations (not derelict ones) firing even tho they are in a repairing state not really affecting me that much just curious

I think for some reason the stations are just permanently stuck in that "undergoing repairs" state whether or not they actually are/should be. Can't remember if I've seen it happen with my own artillery but I recall it being the case for any NPC faction besides remnant/derelicts.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Soviet Tom Bombadil on May 12, 2023, 10:32:47 AM
the base compatibility is done, I need to find time to play the game to bring the entirety of the mod in line with the new colony gameplay.

Since the feel of colonies changed through the introduction of events I have to rebalance and adjust the gameplay aspects to fit the feel of vanilla, I'd hate it if I just lifted the mod into 0.96 unchanged and suddenly had a massive, unexpected power level mismatch.

so, a week or two, at best.

I'll be in the discord if you get a wild hare and decide to drop an early build for testing.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Boboy on May 13, 2023, 01:13:20 PM
hey, just came by a bug, so i teleported a planet using rift generator and afterward i checked it on it's new star system but it seems that the -7% acces from the custom contol edict followed it(the planet that had the edict don't have the 5%bonus from the one i moved anymore but the malus is still here) i tried removing the edict, adding it to a planet from the new system and on the colony i moved itself but nothing worked thus i have a colony with a permanent -7% acces for no reason and i don't know if there is a way to remove it.
anyway thank you for this incredible mod <3
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Putzin on May 14, 2023, 06:16:40 AM
Download link for this mod is not working I tried multiple browsers?? I need this mod!
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: mantafloppy on May 14, 2023, 08:44:27 AM
Download link for this mod is not working I tried multiple browsers?? I need this mod!

The download link work well for me, so the problem is on your side. Antivirus, pop-up blocker, vpn?

You can try to acces the page and download from there, see if there a diffference : https://bitbucket.org/SirHartley/deconomics/downloads/
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Putzin on May 14, 2023, 01:42:37 PM
Download link for this mod is not working I tried multiple browsers?? I need this mod!

The download link work well for me, so the problem is on your side. Antivirus, pop-up blocker, vpn?

You can try to acces the page and download from there, see if there a diffference : https://bitbucket.org/SirHartley/deconomics/downloads/

Nope still doesnt work says "This site cant be reached" on any browser

I downloaded like 10 other mods fine
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: brunocss on May 14, 2023, 02:37:33 PM
Download link for this mod is not working I tried multiple browsers?? I need this mod!

The download link work well for me, so the problem is on your side. Antivirus, pop-up blocker, vpn?

You can try to acces the page and download from there, see if there a diffference : https://bitbucket.org/SirHartley/deconomics/downloads/

Nope still doesnt work says "This site cant be reached" on any browser

I downloaded like 10 other mods fine

Well, I've uploaded in Dropbox, if you want.
https://www.dropbox.com/s/v4l5zzsn6eaqfvo/Industrial.Evolution3.2.c.zip?dl=0
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: T2C2 on May 18, 2023, 01:29:43 AM
Hello, I have tried this mod on starsector ver 0.96 to see how compatible it would be with the current version, and so far I have gotten a CTD when accessing the galatia academy research tract and clicking "show input" for one of the research. Here is the starsector error log file if you would like to take a look, and note it down for future updates if you have the time; At any rate, thanks for the mod, I've had a lot of fun with it in the past. Please let me know if you have any questions.

1115092 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.AbstractMethodError: com.fs.starfarer.api.splinterFleet.plugins.dialogue.customPanelPlugins.NoFrameC ustomPanelPlugin.buttonPressed(Ljava/lang/Object;)V
java.lang.AbstractMethodError: com.fs.starfarer.api.splinterFleet.plugins.dialogue.customPanelPlugins.NoFrameC ustomPanelPlugin.buttonPressed(Ljava/lang/Object;)V
   at com.fs.starfarer.ui.newui.I.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.new(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.classsuper.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Drunkenslav on May 18, 2023, 10:30:10 AM
absolutely loving this mod, cant wait for the update :D, good luck with your work OP!!!!
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: SpaceDrake on May 18, 2023, 02:05:52 PM
Hello, I have tried this mod on starsector ver 0.96 to see how compatible it would be with the current version

If you use 3.2c with .96, expect weirdness in various places, most/all of which is known about. A new update is being worked on.

PRAISE HAMSTERS
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: T2C2 on May 18, 2023, 10:12:41 PM
Okae, good to know. Hope the update drops soon  8)
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Eugenalt on May 20, 2023, 03:55:56 AM
Thanks for the wonderful mod. We are looking forward to updating the mod for use in version 0.96a.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Eugenalt on May 20, 2023, 07:49:30 AM
Dear SirHartley, there is a request, regarding the "Rift Generator" the control of the jump is extremely opaque, it is possible to make the control more accurate, no matter under what conditions, even if in order to obtain a device that allows you to accurately direct the planet to the desired system, you need to defeat the Hegemony or kill all the pirates. As a last resort, if you have time, explain the random jump algorithm, it's definitely not "random" as described. You see, a hundred or two saveloads to get to the right place is frustrating.
P.S. I am sorry for my English.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: coleroni on May 20, 2023, 05:25:06 PM
so if I need to sneak into a system and they have a missile artillery station... how am I supposed to sneak into the system? the watchtowers have a billion sensor range and I can't even get close to my objectives without a full systems worth of fleets on me in 0.1293120938109 seconds. Am I doing something wrong? is there a way to "disable" the watchtowers perhaps? I just want to do the hacky wacky on a comm relay man :(
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: SpaceDrake on May 20, 2023, 05:59:55 PM
so if I need to sneak into a system and they have a missile artillery station... how am I supposed to sneak into the system? the watchtowers have a billion sensor range and I can't even get close to my objectives without a full systems worth of fleets on me in 0.1293120938109 seconds. Am I doing something wrong? is there a way to "disable" the watchtowers perhaps? I just want to do the hacky wacky on a comm relay man :(

Watchtowers have no effect on fleet lines of sight or on detection for subterfuge things. Or at least shouldn't, in my experience.

If you're trying to sneak into a system, entering via a jump point is often a bad idea, because they're often patrolled. You'll have better luck jumping in at a gas giant or another planet's nascent JP via transverse jump.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: SemperShpee on May 21, 2023, 11:36:00 AM
My game crashed while trying to access the requisition center at 0.96.
Ive attached a text file with the crash log.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: SpaceDrake on May 21, 2023, 11:54:24 AM
Yes, using 3.2c in .96 will result in weirdness.

If you want no crashes, wait for the update.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Terran Allias on May 24, 2023, 02:04:09 PM
"so, a week or two, at best."

Oh boy it's almost a week or two at best.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Soviet Tom Bombadil on May 24, 2023, 08:18:32 PM
don't rush the stew or the veggies will be mushy.
Remember the 0.96 update added that new colony + industry framework. There might be some really cool reasons why it's taking a minute.
(Note: I'm in a hurry to see the new IndEvo too :) )

"so, a week or two, at best."

Oh boy it's almost a week or two at best.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Pagan Pope on May 25, 2023, 06:37:28 AM
"so, a week or two, at best."

Oh boy it's almost a week or two at best.
He delays update by 1 day every time some one asks when its coming out.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Radicaljack on May 25, 2023, 07:35:08 AM
i said my loins were feeling it was ready to come out in the discord and he kicked me in the loins hard so it's not ready.

no one sane cares tho, the mod is worth a full playthru alone, mans a legend, let him cook.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: e on May 25, 2023, 09:35:14 AM
"so, a week or two, at best."

Oh boy it's almost a week or two at best.
He delays update by 1 day every time some one asks when its coming out.

Is it now? Well...

Spoiler
When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out? When is the update coming out?
[close]

I'm not even playing 0.96 right now, so i don't actually care if this updates right now or in a million years, just wanna mess with y'all.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Hague on May 26, 2023, 05:17:33 PM
It seems that when you leave marines in a detached fleet they lose their experience which, at the moment, will force the player to bring their marines (and ships that can carry them) with them on stealth detachment missions.

One particular use I've found for detachments is to detach my fleet to approach in salvage ships with solar shielding so I can hit up corona facilities with less supply loss. You don't need to bring the cargo ships, just do the salvage and let the pods float out. I do the same thing with minefield planets, just let the pods float out. At least until cargo pods start triggering mods anyway
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Earthenlady on May 27, 2023, 11:27:24 AM
NGL this mod is a must-have for me. I can't play without it :( So much QoL in this it's insane.

Mod author, I'm not asking when it's coming out. What I am saying is that I HOPE it's ready soon.

Much love from a big fan!
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: highIntensityGazer on May 29, 2023, 06:43:41 AM
It seems that when you leave marines in a detached fleet they lose their experience which, at the moment, will force the player to bring their marines (and ships that can carry them) with them on stealth detachment missions.

One particular use I've found for detachments is to detach my fleet to approach in salvage ships with solar shielding so I can hit up corona facilities with less supply loss. You don't need to bring the cargo ships, just do the salvage and let the pods float out. I do the same thing with minefield planets, just let the pods float out. At least until cargo pods start triggering mods anyway

The workaround I'm using is to always leave one marine in your own fleet. I dunno how the game actually saves "marine experience" but as long as there are any number of marines in your inventory, it will remember how many experienced marines there are in total.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: SoulEater on May 30, 2023, 10:46:00 AM
Kinda pointless when your Grand Colonies mod doesn't work. "shrug"
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Desann on May 30, 2023, 01:02:39 PM
Kinda pointless when your Grand Colonies mod doesn't work. "shrug"

What is kinda pointless? This mod that hasn't been updated for 96, and you're trying to use it now? Not quite following you. It's not ready for 96, and clearly says that on the front page.

The game JUST updated to 96 fairly recently, so please be patient with modders as they update. If you have a bug with Grand Colonies, try helping by posting on the 'Grand Colonies' thread with your starsector log or anything else that might help them reproduce the problem. Maybe you are having a mod conflict?

Good luck to you.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Damexius on May 30, 2023, 09:17:52 PM
9994789 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.beginTable(Lcom/fs/starfarer/api/campaign/FactionAPI;F[Ljava/lang/Object;)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.beginTable(Lcom/fs/starfarer/api/campaign/FactionAPI;F[Ljava/lang/Object;)V
   at indevo.industries.courierport.industry.CourierPortV2.addUpcomingShipmentList(CourierPortV2.java:67)
   at indevo.industries.courierport.industry.CourierPortV2.addPostUpkeepSection(CourierPortV2.java:54)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:1171)
   at com.fs.starfarer.campaign.ui.marketinfo.intnew$1.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.thissuper.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.oÒ0000(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.voidnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.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(Unknown Source)
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Nick XR on May 30, 2023, 11:36:06 PM
9994789 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.beginTable(Lcom/fs/starfarer/api/campaign/FactionAPI;F[Ljava/lang/Object;)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.beginTable(Lcom/fs/starfarer/api/campaign/FactionAPI;F[Ljava/lang/Object;)V
   at indevo.industries.courierport.industry.CourierPortV2.addUpcomingShipmentList(CourierPortV2.java:67)
   at indevo.industries.courierport.industry.CourierPortV2.addPostUpkeepSection(CourierPortV2.java:54)   

It's almost like there's more to upgrading a mod than changing it's version number.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: SirHartley on May 31, 2023, 04:45:23 AM
Hello everyone,

I will be unable to update this mod for at least the coming two weeks due to working 10-12 hours a day, 6-7 days a week, and trying not to crash my car and die on the drive home due to exhaustion.

There is a working bootleg available here: https://discord.com/channels/187635036525166592/512356777451323393/1111014900597272596

Note that the update will still require a new save when it releases.
My apologies for the delay.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: FreonRu on May 31, 2023, 06:49:16 AM
Good day.  My message may not be read correctly due to the use of Google translator. 
There is no need to apologize.  Your mods are amazing, they bring a lot of content and add a huge amount of game hours.  Thank you so much.  I wish you to solve all your problems, have a very good rest and with fresh energy please the community that is looking forward to your work. Take care of yourself on the roads and may luck favor you.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: tovarichcookie on May 31, 2023, 08:52:35 AM
Don't burn yourself out mate, nothing to be sorry about. Hope you get some time to yourself soon!

The discord link does not seem to be working, however. Takes us to a blank page where nothing seems to be loading.

edit: you need to have joined the unofficial starsector discord server for the link to work.

https://discord.gg/a8AWVcPCPr
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: memeextremist on May 31, 2023, 09:33:07 AM
np Sir. get as much rest as you can!
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Argonaut on May 31, 2023, 11:58:00 AM
Take care SirtHartley, thanks for all your effort to date. It's never wrong to prioritize your well-being and personal life, modding should be a pleasant past-time, not an obligation anyway!
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Pagan Pope on May 31, 2023, 12:02:40 PM
Hello everyone,

I will be unable to update this mod for at least the coming two weeks due to working 10-12 hours a day, 6-7 days a week, and trying not to crash my car and die on the drive home due to exhaustion.

There is a working bootleg available here: https://discord.com/channels/187635036525166592/512356777451323393/1111014900597272596

Note that the update will still require a new save when it releases.
My apologies for the delay.

No worries, good luck surviving your work! And i hope you get sleep, cause thats important.
And thanks for letting us know
Also thanks for linking working fork/bootleg
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: HoskoBoi on May 31, 2023, 12:17:17 PM
How does the bootleg version differ from what we will see in the future?
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: SpaceDrake on May 31, 2023, 02:32:40 PM
How does the bootleg version differ from what we will see in the future?

It's literally just 3.2c recompiled for .96a, so the tooltips no longer crash.

If you want previews of the Wonderful Things our eggdog is working on when not being flogged to death by capitalism having his fur worked off, look up Hartley's Discord posts or his Twitter!

Anyway, take care of yourself as best you can, Hartley. We appreciate what you do for us, and we're fine waiting until our eggbugdog is no longer in a pressure cooker. :D
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Damexius on May 31, 2023, 09:30:53 PM
Hello everyone,

I will be unable to update this mod for at least the coming two weeks due to working 10-12 hours a day, 6-7 days a week, and trying not to crash my car and die on the drive home due to exhaustion.

There is a working bootleg available here: https://discord.com/channels/187635036525166592/512356777451323393/1111014900597272596

Note that the update will still require a new save when it releases.
My apologies for the delay.

No worries, mate, I love your mod. I can wait. For now, I'll just prevent myself from having some crashes instead of changing all the code.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Radicaljack on June 01, 2023, 03:55:21 PM
Hello everyone,

I will be unable to update this mod for at least the coming two weeks due to working 10-12 hours a day, 6-7 days a week, and trying not to crash my car and die on the drive home due to exhaustion.

There is a working bootleg available here: https://discord.com/channels/187635036525166592/512356777451323393/1111014900597272596

Note that the update will still require a new save when it releases.
My apologies for the delay.

No worries, mate, I love your mod. I can wait. For now, I'll just prevent myself from having some crashes instead of changing all the code.

I mean he posted a bootleg in his statement, not hard to figure it out.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: 7x9000 on June 02, 2023, 09:57:26 AM
Getting some missing strings when I take a look at the Repair Docks in version 3.2.b.
Imgur album. (https://imgur.com/a/TYUY1c8)

And somehow I completely missed this, but each of the D-modless ships also says Missing string: [cannotTransfer] instead.

Has anyone found a fix for this? It's happening to me in version 3.2.c, too, and the Repair Docks are the main reason I installed this mod.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: UltimateZapZap on June 02, 2023, 02:42:31 PM
Getting some missing strings when I take a look at the Repair Docks in version 3.2.b.
Imgur album. (https://imgur.com/a/TYUY1c8)

And somehow I completely missed this, but each of the D-modless ships also says Missing string: [cannotTransfer] instead.

Has anyone found a fix for this? It's happening to me in version 3.2.c, too, and the Repair Docks are the main reason I installed this mod.

For me, this has been a visual bug only. I always had this bug but the repair docks still worked as they should.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: 7x9000 on June 02, 2023, 04:52:28 PM
Getting some missing strings when I take a look at the Repair Docks in version 3.2.b.
Imgur album. (https://imgur.com/a/TYUY1c8)

And somehow I completely missed this, but each of the D-modless ships also says Missing string: [cannotTransfer] instead.

Has anyone found a fix for this? It's happening to me in version 3.2.c, too, and the Repair Docks are the main reason I installed this mod.

For me, this has been a visual bug only. I always had this bug but the repair docks still worked as they should.

Yeah it won't even let me put them into the storage. Normal storage or sales work, but not the repair docks storage.
Tried on two of my own planets and spawning them on an allied planet.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Arenji on June 03, 2023, 12:17:07 AM
Bootleg version is working fine, though for some reason the defense stations(not colony stations) can't be disabled anymore even after it and the ships it's with are destroyed in combat. They just spawn new ships again.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Cyan Leader on June 03, 2023, 06:29:21 AM
Yup, having the same issue. They keep firing mortars, etc.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Vundaex on June 03, 2023, 07:39:52 AM
I can't reach the discord page in order to download the bootleg version, I end up in an empty page.
Is there another link available?
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: Shinobi on June 04, 2023, 12:16:26 AM
Getting some missing strings when I take a look at the Repair Docks in version 3.2.b.
Imgur album. (https://imgur.com/a/TYUY1c8)

And somehow I completely missed this, but each of the D-modless ships also says Missing string: [cannotTransfer] instead.

Has anyone found a fix for this? It's happening to me in version 3.2.c, too, and the Repair Docks are the main reason I installed this mod.

For me, this has been a visual bug only. I always had this bug but the repair docks still worked as they should.

Yeah it won't even let me put them into the storage. Normal storage or sales work, but not the repair docks storage.
Tried on two of my own planets and spawning them on an allied planet.

So, looking at your pictures, it's hard to tell, but are you trying to put ships in repair that have perm smods? Green bars above the ship, or are you trying to stick the orange bared ships(dmod) ships? cause in the pic, all I see are smodded ships.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Shinobi on June 04, 2023, 07:30:14 AM
I can't reach the discord page in order to download the bootleg version, I end up in an empty page.
Is there another link available?

https://discord.gg/a8AWVcPCPr

Try that, then use the link with the really long name to download the file
Title: Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
Post by: 7x9000 on June 04, 2023, 05:05:58 PM
Getting some missing strings when I take a look at the Repair Docks in version 3.2.b.
Imgur album. (https://imgur.com/a/TYUY1c8)

And somehow I completely missed this, but each of the D-modless ships also says Missing string: [cannotTransfer] instead.

Has anyone found a fix for this? It's happening to me in version 3.2.c, too, and the Repair Docks are the main reason I installed this mod.

For me, this has been a visual bug only. I always had this bug but the repair docks still worked as they should.

Yeah it won't even let me put them into the storage. Normal storage or sales work, but not the repair docks storage.
Tried on two of my own planets and spawning them on an allied planet.

So, looking at your pictures, it's hard to tell, but are you trying to put ships in repair that have perm smods? Green bars above the ship, or are you trying to stick the orange bared ships(dmod) ships? cause in the pic, all I see are smodded ships.

Not my screenshots, but yes I was trying to put in a ship with S-Mods and D-Mods. Even tried spawning a copy of the ship without the S-Mods (it's the Lancer from LoA, iirc), but it still didn't work. Didn't work on any ship, and this was 3.2.c.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: jamitron on June 05, 2023, 12:15:38 PM
This mod rules. Thanks so much for making it. Echoing all the messages from others saying not to worry about it while real life stuff is kicking your butt. I hope life calms down for you!

Hello everyone,

I will be unable to update this mod for at least the coming two weeks due to working 10-12 hours a day, 6-7 days a week, and trying not to crash my car and die on the drive home due to exhaustion.

There is a working bootleg available here: https://discord.com/channels/187635036525166592/512356777451323393/1111014900597272596

Note that the update will still require a new save when it releases.
My apologies for the delay.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Radicaljack on June 06, 2023, 12:32:32 AM
has anyone figured out a quick fix for the arty station issue or is it wiser to wait for the patch?
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Cyan Leader on June 06, 2023, 02:46:33 AM
I set the watchtower range to zero in the config files so they stopped firing. The defense fleet still respawns but my save isn't cursed anymore. Alternatively, if you're starting a new save you can disable them entirely from spawning when exploring but I think some faction mortar stations might still be an issue.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Timtumm on June 06, 2023, 08:41:55 AM
Is it possible to put the 9.6 compatible version somewhere other than Discord, for those of us that don't want to download/create a user just to get this file?
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Egren on June 07, 2023, 10:29:49 AM
I can't reach the discord page in order to download the bootleg version, I end up in an empty page.
Is there another link available?

https://discord.gg/a8AWVcPCPr

Try that, then use the link with the really long name to download the file

I'm already on the discord server, so I guess that's why this link does nothing for me? 
I tried searching for various combinations of Industrial/Industry and/or  Evolution in the channel #Mod_Updates but I can't find anything.

Can someone just tell me what string to search for, in which channel, or give me another link (don't even know exactly what this link is supposedto point to since it never opens discord for me)
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: TimeDiver on June 07, 2023, 10:45:01 AM
I can't reach the discord page in order to download the bootleg version, I end up in an empty page.
Is there another link available?

https://discord.gg/a8AWVcPCPr

Try that, then use the link with the really long name to download the file

I'm already on the discord server, so I guess that's why this link does nothing for me? 
I tried searching for various combinations of Industrial/Industry and/or  Evolution in the channel #Mod_Updates but I can't find anything.

Can someone just tell me what string to search for, in which channel, or give me another link (don't even know exactly what this link is supposedto point to since it never opens discord for me)
I found the link for you (search for 'from: Dal#7192' for other 'bootlegged' mods...):

https://discord.com/channels/187635036525166592/512356777451323393/1111014900597272596
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Re-Search-er on June 10, 2023, 11:02:52 AM
I'm having a serious problem with going into bars into this mod. Suddenly, randomly, there'll be a NULLPOINTER EXCEPTION and the game will freeze.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: ShpunkY on June 10, 2023, 05:48:16 PM
I'm having a serious problem with going into bars into this mod. Suddenly, randomly, there'll be a NULLPOINTER EXCEPTION and the game will freeze.
are you using the bootleg ?
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Spacegoat on June 15, 2023, 07:40:13 AM
FYI on the bootleg version of IndEvo: you'll notice artillery stations immediately respawn after you beat them. There's a workaround with ConsoleCommands mod.

For the moment use the "kill" console command on them after you beat them once. This will keep the drone-controlled station dead like in 0.95. The station is still there too, so it can become a proper artillery station again if you colonize the planet and build the related structure for it.

I haven't tried this on an NPC faction station. If it does then it would disable the artillery until it rebuilt itself in a few months.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: memedos on June 16, 2023, 05:25:28 PM
FYI on the bootleg version of IndEvo: you'll notice artillery stations immediately respawn after you beat them. There's a workaround with ConsoleCommands mod.

For the moment use the "kill" console command on them after you beat them once. This will keep the drone-controlled station dead like in 0.95. The station is still there too, so it can become a proper artillery station again if you colonize the planet and build the related structure for it.

I haven't tried this on an NPC faction station. If it does then it would disable the artillery until it rebuilt itself in a few months.

Thanks for the tip, but oh man using console commands to patch up things really damage the mental ruleset of my ironman challenge runs. I hope the next patch is close, otherwise I will have to always resort to this method.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: renegade_sock on June 17, 2023, 12:12:26 AM
Has anybody else had issues with the repair docks? I'm leaving ships with D-mods in them but they're not being repaired despite the fact that I have adequate credits and have waited months.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: renegade_sock on June 17, 2023, 12:17:27 AM
Actually nvm, seems repair docks don't work if the faction that owns them is hostile to you? Once I invaded the planet, they started to work again.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: LuddicChurchil on June 17, 2023, 11:25:30 AM
Got a question regarding the Embassy. In the FAQ is the UAF mod not listed as supported, however in the UAF mod itself are files regarding Industrial Evolution.
Is the UAF supported or not now?
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: SirHartley on June 17, 2023, 11:46:27 AM
probably? I might've just forgotten to add it to my list, am not omnipotent :)
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Gnii on June 22, 2023, 09:40:30 AM
@SirHartley

Do you have any idea of when the update will be ready ?
Is it an order of days, weeks, months ?

I really want to play with this mod, but I don't want to have to restart when it comes out.
So I either have to start a new game now, and forgo your awesome mod, or wait ;
but if the wait is 2 months, I might not make it :/

Thank you anyway for all the mods you made. :)
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Damexius on June 22, 2023, 11:55:58 AM
@SirHartley

Do you have any idea of when the update will be ready ?
Is it an order of days, weeks, months ?

I really want to play with this mod, but I don't want to have to restart when it comes out.
So I either have to start a new game now, and forgo your awesome mod, or wait ;
but if the wait is 2 months, I might not make it :/

Thank you anyway for all the mods you made. :)

No worries you're not the only one waiting, were also waiting doing some fun campaign, you can enjoy that
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: e on June 22, 2023, 12:33:45 PM
Do you have any idea of when the update will be ready ?

Aaaaaaand the update was delayed another month, thanks for that. EDIT: Or a week or a day, i forgot how the in-joke goes.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Crystalis on June 23, 2023, 03:33:14 AM
Would it at all be possible to eventually add the ability to blacklist items from the laboratory production bonus? I've been playing with the Phillip Andrada: Gas Station Manager mod that adds museum items that you can buy, but don't really have the capability to produce, which are popping up for the laboratory's production bonus.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: dirtnap on June 29, 2023, 11:20:17 AM
@SirHartley

Do you have any idea of when the update will be ready ?
Is it an order of days, weeks, months ?

I really want to play with this mod, but I don't want to have to restart when it comes out.
So I either have to start a new game now, and forgo your awesome mod, or wait ;
but if the wait is 2 months, I might not make it :/

Thank you anyway for all the mods you made. :)

The bootleg patch a couple pages back makes IndEvo work just fine? You can always just use it and the update can come when it comes.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Dal on June 29, 2023, 01:19:04 PM
Non Discord link https://www.mediafire.com/file/ye5t5ipfdn96xqs/Industrial.Evolution3.2.c_bootleg_096.zip/file

Keep it mind it's unofficial. Hartley was very gracious to let me publish it, so don't bother him with bug reports. Saves with it may or may not crash when the next IndEvo version releases, but assume it wont be save compatible.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Leob70 on July 01, 2023, 09:56:14 AM
Non Discord link https://www.mediafire.com/file/ye5t5ipfdn96xqs/Industrial.Evolution3.2.c_bootleg_096.zip/file

Keep it mind it's unofficial. Hartley was very gracious to let me publish it, so don't bother him with bug reports. Saves with it may or may not crash when the next IndEvo version releases, but assume it wont be save compatible.

Any patchnotes for this? Does it hotfix the station respawns? And thank you for sharing it here.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: SpaceDrake on July 01, 2023, 03:51:17 PM
Non Discord link https://www.mediafire.com/file/ye5t5ipfdn96xqs/Industrial.Evolution3.2.c_bootleg_096.zip/file

Keep it mind it's unofficial. Hartley was very gracious to let me publish it, so don't bother him with bug reports. Saves with it may or may not crash when the next IndEvo version releases, but assume it wont be save compatible.

Any patchnotes for this? Does it hotfix the station respawns? And thank you for sharing it here.

It is literally 3.2c recompiled for .96. Nothing has changed.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Leob70 on July 02, 2023, 05:03:08 PM
Non Discord link https://www.mediafire.com/file/ye5t5ipfdn96xqs/Industrial.Evolution3.2.c_bootleg_096.zip/file

Keep it mind it's unofficial. Hartley was very gracious to let me publish it, so don't bother him with bug reports. Saves with it may or may not crash when the next IndEvo version releases, but assume it wont be save compatible.

Any patchnotes for this? Does it hotfix the station respawns? And thank you for sharing it here.

It is literally 3.2c recompiled for .96. Nothing has changed.

Yeah I was dumb, I realized it was just the same version of the bootleg I already had not an update or hotfix of any kind.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Noopy757 on July 04, 2023, 06:58:25 AM
Quick question. Is there anyway to craft/obtain the consumables more reliably? I'd like to have more of a specific consumable even if it costs way more than its value to make/acquire.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Shazbot! on July 05, 2023, 04:47:19 PM
You can get them exploring but they also show up in markets often.  Be sure to check out nexetlin's prism Freeport. 
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: captinjoehenry on July 08, 2023, 10:45:37 PM
Hi Everyone! :)

New starsector player here. Absolutely love the mod, it's so good! I have been trying to create the perfect star-system, and would love to include one of those fancy Artillery station for maximum shenanigans, but I'm having trouble spawning them. The old code doesn't seem to work any more:



Quote from: Enzoci on October 15, 2022, 10:17:37 AM
Is it possible to spawn the watchtowers? I'm currently trying to build a custom system, but i have no idea what the command could be.

one watchtower:

SectorEntityToken t = system.addCustomEntity(Misc.genUID(), faction.getDisplayName() + " Watchtower", "IndEvo_Watchtower", faction.getId(), null);
 t.setOrbit(//Your preferred orbit);

magic method to spawn watchtowers in the default locations like they usually do:

IndEvo_ArtilleryStationPlacer.placeWatchtowers(starsystem, factionID);

runcode com.fs.starfarer.api.plugins.derelicts.IndEvo_ArtilleryStationPlacer.placeWatch towers(Global.getSector().getStarSystem("YOUR_STAR_SYSTEM_NAME"), "FACTION_ID");

The faction ID for the normal watchtowers/artillery station is "IndEvo_derelict".





So anyways, I tried snooping around and jury-riging whatever code I could find on the forums. Came across a nice post about spawning stable locations, and tried implementing that code, with a few variables changed:


runcode SectorEntityToken _fleet = Global.getSector().getPlayerFleet(); 
    StarSystemAPI _sys = (StarSystemAPI)_fleet.getContainingLocation();
    SectorEntityToken _stable = _fleet.getContainingLocation().addCustomEntity(null, null, "IndEvo_ArtilleryStation", "neutral");
    float _orbitRadius = com.fs.starfarer.api.util.Misc.getDistance(_fleet, _sys.getCenter());
    float _orbitDays = _orbitRadius / (20f + new Random().nextFloat() * 5f);
    float _angle = com.fs.starfarer.api.util.Misc.getAngleInDegrees(_sys.getCenter().getLocation(), _fleet.getLocation());
    _stable.setCircularOrbit(_sys.getCenter(), _angle, _orbitRadius, _orbitDays);


And it almost works! Spawns the entity in the correct place, but game crashes immediately 2 seconds afterwards, when I click on it with the error code: Fatal:null. When checking the starsector.log file, it tells me the following:


java.lang.NullPointerException
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.adjustTerrain Range(ArtilleryStationEntityPlugin.java:462)
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.matchTerrainR ange(ArtilleryStationEntityPlugin.java:445)
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.advance(ArtilleryStationEntityPlugin.java:75)
   at com.fs.starfarer.campaign.CustomCampaignEntity.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


Could any of you coding geniuses enlighten me of my error? Or perhaps a command for spawning the artillery station + watchtowers? That would be super duper dope. Hoping for any replies :)

Once more, many thanks for the splendid mod, it's a blast!

I have good news!  No idea if you're still around but I found the code to spawn a watchtower where your fleet is located :)

Your code almost worked.  It just needed a different set of properties in the addCustomEntity function.  I took them from the actual spawn script in the mods source files.  You will need to capture the watch tower after spawning it though

Code
runcode SectorEntityToken _fleet = Global.getSector().getPlayerFleet(); 
    StarSystemAPI _sys = (StarSystemAPI)_fleet.getContainingLocation();
    SectorEntityToken _stable = _fleet.getContainingLocation().addCustomEntity(com.fs.starfarer.api.util.Misc.genUID(), "Watchtower", "IndEvo_Watchtower", "IndEvo_derelict",null);
    float _orbitRadius = com.fs.starfarer.api.util.Misc.getDistance(_fleet, _sys.getCenter());
    float _orbitDays = _orbitRadius / (20f + new Random().nextFloat() * 5f);
    float _angle = com.fs.starfarer.api.util.Misc.getAngleInDegrees(_sys.getCenter().getLocation(), _fleet.getLocation());
    _stable.setCircularOrbit(_sys.getCenter(), _angle, _orbitRadius, _orbitDays);
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Killsode on July 15, 2023, 12:24:59 PM
I yearn to have Ind-Evo in my modlist once more, i'm sorely missing the exploration additions and buildings (academy my beloved)
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Coil on July 15, 2023, 12:43:43 PM
I yearn to have Ind-Evo in my modlist once more, i'm sorely missing the exploration additions and buildings (academy my beloved)

Then use the bootleg? There's a link in the comments here
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Azrathud on July 16, 2023, 02:52:23 AM
I'm hoping relic components can be resemblance to make early game harder. Right now It provides way too much money early game
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: SirHartley on July 16, 2023, 03:29:50 AM
relic components are not intended to be sold. If you do that, it's on you; you barely get enough to do all the stuff they are used for - I think they are in a good place.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Light Dimf on July 17, 2023, 12:44:14 PM
Would be nice to be able to buy that relic components from friendly remnants with Nexerelin, tho.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Killsode on July 20, 2023, 05:50:50 PM
I yearn to have Ind-Evo in my modlist once more, i'm sorely missing the exploration additions and buildings (academy my beloved)

Then use the bootleg? There's a link in the comments here

How functional/crash prone is it?
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: CecilArongo on July 21, 2023, 06:43:49 AM
I yearn to have Ind-Evo in my modlist once more, i'm sorely missing the exploration additions and buildings (academy my beloved)

Then use the bootleg? There's a link in the comments here

How functional/crash prone is it?

It mostly works, the only issue I've encountered is what others have reported with artillery stations not dying correctly.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: GTAVC on July 22, 2023, 01:04:43 AM
Just a little PSA for the bootleg version ragarding Artillery Stations:

There is a fix for that, you can disable Artillery Stations for new games by changing the config.

\mods\Industrial.Evolution3.2.c\data\config\settings.json

Starting at row 51 #General Artillery
Simply set
"Enable_IndEvo_Artillery": True
to
"Enable_IndEvo_Artillery": False

And now no Artillery stations should be spawned when starting a new game.

However, I've noticed that some modded factions will still spawn them when launching the game with Industrial Evoloution.
Currently I know about Tahlan Shipworks' Legio Infernalis' Homesystem that still has them.

Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Selfcontrol on July 22, 2023, 06:57:14 AM
I yearn to have Ind-Evo in my modlist once more, i'm sorely missing the exploration additions and buildings (academy my beloved)

Then use the bootleg? There's a link in the comments here

How functional/crash prone is it?

It mostly works, the only issue I've encountered is what others have reported with artillery stations not dying correctly.

Also using the bootleg version and this issue is not consistent. First time I used the mod, artillery stations wouldn't die correctly, but now, they do die and I don't have to use the kill command anymore. Weird.

In short : the mod works 99% of the time, sometimes even 100%. I've never had any crash.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: SirHartley on July 22, 2023, 08:28:56 AM
Yeah, I am having a hard time figuring out where its coming from and can't check if I fixed it cause I couldn't replicate it, but it's maybe??? fixed in dev. Maybe.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: ThatOneGuyAce on July 22, 2023, 09:03:11 AM
Hey completely new to everything in front of me (Still new to Starsector, PC, and modding any game whatsoever) and i only ask when this mod will be updated to .96 because I don't know where else to look for announcements on mods. Hate to make you feel rushed but would you mind telling me when you think this mod will be updated? Thanks for all the hard work you've done for this community :)
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: ZeroXSEED on July 24, 2023, 06:27:19 AM
> Artillery was bugged to hell
> Insult people for disabling it anyway
Other than that small ego trip, great mod as always. Patiently waiting for proper updates.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: dro on July 24, 2023, 10:29:39 AM
> Artillery was bugged to hell
> Insult people for disabling it anyway
Other than that small ego trip, great mod as always. Patiently waiting for proper updates.

I don't see where he insulted anyone in any kind or shape.

As a software developer myself, I can only say: even if he insulted you, hunting down bugs is an extremely stressful job - especially if you can't reproduce it - and this guy gets bombarded with "when is update hurr durr" questions on a daily basis.

I am sorry you feel that way, but this guy doesn't even get paid for his hard work. It is obviously his hobby. So:
1) Chill
2) If you don't have anything supportive to say, don't say it.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: dro on July 24, 2023, 11:33:07 AM
Yeah, I am having a hard time figuring out where its coming from and can't check if I fixed it cause I couldn't replicate it, but it's maybe??? fixed in dev. Maybe.

Can you please provide a link to your develop branch mate, if it is no ? Bitbucket asks for a registration if I google sirHartley/deconomics and can't navigate there.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Killsode on July 24, 2023, 11:36:45 AM
> Artillery was bugged to hell
> Insult people for disabling it anyway
Other than that small ego trip, great mod as always. Patiently waiting for proper updates.

I don't see where he insulted anyone in any kind or shape.

cough cough he's referring to this.

"Enable_IndEvo_Artillery": FALSE, #only works on new game. Disabling this means you have weak bones. There used to be another insult here but the weak boned snowflakes were offended by it because it was too true.

that's literally the config line for enabling disabling artillery. There's also various other occasions in the config files, and in the replies here.
Sir hartley has an attitude, and that's actually alright. but it is what it is, and no one can be surprised when tit is given for tat.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: dro on July 24, 2023, 12:19:01 PM
> Artillery was bugged to hell
> Insult people for disabling it anyway
Other than that small ego trip, great mod as always. Patiently waiting for proper updates.

I don't see where he insulted anyone in any kind or shape.

Heh lol it is in the code.

Yeah I see this as a joke. Game devs create such jokes, in wolfenstein if you choose easy, there is a picture of a baby and so on. So what :D haha

cough cough he's referring to this.

"Enable_IndEvo_Artillery": FALSE, #only works on new game. Disabling this means you have weak bones. There used to be another insult here but the weak boned snowflakes were offended by it because it was too true.

that's literally the config line for enabling disabling artillery. There's also various other occasions in the config files, and in the replies here.
Sir hartley has an attitude, and that's actually alright. but it is what it is, and no one can be surprised when tit is given for tat.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: SirHartley on July 24, 2023, 01:18:45 PM
Yeah, I am having a hard time figuring out where its coming from and can't check if I fixed it cause I couldn't replicate it, but it's maybe??? fixed in dev. Maybe.

Can you please provide a link to your develop branch mate, if it is no ? Bitbucket asks for a registration if I google sirHartley/deconomics and can't navigate there.
No, the dev branch crashes on startup. Usually. Like a coma patient with lucid moments, it's dead until it isn't, and then it dies again.

re:Insults
the bootleg arty is broken, but that's cause its a bootleg. If it wasn't, I'd still insult y'all cause you deserve it. Drink some milk, it's a free mod made by one guy and not some squeaky clean professional company.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: ShpunkY on July 24, 2023, 01:26:09 PM
woah was there a huge drama here ?
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: SirHartley on July 24, 2023, 02:00:33 PM
not at all! Just the usual discussions.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Killsode on July 24, 2023, 02:39:55 PM
Yeah pretty much the normal banter and shitpostin'
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Leob70 on July 24, 2023, 03:21:16 PM
I saw it mentioned that AoD Vaults Of Knowledge might have some integration with the new version, anything else you are trying to get working, like other AoD modules or new integrations with other mods? Obviously not all of them may be ready by the time of the first public release or even guaranteed to come but I'm curious what else you have have your eyes on.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: dro on July 24, 2023, 04:13:52 PM
@sirhartley got it, thanks.

@Killsode heh now I saw it as I was setting the bootleg up. Funny. I kinda didn't got offended tbh. Many game companies does that as well. Wolfenstein taunted the player as a baby when you chose the easiest difficulty with the name "can I play daddy". Civilization on easy mode gives you on easy mode every time the ranking warren g. Harding taunting you as the "worst president USA ever had". Twisted metal straight up denied you playing the game with the message "no losers allowed".

I think this as a joke from sirhartley and he is probably extremely frustrated that today everyone sobs instantly because somebody said something mean, even he wholeheartedly did a joke and got criticized about it. I was not there, I am just speculating at this moment.

NGL, I would be frustrated too,
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: SirHartley on July 25, 2023, 12:03:02 AM
I saw it mentioned that AoD Vaults Of Knowledge might have some integration with the new version, anything else you are trying to get working, like other AoD modules or new integrations with other mods? Obviously not all of them may be ready by the time of the first public release or even guaranteed to come but I'm curious what else you have have your eyes on.
AotD tech tree research and LunaLib are upcoming.


...

NGL, I would be frustrated too,
I'm not frustrated - frustration happens when there's an issue I can't solve. I'm mostly amused that people get their pants in a knot over something as minor and forgettable as a dumb quip in the setting files of a mod, lol.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: sanity on July 26, 2023, 11:01:34 PM
any idea why this and the Galatia academy research keep crashing when accessed:8556483 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
   at indevo.industries.assembler.industry.VariableAssembler.addNonAICoreInstalledIte ms(VariableAssembler.java:411)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.addInstalledItemsSect ion(BaseIndustry.java:1304)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:1269)
   at com.fs.starfarer.campaign.ui.marketinfo.intnew$1.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.oÒ0000(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.int.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.int.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.voidnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.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(Unknown Source)
Note: Amazing concept by the way
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: SirHartley on July 27, 2023, 05:07:25 AM
get the bootleg, you are running a version where you just changed the number in the mod_info.json, that won't work for this mod and will lead to this crash.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Maxer269 on July 29, 2023, 12:55:32 PM
Found an absolutely ideal system, plenty of abandoned ruins to play with and even an artillery station WITH a minefield!

Then my save corrupted itself.

After many hours of generating sectors, I've finally found an almost perfect system again. Anyone have a way to add specific ruins to a market? I've tried it a few different ways with the console commands mod and with some save editing, but for some reason the market condition vanishes after I reload the game. Artillery and minefields stick around just fine.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: ZeroXSEED on July 30, 2023, 07:43:02 AM
> Artilery disabled
> Legio still have it when everyone else doesn't
> STILL picking fight with my faction unprompted
Truly the biggest plot armor to this final boss faction... okay I'm enabling it and see if you like it, you pirate scum. >:(
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: SirHartley on July 30, 2023, 08:52:04 AM
Legio's not Industrial Evo, my settings do not affect it.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: hidefreek on July 30, 2023, 10:50:46 PM
> Artilery disabled
> Legio still have it when everyone else doesn't
> STILL picking fight with my faction unprompted
Truly the biggest plot armor to this final boss faction... okay I'm enabling it and see if you like it, you pirate scum. >:(
Legio is from Tahlan shipworks.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: ZeroXSEED on July 31, 2023, 02:19:30 AM
Legio's not Industrial Evo, my settings do not affect it.
Don't worry, I am aware. Anyway, thanks for the hard work. Despite my slight I can never play this game without IndEvo anymore, just like I can't play it without Nex and Tahlan, those three mods are mandatory for me.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: ethantokes on August 03, 2023, 03:55:58 PM
I cant for the life of me figure out how to get heavy industry on my planet. Is this a colony size thing?
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Killsode on August 03, 2023, 11:53:03 PM
I cant for the life of me figure out how to get heavy industry on my planet. Is this a colony size thing?

sorry what? uh, do you have a free industry slot available? you only get 1 industry at size 3, 2 at s4, 3 at s5, and 4 at s6.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Jazuke Taizago on August 04, 2023, 02:31:20 PM
I cannot play without this Mod. I love this Mod. I hope all is good with you, SirHartley. Take care of yourself.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Lord0Trade on August 04, 2023, 11:26:10 PM
For the bootleg, what should be disabled to avoid having odd crashes? As I'm seeing some people having trouble with the artillery stations
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: misa on August 06, 2023, 12:45:16 AM
Hello,

A friendly reminder to all you good people who miss this mod in 0.96
You can still activate it by changing its version in mod_info.json
So far i dont seem to have any issues running the game with it (that said i have a bunch of mods - tldr your milage may vary).

PS: I literally registered here just now to post this comment - please go easy on me.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Killsode on August 06, 2023, 02:32:36 AM
Hello,

A friendly reminder to all you good people who miss this mod in 0.96
You can still activate it by changing its version in mod_info.json
So far i dont seem to have any issues running the game with it (that said i have a bunch of mods - tldr your milage may vary).

PS: I literally registered here just now to post this comment - please go easy on me.

Better to use the bootleg update thats been posted it, i believe it has had some small changes to fix some bugs.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Jazuke Taizago on August 06, 2023, 06:57:17 AM
Hello,

A friendly reminder to all you good people who miss this mod in 0.96
You can still activate it by changing its version in mod_info.json
So far i dont seem to have any issues running the game with it (that said i have a bunch of mods - tldr your milage may vary).

PS: I literally registered here just now to post this comment - please go easy on me.

Better to use the bootleg update thats been posted it, i believe it has had some small changes to fix some bugs.

I cannot access the link. It leads to Discord, but it doesn't do anything other than open the Discord Window/Program and just...be empty. So i have to be satisfied with changing the "Version" of the Mod.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: misa on August 06, 2023, 09:23:37 AM
What bootleg version?

As for my noob solution - I dont know about Artillery stations, i copied the version i had downloaded previously (3.1f). So far the only thing that makes me crash is hovering over the salvage-yard industry in ship sale screen (that said im running a bunch of mods and this one isnt even the only one where i utilized the just change the version in a txt and pray, as i refuse to play the game without my beloved Nagato) That said its not like i've explored all this mod has to offer in my test game yet.

TLDR so far nothing the autosave mod and some cursor etiquette wont solve.

PS: Had no idea this page was so lively, this is awesome ^^.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Maxer269 on August 06, 2023, 10:12:18 AM
What bootleg version?

As for my noob solution - I dont know about Artillery stations, i copied the version i had downloaded previously (3.1f). So far the only thing that makes me crash is hovering over the salvage-yard industry in ship sale screen (that said im running a bunch of mods and this one isnt even the only one where i utilized the just change the version in a txt and pray, as i refuse to play the game without my beloved Nagato) That said its not like i've explored all this mod has to offer in my test game yet.

TLDR so far nothing the autosave mod and some cursor etiquette wont solve.

PS: Had no idea this page was so lively, this is awesome ^^.

Bootleg version can be found here. https://www.mediafire.com/file/ye5t5ipfdn96xqs/Industrial.Evolution3.2.c_bootleg_096.zip/file

Thusfar I've had no issues with it, but I haven't had a chance to actually engage the artillery stations to see if they'll actually die properly.
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: SirHartley on August 06, 2023, 11:42:02 AM
(https://i.imgur.com/7k1QAas.png)


NOT SAVE COMPATIBLE


Download (https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution3.3.a.zip)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)
Requires LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444.0)

There are currently no known compatibility issues with other mods.
Yes, this means it is compatible with Nexerelin and Terraforming and Station Construction.



Integrated with Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0) and LunaSettings (https://fractalsoftworks.com/forum/index.php?topic=25658.0)
Pairs well with Grand.Colonies (https://fractalsoftworks.com/forum/index.php?topic=20986.0)
as well as Substance.Abuse (https://fractalsoftworks.com/forum/index.php?topic=24378)



Minor update, didn't really do anything. There's a known bug with grand colonies where changing the specialization on mining or refining results in the building becoming invisible, I'm working on it. Read the changelog for some more info.

Change Log
3.3.a
  • General
  • Added - Full LunaLib Integration
  • Added - Setting to adjust column amount in all the ship pickers in this mod
  • Added - Planet Jump listener, interface to notify when a planet has finished jumping via rift generator (for modders)
  • Added - Disrupt Danger to all IndEvo Industries and Structures
  • Adjusted - Rules.csv $market -> $marketName for 0.96
  • Adjusted - Code Changes for 0.96
  • Adjusted - All industry images got touch-ups to bring them more in line with vanilla
  • Pets
  • Added - Pets: Add them to your ship, feed em, make em happy, and they'll accompany you! And die! And do nothing!
  • Added - Research Project for a rare Pet
  • Added - Animal Center: Store, manage, rename, euthanize and buy pets here! Comes with a station and dodgy animal sellers.
  • Added - Animal Centers to Gilead, Jangala, Fikenhild
  • Added - Small interaction to Arthulf (check the comms)
  • Automated Shipyards
  • Added - Rare chance for a ship to be an automated variant, usable without the skill
  • Adjusted - new interaction image (the old one was kinda trash)
  • Exploration
  • Added - Derelict Pet Shops (chance at very rare pets)
  • Added - Arsenal station can now have ship recovery event with capital or cruiser grade hulls
  • Adjusted - Fixed Arsenal station having lower chance to have event than intended
  • Adjusted - Default columns for ship picking on Ship Sacrifice event increased from 5 to 8
  • Fixed - "Exploding Room" special can now pick (certain) Industrial Evolution items again
  • Fixed - "D-Mod Restoration" event can no longer fix unrestorable hulls
  • Detachments
  • Adjusted - De-jankified existing detachment interaction screen popup (no gameplay impact)
  • Weapons
  • Adjusted - Matter Degrader range 500 -> 600
  • Adjusted - Pulsar Carbine range 900 -> 1000
  • Adjusted - Cryo Artillery damage/shot 1200 -> 1000
  • Adjusted - Cryo Artillery flux/shot 480 -> 350
  • Adjusted - Cryo Artillery chargedown 1.2s -> 1s
  • Adjusted - Causality Disturber range 1000 -> 900
  • Adjusted - Causality Disturber EMP 1200 -> 600
  • Minefields
  • Added - Mines now get temporarily disabled by an interdiction pulse
  • Added - Tooltip showing controlling entity
  • Adjusted - Made NPC fleets react to them better (no more jiggling around)
  • Fixed - Base damage halved
  • Fixed - Damage now properly scales with fleet size (hit chance is still fleet size and speed)
  • Items
  • Added - Relic Components now from from Abyssal Enemies (RAT)
  • Adjusted - Simulation Engine - Added tooltip info about scaling effect
  • Adjusted - Neural Compounds - Clarified tooltip if senate with item is in range or not
  • Adjusted - Slightly buffed drop rate of relic components on remnant fleets
  • Adjusted - Halved the relic drop rate on derelicts
  • Fixed - Planet "in Range" tooltip no longer incorrectly states 12 LY range restriction for hypertransmitter, it's infinite as intended
  • Fixed - Crash when tech locator tries to point to a system that has no hyperspace anchor (????)
  • Artillery
  • Added - NPC fleets now respond to artillery fire and try to dodge. They are better at it than me.
  • Adjusted - Doubled build cost and time to bring it in line with the other orbital stations
  • Adjusted - Made all stations, modded or otherwise, compatible with artillery (Praise be Alex, our lord and saviour)
  • Fixed - Artillery Stations should no longer be stuck in repairs on game start
  • Fixed - Watchtowers no longer count as stable locations (Replaced the vanilla PlanetInteractionDialogPluginImpl)
  • Fixed - Bug that caused the station to persist after being killed via planet interaction
  • Specialized Industries
  • Added - Refining Specializations (increased output on one commodity, malus on the other)
  • Added - Mining Specializations (see above but for mining)
  • Governance Types
  • Note - Governances change how a colony works - right click Pop&Infra at size 3 to learn more.
  • Added - Underworld
  • Added - Rural Polity
  • Added - Hidden Arcology
  • Added - Monastic Order
  • Added - Corporate Governance
  • Commerce
  • Fixed - No longer resets build times on load/save
  • Variable Assembler + Manufactory
  • Added - VPC Pather interest
  • Added - Historian can now point towards VPCs
  • Adjusted - Base pather interest to 0 (1 for Manufactory)
  • Interstellar Relay
  • Adjusted - Now a tad more expensive to build
  • Supercomputer
  • Adjusted - Now a tad more expensive to build
  • Salvage Yards
  • Fixed - Can no longer transfer d-mods off or onto unrestorable hulls (sorry!)
  • Courier Port
  • Fixed - Crash when planet has no storage
  • Restoration Docks
  • Fixed - Can no longer restore ships that should be unrestorable
  • Fixed - Broken Tooltips
  • Requisitions center
  • Fixed - No longer gives you the market content for free when removed
  • Fixed - Broken Tooltips
  • Engineering Hub
  • "Fixed" - Crash when Variant is null (I don't know why it does that and the fix is a bandaid.)
  • Privateer Base
  • Fixed - No longer displays cross-mod content tooltips when other mod is not installed
  • World Wonders
  • Added - Ice Palace
  • Added - Lava Fortress
  • Added - Tree of Life
  • Added - Cloud Painter (Can actually change your clouds.)
  • Adjusted - Moved visual changing to its own button
  • Fixed - Dark Palace "Ressource" typo (literally unplayable)
  • Ancient Laboratory
  • Added - Now supports switching the bonus commodity when a beta core is installed
  • Adjusted - Can no longer pick non-vanilla resources as bonus
[close]

Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: IroncladLion on August 06, 2023, 12:24:56 PM
"Minor Update"
"Adds Space Pets"

This is a game changer  :o
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: Wojmistrz on August 06, 2023, 12:52:57 PM
O M G we were waiting for update and here we go :) waiting for patch for Grand Colonies thingy but instant-download! yeah! this mod was missing from my modlist and now it is complete (Diable Avionics RIP #sadge)
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: Droll on August 06, 2023, 01:31:54 PM
(https://i.imgur.com/7k1QAas.png)


NOT SAVE COMPATIBLE


Download (https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution3.3.a.zip)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)
Requires LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444.0)

There are currently no known compatibility issues with other mods.
Yes, this means it is compatible with Nexerelin and Terraforming and Station Construction.



Integrated with Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0) and LunaSettings (https://fractalsoftworks.com/forum/index.php?topic=25658.0)
Pairs well with Grand.Colonies (https://fractalsoftworks.com/forum/index.php?topic=20986.0)
as well as Substance.Abuse (https://fractalsoftworks.com/forum/index.php?topic=24378)



Minor update, didn't really do anything. There's a known bug with grand colonies where changing the specialization on mining or refining results in the building becoming invisible, I'm working on it. Read the changelog for some more info.

Change Log
3.3.a
  • General
  • Added - Full LunaLib Integration
  • Added - Setting to adjust column amount in all the ship pickers in this mod
  • Added - Planet Jump listener, interface to notify when a planet has finished jumping via rift generator (for modders)
  • Added - Disrupt Danger to all IndEvo Industries and Structures
  • Adjusted - Rules.csv $market -> $marketName for 0.96
  • Adjusted - Code Changes for 0.96
  • Adjusted - All industry images got touch-ups to bring them more in line with vanilla
  • Pets
  • Added - Pets: Add them to your ship, feed em, make em happy, and they'll accompany you! And die! And do nothing!
  • Added - Research Project for a rare Pet
  • Added - Animal Center: Store, manage, rename, euthanize and buy pets here! Comes with a station and dodgy animal sellers.
  • Added - Animal Centers to Gilead, Jangala, Fikenhild
  • Added - Small interaction to Arthulf (check the comms)
  • Automated Shipyards
  • Added - Rare chance for a ship to be an automated variant, usable without the skill
  • Adjusted - new interaction image (the old one was kinda trash)
  • Exploration
  • Added - Derelict Pet Shops (chance at very rare pets)
  • Added - Arsenal station can now have ship recovery event with capital or cruiser grade hulls
  • Adjusted - Fixed Arsenal station having lower chance to have event than intended
  • Adjusted - Default columns for ship picking on Ship Sacrifice event increased from 5 to 8
  • Fixed - "Exploding Room" special can now pick (certain) Industrial Evolution items again
  • Fixed - "D-Mod Restoration" event can no longer fix unrestorable hulls
  • Detachments
  • Adjusted - De-jankified existing detachment interaction screen popup (no gameplay impact)
  • Weapons
  • Adjusted - Matter Degrader range 500 -> 600
  • Adjusted - Pulsar Carbine range 900 -> 1000
  • Adjusted - Cryo Artillery damage/shot 1200 -> 1000
  • Adjusted - Cryo Artillery flux/shot 480 -> 350
  • Adjusted - Cryo Artillery chargedown 1.2s -> 1s
  • Adjusted - Causality Disturber range 1000 -> 900
  • Adjusted - Causality Disturber EMP 1200 -> 600
  • Minefields
  • Added - Mines now get temporarily disabled by an interdiction pulse
  • Added - Tooltip showing controlling entity
  • Adjusted - Made NPC fleets react to them better (no more jiggling around)
  • Fixed - Base damage halved
  • Fixed - Damage now properly scales with fleet size (hit chance is still fleet size and speed)
  • Items
  • Added - Relic Components now from from Abyssal Enemies (RAT)
  • Adjusted - Simulation Engine - Added tooltip info about scaling effect
  • Adjusted - Neural Compounds - Clarified tooltip if senate with item is in range or not
  • Adjusted - Slightly buffed drop rate of relic components on remnant fleets
  • Adjusted - Halved the relic drop rate on derelicts
  • Fixed - Planet "in Range" tooltip no longer incorrectly states 12 LY range restriction for hypertransmitter, it's infinite as intended
  • Fixed - Crash when tech locator tries to point to a system that has no hyperspace anchor (????)
  • Artillery
  • Added - NPC fleets now respond to artillery fire and try to dodge. They are better at it than me.
  • Adjusted - Doubled build cost and time to bring it in line with the other orbital stations
  • Adjusted - Made all stations, modded or otherwise, compatible with artillery (Praise be Alex, our lord and saviour)
  • Fixed - Artillery Stations should no longer be stuck in repairs on game start
  • Fixed - Watchtowers no longer count as stable locations (Replaced the vanilla PlanetInteractionDialogPluginImpl)
  • Fixed - Bug that caused the station to persist after being killed via planet interaction
  • Specialized Industries
  • Added - Refining Specializations (increased output on one commodity, malus on the other)
  • Added - Mining Specializations (see above but for mining)
  • Governance Types
  • Note - Governances change how a colony works - right click Pop&Infra at size 3 to learn more.
  • Added - Underworld
  • Added - Rural Polity
  • Added - Hidden Arcology
  • Added - Monastic Order
  • Added - Corporate Governance
  • Commerce
  • Fixed - No longer resets build times on load/save
  • Variable Assembler + Manufactory
  • Added - VPC Pather interest
  • Added - Historian can now point towards VPCs
  • Adjusted - Base pather interest to 0 (1 for Manufactory)
  • Interstellar Relay
  • Adjusted - Now a tad more expensive to build
  • Supercomputer
  • Adjusted - Now a tad more expensive to build
  • Salvage Yards
  • Fixed - Can no longer transfer d-mods off or onto unrestorable hulls (sorry!)
  • Courier Port
  • Fixed - Crash when planet has no storage
  • Restoration Docks
  • Fixed - Can no longer restore ships that should be unrestorable
  • Fixed - Broken Tooltips
  • Requisitions center
  • Fixed - No longer gives you the market content for free when removed
  • Fixed - Broken Tooltips
  • Engineering Hub
  • "Fixed" - Crash when Variant is null (I don't know why it does that and the fix is a bandaid.)
  • Privateer Base
  • Fixed - No longer displays cross-mod content tooltips when other mod is not installed
  • World Wonders
  • Added - Ice Palace
  • Added - Lava Fortress
  • Added - Tree of Life
  • Added - Cloud Painter (Can actually change your clouds.)
  • Adjusted - Moved visual changing to its own button
  • Fixed - Dark Palace "Ressource" typo (literally unplayable)
  • Ancient Laboratory
  • Added - Now supports switching the bonus commodity when a beta core is installed
  • Adjusted - Can no longer pick non-vanilla resources as bonus
[close]

So this might seem like a stupid question and I think I know the answer but I want to make sure. Save Incompatible also includes when upgrading from the bootleg version too right?
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: SirHartley on August 06, 2023, 02:18:18 PM
very much so! There are too many changes to keep compatibility.
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: ParaNautic on August 06, 2023, 03:01:21 PM
Love the new update, I hope you added a AI government type, and a few type of robot pets :]
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: Jazuke Taizago on August 06, 2023, 03:29:24 PM
Patiently await your Update regarding the Grand Colonies bug. Thanks for the update and love your work!
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: LegionSystem on August 06, 2023, 05:42:23 PM
:O i have been eagerly awaiting for this mod to update since I started playing while this was only a .95 mod and not a .96a mod while the game was in that version cant wait to try it out!!
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: Arenji on August 06, 2023, 06:22:58 PM
Welp, guess it's time for a new playthrough! It's been a minute but it's worth the wait
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: Geekin88 on August 06, 2023, 08:27:42 PM
indevo hit that official status. all is right with the world
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: Desregaurd on August 06, 2023, 10:01:01 PM
This was the last essential mod I was waiting on before starting up Starsector again. Eager to see what changed since I last played the game around two years ago.
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: Prophet Of Cthulhu on August 06, 2023, 11:19:23 PM
Finally everything is updated (I wish Vayra was back :'(). I guess i will have to pause my playthru of the baldurs gate 3 to play a new star sector build!
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: Valandras on August 07, 2023, 07:39:25 AM
Defeating an artillery station and colonising the planet has produced this CTD twice in a row now;

2012646 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at indevo.industries.artillery.terrain.ArtilleryTerrain.getTerrainName(ArtilleryTerrain.java:48)
   at com.fs.starfarer.ui.newui.N.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.public.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: Arkaido on August 07, 2023, 05:16:26 PM
Added - Pets: Add them to your ship, feed em, make em happy, and they'll accompany you! And die! And do nothing! "


This sentence in the change log made me laugh so hard. I love how you stress they just die and do nothing and yet it still feels like a major feature that companies would post at the back of the game CD case hahahaha
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: Geekin88 on August 07, 2023, 07:21:18 PM
that super capital ship is unwieldly. if you spawn it in that large center turret says its built in but there is nothing there and there is no way to equip anything to it. cool looking ship though. its more of a station than a ship lol
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: Helldiver on August 07, 2023, 07:44:14 PM
Bug (?) reports regarding Lunalib. I wasn't planning on using Lunalib for any mod other than the ones that absolutely require it but since IndEvo has integration I tried some things out and obeserved the following:
 Menu features seem to be cancelled by the settings file (i.e if Artillery is TRUE in settings file and disabled in Lunalib is will still be active when starting a new game). While I personally prefer settings files anyways this likely makes the menu integration pointless for players that do want to use it.
 Pets can be disabled in the settings file but there is no button for disabling them in Lunalib (assuming the button would work).

Other than that, glad to see this great mod still going strong. I don't start any playthrough without this gem and all the crucial features it adds. The bonus stuff is nice but the colony elements alone make this a forever must have.
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: Zelnik on August 07, 2023, 08:29:04 PM
I want to know how long it took to program the pets in to the mod.

Mostly so I can use it as an example of how astoundingly awful Starsector modders are. The wasted time on useless drivel that... if anything...belongs in it's own separate mod. 

It's just like the stupid roleplaying game.  Zero benefit, hours of work wasted, updates to the mod are delayed as a result.  I wish there was a way to do a negative tip in order to regain the time taken from me due to the useless elements in this mod.  It's a crying shame because all the other elements of the mod are fantastic.
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: Ouchanrrul on August 07, 2023, 09:42:04 PM
I want to know how long it took to program the pets in to the mod.

Mostly so I can use it as an example of how astoundingly awful Starsector modders are. The wasted time on useless drivel that... if anything...belongs in it's own separate mod. 

It's just like the stupid roleplaying game.  Zero benefit, hours of work wasted, updates to the mod are delayed as a result.  I wish there was a way to do a negative tip in order to regain the time taken from me due to the useless elements in this mod.  It's a crying shame because all the other elements of the mod are fantastic.

Jesus christ dude, calm down. They probably added it as a cute lil' joke, or just for flavour. Let them do what they want with it and stop being so angry. You'll dig yourself an early grave like that
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: Alex on August 07, 2023, 09:55:43 PM
I want to know how long it took to program the pets in to the mod.

Mostly so I can use it as an example of how astoundingly awful Starsector modders are. The wasted time on useless drivel that... if anything...belongs in it's own separate mod. 

It's just like the stupid roleplaying game.  Zero benefit, hours of work wasted, updates to the mod are delayed as a result.  I wish there was a way to do a negative tip in order to regain the time taken from me due to the useless elements in this mod.  It's a crying shame because all the other elements of the mod are fantastic.

This is completely uncalled for. Please familiarize yourself with the forum rules (https://fractalsoftworks.com/forum/index.php?topic=2668.0), especially the part about treating other members with respect, and please consider this an official warning.
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: DeClare249 on August 08, 2023, 02:32:21 AM
If you don't mind me asking for the "Newest Update", do I download the bootleg version on the discord or the one on the Fractal Softworks Forum? By the way, do you have a patreon by chance? I would love to help support your mods, SirHartley.

Edit: Nevermind, guess I'll make a Kofi account then. Keep up the good work.
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: YourLocalMairaaboo on August 08, 2023, 02:49:16 AM
So, question, how will the arcology government type and the the domed/underwater cities from TASC compare?
Just asking for those that have both.
(Some advabtages seem to be domes need to be researched with Ashes, their defenses stack on water worlds, and the arcology allows you to nullify atmospheric hazards on non-water worlds without tanking defense.)

It may be worth coordinating to either add cross-mod interaction, or make those specific two mutually exclusive.
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: Alex on August 08, 2023, 08:27:00 AM
(Cleaned up this thread a bit; please refrain from commenting on an issue or piling on after something is already in-hand moderation wise. Part of the reason for moderation is to avoid a thread getting derailed, after all!)
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: Godofchaos on August 08, 2023, 09:52:58 AM
Our god as comeback !
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: Lycaeon on August 08, 2023, 10:04:17 AM
I have a question about this mod. Do the NPC factions use the custom colony buildings or are they something only the player faction can build?
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: Soda Savvy on August 08, 2023, 11:23:53 AM
There seems to be a duplication bug for pets. Steps I took to repeat it: Pause on fleet view-Go to cargo-right click on pet box which returns to fleet view-click on cargo again-right click on the same pet box again-repeat as many times as needed-finally unpause-get a queued chain of pet name windows.
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: SpaceDrake on August 08, 2023, 11:38:30 AM
I have a question about this mod. Do the NPC factions use the custom colony buildings or are they something only the player faction can build?

Certain NPC colonies do pick up examples of the new structures. Poke around and see who has what.

In particular, I hear Callisto Ibrahim has been sitting on a nice nest egg from her captain days, and the pirates in Hybrasil have been especially hard at work...
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: SirHartley on August 08, 2023, 12:02:14 PM
Defeating an artillery station and colonising the planet has produced this CTD twice in a row now;

2012646 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at indevo.industries.artillery.terrain.ArtilleryTerrain.getTerrainName(ArtilleryTerrain.java:48)
thanks for the report, I'll take a look!

Added - Pets: Add them to your ship, feed em, make em happy, and they'll accompany you! And die! And do nothing! "

This sentence in the change log made me laugh so hard. I love how you stress they just die and do nothing and yet it still feels like a major feature that companies would post at the back of the game CD case hahahaha
Man, they were so overhyped on the discord, every time it happened I would go "They literally do nothing" and people went "We don't care it's pets"

that super capital ship is unwieldly. if you spawn it in that large center turret says its built in but there is nothing there and there is no way to equip anything to it. cool looking ship though. its more of a station than a ship lol
unfinished, spawning it is an exercise in futility.

Bug (?) reports regarding Lunalib. I wasn't planning on using Lunalib for any mod other than the ones that absolutely require it but since IndEvo has integration I tried some things out and obeserved the following:
 Menu features seem to be cancelled by the settings file (i.e if Artillery is TRUE in settings file and disabled in Lunalib is will still be active when starting a new game). While I personally prefer settings files anyways this likely makes the menu integration pointless for players that do want to use it.
 Pets can be disabled in the settings file but there is no button for disabling them in Lunalib (assuming the button would work).

Other than that, glad to see this great mod still going strong. I don't start any playthrough without this gem and all the crucial features it adds. The bonus stuff is nice but the colony elements alone make this a forever must have.
That is a full actual bug, thank you for the report.

If you don't mind me asking for the "Newest Update", do I download the bootleg version on the discord or the one on the Fractal Softworks Forum? By the way, do you have a patreon by chance? I would love to help support your mods, SirHartley.

Edit: Nevermind, guess I'll make a Kofi account then. Keep up the good work.
wow, thank you so much <3
Once there's enough I'll be commissioning icons for all the pets so they feel more unique.

This version one is the official one, the bootleg is now outdated.

I have a question about this mod. Do the NPC factions use the custom colony buildings or are they something only the player faction can build?
Many NPC planets have them and Nex has support to build some of em procedurally. Most of the buildings have an "NPC-mode" that allows you to use them in a planet interaction, but it always comes with higher costs or limitations, as you're expected to build your own at some point.

There seems to be a duplication bug for pets. Steps I took to repeat it: Pause on fleet view-Go to cargo-right click on pet box which returns to fleet view-click on cargo again-right click on the same pet box again-repeat as many times as needed-finally unpause-get a queued chain of pet name windows.
Thank you for the report, that is indeed a problem (lol)
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: Lycaeon on August 08, 2023, 01:19:38 PM
Certain NPC colonies do pick up examples of the new structures. Poke around and see who has what.
In particular, I hear Callisto Ibrahim has been sitting on a nice nest egg from her captain days, and the pirates in Hybrasil have been especially hard at work...

Many NPC planets have them and Nex has support to build some of em procedurally. Most of the buildings have an "NPC-mode" that allows you to use them in a planet interaction, but it always comes with higher costs or limitations, as you're expected to build your own at some point.

Appreciate the clarification. I prefer mods that are consistently utilized across NPC factions as otherwise it's immersion breaking that only my colonies can use the new mod buildings but none of the other factions can. Definitely going to give this one a shot.  ;D

Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: DeClare249 on August 08, 2023, 08:31:57 PM
Perfect thank you for the response and the clarification. Also on the Mod index page isn't the SS version now supposed to be blue, now that you updated it?

Edit: Wow, I am terrible on commenting on quotes.

Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: genral on August 09, 2023, 02:27:01 AM
Strange. When i'm destroying artillery stations, they don't seem to blow up after I win the battle. Trying to settle on the planet afterwards immediately crashes the game. Possible mod conflict? I'll try with just ind evo alone and see if it still persists
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: Prophet Of Cthulhu on August 09, 2023, 02:33:01 AM
Will there be a setting to change max lvl of colony size to change the gov type? and or be able to do it multiple times rather then one?
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: Helix_Vaetis on August 10, 2023, 02:44:26 AM
I'm having a similar issue to @genral, in that I'm also experiencing arty stations (derelict ones) that dont die after battle settlement; I dont have the same issue with faction ones, oddly enough.
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: lustfull on August 10, 2023, 05:10:15 PM
Same problem here with the station.
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: Maxer269 on August 10, 2023, 06:21:53 PM
Sorry to pile onto the Artillery Station train, but I've noticed I can fight the things twice if I engage the actual station first, then visit the planet. Great for loot, but I'm going to go out on a limb and say it's unintended.
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: XazoTak on August 10, 2023, 10:56:02 PM
Pets just feel too impractical. Like, I can accept them having negligible benefit and like the idea of them just being the vanity of your captain and crew, but as it stands their logistical demands feel too high to even keep them around for flavour:

It would be a *huge* improvement if pet food was simply scrapped from the mod, and caring for pets became a simple credit cost like crew and officer wages.
You could even add more personality and flair to the mod if the costs for each pet on the income screen were broken down into funny subcategories that vary from pet to pet.
e.g. one of those leopard-type ones might be something like this:
Food expenses: 150c
Salon fees: 200c
Treating crew injuries from petting: 50c
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: SirHartley on August 11, 2023, 03:13:34 AM
Strange. When i'm destroying artillery stations, they don't seem to blow up after I win the battle. Trying to settle on the planet afterwards immediately crashes the game. Possible mod conflict? I'll try with just ind evo alone and see if it still persists
Same problem here with the station.
Sorry to pile onto the Artillery Station train, but I've noticed I can fight the things twice if I engage the actual station first, then visit the planet. Great for loot, but I'm going to go out on a limb and say it's unintended.
Yeeeah, I was really hoping I had fixed that, but apparently not. Since I now have a save file and modlist to replicate the problem thanks to Hegemont, it's a matter of time before I can address it - since it seems to be a mod conflict.

Pets just feel too impractical. Like, I can accept them having negligible benefit and like the idea of them just being the vanity of your captain and crew, but as it stands their logistical demands feel too high to even keep them around for flavour:
  • The sensibly-priced food options can only be bought from a few planets even though it's just food
  • Even a single animal goes that food pretty fast despite being only a single animal, so you need to pack a lot for long exploration missions where your cargo space may already be strained
  • You still need to manage their food even when the ship they're on is in storage, which is a big problem to deal with
  • Pets can die oddly quickly for no reason, making it pointless to even bother dealing with them since you're just going to lose them almost immediately

It would be a *huge* improvement if pet food was simply scrapped from the mod, and caring for pets became a simple credit cost like crew and officer wages.
You could even add more personality and flair to the mod if the costs for each pet on the income screen were broken down into funny subcategories that vary from pet to pet.
e.g. one of those leopard-type ones might be something like this:
Food expenses: 150c
Salon fees: 200c
Treating crew injuries from petting: 50c
Thank you for the great feedback. You are mentioning points that I was afraid of, and since my runs never last very long (I get distracted by stuff I want to mod in after a cycle at most) the lifetimes felt okay.

Since this is not the first time I've been told that they die too soon, most lifespans will be drastically increased with the next patch.
I haven't heard about the food issue yet, but it's something I can see happening. Your proposed solution is very good as well. It might become a toggle with the credits as default, or be scrapped entirely, we'll see.
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: Smilein on August 11, 2023, 07:43:44 AM
Hello, the refining specializations dont seem to show up in the colony screen when I switch to them, but the refinery itself is still there and working fine, like the picture is just missing. Ore ones show up and work fine. I have Better Colonies and TASM if it's relevant.

EDIT: adding to the guy below, none of the ship components too from Heavy.

EDIT2: i colonized another world and changed the pop to rural population. switching my mining to organics made it disappear. reloaded and did it w/o rural pop and mining worked fine. changing pop to anything while mining is specialized makes it disappear. the mining still works but ofc i cant click on it or anything now.

EDIT3: i colonized a 3rd world (water world) and refining specialization works fine??? but it didnt in my first world? maybe its related to my first world being the nexerelin faction starting world. although like w/ mining it still disappears if i change the population.
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: Noobishnoob on August 11, 2023, 10:00:30 AM
Guys im tryna confirm if its just me or if its my mod collection but any new orbital works/heavy industries dont seem to be producing ship components?
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: Lycaeon on August 11, 2023, 08:11:00 PM
Is there an in depth list as to what loot drops this mod adds and what they do? While in settings customizing the mod I noticed that several industries/derelict settings advised their associated drops be disabled as well, without clarifying which drops in particular they meant in some cases. I'm particularly interested in disabling drops related to derelict stations/ruined infrastructure/salvage interactions as I'm not a big fan of the power creep these elements provide.

Other than that the mod is excellent, albeit a bit unwieldy with how many features it has. While I understand this being a reach at best, I wish it was divided into several components similar to Ashes of the Domain so that it would be easier for players to choose which parts of the mod they want to use.
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: SirHartley on August 12, 2023, 03:16:48 AM
Hello, the refining specializations dont seem to show up in the colony screen when I switch to them, but the refinery itself is still there and working fine, like the picture is just missing. Ore ones show up and work fine. I have Better Colonies and TASM if it's relevant.

EDIT: adding to the guy below, none of the ship components too from Heavy.

EDIT2: i colonized another world and changed the pop to rural population. switching my mining to organics made it disappear. reloaded and did it w/o rural pop and mining worked fine. changing pop to anything while mining is specialized makes it disappear. the mining still works but ofc i cant click on it or anything now.

EDIT3: i colonized a 3rd world (water world) and refining specialization works fine??? but it didnt in my first world? maybe its related to my first world being the nexerelin faction starting world. although like w/ mining it still disappears if i change the population.
The vanishing industries is a cross mod bug with grand colonies, I'm working on it.

Guys im tryna confirm if its just me or if its my mod collection but any new orbital works/heavy industries dont seem to be producing ship components?
Thanks for the report, I'll check it out.

Is there an in depth list as to what loot drops this mod adds and what they do? While in settings customizing the mod I noticed that several industries/derelict settings advised their associated drops be disabled as well, without clarifying which drops in particular they meant in some cases. I'm particularly interested in disabling drops related to derelict stations/ruined infrastructure/salvage interactions as I'm not a big fan of the power creep these elements provide.
There's a few kinds
- Industry Items (VPCs, Hypertransmitters ect...) which do stuff with their respective industries
- Forge Templates, which are exploration content for the derelict industries
- Consumables, which are... consumable items.
- Pets, which are just that
- Relic Components, which serve as a combat-only currency for mod features
- Ship components, which have distributed use throughout the mod but are mostly there to allow for local ship quality reduction through trade fleet disruption.

All of these have a use.
If you want to turn off the additional events, there's a setting for that.

Quote
Other than that the mod is excellent, albeit a bit unwieldy with how many features it has. While I understand this being a reach at best, I wish it was divided into several components similar to Ashes of the Domain so that it would be easier for players to choose which parts of the mod they want to use.
I can say right now - that's never, ever going to happen. I provide a massive amount of setting letting you customize the mod almost how you please, enabling and disabling features, and add more settings even for older stuff each update. There is no reason for me to split it, it would just confuse others ("I thought X was in module Y!") and increase upkeep workload on me.

For each person that wants a super modpack, there's one that wants each mod have one micro-feature and nothing else. Can't have the cake and eat it too, sadly.
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: Killsode on August 12, 2023, 09:18:31 AM
Quote
Other than that the mod is excellent, albeit a bit unwieldy with how many features it has. While I understand this being a reach at best, I wish it was divided into several components similar to Ashes of the Domain so that it would be easier for players to choose which parts of the mod they want to use.
I can say right now - that's never, ever going to happen. I provide a massive amount of setting letting you customize the mod almost how you please, enabling and disabling features, and add more settings even for older stuff each update. There is no reason for me to split it, it would just confuse others ("I thought X was in module Y!") and increase upkeep workload on me.

For each person that wants a super modpack, there's one that wants each mod have one micro-feature and nothing else. Can't have the cake and eat it too, sadly.

The new in game config editing capabilities with lunalib should help with some of this somewhat. little more obvious there's lots of things you can change and they're all packaged nicely in a UI.
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: Jack Ardan on August 12, 2023, 12:18:09 PM
WE GOT AN UPDATE!!
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: Droll on August 12, 2023, 01:48:06 PM
Yeah I'd prefer a good Lunalib config menu that lets me pick and choose vs having a bunch of sub-mods that let me pick and choose. It's more convenient and I can edit it in-game which makes things nice and easy too.
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: Lycaeon on August 12, 2023, 05:41:28 PM
The new in game config editing capabilities with lunalib should help with some of this somewhat. little more obvious there's lots of things you can change and they're all packaged nicely in a UI.

I guess my only issue with lunalib is that it doesn't cover certain elements such as drops. For example, if you turn off Variable Production structures in Lunalib that doesn't disable VPC's from dropping. Hypertransmitters and Forge Templates are other examples of drops that aren't disabled with their respective industries. You need to go to the drop settings file and remove their entries directly, but without a good understanding of the mod it's tough to figure out what needs to be changed where.

Bug (?) reports regarding Lunalib. I wasn't planning on using Lunalib for any mod other than the ones that absolutely require it but since IndEvo has integration I tried some things out and obeserved the following:
 Menu features seem to be cancelled by the settings file (i.e if Artillery is TRUE in settings file and disabled in Lunalib is will still be active when starting a new game). While I personally prefer settings files anyways this likely makes the menu integration pointless for players that do want to use it.
 Pets can be disabled in the settings file but there is no button for disabling them in Lunalib (assuming the button would work).

Has this been fixed yet by any chance?
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: Haxmax on August 13, 2023, 07:36:25 AM
Greetings fellow pilots,

i got a small issue, that kills my game.

whenever a pet dies, it crashes and gives me the following log entry:

427566 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at indevo.industries.petshop.listener.PetStatusManager.reportPetDied(PetStatusManager.java:177)
   at indevo.industries.petshop.memory.Pet.advance(Pet.java:127)
   at indevo.industries.petshop.listener.PetStatusManager.advance(PetStatusManager.java:95)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


i am pretty sure it is directly linked to the pet, euthanizing before the normal age death does the same, turning it off in settings doesnt work as well as putting them into the storage and then deleting the building in colonie managment.

Does someone has an idea how to solve that, it is a pretty good run and therefor would be a shame to restart. Still i have NewGame Plus installed, that would soften the blow in that case...

my mod list:

fleethistory
industrial-evo 3.3a
LazyLib
MagicLib
Mayasuran Navy
Nexerelin
Unofficial New Game Plus

(pretty sad, that diable is not up to date...)

other than that, pretty good and solid mod.

Thanks in advance!
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: Zerias on August 13, 2023, 06:01:36 PM
Anyone else get softlocked at the pet station around Gilead if they accidentally try to exit the screen using ESC instead of G?
Also, trying to activate a pet while the game is paused doesn't consume the item, allowing as many copies to be assigned as you wish by just going back to the fleet inventory again as long as you don't unpause.
Aside from that, overall a must-have mod, well done and thanks!
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: DraMaFlo on August 14, 2023, 02:19:14 AM
I'm getting an error when trying to colonize a planet with an artillery station
Quote
193252 [Thread-4] 193252 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at indevo.industries.artillery.terrain.ArtilleryTerrain.getTerrainName(ArtilleryTerrain.java:48)
   at com.fs.starfarer.ui.newui.N.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.R.advance(Unknown Source)
   at com.fs.starfarer.ui.z.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.public.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.R.advance(Unknown Source)
   at com.fs.starfarer.ui.z.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.R.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: TalRaziid on August 14, 2023, 10:30:02 AM
Artillery stations do not go inactive when i defeat them, and when i colonized a planet with one above it, the game crashed shortly after.
The arty station seems to just never get defeated on the world map, despite me fighting it twice back-to-back
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: highIntensityGazer on August 14, 2023, 02:00:27 PM
Anyone else get softlocked at the pet station around Gilead if they accidentally try to exit the screen using ESC instead of G?
Also, trying to activate a pet while the game is paused doesn't consume the item, allowing as many copies to be assigned as you wish by just going back to the fleet inventory again as long as you don't unpause.
Aside from that, overall a must-have mod, well done and thanks!

I use ESC regularly and I also am getting softlocked when I use the pet assignment screen, - the one you get when you click "manage pets" in the colony buildings page, and press ESC. This is quite upsetting if you don't save often (rip 45 mins of big trades).
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: XazoTak on August 14, 2023, 08:47:13 PM
IBB fleets near an artillery station seem to get the station (but not any of its defenders) as an ally
Which feels like a cheap way to take out the station, if the IBB fleet is weaker than the station's defenders
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: Lupin III. on August 15, 2023, 08:41:24 AM
The vanishing industries is a cross mod bug with grand colonies, I'm working on it.
Is it "safe" (non-gamebreaking) to keep using the specializations (they give the desired output, even though invisible, after all) until it is resolved in an update? (when they will magically appear again  ;) )

I can say right now - that's never, ever going to happen. I provide a massive amount of setting letting you customize the mod almost how you please, enabling and disabling features, and add more settings even for older stuff each update. There is no reason for me to split it, it would just confuse others ("I thought X was in module Y!") and increase upkeep workload on me.
Understandable, but I wish that pets would be their own mod. They feel like a "bolt on".

Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: mllhild on August 15, 2023, 09:05:52 AM
Hostile Activity they introduced is quite badly balanced, since if you have 1 patrol station or 10 with cryo engines and alpha in a sytem doesnt change anything. In fact adding alpha cores to the patrol station is a detriment since ludic path gets for some reason lumped together with the pirates.

Is there a way to make the game count each patrol station seperately and also change how much patrol stations and military headquartes give you in terms of counter to hostile activity?
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: Kittlefish on August 15, 2023, 10:39:54 AM
Artillery stations do not go inactive when i defeat them, and when i colonized a planet with one above it, the game crashed shortly after.
The arty station seems to just never get defeated on the world map, despite me fighting it twice back-to-back

I joined the forum just to report this!  :'(

I found a cryosleeper and a railgun station in the same system, with the railgun orbiting a pretty sweet frozen world.  Hoping this gets fixed soon...
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: Droll on August 15, 2023, 02:04:02 PM
Hostile Activity they introduced is quite badly balanced, since if you have 1 patrol station or 10 with cryo engines and alpha in a sytem doesnt change anything. In fact adding alpha cores to the patrol station is a detriment since ludic path gets for some reason lumped together with the pirates.

Is there a way to make the game count each patrol station seperately and also change how much patrol stations and military headquartes give you in terms of counter to hostile activity?

Having any degree of technology is impossible without alpha core + chameleon because of this. However I think there is a lot of discussion on the vanilla board I think as this more of a vanilla problem.

Edit: As has been pointed out Chameleon is a TASC thing not an IndEvo thing. I've been playing with both for so long that I forgot which mod it belonged to.
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: lolitsjack on August 15, 2023, 06:11:36 PM
Already saw two posts in this thread, when I try to colonize an artillery station or the planet, once I exit planet view game crashes.
Colonizing the station sometimes instant crashes.

Big spoilers in here.....
Spoiler
This system was mega fun to play and discover, but I guess I am bricked and can not continue it? The hegemony stranded planet will not go into detail of the danger because of the protocol religion stuff, and will not progress any further because I'm guessing I need to own the station. I defeated the AI upgraded battlegroup ships and made them apart of my fleet, are are OP as ***. An AI cored onslaught with no crew is so good.
(https://i.imgur.com/Rxo6yZF.png)
(https://i.imgur.com/TKtg5Qf.png)
(https://i.imgur.com/ZN7IjbF.png)
[close]

Code
82103 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at indevo.industries.artillery.terrain.ArtilleryTerrain.getTerrainName(ArtilleryTerrain.java:48)
at com.fs.starfarer.ui.newui.N.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.public.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.L.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
82445 [Thread-9] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [expanse.ogg]
82445 [Thread-9] INFO  sound.H  - Playing music with id [expanse.ogg]
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: Smilein on August 16, 2023, 03:43:41 AM
In the mean time, if you didn't know, you guys can use Console Commands mod to get past this. Fight the station at your leisure (or dont) then open console, type kill, click on the station which will destroy it, press escape until the left side says cancelled or something.
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: JenkoRun on August 16, 2023, 08:19:15 AM
Hi, so I don't know if many others share the sentiment but I feel that the specialization industries are a bit overpowered atm, here's an example:

I also tested it on a new farm planet, it brought a food output of 1x to 4x, isn't this a bit OP?
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: lustfull on August 16, 2023, 12:43:20 PM
I went to the pet store and I got stuck in the menu after trying to exit.( The luddic church one)
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: Amoebka on August 16, 2023, 08:00:04 PM
10% chance for automated ships from the gacha drives me up the wall. Cleaning all derelicts gives ~12 rolls, after that is it really just farming ordos for 10 relics each? No better way to farm them up?

Ironically, artillery stations being bugged helps me, since I can get relics from each twice.

Enabling HMI might have been a mistake, too. So many trash ships to get from rolls...
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: TalRaziid on August 16, 2023, 10:51:49 PM
I use ESC regularly and I also am getting softlocked when I use the pet assignment screen, - the one you get when you click "manage pets" in the colony buildings page, and press ESC. This is quite upsetting if you don't save often (rip 45 mins of big trades).
You can use "Forcedismissdialog" if you have the console command mod
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: TalRaziid on August 16, 2023, 10:53:41 PM
Hi, so I don't know if many others share the sentiment but I feel that the specialization industries are a bit overpowered atm, here's an example:

I also tested it on a new farm planet, it brought a food output of 1x to 4x, isn't this a bit OP?
Pretty sure specializing industires is an AotD thing, isnt it? Not an IndEvo thing
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: highIntensityGazer on August 18, 2023, 04:55:08 AM
Hostile Activity they introduced is quite badly balanced, since if you have 1 patrol station or 10 with cryo engines and alpha in a sytem doesnt change anything. In fact adding alpha cores to the patrol station is a detriment since ludic path gets for some reason lumped together with the pirates.

Is there a way to make the game count each patrol station seperately and also change how much patrol stations and military headquartes give you in terms of counter to hostile activity?

Having any degree of technology is impossible without alpha core + chameleon because of this. However I think there is a lot of discussion on the vanilla board I think as this more of a vanilla problem.

In Nexerelin your defence fleets also decrease hostile activity. That is one way to deal with it. AFAIK Chameleon is from Terraforming and Station Construction and not IndEvo, since it uses Domain Artefacts.
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: highIntensityGazer on August 18, 2023, 04:58:35 AM
Are the Mining industry specialisations from this newest update of IndEvo? They feel kind of OP since you can easily get +4 output bonus to any ore/organics/volatiles of your choosing. This is even more than those vanilla Mantle Borer / Plasma Dynamo without any of their planet type restrictions.
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: JenkoRun on August 18, 2023, 06:27:13 AM
Hi, so I don't know if many others share the sentiment but I feel that the specialization industries are a bit overpowered atm, here's an example:

I also tested it on a new farm planet, it brought a food output of 1x to 4x, isn't this a bit OP?
Pretty sure specializing industires is an AotD thing, isnt it? Not an IndEvo thing
The specialization option is in the same purple font and text style that is used for choosing planet government type, also it's in the changelog:

Specialized Industries
Added - Refining Specializations (increased output on one commodity, malus on the other)
Added - Mining Specializations (see above but for mining)
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: JenkoRun on August 18, 2023, 07:20:47 AM
Bug report: Setting the Specialization features to false in LunaLib config doesn't disable the options for the industries.
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: Not An Artichoke on August 18, 2023, 01:42:51 PM
This is probably something really stupid, but I can't figure out how to get mining or agriculture other than the most basic extractive/monoculture. Do I need to grow my colonies past size 4?
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: El Jojo on August 18, 2023, 02:01:41 PM
This is probably something really stupid, but I can't figure out how to get mining or agriculture other than the most basic extractive/monoculture. Do I need to grow my colonies past size 4?

You are probably running AoTD, better tiers are unlocked through the mod's tech tree.
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: Alices on August 19, 2023, 01:47:17 AM
Using ESC to exit the pet center on Filkenhild freezes the game completely, but doesn't crash. Doesn't generate any logs.
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: SirHartley on August 19, 2023, 06:43:01 AM
10% chance for automated ships from the gacha drives me up the wall. Cleaning all derelicts gives ~12 rolls, after that is it really just farming ordos for 10 relics each? No better way to farm them up?

Ironically, artillery stations being bugged helps me, since I can get relics from each twice.

Enabling HMI might have been a mistake, too. So many trash ships to get from rolls...
I am legit laughing at this, 'cause that's just how gacha works, ahaha

Using ESC to exit the pet center on Filkenhild freezes the game completely, but doesn't crash. Doesn't generate any logs.
This and all the others - thank you for the report, it's fixed for next patch

Re- OP specializations:
Imma nerf em, ty.

Title: Re: [0.96a] Industrial.Evolution 3.3.b - Campaign content expansion
Post by: SirHartley on August 19, 2023, 02:06:33 PM
(https://i.imgur.com/7k1QAas.png)


SAVE COMPATIBLE


Download (https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution3.3.b.zip)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)
Requires LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444.0)

There are currently no known compatibility issues with other mods.
Yes, this means it is compatible with Nexerelin and Terraforming and Station Construction.



Integrated with Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0) and LunaSettings (https://fractalsoftworks.com/forum/index.php?topic=25658.0)
Pairs well with Grand.Colonies (https://fractalsoftworks.com/forum/index.php?topic=20986.0)
as well as Substance.Abuse (https://fractalsoftworks.com/forum/index.php?topic=24378)



Gave most pets illustrations, fixed the softlock when pressing esc on pet centers, and fixed the immortal artillery stations (finally).
Added a larp mode to governances that makes them cosmetic.

Consider supporting my mods here:

(https://i.imgur.com/15oHa68.png) (https://ko-fi.com/sirhartley)



Change Log
3.3.b
  • General
  • Fixed - No longer infinitely writes "Type" in front of industry descriptions on load
  • Items
  • Added - Failsafe for weird heavy industry types to demand/produce ship parts - they suck at it, but now they at least do
  • Fixed - Crash when another mod fails to specify a valid variant for a recovery event (looking at you, lukas)
  • Exploration
  • Fixed - Rare crash when an item choice special resolves to null, by making it drop a fish instead
  • Industry Specializations
  • Adjusted - Nerfed all outputs by 1
  • Fixed - Industry option no longer shows up when the feature is disabled in the settings
  • Governances
  • Added - Setting that makes all governances behave like vanilla pop&Infra, turning it into a cosmetic choice.
  • Added - Setting to edit max size for gov change
  • Adjusted - Capped CorpoGov stability Bonus at +10
  • Adjusted - Doubled credits/stability steps for CorpoGov
  • Adjusted - DP buildup for Monastic Orders ship tithes reduced, meaning it takes longer to build caps
  • Fixed - Corrected Monastic Orders description: they are able to build capitals because they have cultivated their inner ki for 6 billion years
  • Pets
  • Added - lotsa pets now have illustrations
  • Added - A setting to disable the entire system including station spawns
  • Added - All pets now eat supplies as well. This means you technically don't have to buy pet food, but it's still cheaper.
  • Adjusted - All pet lifetimes increased by a lot (only applies to new pets)
  • Fixed - Double "." on death message
  • Fixed - Pet station screen getting stuck on pressing ESC
  • Fixed - Crash when a pet dies while not assigned to a ship
  • Artillery
  • Added - Watchtowers now spawn around gates
  • Adjusted - Planets can now be visited, but not surveyed, if an artillery is in orbit (I am extremely sure that this will break)
  • Fixed - Finally, FINALLY fixed the immortal artillery bug
  • Fixed - Bug that caused artillery terrain to crash when no artillery is present
[/changelog]
[close]
Title: Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
Post by: Amoebka on August 19, 2023, 07:10:26 PM
'cause that's just how gacha works
Gacha should give me the ability to sell my last pants to buy more pictures of anime baloons, yet relics can't be bought with credits or other normal resources.
Title: Re: [0.96a] Industrial.Evolution 3.3.b - Campaign content expansion
Post by: Droll on August 19, 2023, 08:10:04 PM
Btw is there any particular reason why substance abuse hasn't been rolled into IndEvo? I'm not sure if I'm correct but it does sound like something that could be a toggle in the LunaLib config (like pets can(?)) and moreover would probably make it easier to maintain along with the rest of IndEvo.
Title: Re: [0.96a] Industrial.Evolution 3.3.b - Campaign content expansion
Post by: SirHartley on August 20, 2023, 03:43:27 AM
Yeah, it was planned as standalone and has no overlap with IndEvo in that it has a different goal. It also exists on another plane when it comes to power level, and while substance abuse is also done to my usual high degree of immersion-friendliness, it still has a tone that doesn't quite have a place in the much more neutral colony expansion.

So, in few words: it doesn't fit!
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: SirHartley on August 20, 2023, 07:45:06 AM
(https://i.imgur.com/7k1QAas.png)


SAVE COMPATIBLE WITH 3.3


Download (https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution3.3.c.zip)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)
Requires LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444.0)

There are currently no known compatibility issues with other mods.
Yes, this means it is compatible with Nexerelin and Terraforming and Station Construction.



Integrated with Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0) and LunaSettings (https://fractalsoftworks.com/forum/index.php?topic=25658.0)
Pairs well with Grand.Colonies (https://fractalsoftworks.com/forum/index.php?topic=20986.0)
as well as Substance.Abuse (https://fractalsoftworks.com/forum/index.php?topic=24378)



Fixed bugs, specialized industries now show up again.
GET THE NEW GRAND.COLONIES VERSION (https://fractalsoftworks.com/forum/index.php?topic=20986.0) to fix the vanishing industries bug


Changelog
3.3.c
  • Specialized industries
  • Fixed - GET THE NEW GRAND.COLONIES VERSION (https://fractalsoftworks.com/forum/index.php?topic=20986.0) to fix the vanishing industries bug
  • Fixed - Menu item shows up again (whoops)
  • Fixed - Can no longer change specialization on planets you don't own
  • Fixed - Stopped buildings from vanishing when switched
[close]
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: ttds flat-d major on August 20, 2023, 10:32:30 AM
salvage yards induce ship quality penalty with an AotD orbital fleetwork or skunkwork in the very market
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: ttds flat-d major on August 20, 2023, 11:35:48 AM
AND
A fatal crash when purchase GPU in cabal submarkets

logs go like:


592030 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Key IndEvo_simulator should start with $
java.lang.RuntimeException: Key IndEvo_simulator should start with $
   at com.fs.starfarer.campaign.rules.Memory.set(Unknown Source)
   at data.scripts.campaign.submarkets.UW_CabalMarketPlugin.reportPlayerMarketTransac tion(UW_CabalMarketPlugin.java:468)
   at com.fs.starfarer.campaign.ui.class.confirmTransaction(Unknown Source)
   at com.fs.starfarer.coreui.voidnew.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.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.W.super(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:750)
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Smilein on August 20, 2023, 10:47:15 PM
Strange bug though havent tested it thoroughly yet: Specialized refinery does not add the upgrade caused by the catalytic core. I don't have a mantle bore to check for mining yet. Anyway hovering over the transplutonics does show the +3 from catalytic but on the entire list thing on the right it only shows the default amount. I'll come back after I fix my hypershunt to see if this is purely visual.

Also why does pristine nanoforge give -3 to ship components?
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: memedos on August 21, 2023, 01:32:31 AM
I don't know what you were smoking when you decided to introduce pets to Starsector but they are a nice idea, specially with the new Lober and Gravcat portraits. Modding-wise, pets were an untapped concept excluding AI pet ships before you brought them in and albeit the features seem somewhat basic at the moment, there could be a lot to be developed on by either you or future modders. Most users I've seen talking about the new updates seem ultimately indifferent to this addition though.

The main consensus is that some players don't recognize any incentive to own pets since they're basically cosmetic extra upkeep costs, so I believe they would a have much higher popular acclaim and use in the community in case little passives were given to each one, just like the effects in Substance Abuse, but way lighter due. But hey it's just my two cents. I started another playthrough a while ago, so if I come across any important bugs I will report here.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: JenkoRun on August 21, 2023, 04:40:50 AM
Isn't the Hidden Arcology supposed to counter these hazard effects?
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Desregaurd on August 22, 2023, 10:55:55 PM
The main consensus is that some players don't recognize any incentive to own pets since they're basically cosmetic extra upkeep costs, so I believe they would a have much higher popular acclaim and use in the community in case little passives were given to each one, just like the effects in Substance Abuse, but way lighter due. But hey it's just my two cents. I started another playthrough a while ago, so if I come across any important bugs I will report here.

I share these sentiments, though I do understand there will be plenty of players who are fine with the purely cosmetic aspect of pets and would find that giving each pet different bonuses could tarnish that aspect as it introduces mechanics into what was ostensibly a fluff mod feature.

That being said, adding tiny bonuses could also be tied in a fun way to the actual mechanics of commanding a fleet, but as with everything, it just depends on execution. For example, make up a pet like a Fluffy Space Cat that reduces crew loss from the flagship by 1%, and the flavor text could display "...the sheer, unmitigated fluffiness of this cute, clawed critter compels your crewmembers to cling to life just a little bit harder than they otherwise would, just to pet the floofy space cat one last time..."

Just my two cents on an otherwise superlative mod.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Konturga on August 23, 2023, 04:56:06 PM
This mod continues to be one of the best mods on the platform, and it seems to get better every time I come back to it.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Amoebka on August 23, 2023, 07:04:58 PM
I can still change governance types around after having one for more than 7 days. Is this a bug, or is the description misleading?
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Shogouki on August 23, 2023, 10:42:53 PM
Is there any way to influence what skills your administrators get when trained at the academy or is it completely random?
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: merrowind on August 24, 2023, 12:52:34 AM
I established a colony on a planet with an Artillery Station and CTD happened:

Code
808891 [Thread-3] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: com.fs.starfarer.api.campaign.rules.RulesAPI
808891 [Thread-3] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: indevo.industries.CentralizationBureau$2
867861 [Thread-3] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: indevo.utils.helper.IndustryHelper$1
867862 [Thread-3] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: indevo.industries.EngineeringHub$2
939324 [Thread-3] INFO  indevo.utils.ModPlugin  - destroyed adding broken
939324 [Thread-3] INFO  indevo.utils.ModPlugin  - removing artillery station at A-1
939326 [Thread-3] INFO  net.andylizi.starsector.planetsearch.CoreUIWatchScript  - CoreUI changed
939334 [Thread-3] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
939346 [Thread-7] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [scavenge_music_v1.ogg]
939463 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at indevo.industries.artillery.terrain.ArtilleryTerrain.getTerrainName(ArtilleryTerrain.java:48)
at com.fs.starfarer.ui.newui.N.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.public.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.L.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
939480 [Thread-9] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
939480 [Thread-9] INFO  sound.H  - Playing music with id [miscallenous_corvus_campaign_music.ogg]

I recall multiple issues in earlier mod versions and even suggestions to disable Artillery altogether. Are there current recommendations?
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Sundae on August 25, 2023, 08:46:50 PM
Spoiler
I established a colony on a planet with an Artillery Station and CTD happened:

Code
808891 [Thread-3] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: com.fs.starfarer.api.campaign.rules.RulesAPI
808891 [Thread-3] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: indevo.industries.CentralizationBureau$2
867861 [Thread-3] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: indevo.utils.helper.IndustryHelper$1
867862 [Thread-3] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: indevo.industries.EngineeringHub$2
939324 [Thread-3] INFO  indevo.utils.ModPlugin  - destroyed adding broken
939324 [Thread-3] INFO  indevo.utils.ModPlugin  - removing artillery station at A-1
939326 [Thread-3] INFO  net.andylizi.starsector.planetsearch.CoreUIWatchScript  - CoreUI changed
939334 [Thread-3] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
939346 [Thread-7] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [scavenge_music_v1.ogg]
939463 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at indevo.industries.artillery.terrain.ArtilleryTerrain.getTerrainName(ArtilleryTerrain.java:48)
at com.fs.starfarer.ui.newui.N.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.public.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.L.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
939480 [Thread-9] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
939480 [Thread-9] INFO  sound.H  - Playing music with id [miscallenous_corvus_campaign_music.ogg]

I recall multiple issues in earlier mod versions and even suggestions to disable Artillery altogether. Are there current recommendations?
[close]

I had the same crash just now, did a search and found a solution that worked for me which is quoted below from Smilein. You need this mod to get that Kill command. https://fractalsoftworks.com/forum/index.php?topic=4106.0

In the mean time, if you didn't know, you guys can use Console Commands mod to get past this. Fight the station at your leisure (or dont) then open console, type kill, click on the station which will destroy it, press escape until the left side says cancelled or something.

It looks like the station death script just never realizes it's dead after a regular battle, so it then bugs it out if you try to colonize it.

Here's a picture of what the Artillery Station should look like when it's actually dead before you colonize it.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Zalpha on August 27, 2023, 01:39:50 AM
Some suggestions. (I love this mod and want MOOR!, especially more of the buildings).

Now that we have pets I am wondering, we can have a memorial for dead crew, how about adding in a Pet Cemetery? (Because you can).

How about planet based artillery? It shoots at fleets from the planet? That would make planets as a goal to quickly conquer, could make it a very rare encounter, maybe not craft-able but if on a planet it can be captured if you take it over.

How about a Tesla based shield grid, it sends out shocks  from the planets to fleets come to close? It sounds interesting as a planet based defense that acts the same as the artillery but at very close range instead.  Could maybe have the effect that as you enter into battle with the space station your fleet start off with an EMP damage that needs cooling off at the start of battle? (Could be cheesed by sending off one ship to stat the battle and then send in reinforcements).

How about fantasy/sci-fi buildings, like floating islands (anti-grav or engine based?), underground complexes or cave systems/dungeons? Ideas could be take from Stellaris like prison planets and alien ruins worth studying as well as other things I can't recall right now?

How about like Stellaris and an adaption/modification of Starsectors debris fields and ruined ships. You could create a story based encounters with random dice rolls as to the outcomes of encounters. Basically find a scraped/ruined ship that crew board to explore, working like stellaris instead of how it does in Starsector with mini stories and cool finds, like you gain a history log from the ship to sell to factions that acts the same as a scanned planets data.

How about Mega Structures like those found in Stellaris and the mega mod Gigastructural Engineering & More?
https://steamcommunity.com/sharedfiles/filedetails/?id=1121692237
https://docs.google.com/document/d/1HXW5F6S6UWESkPSh6OaxWvHwZyYAGYSuCBnCAn1B5g4/edit#heading=h.76tyu3aoyd09
Or massive ships that act as a planets? Not sure how it would work but sounds epic to land fleets onto a space ship rather than a station.

Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: JenkoRun on August 27, 2023, 06:57:46 AM
Bug report: Setting Artillery to false in LunaLib has no effect, changes only take effect if manually setting it in the config, tested between new saves.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Fregrant on August 27, 2023, 09:06:25 AM
Could maybe have the effect that as you enter into battle with the space station your fleet start off with an EMP damage that needs cooling off at the start of battle? (Could be cheesed by sending off one ship to stat the battle and then send in reinforcements).
It was kinda fun mission, when *redacted* hacked the allied station to 10% CR. I guess you can apply some effect to ships and reinforcements, with some chance.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: BFEL on August 29, 2023, 12:35:19 AM
So kinda going through possible candidates now, does this make the AI build Planetary Shields after you get them?
Last playthrough I grabbed the shields thinking I would have an advantage and 5 minutes later everyone and their GravCat had them on their worlds.

Love the mod btw, just seeing if I can find out what caused that.

Anyway, planning to houserule "moving" some of the unique industries from this via console commands to different planets, kinda wondering what you would consider a fair "price" for doing so.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Zalpha on August 29, 2023, 01:20:25 AM
Hi, I had some more ideas.

I saw a building called "Roider Dives" and thought wouldn't it be cool to have a building that spawns out Miners Fleets to physically go out and mine asteroids and planets, (maybe it is a cash generating building, like you get a cut for being host to a mining hub or it could be resource gain based so you get physical goods).

Adding onto that maybe you could get a building that generates salvaging fleeting? (I know get salvaging yards but I don't know if it physically generates salvaging fleets).

Anyway these ideas were based around the idea of adding in roaming fleets inside your system. Maybe they already exist, to be honest I haven't truly dived into colonies deeply as I play with Ashes of  The Domain- Vaults of Knowledge and colonies are expensive, I don't usually get far with them before starting a new game.

Maybe there could be a "Luxury Cruse Liners" building that generates personal based fleets that fly from planet to planet or other various locations or just randomly around the system as if they were a fleet touring they system to the rich and idle.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Axelord on August 29, 2023, 10:28:06 AM
My google-fu is failing me. I'm looking for a way to disable the whitelist and/or find the corresponding blacklist for the Restoration Docks.
For example, I have a Goforth-class battle carrier from Magellan/The Herd. Other mod ships will go in just fine, but this one tells me "Can not be repaired by the Docks." There's nothing inherently different about it (and I can also just pay to have its Dmod removed, or wait for my skill to clear it), except maybe that there is no (I think) corresponding blueprint available to let you manufacture them wholesale. That's probably the gripping point.
I mean, the Docks will let me put in a Nova class drone Battlecruiser in, but not the yellow-stripped funky looking battlecarrier brick.
The Magellan mod does have IndEvo config files too, so maybe it's something to do there (though only printing_whitelist and reverse_engineering_whitelist).


The issue was solved, as it were. If a ship always has a dmod when it spawns, the RD won't take it. In this case, the Goforth will always appear with Degraded Engines, so it's no bueno.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: mark.sucka on August 29, 2023, 03:33:44 PM
Bug report: Setting Artillery to false in LunaLib has no effect, changes only take effect if manually setting it in the config, tested between new saves.

Not just the artillery.  Minefields as well.  Setting changes to False in Lunalib do nothing.  I thought it was just me being stupid and not saving the settings properly, but seeing someone else post it I feel more confident that it is not a PEBKAC issue.

FYI -- I love both the artillery and the minefields as features.  However Starsector already has quite a bit of performance issues.  Add in missiles and artillery shells flying around and creating huge slash areas on the map like in Askonia, and the game will generally freeze in about 2 minutes for me.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Nick9 on August 30, 2023, 11:59:15 PM
Artillery stations are too well protected. I mean, I already surrendered to idea of some imbalanced horror in an empty space with nothing to defend, but why give them a whole domain flotilla?

Quote
Setting Artillery to false in LunaLib has no effect

Exactly why I'm complaining here, I was offended for nothing! Hope author can live well with their strong bones, weighs less than 200 kg and takes shower from time to time.

I mean, this mod is still fantastically good.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Nimiety on September 02, 2023, 12:43:48 AM
Supercomputer is interesting, never bothered building one before but you can't argue with 25% more money I suppose. Seems like its just barely better than selling the gamma cores to tritach so far but I only have a size four and a size three. I don't think its even worth burning betas or alphas yet. Does the income bonus get better with a larger supercomputer colony? Does extreme cold give a bigger bonus than just cold? Gotta experiment.

I've noticed there are always luddic pilgrims heading to and from my rural government planet, neat little coincidence or intentional code? Not sure, but its neat. Don't tell them about the supercomputer and the floating city the next system over, anyone, let them pretend its a luddite paradise out here.
Monastic orders seem great too for spamming onto every planet with ruins to tech mine and ignore the mismanagement penalty. Anything I'm missing there? They can't decivilize? Having resupply stops everywhere and free ships constantly almost seems better than just settling in one spot and building New Gilead!
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: muratira on September 02, 2023, 07:35:39 AM
 So, this is the first time I've started using the monastic orders (I Just thought the stability hit was not worth it) as a test and after generating two batches of tithe they consistently crash my game. It seems to be tied to the tithe. Any help would be appreciated.

268536 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.HullVariantSpec.setHullSpec(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.createEmptyVariant(Unknown Source)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.creat eAndPrepareMember(MonasticOrderSubIndustry.java:181)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.repor tEconomyTick(MonasticOrderSubIndustry.java:142)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:118)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Shady_AL on September 03, 2023, 03:24:10 AM
What are the requirements for Hidden Arcology? It says: Can not be built here.
Screenshots:
Spoiler
(https://imgur.com/ECeN5qc.png)
(https://imgur.com/HImk4hh.png)
[close]
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Matthew_Collins on September 03, 2023, 01:43:40 PM
So, this is the first time I've started using the monastic orders (I Just thought the stability hit was not worth it) as a test and after generating two batches of tithe they consistently crash my game. It seems to be tied to the tithe. Any help would be appreciated.

268536 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.HullVariantSpec.setHullSpec(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.createEmptyVariant(Unknown Source)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.creat eAndPrepareMember(MonasticOrderSubIndustry.java:181)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.repor tEconomyTick(MonasticOrderSubIndustry.java:142)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:118)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

+1 to this, Monastic Order is giving me some trouble as well, hope I didn't accidentally screwed something up lmao.

I assume my mans is already hard at work stamping it out.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: JenkoRun on September 03, 2023, 02:43:02 PM
What are the requirements for Hidden Arcology? It says: Can not be built here.
Screenshots:
Spoiler
(https://imgur.com/ECeN5qc.png)
(https://imgur.com/HImk4hh.png)
[close]
Same problem here, the only similarity between our 2 planets is the extreme heat, if that is the reason and its intended that it's blocked that would SUCK because I was relying on that specifically for that situation for my faction build, plus roleplay.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Nimiety on September 04, 2023, 02:47:40 AM
Hidden Arcology doesn't seem to protect from temperature and might not affect radiation, that's probably the reason. I built one on my cold planet thinking the same thing but all it did was negate Toxic Atmosphere.

Found a bug with pet centers, by the way! You can access them remotely from anywhere by going through the Command/Colonies tab.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Texas Redhawk on September 04, 2023, 08:43:57 AM
Is there any plan to add a more Hegemony and/or Independent-flavored Colony Government type? The current ones seem to all be Luddic, TT and pirate-themed.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Dasher on September 04, 2023, 09:33:13 PM
Question for yall. What industries are considered rural for the rural governance type? im struggling to find anything for it and I wanna love it but rn I feel like that governance type is lacking.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: FreedomFighter on September 05, 2023, 07:55:02 AM
Does The animal market supposed to stay even the animal center gets demolished?
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: rtp on September 05, 2023, 08:57:28 AM
Do found VPC essentially eat up a special item slot in, say, ruins?
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: SirHartley on September 05, 2023, 10:51:39 AM
Phew, quite a few questions here ever since my soul got stolen by Baldurs Gate. I'll get around to patching everything as soon as possible - sorry for the issues everyone is experiencing!

So kinda going through possible candidates now, does this make the AI build Planetary Shields after you get them?
Nope.

Anyway, planning to houserule "moving" some of the unique industries from this via console commands to different planets, kinda wondering what you would consider a fair "price" for doing so.
Difficult to answer, because their intentionally bad location is part of the cost of opportunity of using them. Ruins are OP, they can add 3 free S-Mods to your ships and duplicate them, so the only way to balance them is to make it as annoying as possible to get a full set - their location and distribution is an integral part of that. A credit cost, which is an infinite resource and a one-time-expense, can never balance that.

Hi, I had some more ideas.
[Spawn Fleets from Industries]
Hi, thank you so much for your input! I'll see what I can do, seems like you'd like to see some more immersive stuff about the buildings. Fleets are heavy on processing power, but I might be able to cheat a bit.

Bug report: Setting Artillery to false in LunaLib has no effect, changes only take effect if manually setting it in the config, tested between new saves.
[And Minefields]
It's a known issue, thank you for the report. I'll add it to the TODO.

Artillery stations are too well protected. I mean, I already surrendered to idea of some imbalanced horror in an empty space with nothing to defend, but why give them a whole domain flotilla?
Quote
Setting Artillery to false in LunaLib has no effect

Exactly why I'm complaining here, I was offended for nothing! Hope author can live well with their strong bones, weighs less than 200 kg and takes shower from time to time.

I mean, this mod is still fantastically good.
Showering is for people that have a life, I just roll in some dirt and wobble on, like most of y'all.

What are the requirements for Hidden Arcology? It says: Can not be built here.
Screenshots:
...
Probably bugged. I'll take a look, thank you!

Is there any plan to add a more Hegemony and/or Independent-flavored Colony Government type? The current ones seem to all be Luddic, TT and pirate-themed.
Sure! Main issue is their effects, where I am out of ideas, as usual. Theme is much, much easier. Thanks for the feedback!

Question for yall. What industries are considered rural for the rural governance type? im struggling to find anything for it and I wanna love it but rn I feel like that governance type is lacking.
It'll tell you in the build list, just under the name (Says "Type: Rural")

Does The animal market supposed to stay even the animal center gets demolished?
Nope. On the list it goes. Thanks for the report!

Do found VPC essentially eat up a special item slot in, say, ruins?
Once again, no. This mod uses scripted drops, which means that EVERYTHING it adds is ADD ON. It does not replace or influence vanilla drops in any way. If you get no pristine forges, that's your bad luck, not my mod~
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Axelord on September 05, 2023, 05:18:49 PM
So, this is the first time I've started using the monastic orders (I Just thought the stability hit was not worth it) as a test and after generating two batches of tithe they consistently crash my game. It seems to be tied to the tithe. Any help would be appreciated.

268536 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.HullVariantSpec.setHullSpec(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.createEmptyVariant(Unknown Source)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.creat eAndPrepareMember(MonasticOrderSubIndustry.java:181)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.repor tEconomyTick(MonasticOrderSubIndustry.java:142)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:118)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

+1 to this, Monastic Order is giving me some trouble as well, hope I didn't accidentally screwed something up lmao.

I assume my mans is already hard at work stamping it out.

+2 now. Log is pretty much the exact same. Tried a few workarounds, but gave up.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Texas Redhawk on September 06, 2023, 04:07:42 AM
Is there any plan to add a more Hegemony and/or Independent-flavored Colony Government type? The current ones seem to all be Luddic, TT and pirate-themed.
Sure! Main issue is their effects, where I am out of ideas, as usual. Theme is much, much easier. Thanks for the feedback!
Hmm, what about a Military Administration government that increases spawned fleet size and planetary stability, but either makes all non-military/heavy industry buildings require an additional commodity in upkeep or flat-out "taxes" income by a set percentage?
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: JenkoRun on September 06, 2023, 05:01:13 AM
Is there any plan to add a more Hegemony and/or Independent-flavored Colony Government type? The current ones seem to all be Luddic, TT and pirate-themed.
Sure! Main issue is their effects, where I am out of ideas, as usual. Theme is much, much easier. Thanks for the feedback!
Hmm, what about a Military Administration government that increases spawned fleet size and planetary stability, but either makes all non-military/heavy industry buildings require an additional commodity in upkeep or flat-out "taxes" income by a set percentage?
That's a cool idea, think it should provide buffs if the planet has hot or extreme heat like the cryo engine?
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Texas Redhawk on September 06, 2023, 05:24:37 AM
That's a cool idea, think it should provide buffs if the planet has hot or extreme heat like the cryo engine?

Not really - the cryoarithmetic engine is a relatively rare pre-Collapse piece of tech, and many existing Hegemony (or even other vanilla faction) military bases aren't on Hot/Very Hot worlds precisely because they don't have one. It'd already be a strong combo to put a Military Administration government type on a Very Hot world with a cryo engine, no need to make it too OP.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Axelord on September 06, 2023, 07:49:14 AM
How about a type of infrastructure that further boost production of industries the less industries there are. Size five colony with ONLY farming on it? +25% or something. Two industries? +10% Three: -20% Four: -40%

EDIT: Following the issue I had with the monastic order, I changed it to to hidden arcology before it was locked in, so that fixed the CTD, but... I'm still receiving tithes on that world, months later.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Shogouki on September 06, 2023, 02:45:54 PM
How about a type of infrastructure that further boost production of industries the less industries there are. Size five colony with ONLY farming on it? +25% or something. Two industries? +10% Three: -20% Four: -40%

Honestly this was something that I actually liked about the ill-fated Master or Orion 3, you could designate an entire planet to a single industry if you wanted to and it would increase production accordingly.  Got a crappy dead world that would produce only little food?  Designate all regions of the planet to pure industry or military.  Have a planet that has poor resources but is ideal for farming?  Designate all regions for food production.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: paulogabbi on September 07, 2023, 03:40:02 AM
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at indevo.industries.artillery.entities.WatchtowerEntityPlugin.setHacked(WatchtowerEntityPlugin.java:159)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Objectives.unhack(Objectives.java:306)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Objectives.control(Objectives.java:281)
   at com.fs.starfarer.api.impl.campaign.command.WarSimScript.processStarSystem(WarSimScript.java:180)
   at com.fs.starfarer.api.impl.campaign.command.WarSimScript.advance(WarSimScript.java:120)
   at com.fs.starfarer.campaign.CampaignEngine.advance(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.public.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.L.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.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.W.super(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:750)

got this crash while trying to start a new game
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Arazach on September 08, 2023, 12:03:44 PM
So, this is the first time I've started using the monastic orders (I Just thought the stability hit was not worth it) as a test and after generating two batches of tithe they consistently crash my game. It seems to be tied to the tithe. Any help would be appreciated.

268536 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.HullVariantSpec.setHullSpec(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.createEmptyVariant(Unknown Source)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.creat eAndPrepareMember(MonasticOrderSubIndustry.java:181)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.repor tEconomyTick(MonasticOrderSubIndustry.java:142)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:118)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

+1 to this, Monastic Order is giving me some trouble as well, hope I didn't accidentally screwed something up lmao.

I assume my mans is already hard at work stamping it out.

+2 now. Log is pretty much the exact same. Tried a few workarounds, but gave up.
+3 is it a compatibility issue? am running quite the number off mods but none should be adding ships

EDIT also one extra question does rural polity modify outputs of light industry? it outputing ilegal heavy arms for some reason (this sounds very much like compatibility issue)
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Remimi on September 08, 2023, 04:32:45 PM
Hi, loving the mod -- think there's a chance for integration with Officer Extension? It works fine in terms of running the two together, but if you have more than the vanilla limit with the officers you can't retrieve them from the academy... Which forces you to make player special forces via Nex(?) until you're below the limit

Though getting rid of the limit breaks vanilla gameplay ... perhaps an if statement to check for Officer Extension?
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Amoebka on September 08, 2023, 10:22:46 PM
Is the source code included in the mod up to date? Been reading it for reference, and seem to have found a couple bugs.

Ancient lab is seemingly intended to randomly roll which commodity production it boosts. This doesn't work, however, it always ends up using the fallback (fuel and supplies).

Cryosleepers are seemingly intended to drop 250-500 relics on defeat. However, this would only happen if the actual object is salvaged, which is not possible in vanilla. Defeating the guardian doesn't drop the relics.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Arazach on September 09, 2023, 05:11:21 AM
So, this is the first time I've started using the monastic orders (I Just thought the stability hit was not worth it) as a test and after generating two batches of tithe they consistently crash my game. It seems to be tied to the tithe. Any help would be appreciated.

268536 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.HullVariantSpec.setHullSpec(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.createEmptyVariant(Unknown Source)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.creat eAndPrepareMember(MonasticOrderSubIndustry.java:181)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.repor tEconomyTick(MonasticOrderSubIndustry.java:142)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:118)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

+1 to this, Monastic Order is giving me some trouble as well, hope I didn't accidentally screwed something up lmao.

I assume my mans is already hard at work stamping it out.

+2 now. Log is pretty much the exact same. Tried a few workarounds, but gave up.
+3 is it a compatibility issue? am running quite the number off mods but none should be adding ships

EDIT also one extra question does rural polity modify outputs of light industry? it outputing ilegal heavy arms for some reason (this sounds very much like compatibility issue)


found the cause of the crash: tthe monasticv order has its dp budget and this crash always happens when the budget is low a the order dicides to make a ship
this means you can patch it by going to the save file and set the currentDpBudget value to something bigger i think the crash is some where around 3 but cant tell exactly
pesonaly i am going to set to to something bonker large and throw the ships into the black hole
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Osmium on September 09, 2023, 06:44:29 AM
A better alternative is to  add a check to make certain that the monastery doesn't try to use a null string when building a ship.

e.g:

Code
String id = picker.pick();
if (id != null)
    FleetMemberAPI member = createAndPrepareMember(id,
    currentDpBudget -= member.

    member.getVariant().addPermaMod(HandBuiltHullmod.
    CargoAPI cargo = Misc.getStorageCargo(
    cargo.initMothballedShips(market.
    cargo.getMothballedShips().addFleetMember(

    ShipProductionSummaryMessageHandler.getInstanceOrRegister().add(market, member);
}
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Alices on September 09, 2023, 11:01:14 PM
Some suggestions.

--- PETS ---

1. It sucks to have a pet die. So a space-adapted tortoise, maybe from a bar-quest or something of the like would be interesting. Longer living pets are cool.
2. The ability to refreeze them once they've been opened. It's a little weird that if you assign one to a ship, the only thing you can do is leave it at a pet-center or kill it.
3. Some-kind of [REDACTED] themed pet would be cool. Hyperaware tamagotchi, basically.

--- INDUSTRY ---

1. An interstellar relay just kind of appears on the side of your planet. Being able to shift it's position around or hide it would be neat.
2. Being able to assign [REDACTED] cores to World Symbols to make it have a unique effect feels like a missing feature.
3. For example, higher value bar-quests if you have leisure orbitals... new cloud-patterns if [REDACTED] is assigned to a painter..
4. Mining is allowed to focus on specific extraction types. Light industry should too. Weather you want your planet to be peddling designer bags or exclusively space-heroin is a nice detail. Maybe even organs too with that one item you can install...?

--- WORLD SYMBOLS ---
First off, I gotta say these things are super cool. Makes the roleplaying aspect of this mod so much better.

1. Unique symbols related to the faction you have a commission with would be really cool. Imagine a giant corporate tower dedicated to Tachyon, a statue of Andrada, or a swathe of scrapped ships in orbit to remind everyone your system is yours - pirate/pather, etc.
2. Pather interest should (probably?) be reduced by a Tree of Life. It was a product of terraformation but so are their worlds in the Core...
3. A very... very comically large yacht on a water-planet. It would be funny.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Filtran on September 10, 2023, 02:57:25 AM
Quote
I had the same crash just now, did a search and found a solution that worked for me which is quoted below from Smilein. You need this mod to get that Kill command. https://fractalsoftworks.com/forum/index.php?topic=4106.0

Quote from: Smilein on August 16, 2023, 03:43:41 AM

    In the mean time, if you didn't know, you guys can use Console Commands mod to get past this. Fight the station at your leisure (or dont) then open console, type kill, click on the station which will destroy it, press escape until the left side says cancelled or something.


It looks like the station death script just never realizes it's dead after a regular battle, so it then bugs it out if you try to colonize it.

Just wanted to ask in relation to this issue which I have also experienced is this currently the only way to fix it or are their other work arounds?

Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Wercho on September 10, 2023, 03:58:47 PM
Loving this mod. It's been great fun.

I'm also getting the Monastic Order crash, which I fixed by increasing the currentDP in the save file as suggested by another user.

I just got a second crash. Based on the error message below, I'm guessing it is because:
- I used a Rift Generator and it moved a planet into the Alpha Site zone. That was fine, until the Hegemony targeted the planet with an invasion fleet (Nexerelin) and it couldn't find a route. Crash to desktop when the fleet finishes assembling. I'll cross post on Nexerelin too, since I'm not sure what the proper solution is (don't invade planet in alpha, or don't rift jump to alpha, etc.).

Spoiler
10588015 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.fleets.RouteLocationCalculator.getTravelDays(RouteLocationCalculator.java:54)
   at com.fs.starfarer.api.impl.campaign.intel.raid.TravelStage.updateRoutes(TravelStage.java:43)
   at com.fs.starfarer.api.impl.campaign.intel.raid.TravelStage.notifyStarted(TravelStage.java:34)
   at com.fs.starfarer.api.impl.campaign.intel.raid.RaidIntel.advanceImpl(RaidIntel.java:226)
   at exerelin.campaign.intel.fleets.OffensiveFleetIntel.advanceImpl(OffensiveFleetIntel.java:579)
   at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
10588086 [Thread-10] INFO 
[close]

If anyone else encounters this, I got past it by using console commands to turn the Hegemony friendly, which cancelled the invasion, then set them back to hostile.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: BFEL on September 10, 2023, 08:35:34 PM
So I've gotten a reliable crash on hovering over the Reverse Engineering tab to see time breakdown when trying to deconstruct "daemon" type ships from Tahlan Shipworks

I edited the file that lets me reverse engineer unique stuff, but not 100% sure whether that is just a buggy option or if there's something "special" about the daemons in that regard?

Note this wasn't even using the F1 option, it'll hard crash to desktop if I just put my cursor briefly on the tab while one of these is in there

edit: and just confirmed it works fine with unique ships from like, bounties and such, it's JUST daemon ships. I looked through the starsector.log thing and didn't see anything that stood out to me, not sure if I'm looking in the right place for an error log
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Bobamelius on September 11, 2023, 10:16:01 AM
Monastic Order says marines gain experienced while "stationed there". Does that mean in storage or in the resource stockpile?

I left some marines in storage there for a few months and when I pulled them out they were just default Regular marines, same as when I put them there.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: dbenndorf on September 11, 2023, 07:03:09 PM
So, this is the first time I've started using the monastic orders (I Just thought the stability hit was not worth it) as a test and after generating two batches of tithe they consistently crash my game. It seems to be tied to the tithe. Any help would be appreciated.

268536 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.HullVariantSpec.setHullSpec(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.createEmptyVariant(Unknown Source)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.creat eAndPrepareMember(MonasticOrderSubIndustry.java:181)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.repor tEconomyTick(MonasticOrderSubIndustry.java:142)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:118)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

+1 to this, Monastic Order is giving me some trouble as well, hope I didn't accidentally screwed something up lmao.

I assume my mans is already hard at work stamping it out.

+2 now. Log is pretty much the exact same. Tried a few workarounds, but gave up.
+3 is it a compatibility issue? am running quite the number off mods but none should be adding ships

EDIT also one extra question does rural polity modify outputs of light industry? it outputing ilegal heavy arms for some reason (this sounds very much like compatibility issue)
+4 I had the same bug. I abandoned the colony with monastic government and it stopped happening. As this is not the best solution, I came to the forums to look for a better one.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Jam_mer on September 12, 2023, 06:34:28 AM
(https://i.gyazo.com/39dfd94c4a5a22f2c4cf8a91c57167e8.png)
something wrong
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Nonameforme on September 16, 2023, 10:45:57 AM
(https://i.gyazo.com/39dfd94c4a5a22f2c4cf8a91c57167e8.png)
something wrong

That's normal I think. You should be able to use the mod as long as the main version number (0.96a) is the same.

Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Texas Redhawk on September 16, 2023, 06:21:22 PM
Getting a small graphics bug with Rural Polity government:
(https://cdn.discordapp.com/attachments/512356777451323393/1152775770352140328/image.png)

I changed the industry appearance using the little "Change Visuals" thing, but every time I reload my save it's gone blank like so.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Audax on September 18, 2023, 01:18:40 AM
Built an animal center then shut it down but the shop is still accessible and still getting pet food.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Nerzhull_AI on September 18, 2023, 11:21:32 AM
Hi there.
I'm usually not doing things like this, but i have a question about the mod. Or, to be precise, about "Pet" thing.
I've been using Ind.Evo since it was release, and was very exited upon seeing whole Pet update. I like such little things, and don't really care about "stats" so to speak.
That was, until i found out that pets actually die in this. With a variety of very nice, very colorful death causes:
Spoiler
Code
was caught in an EMP and melted
was reduced to atoms by a stray projectile
was caught in an explosion
was sucked into space through a breach
was caught by a sudden decompression
burned to death in a trapped room
burned to death after hit by a laser
imploded due to a sudden pressure spike
was removed from existence by a missile
was vaporized by a plasma burst
was dismembered by falling debris
was incinerated by damaged machinery
was eviscerated by a shattering bulkhead
suffocated in a breached room
died of acute radiation poisoning
died of sudden atmospheric deficiency
died of poisoning after exposure to damaged research materials
was shot by a crewman after blocking the way
was electrocuted by a failing flux conduit
was caught in a flux stream and burned to death
was caught by an emergency shutter suddenly descending
died of blunt force trauma
was hit by shrapnel from an explosion
was electrocuted by a dangling power conduit
was trapped in a malfunctioning escape pod and died
was fatally wounded by a falling beam
was emergency ejected along with burning ammunition
was vaporized by tachyon rays
imploded in a weaponized strange matter event
was vented into space by an explosion
[close]
I'm not going ask a question such as "what in the f", it's your mod. Even if that^ is kind of antithesis to idea "pets aren't for stats, pets are just for players to have as a fluff, to feel good".
I'm asking if you planning of making this turn on/off option - not the pets entirely, but this aspect.
I had enough of very fun experiences irl in the past two years, and encountering this in escapism video game isn't exactly what i want or need.

Would appreciate to hear from you at any moment in future.
Have a great day.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Lycaeon on September 18, 2023, 11:28:28 AM
was caught in an EMP and melted
was reduced to atoms by a stray projectile
was caught in an explosion
was sucked into space through a breach
was caught by a sudden decompression
burned to death in a trapped room
burned to death after hit by a laser
imploded due to a sudden pressure spike
was removed from existence by a missile
was vaporized by a plasma burst
was dismembered by falling debris
was incinerated by damaged machinery
was eviscerated by a shattering bulkhead
suffocated in a breached room
died of acute radiation poisoning
died of sudden atmospheric deficiency
died of poisoning after exposure to damaged research materials
was shot by a crewman after blocking the way
was electrocuted by a failing flux conduit
was caught in a flux stream and burned to death
was caught by an emergency shutter suddenly descending
died of blunt force trauma
was hit by shrapnel from an explosion
was electrocuted by a dangling power conduit
was trapped in a malfunctioning escape pod and died
was fatally wounded by a falling beam
was emergency ejected along with burning ammunition
was vaporized by tachyon rays
imploded in a weaponized strange matter event
was vented into space by an explosion

Not to disparage your point here...but given that dozens of your crew can die horrible, but undescribed and unmourned, deaths in battle, I find it kind of hilarious pets are dedicated their own mini-eulogies.

Also, I strongly advocate that the blast doors hullmod reduces chance of pet death in addition to crew.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Nerzhull_AI on September 18, 2023, 11:44:19 AM
was caught in an EMP and melted
was reduced to atoms by a stray projectile
was caught in an explosion
was sucked into space through a breach
was caught by a sudden decompression
burned to death in a trapped room
burned to death after hit by a laser
imploded due to a sudden pressure spike
was removed from existence by a missile
was vaporized by a plasma burst
was dismembered by falling debris
was incinerated by damaged machinery
was eviscerated by a shattering bulkhead
suffocated in a breached room
died of acute radiation poisoning
died of sudden atmospheric deficiency
died of poisoning after exposure to damaged research materials
was shot by a crewman after blocking the way
was electrocuted by a failing flux conduit
was caught in a flux stream and burned to death
was caught by an emergency shutter suddenly descending
died of blunt force trauma
was hit by shrapnel from an explosion
was electrocuted by a dangling power conduit
was trapped in a malfunctioning escape pod and died
was fatally wounded by a falling beam
was emergency ejected along with burning ammunition
was vaporized by tachyon rays
imploded in a weaponized strange matter event
was vented into space by an explosion

Not to disparage your point here...but given that dozens of your crew can die horrible, but undescribed and unmourned, deaths in battle, I find it kind of hilarious pets are dedicated their own mini-eulogies.

Also, I strongly advocate that the blast door hullmod reduces chance of pet death.
To put it short:
1) You don't get to hear how each and every of your lost crew died in a very unpleasant way;
2) You don't pick any specific crewmate into the specific ship; The closest parallel to this is officers, but they - what do you know - don't die.
3) There's a difference between crew and pets. Crew, at the end of the day, in-universe are people who choose this life, knowing all the dangers. Pets can't do that. And even we disregard it, while i would mourn a death of a soldier on the battlefield, it would be quite worse if the same soldier got back after the war to be blown up by some gas leak or any other nonsense that he would never see coming.

Yeah, you can say it's silly, but for some reason it got to me.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Nerzhull_AI on September 18, 2023, 11:46:38 AM
Also, I strongly advocate that the blast doors hullmod reduces chance of pet death in addition to crew.
If i read the source code correctly, this can only occur on ship destroyed in battle (doesn't matter recoverable or not), so such hullmod won't do anything.
But either way it would require to write completely new code that takes this into account.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Lycaeon on September 18, 2023, 12:04:20 PM
1) You don't get to hear how each and every of your lost crew died in a very unpleasant way;

Not hearing about it doesn't change the fact that it happens. I make an effort of protecting my crew for immersion reasons - that means blast doors and recovery shuttles even when they're quite terrible hullmods. But I agree not seeing how they die sanitizes the whole situation.

Quote
2) You don't pick any specific crewmate into the specific ship; The closest parallel to this is officers, but they - what do you know - don't die.

Unless you have officer deaths enabled using Nexerelin. :P

Quote
3) There's a difference between crew and pets. Crew, at the end of the day, in-universe are people who choose this life, knowing all the dangers. Pets can't do that. And even we disregard it, while i would mourn a death of a soldier on the battlefield, it would be quite worse if the same soldier got back after the war to be blown up by some gas leak or any other nonsense that he would never see coming.

This is a valid point, and while it's a video game, I respect your view on the subject. In the end there's a line between immersion/realism and escapism, and every person's preference lies on a different point of that spectrum. That's a major reason why good mods are customizable, and even why mods exist in the first place.

Quote
If i read the source code correctly, this can only occur on ship destroyed in battle (doesn't matter recoverable or not), so such hullmod won't do anything.
But either way it would require to write completely new code that takes this into account.

I meant it as a joke. :-X
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: highIntensityGazer on September 19, 2023, 12:17:02 PM
I think the newest version broke the system of paying pirate stations protection money. I've updated from 3.3.A to 3.3.C and I cannot get the next dialogue options past "We've got business to discuss" anymore.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Nimiety on September 22, 2023, 11:34:28 AM
That's a vanilla bug!
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: highIntensityGazer on September 24, 2023, 09:10:34 AM
That's a vanilla bug!
The thing is, it worked fine when I still had IndEvo version 3.3.A. It stopped working when I updated IndEvo and nothing else was touched.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Rubenlee123 on September 24, 2023, 09:58:04 PM
For the corporate government type, would it be possible to add in some kind of stability buff when loading into the game or something like that? Not sure how to put this, but ive found that whenever I load a save with these worlds, it seems to first calculate the world's stability without the stability from profits for corporate. Because of this, the world's stability is super low, which cripples its income, and means that in the end the world is making a loss and not getting the stability buff after all. Sometimes I can fix this by simply turning off free port and back on for worlds with those, but other times it makes worlds that were otherwise making a huge profit need a starbase or some other military building constructed to become profitable again, simply because I loaded a save. This is especially bad with Commerce reducing stability, since its buff doesnt matter if the world's income multiplier is 0% from stability.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: mudskipper on September 27, 2023, 01:40:34 PM
I can fix this by simply turning off free port and back on
Thanks for the fix! Didn't know it happens on save load, thought it was the raids.

Also, is Hidden Arcology still bugged? Found one post mentioning "it cannot be built here" in September and no solution.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Rubenlee123 on September 28, 2023, 12:08:04 AM
Also, is Hidden Arcology still bugged? Found one post mentioning "it cannot be built here" in September and no solution.

From what I can tell, the main thing that prevents building hidden arcologies is just the world being very hot. From testing by removing and readding it, it does seem to be the cause, intended or not.

For monastic government tithes causing crashes also, has anyone found a fix besides abandoning the colony outright? I switched from monastic order back to the regular population infrastructure before it locked in, but its was still giving tithes after several ingame years. from looking through here, someone mentioned currentDpBudget in the saves, but I couldnt find anything like that in the save file. Can't find anything talking about monks or dpbudget in the part that describes to colony itself either, so not sure how to fix it.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Antoneeee on October 02, 2023, 11:18:32 PM
Despite me turning off artillery from spawning before starting a new starsector game and saving any modded changes, Watch towers still spawn in star systems.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: OperaWolf on October 05, 2023, 08:53:18 PM
I actually second a toggle option to make pets immortal. It's a fluffy feel-good kind of suspension of disbelief, but it would be appreciated if it's possible. I think the dream would be no pet aging and no death notice (or maybe a "Salty the space crab escapes with the last life pod" note) if(when) the ship explodes. I don't think re-adding the pet to your inventory would be feasible to ask for, though it'd be cool.

That said, the death notes are awesome. Putting a swearing space crab into a ship and knowing its final words as it exploded were likely incredibly rude is oddly satisfying.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Errors2149 on October 06, 2023, 05:39:42 AM
Got this fatal:null crash after putting a monastic order on a new colony:

Code
java.lang.NullPointerException
at com.fs.starfarer.loading.specs.HullVariantSpec.setHullSpec(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.createEmptyVariant(Unknown Source)
at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.createAndPrepareMember(MonasticOrderSubIndustry.java:181)
at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.reportEconomyTick(MonasticOrderSubIndustry.java:142)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:118)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: ethantokes on October 07, 2023, 06:34:10 AM
Got this fatal:null crash after putting a monastic order on a new colony:

Code
java.lang.NullPointerException
at com.fs.starfarer.loading.specs.HullVariantSpec.setHullSpec(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.createEmptyVariant(Unknown Source)
at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.createAndPrepareMember(MonasticOrderSubIndustry.java:181)
at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.reportEconomyTick(MonasticOrderSubIndustry.java:142)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:118)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

same

java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.HullVariantSpec.setHullSpec(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.createEmptyVariant(Unknown Source)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.creat eAndPrepareMember(MonasticOrderSubIndustry.java:181)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.repor tEconomyTick(MonasticOrderSubIndustry.java:142)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:118)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: ethantokes on October 07, 2023, 06:40:29 AM
A better alternative is to  add a check to make certain that the monastery doesn't try to use a null string when building a ship.

e.g:

Code
String id = picker.pick();
if (id != null)
    FleetMemberAPI member = createAndPrepareMember(id,
    currentDpBudget -= member.

    member.getVariant().addPermaMod(HandBuiltHullmod.
    CargoAPI cargo = Misc.getStorageCargo(
    cargo.initMothballedShips(market.
    cargo.getMothballedShips().addFleetMember(

    ShipProductionSummaryMessageHandler.getInstanceOrRegister().add(market, member);
}

if you can let me know what file i need to be putting this in that would be great. HandBuiltHullMod? MonasticOrderSubIndustry?

After checking MonasticOrderSub file I found that the dp value to change to in the save is 3 btw. Unless im mistaken.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: TheCanadian on October 07, 2023, 01:18:28 PM
For some reason when I switch some of my size 6 colonies to corporate governance some of them will lose all income. Anyone else have this happen or have a fix?
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: J2Greene on October 09, 2023, 02:18:45 AM
There is a problem right now with the new switchable industries, as the production-boosting items from vanilla only partially work with them.

For example, Catalytic Core is installable in Refining as well as its new variants Ore Refinery and Transplutonics Refinery, however it only adds +3 production in the vanilla Refining, and has no effect in Ore Refinery or Transplutonics Refinety.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: avallanch on October 13, 2023, 03:46:23 AM
Is there any easy way to override one function from the mods?
Namely i want to mess with progress on Engineering Hub
I've already found the function in the java file tried messing with it by adding it as part of separate mod to override it, but i have failed....
Any advices?
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: StariTV on October 16, 2023, 12:49:04 AM
I found a bug related to an event for the exchange of resources on the planet. When a person appears on the planet near which the artillery is located, who exchanges one resource for another, then if you just enter into a dialogue with him and exit, then the planet can be explored without destroying the artillery
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Osmium on October 16, 2023, 06:13:20 AM
A better alternative is to  add a check to make certain that the monastery doesn't try to use a null string when building a ship.

e.g:

Code
String id = picker.pick();
if (id != null)
    FleetMemberAPI member = createAndPrepareMember(id,
    currentDpBudget -= member.

    member.getVariant().addPermaMod(HandBuiltHullmod.
    CargoAPI cargo = Misc.getStorageCargo(
    cargo.initMothballedShips(market.
    cargo.getMothballedShips().addFleetMember(

    ShipProductionSummaryMessageHandler.getInstanceOrRegister().add(market, member);
}

if you can let me know what file i need to be putting this in that would be great. HandBuiltHullMod? MonasticOrderSubIndustry?

After checking MonasticOrderSub file I found that the dp value to change to in the save is 3 btw. Unless im mistaken.

Should be the MonasticOrderSub.


The error is caused when the monastic order wants to build something (and has 3 dp), but the player does not have a ship worth 3 dp or less. So the Monastic Order randomly picks from an empty list. Returning a null value. Which is then used elsewhere and causes a crash...
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: 404 on October 18, 2023, 02:25:08 PM
Hitting ESC to close the pet station menu where you store/swap them to and from ships traps you in an unclosable menu.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: StariTV on October 19, 2023, 12:28:50 AM
are there any special ships in this fashion? If yes, tell me how to get
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: hidefreek on October 22, 2023, 01:23:14 AM
Hello!
My pets die after I put them on special task force ships.
YEET. the new fleet captains didn't give food to the pet under their command.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: thorkellthetall on October 22, 2023, 04:44:00 PM
A better alternative is to  add a check to make certain that the monastery doesn't try to use a null string when building a ship.

e.g:

Code
String id = picker.pick();
if (id != null)
    FleetMemberAPI member = createAndPrepareMember(id,
    currentDpBudget -= member.

    member.getVariant().addPermaMod(HandBuiltHullmod.
    CargoAPI cargo = Misc.getStorageCargo(
    cargo.initMothballedShips(market.
    cargo.getMothballedShips().addFleetMember(

    ShipProductionSummaryMessageHandler.getInstanceOrRegister().add(market, member);
}

if you can let me know what file i need to be putting this in that would be great. HandBuiltHullMod? MonasticOrderSubIndustry?

After checking MonasticOrderSub file I found that the dp value to change to in the save is 3 btw. Unless im mistaken.

Should be the MonasticOrderSub.


The error is caused when the monastic order wants to build something (and has 3 dp), but the player does not have a ship worth 3 dp or less. So the Monastic Order randomly picks from an empty list. Returning a null value. Which is then used elsewhere and causes a crash...

I cannot for the life of me figure out where to addend this using recaf. Do you know if there's a value I can change to disable the tithes entirely?
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: DataFlo on October 27, 2023, 04:12:07 AM
i have the same problem is there a chance someone can just upload the fixed file and explain in wich folder to replace it ? 
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Elpadocaliente on October 27, 2023, 08:15:22 AM
Hello, I'm getting the same exact issue with MonasticOrderSubIndustry tithes.

Meanwhile we wait for Mod Dev to patch the issue, has anyone found anohter workaround?

For now increasing the currentDpBudget in the campaign.xml file from -1 to 3 (like similiarly was suggested by Arazach in a previous post) seemed to work, until it crashed again a few moments ago.

Checking the parameter, I noticed that it has changed from the 3 I set before to 5. Changing it to 1, seemed to have worked for now, though I agree it would be cool having a more permanent solution and I'm not really sure what makes this parameter change randomly and how to set it so it checks a list of ships (or DPs) actually available.

Additionally, before trying the workaround I wrote above I tried changing the MonasticOrderSubIndustry.java file located into the zip folder src.7z (mods\Industrial.Evolution3.3.c\jars) with the same line posted previously by Osmium:

String id = picker.pick();
if (id != null)
    FleetMemberAPI member = createAndPrepareMember(id,
    currentDpBudget -= member.

    member.getVariant().addPermaMod(HandBuiltHullmod.
    CargoAPI cargo = Misc.getStorageCargo(
    cargo.initMothballedShips(market.
    cargo.getMothballedShips().addFleetMember(

    ShipProductionSummaryMessageHandler.getInstanceOrRegister().add(market, member);
}

But it crashes as soon as the game tries to load the save file. Never coded in my entire life, so it's very likely I screwed something up.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Osmium on October 27, 2023, 05:46:05 PM
Sorry about that, it looks like my posted code is missing some of the line endings... Thats what you get from typing from memory instead of copy pasting... Here is the attached file with the fix

I've attached the file with my fix.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: vitowns on October 28, 2023, 02:08:04 AM
Hi all how do i tell if i installed/enabled the mod properly? It mentions detaching fleet on-the-fly in description but i dont see any way to do it. And im not sure if the mod is working for me cheers
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Osmium on October 28, 2023, 08:55:58 AM
Does anyone know how to build the jar for industrial evolution? I cannot figure out how to get it to build using netbeans to apply my patch. (So that I can share the .jar here"
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Elpadocaliente on October 28, 2023, 11:45:22 AM
Sorry about that, it looks like my posted code is missing some of the line endings... Thats what you get from typing from memory instead of copy pasting... Here is the attached file with the fix

I've attached the file with my fix.

Thanks a lot for posting the file with the code!

I've tested the new file by both setting an impossible value (-1) and letting it run for some in-game months and can confirm it doesn't crash anymore every time the Monastic Order tries to give tithes.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Elpadocaliente on October 28, 2023, 12:06:31 PM
Sorry about that, it looks like my posted code is missing some of the line endings... Thats what you get from typing from memory instead of copy pasting... Here is the attached file with the fix

I've attached the file with my fix.

Thanks a lot for posting the file with the code!

I've tested the new file by both setting an impossible value (-1) and letting it run for some in-game months and can confirm it doesn't crash anymore every time the Monastic Order tries to give tithes.

Ok nevermind, I jinxed it: I've just crashed again even with the new file I still get the same error relating to the MonasticOrderSubIndustry trying to generate a ship (at least I think it's the same):

89483 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.HullVariantSpec.setHullSpec(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.createEmptyVariant(Unknown Source)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.creat eAndPrepareMember(MonasticOrderSubIndustry.java:181)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.repor tEconomyTick(MonasticOrderSubIndustry.java:142)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:118)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
89554 [Thread-9] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [campaign_music_part_2_v28.ogg]
89555 [Thread-9] INFO  sound.H  - Playing music with id [campaign_music_part_2_v28.ogg]


At the time of the crash the currentDpBudget is set to 5.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Eikioma on October 28, 2023, 04:32:23 PM
Just found an interesting bug.
If you right clic on a pet in your cargo while the game paused and return to your inventory to right clic again, you can have an infinite amount of time the pet from an unique cryochamber and have this pet in an infinite amout of ship with just one pet cryochamber
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: 404 on October 28, 2023, 06:23:24 PM
If you have a cyberparrot or bluejacket hive die or become euthanized in storage the game crashes. This is still true even if you shut down the pet center they were stored in before they die.

Code
388346 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at indevo.industries.petshop.listener.PetStatusManager.reportPetDied(PetStatusManager.java:177)
at indevo.industries.petshop.memory.Pet.advance(Pet.java:127)
at indevo.industries.petshop.listener.PetStatusManager.advance(PetStatusManager.java:95)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Is the crash if they would die after the pet center has been shut down

Code
135462 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at indevo.industries.petshop.listener.PetStatusManager.reportPetDied(PetStatusManager.java:187)
at indevo.industries.petshop.dialogue.PetManagerDialogueDelegate$6$1.customDialogConfirm(PetManagerDialogueDelegate.java:228)
at com.fs.starfarer.ui.newui.A.dismiss(Unknown Source)
at com.fs.starfarer.ui.newui.A.advance(Unknown Source)
at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.public.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.classsuper.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Is the crash if you try to euthanize one
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Aran1 on October 29, 2023, 01:15:37 AM
for the World Tree, is it only possible to build it on jungle worlds? wanted to add it to my Terran world but there wasn't abundant enough wildlife for it.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Uther Phobos on October 29, 2023, 04:20:48 PM
for the World Tree, is it only possible to build it on jungle worlds? wanted to add it to my Terran world but there wasn't abundant enough wildlife for it.

The market must have Bountiful Farmland to be eligible.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: vitowns on October 30, 2023, 09:41:09 AM
Hi all how do i tell if i installed/enabled the mod properly? It mentions detaching fleet on-the-fly in description but i dont see any way to do it. And im not sure if the mod is working for me cheers

Anybody?
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Aran1 on October 30, 2023, 03:58:20 PM
for the World Tree, is it only possible to build it on jungle worlds? wanted to add it to my Terran world but there wasn't abundant enough wildlife for it.

The market must have Bountiful Farmland to be eligible.


Q~Q The Terran world did have bountiful farmlands, I added them myself. :P
ty for answering.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: IDn0d on October 30, 2023, 07:06:11 PM
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.HullVariantSpec.setHullSpec(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.createEmptyVariant(Unknown Source)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.creat eAndPrepareMember(MonasticOrderSubIndustry.java:181)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.repor tEconomyTick(MonasticOrderSubIndustry.java:142)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:118)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

So the 'solution' is to remove Monastic Order from your planets. The message about ships being delivered will still appear but it's just a message, no ships. I guess thats bcuz I did the 'currentDpBudget'-thing.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Imic on November 01, 2023, 01:45:03 PM
How dare you say I have weak bones >:( my bones are actually slightly stronger than partially decomposed bamboo, I'll have you know!
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: vicegrip on November 04, 2023, 01:13:53 AM
Hi, my mod contains several ships that are used as references by skins and are themselves never meant to be spawned. However, players have reported cases of the automated shipyard spawning them. Is there a way to disable certain ships from being spawned by the station that I can incorporate into my mod?

Fixed: Was caused by nonexistent "no_bp" tag for ship hulls.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Futanagatari on November 05, 2023, 01:44:41 PM
Anyone know how to ad an artillery station to one of my colonies

I suk at coding so some help would be apreciated.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Maelstrom on November 05, 2023, 07:19:11 PM
15045245 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
        at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.startUpgrading(BaseIndustry.java:572)
        at data.scripts.campaign.colonies.VayraColonialManager.pickNextUpgrade(VayraColonialManager.java:644)
        at data.scripts.campaign.colonies.VayraColonialManager.advance(VayraColonialManager.java:250)
        at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
        at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
        at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
        at com.fs.state.AppDriver.begin(Unknown Source)
        at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
        at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
        at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
        at java.lang.Thread.run(Thread.java:748)

I know vayra sector isnt up to date but apperently industrial evolution might be the cause for this crash... might be worth checking it out
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Crimson Spirit on November 08, 2023, 07:29:47 AM
Help, When I started this mod in my playthrough at the beginning I saw pet stores and pets etc., but after a while the pets and the pet stores disappeared, I can't see any of them anywhere ever

Also when I click on the mod in Version Checker it says the installed version is v3.3c while the online version is v3.2a and that "the installed version is ahead of remote version" even though I just downloaded the current v3.3c version from the main post

brain is starting to warp, please advise

Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: hobolyra on November 09, 2023, 10:20:33 PM
I'm getting the same issue as a few others, with the Monastic Order government causing crashes. Only crash I've had this entire playthrough was when making a colony a Monastic Order, then rather soon after while still in the system...

Code
3065709 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.specs.HullVariantSpec.setHullSpec(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.createEmptyVariant(Unknown Source)
at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.createAndPrepareMember(MonasticOrderSubIndustry.java:181)
at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.reportEconomyTick(MonasticOrderSubIndustry.java:142)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:118)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Desregaurd on November 10, 2023, 01:08:38 AM
Is the Riftpulse Cycler supposed to count as Ballistic for stat modifiers? It's damage type is energy and I think it was one of the researched weapons derived from Omega energy weapon research.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Uther Phobos on November 10, 2023, 02:16:49 PM
So i installed a Fusion Lamp on a Hidden Arcology and discovered it gets stuck with a 10% Insufficient Volatiles Hazard malus because it simply won't try to get more than 8 volatiles (there's no shortage, it just has a demand of 8 instead of 10). Is that intentional?
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: EchoMaker on November 10, 2023, 05:08:48 PM
Hi Everyone! :)

New starsector player here. Absolutely love the mod, it's so good! I have been trying to create the perfect star-system, and would love to include one of those fancy Artillery station for maximum shenanigans, but I'm having trouble spawning them. The old code doesn't seem to work any more:



Quote from: Enzoci on October 15, 2022, 10:17:37 AM
Is it possible to spawn the watchtowers? I'm currently trying to build a custom system, but i have no idea what the command could be.

one watchtower:

SectorEntityToken t = system.addCustomEntity(Misc.genUID(), faction.getDisplayName() + " Watchtower", "IndEvo_Watchtower", faction.getId(), null);
 t.setOrbit(//Your preferred orbit);

magic method to spawn watchtowers in the default locations like they usually do:

IndEvo_ArtilleryStationPlacer.placeWatchtowers(starsystem, factionID);

runcode com.fs.starfarer.api.plugins.derelicts.IndEvo_ArtilleryStationPlacer.placeWatch towers(Global.getSector().getStarSystem("YOUR_STAR_SYSTEM_NAME"), "FACTION_ID");

The faction ID for the normal watchtowers/artillery station is "IndEvo_derelict".





So anyways, I tried snooping around and jury-riging whatever code I could find on the forums. Came across a nice post about spawning stable locations, and tried implementing that code, with a few variables changed:


runcode SectorEntityToken _fleet = Global.getSector().getPlayerFleet(); 
    StarSystemAPI _sys = (StarSystemAPI)_fleet.getContainingLocation();
    SectorEntityToken _stable = _fleet.getContainingLocation().addCustomEntity(null, null, "IndEvo_ArtilleryStation", "neutral");
    float _orbitRadius = com.fs.starfarer.api.util.Misc.getDistance(_fleet, _sys.getCenter());
    float _orbitDays = _orbitRadius / (20f + new Random().nextFloat() * 5f);
    float _angle = com.fs.starfarer.api.util.Misc.getAngleInDegrees(_sys.getCenter().getLocation(), _fleet.getLocation());
    _stable.setCircularOrbit(_sys.getCenter(), _angle, _orbitRadius, _orbitDays);


And it almost works! Spawns the entity in the correct place, but game crashes immediately 2 seconds afterwards, when I click on it with the error code: Fatal:null. When checking the starsector.log file, it tells me the following:


java.lang.NullPointerException
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.adjustTerrain Range(ArtilleryStationEntityPlugin.java:462)
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.matchTerrainR ange(ArtilleryStationEntityPlugin.java:445)
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.advance(ArtilleryStationEntityPlugin.java:75)
   at com.fs.starfarer.campaign.CustomCampaignEntity.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


Could any of you coding geniuses enlighten me of my error? Or perhaps a command for spawning the artillery station + watchtowers? That would be super duper dope. Hoping for any replies :)

Once more, many thanks for the splendid mod, it's a blast!

I have good news!  No idea if you're still around but I found the code to spawn a watchtower where your fleet is located :)

Your code almost worked.  It just needed a different set of properties in the addCustomEntity function.  I took them from the actual spawn script in the mods source files.  You will need to capture the watch tower after spawning it though

Code
runcode SectorEntityToken _fleet = Global.getSector().getPlayerFleet(); 
    StarSystemAPI _sys = (StarSystemAPI)_fleet.getContainingLocation();
    SectorEntityToken _stable = _fleet.getContainingLocation().addCustomEntity(com.fs.starfarer.api.util.Misc.genUID(), "Watchtower", "IndEvo_Watchtower", "IndEvo_derelict",null);
    float _orbitRadius = com.fs.starfarer.api.util.Misc.getDistance(_fleet, _sys.getCenter());
    float _orbitDays = _orbitRadius / (20f + new Random().nextFloat() * 5f);
    float _angle = com.fs.starfarer.api.util.Misc.getAngleInDegrees(_sys.getCenter().getLocation(), _fleet.getLocation());
    _stable.setCircularOrbit(_sys.getCenter(), _angle, _orbitRadius, _orbitDays);


Did some digging with this, and it spawns watchtowers, but that ain't much without the actual station haven't found a way to raw spawn them in because I think they function just like orbital station and therefore need a planet to work, so the workaround I have is to add the artillery condition to whatever planet you want.

AddCondition IndEvo_ArtilleryStationCondition
also, if you want to a minefield
AddCondtion IndEvo_mineFieldCondition
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: The42ndGecko on November 12, 2023, 09:10:07 AM
Hi, I just wanted to ask what kinda third industry you guys tend to put on a rural polity? I built Farming and Light Industry cause those seemed to be the "these are what you pick Rural Polity for", but I'm uncertain as to the third? I thought maybe Commerce?
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Wispborne on November 13, 2023, 09:00:14 PM
Hotfix version `wisp001`. Distributed with permission.

- Fixed crash when using Monastic Order.
- Fixed crash when pets died in storage.
- Fixed potential crash on starting new game (rare/unconfirmed).
- Fixed Monastic Order tithe intel not displaying items.

https://github.com/wispborne/Industrial.Evolution/releases/download/3.3.c-wisp001/Industrial.Evolution.zip

-----------

This is only a bandaid for crashes :)
Other bugs that aren't gamebreaking will have to wait for an official release.
If there are more crashes from IndEvo, please let me know (DM on forum or ping on Discord has highest chance of me seeing it).
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Flyswatter on November 19, 2023, 03:26:02 AM
A week ago I had the bug caused by the monastic order that crashed my game. I got this bit of the log following the crash that I hope helps:

16105080 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
    at com.fs.starfarer.loading.specs.HullVariantSpec.setHullSpec(Unknown Source)
    at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
    at com.fs.starfarer.settings.StarfarerSettings$1.createEmptyVariant(Unknown Source)
    at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.creat eAndPrepareMember(MonasticOrderSubIndustry.java:181)
    at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.repor tEconomyTick(MonasticOrderSubIndustry.java:142)
    at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:118)
    at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
    at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
    at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
    at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
    at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
    at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
    at com.fs.state.AppDriver.begin(Unknown Source)
    at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    at java.lang.Thread.run(Thread.java:750)

Changing the governance type (to pop&infrastructure, which I later changed to an arcology) seemed to fix the issue. however, I keep getting monthly popups on how my monastic order keeps giving tithes, although I don't think I've gotten any new ship since I changed the governance type.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: ExecCrawfish on November 19, 2023, 06:18:06 PM
I'm getting a different CTD with 3.3c; right-clicking pets in cargo doesn't give a window or dialog, and on reloading a save after right-clicking a pet, I get this.


299082 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.ui.public.show(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.showInteractionDialog(Unknown Source)
   at indevo.industries.petshop.item.PetItemPlugin$1.advance(PetItemPlugin.java:201)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.public.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.L.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.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:750)
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Death_Silence_66 on November 20, 2023, 08:45:11 AM
Seems to be a crash if TASC's Chameleon building is built on a Monastic order.
Spoiler
java.lang.StackOverflowError
   at org.json.JSONObject.getJSONObject(JSONObject.java:500)
   at com.fs.starfarer.settings.StarfarerSettings.new(Unknown Source)
   at com.fs.starfarer.rpg.Person.isDefault(Unknown Source)
   at com.fs.starfarer.campaign.econ.Market.getAdmin(Unknown Source)
   at com.fs.starfarer.campaign.econ.Market.getAdmin(Unknown Source)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.getLu ddicPathMarketInterest(MonasticOrderSubIndustry.java:288)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.getPa therInterest(MonasticOrderSubIndustry.java:281)
   at indevo.industries.changeling.industry.population.SwitchablePopulation.getPather Interest(SwitchablePopulation.java:246)
   at data.campaign.econ.industries.Boggled_CHAMELEON.getPatherInterest(Boggled_CHAMELEON.java:295)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.getLu ddicPathMarketInterest(MonasticOrderSubIndustry.java:295)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.getPa therInterest(MonasticOrderSubIndustry.java:281)
   at indevo.industries.changeling.industry.population.SwitchablePopulation.getPather Interest(SwitchablePopulation.java:246)
   at data.campaign.econ.industries.Boggled_CHAMELEON.getPatherInterest(Boggled_CHAMELEON.java:295)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.getLu ddicPathMarketInterest(MonasticOrderSubIndustry.java:295)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.getPa therInterest(MonasticOrderSubIndustry.java:281)
   at indevo.industries.changeling.industry.population.SwitchablePopulation.getPather Interest(SwitchablePopulation.java:246)
   at data.campaign.econ.industries.Boggled_CHAMELEON.getPatherInterest(Boggled_CHAMELEON.java:295)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.getLu ddicPathMarketInterest(MonasticOrderSubIndustry.java:295)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.getPa therInterest(MonasticOrderSubIndustry.java:281)
   at indevo.industries.changeling.industry.population.SwitchablePopulation.getPather Interest(SwitchablePopulation.java:246)
   at data.campaign.econ.industries.Boggled_CHAMELEON.getPatherInterest(Boggled_CHAMELEON.java:295)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.getLu ddicPathMarketInterest(MonasticOrderSubIndustry.java:295)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.getPa therInterest(MonasticOrderSubIndustry.java:281)
   at indevo.industries.changeling.industry.population.SwitchablePopulation.getPather Interest(SwitchablePopulation.java:246)
   at data.campaign.econ.industries.Boggled_CHAMELEON.getPatherInterest(Boggled_CHAMELEON.java:295)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.getLu ddicPathMarketInterest(MonasticOrderSubIndustry.java:295)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.getPa therInterest(MonasticOrderSubIndustry.java:281)
   at indevo.industries.changeling.industry.population.SwitchablePopulation.getPather Interest(SwitchablePopulation.java:246)
   at data.campaign.econ.industries.Boggled_CHAMELEON.getPatherInterest(Boggled_CHAMELEON.java:295)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.getLu ddicPathMarketInterest(MonasticOrderSubIndustry.java:295)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.getPa therInterest(MonasticOrderSubIndustry.java:281)
   at indevo.industries.changeling.industry.population.SwitchablePopulation.getPather Interest(SwitchablePopulation.java:246)
   at data.campaign.econ.industries.Boggled_CHAMELEON.getPatherInterest(Boggled_CHAMELEON.java:295)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.getLu ddicPathMarketInterest(MonasticOrderSubIndustry.java:295)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.getPa therInterest(MonasticOrderSubIndustry.java:281)
   at indevo.industries.changeling.industry.population.SwitchablePopulation.getPather Interest(SwitchablePopulation.java:246)
   at data.campaign.econ.industries.Boggled_CHAMELEON.getPatherInterest(Boggled_CHAMELEON.java:295)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.getLu ddicPathMarketInterest(MonasticOrderSubIndustry.java:295)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.getPa therInterest(MonasticOrderSubIndustry.java:281)
   at indevo.industries.changeling.industry.population.SwitchablePopulation.getPather Interest(SwitchablePopulation.java:246)
   at data.campaign.econ.industries.Boggled_CHAMELEON.getPatherInterest(Boggled_CHAMELEON.java:295)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.getLu ddicPathMarketInterest(MonasticOrderSubIndustry.java:295)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.getPa therInterest(MonasticOrderSubIndustry.java:281)
   at indevo.industries.changeling.industry.population.SwitchablePopulation.getPather Interest(SwitchablePopulation.java:246)
   at data.campaign.econ.industries.Boggled_CHAMELEON.getPatherInterest(Boggled_CHAMELEON.java:295)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.getLu ddicPathMarketInterest(MonasticOrderSubIndustry.java:295)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.getPa therInterest(MonasticOrderSubIndustry.java:281)
   at indevo.industries.changeling.industry.population.SwitchablePopulation.getPather Interest(SwitchablePopulation.java:246)
   at data.campaign.econ.industries.Boggled_CHAMELEON.getPatherInterest(Boggled_CHAMELEON.java:295)
[close]
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Jang on November 25, 2023, 05:28:02 PM
I'm using the latest hotfix (version 'wisp001') and artillery stations still spawn in new games when Spawn Artillery Stations is set to False and Spawn Chance is set to 0 in LunaSettings.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Excel.exe on November 25, 2023, 07:46:26 PM
I'm using the latest hotfix (version 'wisp001') and artillery stations still spawn in new games when Spawn Artillery Stations is set to False and Spawn Chance is set to 0 in LunaSettings.

yeah changing the Lunalib settings didn't work for me either, I had to do it the old fashioned way and change it in the files from true to false instead
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Wispborne on November 25, 2023, 08:14:52 PM

Hotfix wisp002

- Fixed crash when pet is broken and right-clicking it crashes the game. (did not fix pet getting broken)
- Fixed crash when building TASC Chameleon on Monastic Order.

Did not test anything, wouldn't be able to reproduce the first and no time right now to test the second, gotta head out. Just gonna fling this over the wall and hope.

https://github.com/wispborne/Industrial.Evolution/releases/download/3.3.c-wisp002/Industrial.Evolution.zip

-----------

A week ago I had the bug caused by the monastic order that crashed my game. I got this bit of the log following the crash that I hope helps:

16105080 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
    at com.fs.starfarer.loading.specs.HullVariantSpec.setHullSpec(Unknown Source)
<snip>

This looks like it should be fixed by my hotfix update just above. Lemme know if you're already running that.

I'm getting a different CTD with 3.3c; right-clicking pets in cargo doesn't give a window or dialog, and on reloading a save after right-clicking a pet, I get this.
299082 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.ui.public.show(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.showInteractionDialog(Unknown Source)
   at indevo.industries.petshop.item.PetItemPlugin$1.advance(PetItemPlugin.java:201)
<snip>

Figuring out the root cause is more than I want to do, but I can stop that specific crash. I'll leave notes for SirHartley so he'll know where I applied the band-aid.

Seems to be a crash if TASC's Chameleon building is built on a Monastic order.

Straightforward, albeit dirty, fix - I'll just exclude that building from the pather interest calculation. Might fudge up some numbers but it shouldn't crash!

Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Spoofite on November 29, 2023, 05:26:35 PM
Hi, I just wanted to ask what kinda third industry you guys tend to put on a rural polity? I built Farming and Light Industry cause those seemed to be the "these are what you pick Rural Polity for", but I'm uncertain as to the third? I thought maybe Commerce?
Mining usually.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Spoofite on November 29, 2023, 05:28:16 PM
So i installed a Fusion Lamp on a Hidden Arcology and discovered it gets stuck with a 10% Insufficient Volatiles Hazard malus because it simply won't try to get more than 8 volatiles (there's no shortage, it just has a demand of 8 instead of 10). Is that intentional?
I had the same problem setting it to use the stockpile with a waystation works albeit at the higher upkeep cost.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Spoofite on November 29, 2023, 05:30:07 PM
I'm sure this has already been requested but it'd be really nice if you could take control of a detachment so you could move into a small stealth shuttle for stealthy operations.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Uther Phobos on November 29, 2023, 05:53:20 PM
So i installed a Fusion Lamp on a Hidden Arcology and discovered it gets stuck with a 10% Insufficient Volatiles Hazard malus because it simply won't try to get more than 8 volatiles (there's no shortage, it just has a demand of 8 instead of 10). Is that intentional?
I had the same problem setting it to use the stockpile with a waystation works albeit at the higher upkeep cost.
Well, it resolved itself when the colony got up to 10 production (it was on a Gas giant), but it's still weird.

On the other hand, there's also some weird interactions between volatiles-specialised Mining and Industrial Incentives. The bonus never applies, but sometimes hovering over the volatiles gives a doubled up list of bonuses with varying numbers, and of course it still costs double upkeep.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: lustfull on December 01, 2023, 03:36:19 PM
Bug report : hulldeconstructor and the industry that create ship from forge template(forgot the name)will sometimes add build-in mod from automated command as upgrades. Put automated command hullmod on a ship that is teardown will increase the chance of them appearing in the upgraded duplicate but even with them removed, there is a chance they might appear as upgrade.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Melcyna on December 03, 2023, 08:38:55 AM
Hi, I just wanted to ask what kinda third industry you guys tend to put on a rural polity? I built Farming and Light Industry cause those seemed to be the "these are what you pick Rural Polity for", but I'm uncertain as to the third? I thought maybe Commerce?
Mining usually.
mining is not considered a rural industry though, in fact I have no idea what is... and the penalty is rather hefty
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Spoofite on December 03, 2023, 04:37:30 PM
Hi, I just wanted to ask what kinda third industry you guys tend to put on a rural polity? I built Farming and Light Industry cause those seemed to be the "these are what you pick Rural Polity for", but I'm uncertain as to the third? I thought maybe Commerce?
Mining usually.
mining is not considered a rural industry though, in fact I have no idea what is... and the penalty is rather hefty
Whack. I was just thinking about what's classified as primary industry where I live.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Bangchow on December 04, 2023, 02:30:51 AM
Hi, I just wanted to ask what kinda third industry you guys tend to put on a rural polity? I built Farming and Light Industry cause those seemed to be the "these are what you pick Rural Polity for", but I'm uncertain as to the third? I thought maybe Commerce?
Mining usually.
mining is not considered a rural industry though, in fact I have no idea what is... and the penalty is rather hefty
Whack. I was just thinking about what's classified as primary industry where I live.

Mining should be listed down as Rural; mainly irl agriculture, hunting, forestry, and mining are usually noted to be considered rural industries.

Fishery /Aquaculture is rural, but then you can't get both farms and Fishery on same planet so that point is moot.

On a side note, the mod Ashes of the Domain reworked building industry so farms now have a third tier splint into two specializations and I can both build Artisan and Subsidized farming (idk if it was intended), so along with Consumer(Light) Industry I am able to get 3 rural industries on one planet, further maximizing rural polity utilization.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Uther Phobos on December 04, 2023, 05:36:09 AM
Mining should be listed down as Rural; mainly irl agriculture, hunting, forestry, and mining are usually noted to be considered rural industries.

Fishery /Aquaculture is rural, but then you can't get both farms and Fishery on same planet so that point is moot.

On a side note, the mod Ashes of the Domain reworked building industry so farms now have a third tier splint into two specializations and I can both build Artisan and Subsidized farming (idk if it was intended), so along with Consumer(Light) Industry I am able to get 3 rural industries on one planet, further maximizing rural polity utilization.
I can build both mining and extractive operation on the same planet. I don't think that's supposed to work like that, on top of being rather pointless.

Though i suppose having both normal and final tier mining could serve some purpose.
Title: Re: [0.95.1a] Industrial.Evolution 3.1.c - Campaign content expansion
Post by: TheMuffinOfEvil on December 04, 2023, 07:27:32 AM
Any word on the detached fleets fix?
likely gonna take until the next vanilla update because I desperately need some API hooks that will be available with it to make it stop breaking - sorry!

Is it possible to spawn the watchtowers? I'm currently trying to build a custom system, but i have no idea what the command could be.
one watchtower:
Code
SectorEntityToken t = system.addCustomEntity(Misc.genUID(), faction.getDisplayName() + " Watchtower", "IndEvo_Watchtower", faction.getId(), null);
 t.setOrbit(//Your preferred orbit);

magic method to spawn watchtowers in the default locations like they usually do:
Code
IndEvo_ArtilleryStationPlacer.placeWatchtowers(starsystem, factionID);

console commands:
Code
runcode com.fs.starfarer.api.plugins.derelicts.IndEvo_ArtilleryStationPlacer.placeWatchtowers(Global.getSector().getStarSystem("YOUR_STAR_SYSTEM_NAME"), "FACTION_ID");
       

The faction ID for the normal watchtowers/artillery station is "IndEvo_derelict".

Should this still work currently?

I feel really dumb and I am sorry to bother everyone and ask for help, but I absolutely cannot get this to run and feel like I must be overlooking something.  I get the following error.  I would really appreciate any help or guidance someone could provide.

Thanks,

Compilation failed: org.codehaus.commons.compiler.compileexception: Line1 Column 5: Unknown variable or type "com.fs.starfarer.api.plugins.derelics.indevo_artillerystationplacer"
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Splorf on December 06, 2023, 03:12:14 PM
For me the game is crashing everytime I am clicking on a relay on my second colony.

Code
1024822 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at indevo.industries.relay.industry.MilitaryRelay.addRightAfterDescriptionSection(MilitaryRelay.java:464)
at indevo.industries.relay.industry.MilitaryRelay.createTooltip(MilitaryRelay.java:735)
at com.fs.starfarer.campaign.ui.marketinfo.intnew$1.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
at com.fs.starfarer.ui.O0Oo.oÒ0000(Unknown Source)
at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.int.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.int.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.voidnew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.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(Unknown Source)


Edit: It is already crashing when I mouse over it!
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: lolitsjack on December 10, 2023, 12:28:29 PM
The Tech Locator item guided me a system with nothing in it, no planets, just one ring around a red sun. There were two debris fields with some metals and a few transplutonics, no tech.
I searched the system for 10+min checking every grid square and spamming scan. Nothing.
Did I miss something?
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: TheFrostedTavern on December 10, 2023, 12:54:10 PM
Where are the IDs for the automated shipyards in the files? I am making custom star systems but the ID for this thing is eluding me greatly. Just a file destination for the folder containing it will help greatly.
Title: Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
Post by: Killsode on December 12, 2023, 09:05:28 PM
Oh? Why's that? Not that I have any love for the industry and I almost never build it, but I'm genuinely curious as to why it's cancer from someone way more familiar with the mechanics of how the industries interact than I am.
Three major reasons:

1) Commerce does not come with any gameplay opportunities or requirements.
It is the equivalent of a stat stick, making the numbers go up without furthering emergent gameplay or player choice. Disrupting it does nothing, having it does nothing.

With all other industries you get possible disruptions or deficits from accessibility, damaged trading fleets, fluctuations in other colony output and all the chances and risks that the commodity economy comes with (disrupt another colony for increased market share, intercept traders...). Commerce has nothing of that, it just exists.

2) It reduces your choices instead of increasing them.
Commerce increases the base income of colonies, overtaking the income of most other industries after colony size 5 just with that (if you build no other industry on a low access planet, commerce will still be the optimal choice at size 6 on average). As such, it actively detracts from your choices rather than adding to them, there is just no other option for industry after reaching a certain income, which is just dumb.

3) It compounds existing problems.
Colonies already suffer from removing opportunity from the game by making trading obsolete - why should I go around buy and sell things when my colony is giving me millions every month? Why search for ships and weapons when I can magic them into existence? Commerce compounds this issue to an incredible degree - you suddenly get more than double that money for zero risk. I'd understand if it was a station that triggers invasions on a regular scale, that, if destroyed, temporarily reduces colony size or something, but it's just an invulnerable stat mod without drawbacks.

So what?
The problem with that is that the game lives from being played.
Players are lazy creatures and will always optimize the fun out of any given opportunity if they can, simply because it is convenient.

Take the following example:
I no longer have to go trade -> I no longer encounter critical situations when smuggling -> I no longer lose ships I have to replace due to combat -> I no longer need the money so it stacks up -> I get frustrated because "there is nothing to do" and drop the playthrough.
and that is just one out of a hundred different situations that happen because the primary driving factor of the game is circumvented.

There is a line that I would like to leave my fellow players and modmakers with:
Any and all features of Starsector should lead the player into combat.

That is the single central gameplay driver. Commerce circumvents, disrupts and damages that driver, and is as such, is an active detriment to the game.
Commerce should be removed.

I was diving through my mod settings after finally updating an preparing to start up a new run and found your bit.ly link.
Was wondering, has the new 'hostile activity' system helped at all to alleviate some of these issues in 0.96?
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Rinav on December 15, 2023, 09:33:27 PM
Really enjoying the mod and I have played with it pretty extensively, but I managed to break it somehow.

Spoiler
119779 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod null not found!
java.lang.RuntimeException: Hullmod null not found!
   at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at indevo.industries.derelicts.industry.HullForge.addBuiltInHullmods(HullForge.java:422)
   at indevo.industries.derelicts.industry.HullForge.printShip(HullForge.java:284)
   at indevo.industries.derelicts.industry.HullForge.onNewDay(HullForge.java:159)
   at indevo.utils.timers.TimeTracker.onNewDay(TimeTracker.java:136)
   at indevo.utils.timers.TimeTracker.advance(TimeTracker.java:117)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]

It crashes, when it tries to finish construction of a carrier cruiser, that was already modified several times by the alpha cores in the chain. I can not enter the colony in person or it will crash, but I can shut down the industry remotely to prevent it.

Can I rebuild the hull forge via console commands somehow and are certain modded hullmods or combinations thereof likely to lead to crashing? I have a smaller carrier, that was enhanced much more, due to it failing to acquire a certain essential hullmod, so I am uncertain, what exactly caused this one to crash.

By the way, under "additional information" it mentions, that you should be unable to duplicate a ship more than once, but it is very much possible. Is that not intended?
Also monastic order planets do not seem to be training marines. I tried putting them in both of the default storages.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Drathmar on December 17, 2023, 09:52:08 AM
Getting a crash on some new games, think its related to IE, and it looks like something with artillery specifically, as this is at the end of the log file:

Spoiler
12060779 [Thread-3] INFO  exerelin.plugins.ExerelinModPlugin  - Before game save
12060796 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_KitaryaDarkstar_8978022869460144051...
12060798 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 2
12060798 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 3
12065371 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 4
12065371 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 6
12066486 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 6B
12067313 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Renaming [campaign.xml] to [campaign.xml.bak]
12067313 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Renaming [descriptor.xml] to [descriptor.xml.bak]
12067313 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Renaming [campaign.xml.inprogress] to [campaign.xml]
12067314 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Renaming [descriptor.xml.inprogress] to [descriptor.xml]
12067314 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 7
12067314 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 8
12067314 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
12067416 [Thread-3] INFO  exerelin.plugins.ExerelinModPlugin  - After game save
12067417 [Thread-3] INFO  data.scripts.plugins.loa_awacsordermanager  - loa_awacs_order_manager:105: advance called with null engine
12067418 [Thread-3] INFO  data.scripts.plugins.loa_awacsordermanager  - loa_awacs_order_manager:105: advance called with null engine
12067434 [Thread-3] INFO  data.scripts.plugins.loa_awacsordermanager  - loa_awacs_order_manager:105: advance called with null engine
12069057 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at indevo.industries.artillery.scripts.CampaignAttackScript.getTerrainPlugin(CampaignAttackScript.java:405)
   at indevo.industries.artillery.scripts.CampaignAttackScript.preRemoveActions(CampaignAttackScript.java:389)
   at indevo.industries.artillery.scripts.ArtilleryStationScript.removeStationEntityA ndFleetIfNeeded(ArtilleryStationScript.java:386)
   at indevo.industries.artillery.scripts.ArtilleryStationScript.spawnBrokenStationEn tityIfNeeded(ArtilleryStationScript.java:306)
   at indevo.industries.artillery.scripts.ArtilleryStationScript.setDestroyedWithDest royedActions(ArtilleryStationScript.java:644)
   at indevo.industries.artillery.scripts.ArtilleryStationScript.aliveActions(ArtilleryStationScript.java:202)
   at indevo.industries.artillery.scripts.ArtilleryStationScript.advance(ArtilleryStationScript.java:117)
   at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignPlanet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]

I am currently using IE 3.3.c-wisp001

Any help would be appreciated
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: DeltaPavonis on December 17, 2023, 03:27:28 PM
TL;DR for the bug: IndEvo seems to break DIY Planets' hypershunt construction mechanic by preventing its interaction with blue super/giant stars.

Environment:
Starsector 0.96a-RC10

Industrial Evolution 3.3.c-wisp001
DIY Planets 1.0.20 for 0.96a
Console Commands 2023.5.05
Lazylib 2.8
Magiclib 1.1.3-rc01

Expected result
With all mods noted above enabled, the option, "Consider setting up a hypershunt construction site" should be available when interacting with a blue giant or supergiant star with the Hypershutn Construction Rig in the player's fleet.

Actual result
With all mods noted above enabled, the option, "Consider setting up a hypershunt construction site" is not available.

Steps to reproduce
Part 1: testing with IndEvo disabled.
1.) Start a new game with DIY Planets, Console Commands Lazylib and Magiclib mods enabled.
2.) Use console commands to add a Hypershunt Construction Rig (terraform_hypershunt) to your fleet.
3.) Use console commands to go to a system with a blue giant or blue supergiant star.
4.) Interact with the star.

The option, "Consider setting up a hypershunt construction site" should be available.

Part 2: testing with IndEvo enabled
1.) Start a new game with DIY Planets, IndEvo, Console Commands Lazylib and Magiclib mods enabled.
2.) Use console commands to add a Hypershunt Construction Rig (terraform_hypershunt) to your fleet.
3.) Use console commands to go to a system with a blue giant or blue supergiant star.
4.) Interact with the star.

The option, "Consider setting up a hypershunt construction site" should be available, but is not.
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion bug report
Post by: myth on December 24, 2023, 06:48:13 AM
Hi its my first time posting love the mod so far but there seems to be a problem with corporate government where everytime a planet updates my profits go down which lowers stability and makes my profits go down even more i managed to fix this by disabling and enabling free port where it fixes my profits again because stability effects profits another problem i found was that the lawless subpopulation once removing privateering lowers my colony size even tho im already at 6 meaning i cant even enable hazard pay to stop it :c
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: Vendral on December 25, 2023, 10:30:49 AM
Hello, I seem to have found a bug or simply did not understand something.
I managed to take the Hedge Capital, but the artillery station is still owned by the Hegemony.... so when they went hostile again, it did too.

Is this intended or a bug? Is there anyway to fix this?
I apologize if this has been covered and I simply missed it.
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: SirHartley on December 25, 2023, 01:42:59 PM
(https://i.imgur.com/7k1QAas.png)


SAVE COMPATIBLE WITH 3.3


Download (https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution3.3.d.zip)
Download Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)
Requires LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444.0)

There are currently no known compatibility issues with other mods.
Yes, this means it is compatible with Nexerelin and Terraforming and Station Construction.



Integrated with Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0) and LunaSettings (https://fractalsoftworks.com/forum/index.php?topic=25658.0)
Pairs well with Grand.Colonies (https://fractalsoftworks.com/forum/index.php?topic=20986.0)
as well as Substance.Abuse (https://fractalsoftworks.com/forum/index.php?topic=24378)

An extremely necessary maintenance update that addresses the most pressing, but definitely not all issues that have popped up in the last few months.
My situation remains unstable and finding time to work on the more complex parts of this mod is very hard for me.

Highlights: Normal maps for Graphicslib made by Cieve / Hime! Thank you <3
LunaSettings now actually works and no longer ignores your settings.
Bunch of crashfixes, and some (very simple) QOL.



Change Log
3.3.d
  • General
  • Fixed - Lunasettings now properly work (some settings will STILL ONLY APPLY WITH A NEW GAME, like disabling pets.)
  • Weapons & Ships
  • Added - Graphicslib effects for everything courtesy of Himemi/Cieve (Thank you so much!)
  • Items
  • Adjusted - Special item drops now about 60% less
  • Research Projects
  • Adjusted - Progress displays now use decimal formatting instead of rounding the number
  • Fixed - Research dialogue not recognizing if you have fitting special items in inventory
  • Artillery
  • Fixed - [Wisp] - Crash on new game https://fractalsoftworks.com/forum/index.php?topic=18011.msg411734#msg411734
  • Fixed - Tentatively fixed another Crash on new game https://fractalsoftworks.com/forum/index.php?topic=18011.msg418708#msg418708
  • Military Relays
  • Fixed - Crash when there is no market with a military but a relay exists (???) https://fractalsoftworks.com/forum/index.php?topic=18011.msg418028#msg418028
  • Supercomputer
  • Fixed - Rare crash when built on a modded station without the "station" tag
  • Governments
  • Adjusted - Monastic Order no longer buildable on stations
  • Adjusted - Monastic Order no longer buildable on gas giants
  • Adjusted - Arcologies now suppress extreme Hot and Cold
  • Adjusted - Arcologies can no longer be built on lava planets, gas giants and stations (they are bunker cities...)
  • Fixed - [Wisp] - Monastic Order Crash when picking having no valid ship to pick
  • Fixed - [Wisp] - Monastic Order Ship production message crash
  • Fixed - Weird crash with ship production message that cropped up when updating the mod
  • Fixed - Rural government image change button now properly shows up
  • Pets
  • Fixed - Can no longer duplicate pets by opening the box multiple times
  • Fixed - Now automatically opens the naming dialogue on press, no more manual unpausing
  • Fixed - [Wisp] - Crash when euthanizing a pet while it's in storage
  • Fixed - [Wisp] - Crash when a pet in storage dies
  • Derelict Industries
  • Adjusted - Made spawn weights a bit more balanced, all types should now show up every run
  • Fixed - Ancient Lab now picks commodities from a whitelist (no more PAGSM commodities...)
  • Fixed - Blacklisted RAT alterations from Hull Forge S-Mod Picker
[close]

(https://i.imgur.com/15oHa68.png) (https://ko-fi.com/sirhartley)
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: Shogouki on December 25, 2023, 02:17:04 PM
Awesome!  Thanks SirHartley and have a wonderful Christmas!
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: SpaceDrake on December 25, 2023, 02:23:31 PM
Yep, hope you have a restful and good Christmas, Hartley <3
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: Thaxor on December 25, 2023, 03:57:43 PM
Eh? Getting an error. Fully deleted old 3.3a folder, copied in this one.

Code
230790 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [indevo.utils.ModPlugin]
java.lang.RuntimeException: Error loading [indevo.utils.ModPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.ClassNotFoundException: indevo.utils.ModPlugin
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
at java.lang.ClassLoader.loadClass(ClassLoader.java:351)
... 2 more
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: Nanao-kun on December 25, 2023, 04:32:11 PM
Tried to start a new game and got this error. Maybe LOST_SECTOR was set up to use the minefields from this mod? Not sure if this counts more as a LOST_SECTOR error or a IndEvo error.

Quote
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: org.json.JSONException: JSONObject["Enable_IndEvo_minefields"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["Enable_IndEvo_minefields"] not found.
   at com.fs.starfarer.settings.StarfarerSettings.?00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getBoolean(Unknown Source)
   at scripts.kissa.LOST_SECTOR.nskr_modPlugin.onNewGameAfterTimePassGen(nskr_modPlugin.java:455)
   at scripts.kissa.LOST_SECTOR.nskr_modPlugin.onNewGameAfterTimePass(nskr_modPlugin.java:441)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.public.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.L.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.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.W.super(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)
Caused by: org.json.JSONException: JSONObject["Enable_IndEvo_minefields"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getBoolean(JSONObject.java:422)
   ... 19 more
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: ShogunTrooper on December 25, 2023, 04:49:59 PM
Not sure if it's a bug or something else, but the Supercomputer building burns AI Cores at a rate of 1 per day, rather than them lasting for a while. Even using the Mod Settings or editing the Settings file didn't fix it.
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: Shogouki on December 25, 2023, 05:55:10 PM
Tried to start a new game and got this error. Maybe LOST_SECTOR was set up to use the minefields from this mod? Not sure if this counts more as a LOST_SECTOR error or a IndEvo error.

Quote
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: org.json.JSONException: JSONObject["Enable_IndEvo_minefields"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["Enable_IndEvo_minefields"] not found.
   at com.fs.starfarer.settings.StarfarerSettings.?00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getBoolean(Unknown Source)
   at scripts.kissa.LOST_SECTOR.nskr_modPlugin.onNewGameAfterTimePassGen(nskr_modPlugin.java:455)
   at scripts.kissa.LOST_SECTOR.nskr_modPlugin.onNewGameAfterTimePass(nskr_modPlugin.java:441)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.public.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.L.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.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.W.super(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)
Caused by: org.json.JSONException: JSONObject["Enable_IndEvo_minefields"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getBoolean(JSONObject.java:422)
   ... 19 more

Both mods up to date?
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: myth on December 25, 2023, 10:48:04 PM
Pirate subpopulation still reduces my colony size despite the colony already being size 6
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: IronShovel on December 26, 2023, 01:32:20 PM
Not sure if it's a bug or something else, but the Supercomputer building burns AI Cores at a rate of 1 per day, rather than them lasting for a while. Even using the Mod Settings or editing the Settings file didn't fix it.
Noticed the same issue, supercomputer chewed through tens of cores in a matter of moments.
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: Menos on December 27, 2023, 02:55:58 PM
I was in the process of printing a paragon from a template I found and I get this error :

104895 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at indevo.items.ForgeTemplateItemPlugin.addPrintDefectDMods(ForgeTemplateItemPlugin.java:269)
   at indevo.industries.derelicts.industry.HullForge.printShip(HullForge.java:279)
   at indevo.industries.derelicts.industry.HullForge.onNewDay(HullForge.java:159)
   at indevo.utils.timers.TimeTracker.onNewDay(TimeTracker.java:136)
   at indevo.utils.timers.TimeTracker.advance(TimeTracker.java:117)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

Anything I can do to fix it ?
Title: Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
Post by: synchrotron on December 28, 2023, 01:56:36 PM

- Fixed crash when pet is broken and right-clicking it crashes the game. (did not fix pet getting broken)


This is referring to the bug where you can't right click to bring up the pet assigning window right?
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: Artyom_Dreizehn on December 28, 2023, 02:36:33 PM
There seems to be a problem in regards to the pets section in regards toward pet assigning. I have my only single pet rat in my ship while the others are stuck in their cryoboxes and cant right clicked on them because the game still thinks I haven't assigned my pet?

"Finish assigning your current pet to activate this!"

I tried reloading my older save and it still does this with other kinds of pet I bought, and tried different kinds of pets to different ships. but still couldnt get more than 1 pet.
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: Sinloud on December 29, 2023, 09:24:24 AM
Similar bug - "Finish assigning your current pet to activate this" but you can't finish assigning it, cryochambers don't react to RMB and in the animal center no pets are displayed. Occurs every time when you activate cryochamber with RMB and then hit Esc
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: Birb II on December 31, 2023, 02:19:32 AM
Lovely mod but for some reason it got bugged after several cycles. I can no longer change goverments on any of my colonies and I cant build a commence on my size 6 colony. It has the industry slot but when I start building it it allows me to add items or ai to it mid building, and when it finishes building it it restarts the 90 day proccess saying "90 more days required". And I can build stuff on other planets just not on this for some reason. Im also using grand.colonies but I can add here my whole modlist if that would help.
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: Shogouki on December 31, 2023, 01:33:52 PM
Lovely mod but for some reason it got bugged after several cycles. I can no longer change goverments on any of my colonies and I cant build a commence on my size 6 colony. It has the industry slot but when I start building it it allows me to add items or ai to it mid building, and when it finishes building it it restarts the 90 day proccess saying "90 more days required". And I can build stuff on other planets just not on this for some reason. Im also using grand.colonies but I can add here my whole modlist if that would help.

Were you building another Commerce in the same system?  It was changed to only one per system now.

As for the government types has the colony grown past size 3?  I believe you can't change that after that.
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: Uther Phobos on January 01, 2024, 05:36:22 AM
Lovely mod but for some reason it got bugged after several cycles. I can no longer change goverments on any of my colonies and I cant build a commence on my size 6 colony. It has the industry slot but when I start building it it allows me to add items or ai to it mid building, and when it finishes building it it restarts the 90 day proccess saying "90 more days required". And I can build stuff on other planets just not on this for some reason. Im also using grand.colonies but I can add here my whole modlist if that would help.

Were you building another Commerce in the same system?  It was changed to only one per system now.

As for the government types has the colony grown past size 3?  I believe you can't change that after that.
It should just straight-up not allow you to build a second, though, not make it break when it finishes.
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: Birb II on January 01, 2024, 06:08:01 AM
Lovely mod but for some reason it got bugged after several cycles. I can no longer change goverments on any of my colonies and I cant build a commence on my size 6 colony. It has the industry slot but when I start building it it allows me to add items or ai to it mid building, and when it finishes building it it restarts the 90 day proccess saying "90 more days required". And I can build stuff on other planets just not on this for some reason. Im also using grand.colonies but I can add here my whole modlist if that would help.

Were you building another Commerce in the same system?  It was changed to only one per system now.

As for the government types has the colony grown past size 3?  I believe you can't change that after that.
Thx that would explain the goverment but not the commence tho, cuz its the first i would build in any of my colonies
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: Shogouki on January 01, 2024, 01:16:41 PM
Huh, very strange.
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: vaarelsauce on January 01, 2024, 05:42:39 PM
I'm wondering what the Tree of Life (World Symbol) do? It says "might affect wildlife", but that seems a bit ambiguous imo.
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: RockyDennis on January 01, 2024, 08:33:00 PM
Hey there, I've really enjoyed playing with the mod but this recent update has given me some issues with the addition of the minefields. The error given is: Fatal: org.json.JSONException: JSONObject[Enable_IndEvo_minefields"] not found.
Cause:JSONObject["Enable_IndEvo_minefields"] not found.

If there is anything I need to do on my end please let me know but I've reinstalled to no effect. Thinking some entry needs to be edited, would be much appreciated for some assisstance. Thanks a lot!
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: SONZ-INA on January 02, 2024, 07:00:23 AM
Hi, this is my first time playing since the Governance Types were introduced, i made a colony on a class V planet, a really good one, and since i want as much money as possible (lmao) i've changed it to Corporate Governance. However this in turn instantly made my stability go to 0 resulting in negative income. I've built 3 industries and a lot more buildings to support the growth of the colony which never went in positive, and it resulted in even more negative income since the stability is still 0, so it literally can't go in positive, resulting in the stability remaining at 0 since that's the perk of the governance type. Then after a couple of months the planet rebelled and "died", i couldn't save it even if i cheated in 4k heavy armanents.
I played around with cheats and set the market size to 5 before the rebellion happened (reverted save), this resulted in exponentially more negative income and stability is STILL 0. Changing the governance type to vanilla, it worked as intended (a lot more positive growth and positive income). Am i in the wrong or is this not supposed to happen?
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: Keybindet on January 02, 2024, 08:06:25 AM
Hi, this is my first time playing since the Governance Types were introduced, i made a colony on a class V planet, a really good one, and since i want as much money as possible (lmao) i've changed it to Corporate Governance. However this in turn instantly made my stability go to 0 resulting in negative income. I've built 3 industries and a lot more buildings to support the growth of the colony which never went in positive, and it resulted in even more negative income since the stability is still 0, so it literally can't go in positive, resulting in the stability remaining at 0 since that's the perk of the governance type. Then after a couple of months the planet rebelled and "died", i couldn't save it even if i cheated in 4k heavy armanents.
I played around with cheats and set the market size to 5 before the rebellion happened (reverted save), this resulted in exponentially more negative income and stability is STILL 0. Changing the governance type to vanilla, it worked as intended (a lot more positive growth and positive income). Am i in the wrong or is this not supposed to happen?
It is wery realistic. You can never trust corporation just like in real life they will take your money and screw you over. I think mod author integrated this feature perfectly ;)
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: Birb II on January 02, 2024, 11:03:42 AM
Lovely mod but for some reason it got bugged after several cycles. I can no longer change goverments on any of my colonies and I cant build a commence on my size 6 colony. It has the industry slot but when I start building it it allows me to add items or ai to it mid building, and when it finishes building it it restarts the 90 day proccess saying "90 more days required". And I can build stuff on other planets just not on this for some reason. Im also using grand.colonies but I can add here my whole modlist if that would help.

Were you building another Commerce in the same system?  It was changed to only one per system now.

As for the government types has the colony grown past size 3?  I believe you can't change that after that.
Thx that would explain the goverment but not the commence tho, cuz its the first i would build in any of my colonies
EVERYONE I found the solution to the commence bug, to finish the commence you need to have the original administrator of the planet  when the building would finish, so you can just quickly switch it to the last 3 days and do fine. And since by default the player is the original first administrator of every colony you must reenact yourself as the administrator if the bug happens with you.
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: vorpal+5 on January 03, 2024, 03:02:04 AM
Is it by design or a technical difficulty that a detachment can't be set to return as an escort to our fleet? This would open up a vast number of new possibilities. Deposit stuff somewhere, and return back!
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: SirHartley on January 03, 2024, 01:36:47 PM
anyone getting the issue with pets not being assignable after using them once:

- Download this (https://cdn.discordapp.com/attachments/512356777451323393/1192218229477757018/IndEvo.jar?ex=65a846c0&is=6595d1c0&hm=da64dbb0df41686788a2c99e1eb6bc1899e6e4aa3b9cf981c555157a91d81e87&)
- Download the "Console Commands" mod
- Go to Starsector/mods/Industrial.Evolution/jars
- Replace the indEvo.jar with the one you downloaded
- Start the game and load your save
- Open the console
- paste the following code:
Code
runcode Global.getSector().getMemoryWithoutUpdate().unset("$petBoxActive");
- Press enter
- Done and fixed
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: SirHartley on January 03, 2024, 01:41:45 PM
Is it by design or a technical difficulty that a detachment can't be set to return as an escort to our fleet? This would open up a vast number of new possibilities. Deposit stuff somewhere, and return back!
That's a design limitation. The supply and cargo space mechanics force you to do some inventory management in the sense that you have to choose what to take with you, what to abandon, and when to return to the core worlds, and a courier service would render that meaningless. The current system already toes the line and I'm not super happy with how it is implemented.

That is also the reason there is no option to bring stuff from a colony to you in this mod, even though it would be easy to implement - it would circumvent a core gameplay driver (supply management!). See the last point of here (https://fractalsoftworks.com/forum/index.php?topic=18011.msg388281#msg388281) ("So What?") as to why that is bad!
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: nerodarker on January 03, 2024, 01:46:47 PM
so is there a way to use console commands to spawn in something like relic components for research or any of the new planetary items/upgrades i can't figure out how to do it
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: vagabond1-akallas on January 03, 2024, 03:00:23 PM
Hey there, I've really enjoyed playing with the mod but this recent update has given me some issues with the addition of the minefields. The error given is: Fatal: org.json.JSONException: JSONObject[Enable_IndEvo_minefields"] not found.
Cause:JSONObject["Enable_IndEvo_minefields"] not found.

If there is anything I need to do on my end please let me know but I've reinstalled to no effect. Thinking some entry needs to be edited, would be much appreciated for some assisstance. Thanks a lot!
I am also having this issue. However, it went away the moment I disabled Lost_Sector.
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: Uther Phobos on January 03, 2024, 03:13:01 PM
Hey there, I've really enjoyed playing with the mod but this recent update has given me some issues with the addition of the minefields. The error given is: Fatal: org.json.JSONException: JSONObject[Enable_IndEvo_minefields"] not found.
Cause:JSONObject["Enable_IndEvo_minefields"] not found.

If there is anything I need to do on my end please let me know but I've reinstalled to no effect. Thinking some entry needs to be edited, would be much appreciated for some assisstance. Thanks a lot!
I am also having this issue. However, it went away the moment I disabled Lost_Sector.
Your LOST_SECTOR is outdated.


On an unrelated note, several of the structures from this mod will cause a crash when an ASS Arkoship enters hyperspace, including Relays, Supercomputers and World Symbols. Probably because that causes a colony to be temporarily in Hyperspace.
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: Broryt on January 03, 2024, 05:30:25 PM
I colonized a planet with some domain ruins in it - a rift generator - that I could restore.
I restored it and used said structure. 10/10, blew my mind. Very nice mod.
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: Enceos on January 04, 2024, 11:25:51 PM
Catalytic core doesn't buff the output of specialized refineries, is it intended?
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: vorpal+5 on January 05, 2024, 01:07:37 AM
Is it by design or a technical difficulty that a detachment can't be set to return as an escort to our fleet? This would open up a vast number of new possibilities. Deposit stuff somewhere, and return back!
That's a design limitation. The supply and cargo space mechanics force you to do some inventory management in the sense that you have to choose what to take with you, what to abandon, and when to return to the core worlds, and a courier service would render that meaningless. The current system already toes the line and I'm not super happy with how it is implemented.

That is also the reason there is no option to bring stuff from a colony to you in this mod, even though it would be easy to implement - it would circumvent a core gameplay driver (supply management!). See the last point of here (https://fractalsoftworks.com/forum/index.php?topic=18011.msg388281#msg388281) ("So What?") as to why that is bad!
Read it, thanks, it makes a lot of sense.
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: ParaNautic on January 07, 2024, 06:13:29 PM
Is the offer donating to your Ko-Fi for a pet still up?
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: Captain HUE on January 08, 2024, 03:03:12 AM
I seem to get a CTD when hovering over the Frontier industry (Alpha AI installed) on the colony screen, mod is up to date, however it was happening in 3.3.c.

Running jre 8.362 at the moment, however happened in 8.271.

Last line of Log:

170822 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
   at data.scripts.industry.acs_industry_frontier_protocol.addAlphaCoreDescription(acs_industry_frontier_protocol.java:258)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.addAICoreSection(BaseIndustry.java:1383)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.addInstalledItemsSect ion(BaseIndustry.java:1301)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:1269)
   at com.fs.starfarer.campaign.ui.marketinfo.intnew$1.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.thissuper.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o 0000(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.voidnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.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:750)
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: SirHartley on January 08, 2024, 12:18:49 PM
Is the offer donating to your Ko-Fi for a pet still up?
yeah, it is, though I'll be moving pets to their own mod and bolster it with some content for them in the (semi-) near future.
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: SirHartley on January 08, 2024, 12:19:47 PM
I seem to get a CTD when hovering over the Frontier industry (Alpha AI installed) on the colony screen, mod is up to date, however it was happening in 3.3.c.

Running jre 8.362 at the moment, however happened in 8.271.

Last line of Log:

170822 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
   at data.scripts.industry.acs_industry_frontier_protocol.addAlphaCoreDescription(acs_industry_frontier_protocol.java:258)
that is very nice but since this mod does not contain that industry (and I do not know where it is from) you might have more luck fixing it elsewhere!
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: Lethice on January 12, 2024, 05:20:21 PM
Seem to be unable to use pets anymore? Just says "finish assigning your current pet to activate this!" or am i missing something?
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: AverageZero on January 13, 2024, 06:25:44 AM
anyone getting the issue with pets not being assignable after using them once: [...]

Thank you, that worked fantastically!
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: Lappers on January 14, 2024, 05:48:33 AM
Not sure if this issue is rooted in Nex or IndEvo so I'm gonna post it in both threads.

Random crash that seems to have something to do with the target of an invasion having a minefield. Happens after updating Nex and has happened with both the last and current versions of IndEvo.
Spoiler

Code
1293392 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: exerelin.campaign.intel.groundbattle.plugins.IndEvoMinefieldPlugin.getCondition()Lcom/fs/starfarer/api/campaign/econ/MarketConditionAPI;
java.lang.NoSuchMethodError: exerelin.campaign.intel.groundbattle.plugins.IndEvoMinefieldPlugin.getCondition()Lcom/fs/starfarer/api/campaign/econ/MarketConditionAPI;
at exerelin.campaign.intel.groundbattle.plugins.IndEvoMinefieldPlugin.apply(IndEvoMinefieldPlugin.java:48)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.reapply(GroundBattleIntel.java:796)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.init(GroundBattleIntel.java:292)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:115)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:836)
at exerelin.campaign.ai.action.fleet.OffensiveFleetAction.generate(OffensiveFleetAction.java:47)
at exerelin.campaign.ai.concern.BaseStrategicConcern.initAction(BaseStrategicConcern.java:262)
at exerelin.campaign.ai.concern.BaseStrategicConcern.fireBestAction(BaseStrategicConcern.java:196)
at exerelin.campaign.ai.ExecutiveAIModule.actOnConcerns(ExecutiveAIModule.java:100)
at exerelin.campaign.ai.StrategicAI.update(StrategicAI.java:151)
at exerelin.campaign.ai.StrategicAI.advanceImpl(StrategicAI.java:133)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
[close]
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: Histidine on January 14, 2024, 07:16:06 AM
It's a Nex issue (I've posted details in Nex thread), albeit one that doesn't look like it should be happening.
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: Cel on January 14, 2024, 08:10:28 PM
I've used the fix for pets assignment and can now assign them again, but unfortunately I've lost the clockwork fairy I got from the academy research when I did it. Is there a way to find another one?

Managed to get the fairy by editing the save, but it seems that I can't assign any more pets after assigning one - when I click on the cryochamber, the inventory screen simply closes and the assigning screen doesn't open, and the cage remains usable.

Tried switching ships, switching pets between ships, nothing worked.

Well. Using the script on the previous page again does work, and I managed to put more pets in, hopefully it doesn't break anything else.
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: Enceos on January 15, 2024, 06:59:26 PM
I'm new here. How exactly do I train marines with the Monastic Order government type? Does this feature work?
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: FreedomFighter on January 15, 2024, 10:06:43 PM
I'm new here. How exactly do I train marines with the Monastic Order government type? Does this feature work?

Quote from: SirHartley
marines gain experience while stationed here

It is right there on the first page, mate.
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: Enceos on January 16, 2024, 12:50:46 AM
Quote from: SirHartley
marines gain experience while stationed here
I don't understand the meaning of the word "stationed" in this case. Should the Marines be left in storage? Are the ones in the Resource Stockpile tab getting the training? Should a detachment with marines orbit the planet?
I'm asking because I don't see any numbers change, after many months I get the same zero experience marines. It's either I'm doing something wrong or the feature doesn't work.
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: Maladiktus on January 17, 2024, 11:20:08 AM
Dont know if anyone has been having the same issue with Supercomputers since the new patch but maybe someone knows the solution, my supercomputer keeps eating IA cores every single day, the tooltip says that it only has 0 months remaining. Anyone know a fix for this?

Tx in advance!
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: vorpal+5 on January 18, 2024, 03:20:48 AM
How the Watchtower detection mechanism work exactly? It seems that it bypasses the Sensor algorithm entirely? Meaning that even if going dark, at a range of 3000 from them, you end up being spotted.
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: FreedomFighter on January 18, 2024, 03:33:35 AM
How the Watchtower detection mechanism work exactly? It seems that it bypasses the Sensor algorithm entirely? Meaning that even if going dark, at a range of 3000 from them, you end up being spotted.

Yes. It won't notify any patrol tho. Only the artillery know where you are at and where to aim.
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: vorpal+5 on January 18, 2024, 04:04:08 AM
That's odd, and I'm not sure I appreciate a mechanism that functions differently from the rest. I'll likely not activate it for my next playthrough. I find it jarring when something behaves differently from the expected rules, without plausibility. It's as if I had a module where a ship does not use up fuel when the Cycle number is odd. I have the same feeling here. Watchover completely bypasses the Detection mechanism, which is finely ingrained in the game, just because "it's magic."
That said, the mod author rules supreme and I appreciate greatly his awesome work. Take it as constructive criticism.  ;D
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: FreedomFighter on January 18, 2024, 09:10:15 AM
Else it make said place impossible to sneak in or open fire upon you with your transponder off even if you have a good relationship with them. I'm not too keen of this myself but you have to step aside some realism in order to not make a game/mod too frustrating to play.

If you want to be miserable you could try bother SirHartley enough to make it happen.
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: Enceos on January 18, 2024, 09:35:02 PM
How the Watchtower detection mechanism work exactly? It seems that it bypasses the Sensor algorithm entirely? Meaning that even if going dark, at a range of 3000 from them, you end up being spotted.

You can sneak up on the towers and hack them to prevent them from noticing you.
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: vorpal+5 on January 18, 2024, 09:39:02 PM
I'll try that, thanks.

I think I have a bug, all my fleet was lost except for my 2 tankers, and my space dog should have been lost (he was not onboard the 2 remaining tankers anyway), but I still got a message next month he was starving from lack of food!

EDIT: Next month, reported as dead. So almost not a bug, the food warning was undue though.
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: Cel on January 18, 2024, 10:40:37 PM
Privateer base apparently has a bonus for using alcohol from substance abuse, but how exactly do you make it use it? I've tried putting alcohol on market and in storage, but nothing has changed. Does it need a brewery on the world?
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: vorpal+5 on January 20, 2024, 01:19:41 PM
Finish assigning your current pet to activate this!

I have no other pet. The last one died some months ago in a catastrophic battle.
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: Crazy_Hat_Dave on January 22, 2024, 10:29:22 AM
Dont know if anyone has been having the same issue with Supercomputers since the new patch but maybe someone knows the solution, my supercomputer keeps eating IA cores every single day, the tooltip says that it only has 0 months remaining. Anyone know a fix for this?

Tx in advance!

Ive been getting the same problem.  I have tried changing the Core usage time in the main menu settings and I am still getting the bug.
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: SirHartley on January 22, 2024, 10:37:55 AM
Finish assigning your current pet to activate this!

I have no other pet. The last one died some months ago in a catastrophic battle.
See https://fractalsoftworks.com/forum/index.php?topic=18011.msg420033#msg420033

Dont know if anyone has been having the same issue with Supercomputers since the new patch but maybe someone knows the solution, my supercomputer keeps eating IA cores every single day, the tooltip says that it only has 0 months remaining. Anyone know a fix for this?

Tx in advance!

Ive been getting the same problem.  I have tried changing the Core usage time in the main menu settings and I am still getting the bug.
Remove and rebuild the supercomputer - it's a problem caused by the update. Sorry!
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: Enceos on January 26, 2024, 07:23:08 PM
So I tried experimenting with Corporate Goverment and it seems this type is only viable for planets which can have +30 Population growth without the Hazard Pay. On less habitable planets as soon as the market reaches its maximum size the Hazard Pay gets turned off and the growth can become negative, the market will shrink in a couple of days, then it becomes a swinging pendulum of growth to 6 with Hazard Pay and shrinking to 5.
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: vorpal+5 on January 26, 2024, 10:03:35 PM
Is it intended that even a friendly faction will have its artillery prevent surveying a planet? The completionist in me complains completely!

Corporate: I also moved away very rapidly!
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: FreedomFighter on January 27, 2024, 11:30:42 AM
So I tried experimenting with Corporate Goverment and it seems this type is only viable for planets which can have +30 Population growth without the Hazard Pay. On less habitable planets as soon as the market reaches its maximum size the Hazard Pay gets turned off and the growth can become negative, the market will shrink in a couple of days, then it becomes a swinging pendulum of growth to 6 with Hazard Pay and shrinking to 5.

That happened? Mine stopped any grow/degrow on size 6 even with Corpo.
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: Enceos on January 28, 2024, 10:48:09 AM
Quote
That happened? Mine stopped any grow/degrow on size 6 even with Corpo.

Was it a high-hazard planet? The low-hazard ones with corpo gov are stable for me as well.
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: Tairanos on January 28, 2024, 07:07:44 PM
Got this bug from the quest when i tried to loot the planet after beating a fleet garding it
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: A_Random_Dude on January 29, 2024, 12:59:58 AM
You sure it's from Ind.Evo? First time I hear about it having a quest.
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: Uther Phobos on January 29, 2024, 06:40:56 AM
Got this bug from the quest when i tried to loot the planet after beating a fleet garding it
That's from AotD. It's still a bug as the quest shouldn't be triggering to begin with.
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: Tairanos on January 29, 2024, 07:52:02 AM
Got this bug from the quest when i tried to loot the planet after beating a fleet garding it
That's from AotD. It's still a bug as the quest shouldn't be triggering to begin with.
Tanks, gona ignore the quest then, sorry for posting here.
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: pgamesfood on January 30, 2024, 05:30:10 AM
hi ive been using this mod and have a small colony so far (am still learning lots about starsector and mods) but can i check a few things please :)

how many Ambassadors can i put into an Embassy? and can only 1 be "active" for the Embassy building, and Requisitions Center?


for the "Salvage Yards" (mine are still in the process of being built so apppologies if a lot of this becomes apparent once built and used)..

For the Salvage Yards to generate/salvage 1 Hull, what does that equate to in terms of Salvage Units/Points?
are all wrecks equal? for example, if 1 pirate shuttle gets destroyed, what does 100% SU for it equate to?
if a pirate frigate gets destroyed, what does 100% SU for it equate to?
(im just trying to understand the ratios, because while i can understand that 50% of the SU's get salvaged each month, what generated 1 SU? is it based on the size of the ship, on the cost of the ship etc?)


questions:
1a) are Salvage "units" the same as Salvage "points" and the perceived leftovers / "wrecks"?

1b) after a battle, (with or without the mod that auto-clicks the "Salvage" button), there are still Empty Debris fields there after all salvaging via the button is carried out, (with tiny bits and pieces if you zoom in) :o) and also shows up when pinging the area with a Scanner (but 1 Ping only please vasilly) :oD
you mentioned in the faq that these might be salvage-able too - is this the case now in latest version?

it would be kind of cool if perhapse the following could be made to work in your mod?

step 1) player drags any spare Fighter Bay item, such as a "Drone / Fighter / Bomber" unit from their inventory storage, into the Salvage Yard storage area.
step 2) the mod takes the fighter item, (and locks it for a month so the player cant take it out again)
step 3) every week, the storage area "obtains/generates/salvages" 1 random basic item, like 1 metal, or 1 supplies, 1 fuel etc, (or 4 such items per month)
step 4) this takes place X times a month, where X = the number of (known?) debris fields that exist in the current system. (so 2 debris fields = 8 random items obtained)
step 5) at end of the month, each such Empty Debris field, is removed from the current system.

can something like that be done? (it also helps us use some spare drones that we've been carrying around for when we can buy a large carrier lol :)


2a) when you say "You can gather Salvage Units by destroying ships during combat in the star system" (does this mean that any ship being destroyed in the system via combat triggers it?) for example, what happens if 2 factions which are friendly with me, but hostile to each other, fight each other in my system which has the Salvage Yards built?

2b) when you say "Pirate activity in the system generates a daily flat amount of units", gave you give any more examples?
sometimes i get a pirate fleet which flies in to attack me, does this count as "pirate activity" to give Salvage + bonus if any ships get destroyed?

2c) sometimes i get a small pirate fleet which flies towards me but then tries to flee without any combat, is any pirate fleet entering the system counted as "pirate activity"?

2d) assuming that "flat amount" means that multiple pirate activities do not stack, can i check what is the amount of Salvage that "pirate activity" would/should generate?

sorry for these questions which may have possibly obvious answers but im still fairly new, and all these cool extra ideas and features sound cool :)
(i did play vanilla back in version 0.8 but my old computer was crashing more but now i have a new one so its much better now)
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: Arenji on January 30, 2024, 06:10:13 AM
Happened when a Hegemony inspection fleet went in my system while I had an Iron Shell ambassador in one of my embassies. Long story short once space IRS realized that I will not pay my taxes and will fight to the death, they promptly crashed my game.

Spoiler
java.lang.NullPointerException
   at indevo.industries.embassy.listeners.AmbassadorPersonManager.addAmbassadorToMark et(AmbassadorPersonManager.java:327)
   at indevo.industries.embassy.listeners.AmbassadorPersonManager.returnToHome(AmbassadorPersonManager.java:406)
   at indevo.industries.embassy.listeners.AmbassadorPersonManager.getWarConsequences(AmbassadorPersonManager.java:167)
   at indevo.industries.embassy.listeners.AmbassadorPersonManager.onNewDay(AmbassadorPersonManager.java:102)
   at indevo.utils.timers.TimeTracker.onNewDay(TimeTracker.java:136)
   at indevo.utils.timers.TimeTracker.advance(TimeTracker.java:117)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: FreedomFighter on January 31, 2024, 04:10:25 AM
Oh dang the marine lose all of their exp if put into detachment cargo. So sad.

*quietly typing addmarinexp
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: Strauss_hd on January 31, 2024, 06:06:55 PM
Hi all,
Need help with the pet feature.
I can not open the cage to get the pet. Don't know what went wrong that only this feature i can not use.
Anyone ever had similar issue?

Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: Crazy_Hat_Dave on January 31, 2024, 08:04:20 PM
Has anyone found a work-around for building the hypershunt rig from DiY Planets mod?  I have seen several people say that the dialogue option to build the hypershunt won't appear because of changes the IndEvo makes to star interactions.  Would it be possible to add the dialogue from DiY Planets to IndEvo to resolve the issue?
Title: Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
Post by: FreedomFighter on February 01, 2024, 10:03:02 AM
Has anyone found a work-around for building the hypershunt rig from DiY Planets mod?  I have seen several people say that the dialogue option to build the hypershunt won't appear because of changes the IndEvo makes to star interactions.  Would it be possible to add the dialogue from DiY Planets to IndEvo to resolve the issue?

TASC let you build it through colony project if you want another way around.
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: SirHartley on February 03, 2024, 03:09:59 PM
(https://i.imgur.com/7k1QAas.png)


SAVE COMPATIBLE WITH 3.3


Download (https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution3.3.e.zip)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)
Requires LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444.0)

There are currently no known compatibility issues with other mods.
Yes, this means it is compatible with Nexerelin and Terraforming and Station Construction.



Integrated with Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0) and LunaSettings (https://fractalsoftworks.com/forum/index.php?topic=25658.0)
Pairs well with Grand.Colonies (https://fractalsoftworks.com/forum/index.php?topic=20986.0)
as well as Substance.Abuse (https://fractalsoftworks.com/forum/index.php?topic=24378)



Fixed two crashes, added two pets, updated to 0.97a


Change Log

3.3.e
  • General
  • Adjusted - Updated to 0.97a
  • Pets
  • Added - Terraforming Drone
  • Added - Domain-Era Roomba
  • Fixed - Pet unassignable Bug
  • Supercomputer
  • Fixed - Cross-Mod Crash with Arthrs' Ships
  • World Wonders
  • Fixed - Cross-Mod Crash with Arthrs' Ships
[close]

(https://i.imgur.com/15oHa68.png) (https://ko-fi.com/sirhartley)
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: Kopa on February 04, 2024, 12:18:59 PM
Hi!
I'm getting an error when trying to load a previous save, but loading a four in-game-year younger save where I haven't completed the main quest line yet works perfectly.

Here's a screenshot of the error, and a link to starsector.log:
https://www.icloud.com/iclouddrive/09bWCLKQFDZKtu1_rMbC_8ocg#starsector (https://www.icloud.com/iclouddrive/09bWCLKQFDZKtu1_rMbC_8ocg#starsector)

Screenshot
(https://i.imgur.com/KERwTfQ.png)
[close]

Short log snippet
172615 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 2
172616 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 3
172644 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Spill\Fractal Softworks\Starsector\starsector-core\..\mods\Industrial.Evolution3.3.e]
173219 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
173219 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  -
---- Debugging information ----
cause-exception     : com.thoughtworks.xstream.mapper.CannotResolveClassException
cause-message       : com.fs.starfarer.loading.specs.g
class               : indevo.industries.derelicts.industry.AncientLaboratory
required-type       : indevo.industries.derelicts.industry.AncientLaboratory
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 308198
class[1]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2]            : com.fs.starfarer.campaign.econ.Market
class[3]            : com.fs.starfarer.campaign.CampaignPlanet
class[4]            : com.fs.util.container.repo.ObjectRepository
class[5]            : com.fs.starfarer.campaign.StarSystem
class[6]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[7]            : com.fs.starfarer.campaign.CharacterStats
class[8]            : com.fs.starfarer.rpg.Person
class[9]            : exerelin.campaign.intel.specialforces.SpecialForcesIntel
class[10]           : com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData
class[11]           : com.fs.starfarer.api.impl.campaign.fleets.RouteManager
class[12]           : com.fs.starfarer.campaign.CircularOrbitWithSpin
class[13]           : com.fs.starfarer.campaign.CustomCampaignEntity
class[14]           : com.fs.starfarer.api.impl.campaign.missions.hub.BaseHubMission$ImportanceData
class[15]           : com.fs.starfarer.api.impl.campaign.missions.hub.BaseHubMission$StageData
class[16]           : java.util.LinkedHashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[17]           : com.fs.starfarer.api.impl.campaign.missions.academy.GAAtTheGates
class[18]           : com.fs.starfarer.campaign.rules.Memory
class[19]           : com.fs.starfarer.campaign.CircularOrbit
class[20]           : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent$AvailableOfficer
class[21]           : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent
class[22]           : com.fs.starfarer.campaign.CommDirectoryEntry
class[23]           : com.fs.starfarer.campaign.CommDirectory
class[24]           : java.util.HashMap
class[25]           : exerelin.campaign.ColonyManager
class[26]           : java.util.LinkedHashSet
class[27]           : indevo.industries.salvageyards.industry.SalvageYards
class[28]           : com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation
class[29]           : com.fs.starfarer.loading.specs.FactionProduction
class[30]           : com.fs.starfarer.campaign.Faction
class[31]           : com.fs.starfarer.campaign.econ.Submarket
class[32]           : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[33]           : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[34]           : com.fs.starfarer.campaign.econ.Economy
class[35]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[36]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[37]           : com.fs.starfarer.campaign.Hyperspace
class[38]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.oooO
version             : not available
[close]
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: Ryder on February 06, 2024, 06:16:24 AM
Hello SirHartley

I cant Build Hidden Arcologies
i checked the source code and i found this which seems like the issue:

Code
    
    @Override
    public boolean isAvailableToBuild() {
        return super.isAvailableToBuild() &&
        market.getPrimaryEntity() instanceof PlanetAPI &&  /*has to be planet, ok fine*/
        !market.getPrimaryEntity().hasTag(Tags.GAS_GIANT) &&  /*Can't be a gas giant, ok fine*/
        ((PlanetAPI) market.getPrimaryEntity()).getTypeId().contains("lava");   /*has to be a lava planet ?? this seems to be not correct as per line 112*/

    }


    @Override
    public String getUnavailableReason() {
        if (!(market.getPrimaryEntity() instanceof PlanetAPI)) return "Unavailable on stations";
        if (market.getPrimaryEntity().hasTag(Tags.GAS_GIANT)) return "Unavailable on gas giants";
        if (market.getPrimaryEntity().hasTag(Tags.GAS_GIANT)) return "Can not build a bunker in lava";/*this should be base on typeId().contains("lava")? and not the gas_gaint Tag*/

        return super.getUnavailableReason();
    }


Thank you for your mod.
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: Rasip on February 06, 2024, 09:59:25 PM
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)

MagicLib has moved to a new owner.
https://fractalsoftworks.com/forum/index.php?topic=25868.0

Also, on launch it instantly crashed saying lunalib is required.
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: DarkChaserBR on February 11, 2024, 05:02:33 PM
Code
2573027 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: org.json.JSONException: JSONObject["dryDock"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["dryDock"] not found.
at com.fs.starfarer.settings.StarfarerSettings.Ô00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getBoolean(Unknown Source)
at data.scripts.world.systems.KadurGehennaSystem.generateRequiem(KadurGehennaSystem.java:323)
at data.scripts.world.systems.KadurGehennaSystem.generate(KadurGehennaSystem.java:217)
at data.scripts.world.KadurGen.generate(KadurGen.java:18)
at data.scripts.KadurModPlugin.genKadur(KadurModPlugin.java:241)
at data.scripts.KadurModPlugin.onNewGame(KadurModPlugin.java:133)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.public.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
at com.fs.starfarer.ui.int.processInput(Unknown Source)
at com.fs.starfarer.ui.W.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: org.json.JSONException: JSONObject["dryDock"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getBoolean(JSONObject.java:422)
... 22 more

im getting this erro all the time "JSONObject["dryDock"] not found."
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: Uther Phobos on February 11, 2024, 11:29:27 PM
Code
2573027 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: org.json.JSONException: JSONObject["dryDock"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["dryDock"] not found.
at com.fs.starfarer.settings.StarfarerSettings.Ô00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getBoolean(Unknown Source)
at data.scripts.world.systems.KadurGehennaSystem.generateRequiem(KadurGehennaSystem.java:323)
at data.scripts.world.systems.KadurGehennaSystem.generate(KadurGehennaSystem.java:217)
at data.scripts.world.KadurGen.generate(KadurGen.java:18)
at data.scripts.KadurModPlugin.genKadur(KadurModPlugin.java:241)
at data.scripts.KadurModPlugin.onNewGame(KadurModPlugin.java:133)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.public.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
at com.fs.starfarer.ui.int.processInput(Unknown Source)
at com.fs.starfarer.ui.W.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: org.json.JSONException: JSONObject["dryDock"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getBoolean(JSONObject.java:422)
... 22 more

im getting this erro all the time "JSONObject["dryDock"] not found."
Get the updated .jar from the Kadur Remnant thread.
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: Techerakh on February 11, 2024, 11:43:02 PM
Thanks for the mod!  Having a blast in my playthrough with it so far.


Wondering if there are any plans to add specialization to industry, too.  Loved having a reason to settle extra planets to specialize their mines and refineries, and would love to also have that with industry.  In my current playthrough I have a free port restored space station colony with the privateer base, and would love to be able to turn it's light industry into a drug lab to really sell the pirate theme.
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: CompMakarov on February 13, 2024, 12:39:40 PM
Anyone know how marines getting xp in Monasteries work? Like how much xp do marines actually gain when stationed there and is there a way to change it?
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: drdragoon on February 14, 2024, 07:30:17 PM
My detachment has vanished from "lay in course" and I cannot find it. Is there a way to force-delete the detachment?
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: Penny Royal on February 16, 2024, 09:13:44 AM
Noob here - are the consumables in the same drop table as other rares? I prefer to explore and  I find myself constantly getting consumables I barely use and not getting many of the usual rares like AI cores & colony items with this mod installed (could be another mod but think it's this one, pls advise if im wrong).

Not sure if the drops are just nerfed or not but it feels like they're just replaced by these items. If they are in the same drop table, any way for me to disable it easily or where the option to disable it is located?
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: SirHartley on February 16, 2024, 05:04:14 PM
Wondering if there are any plans to add specialization to industry, too.
Not currently planned due to the janky problems the specializations are causing - maybe after their rework.

Anyone know how marines getting xp in Monasteries work? Like how much xp do marines actually gain when stationed there and is there a way to change it?
is bugged, sorry!

My detachment has vanished from "lay in course" and I cannot find it. Is there a way to force-delete the detachment?
is also bugged, double sorry! open the console via the console command mod, paste the following line:
Code
runcode for (int i = 1, i < 4, i++) {indevo.abilities.splitfleet.mergeDetachment(i);}
and press enter. That'll merge all detachments (and their cargo) back into your fleet.

Noob here - are the consumables in the same drop table as other rares? I prefer to explore and  I find myself constantly getting consumables I barely use and not getting many of the usual rares like AI cores & colony items with this mod installed (could be another mod but think it's this one, pls advise if im wrong).

Not sure if the drops are just nerfed or not but it feels like they're just replaced by these items. If they are in the same drop table, any way for me to disable it easily or where the option to disable it is located?
ALL IndEvo drops are on entirely separate loot tables and are added in addition to the vanilla loot through scripts. Industrial evolution does not affect vanilla loot at all. If you are getting bad drops that's bad luck, not this mod.
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: Raaaain on February 19, 2024, 08:17:17 PM
Have a question, how to i apply pets to my fleet?, I right click the pet item and nothing happens, just boots me out of the cargo screen
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: Matheld on February 23, 2024, 05:28:03 AM
Have a question, how to i apply pets to my fleet?, I right click the pet item and nothing happens, just boots me out of the cargo screen

Don't know why. But for me, quicksaving right after it boots you out of the cargo screen will bring the screen up to name and place the pet.
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: 5ColouredWalker on February 25, 2024, 07:56:06 AM
Howdy, having a issue with Forced Overtime, output is halving correctly but construction times don't appear to be being reduced.
I am running Ashes of the Domain however untouched industries like Patrol HQ's are also unaffected.
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: Matheld on February 26, 2024, 11:46:18 AM
My detachment has vanished from "lay in course" and I cannot find it. Is there a way to force-delete the detachment?
is also bugged, double sorry! open the console via the console command mod, paste the following line:
Code
runcode for (int i = 1, i < 4, i++) {indevo.abilities.splitfleet.mergeDetachment(i);}
and press enter. That'll merge all detachments (and their cargo) back into your fleet.

This code doesn't seem to work for me.

Spoiler
(https://i.gyazo.com/1d605ac8b97d8b91e11d8fef72a8f7e4.png)
[close]
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: Impertinent on February 26, 2024, 12:37:11 PM
Hello !
Thanks for the mod, it's well implemented and really adds a new dimension to the game, in particular regarding exploration gameplay.

Regarding the Detachment ability, I noticed that logistics skills of the character (as Bulk Transport for example) don't apply to the vessels in a detachment. Is it by design ?
One of the consequence is the important reduction in cargo crew and fuel capacity when putting most of the fleet in a detachment to scout around.

I also noticed what I think is a bug : When detaching all of the fleet but one ship, the displayed capacities for cargo, fuel, crew, and the min crew requirement for this one ship are too high.
In my case, when keeping just one afflictor in my main fleet, I get
Cargo capacitiy : 146
Fuel capacity : 475
Crew capacity : 75
Minimum crew requirement : 23

instead of the real values (includes hullmods and character skill)
Cargo capacitiy : 82
Fuel capacity : 120
Crew capacity : 15
Minimum crew requirement : 4.

Thanks again for the mod ! Cheers
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: bankman1234 on February 28, 2024, 02:52:35 AM
Do Centralization bureau work with other modded industry? Mine doesn't.
Specifically the AOTD industry upgrade.
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: terve886 on February 29, 2024, 10:30:16 AM
I have a soft lock problem with the Rampant military core after beating the guard fleet and trying to Salvage the facility and trying to Pick through the Salvage. The error says:
Quote
ClassCastException: class com.fs.starfarer.campaign.fleet.CampaignFleet cannot be cast to class com.fs.starfarer.api.campaign.PlanetAPI (com.fs.campaign.fleet.CampaignFleet and com.fs.starfarer.api.campaign.PlanetAPI are in unnamed module of loader 'app'

Might be related, but I did try to loot the facility right after beating the defenders because my cargo was full and only came back to access it after emptying myself in the closest market.
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: A_Random_Dude on February 29, 2024, 10:46:42 AM
The rampant military core is from Random Assortment of Things, not Ind.Evo
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: GoldenGlory on March 01, 2024, 12:07:12 AM
something i havent seen addressed is the mod settings blurbs, they gave me a chuckle, especially the paragon thing
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: Brainwright on March 01, 2024, 12:41:28 PM
Anyone else have an issue where the transplutonic focused refinery doesn't get the production bonus from the catalytic core?  I story pointed and placed an alpha core to try getting a hypershunt tap in, but the specialization made it worse.
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: 5ColouredWalker on March 01, 2024, 03:56:36 PM
The items say what industry they go in, the upgrades are not that industry.
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: Brainwright on March 01, 2024, 09:25:23 PM
Works just fine for volatile extraction.
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: vesparco on March 02, 2024, 12:01:34 PM
Hi,

I am doing tests with loot pools in my game. I am trying to add "rare_tech:10" and "terraforms_tech:10" (from DIY terraforming) pool drops in pre collapse facilities from Aotd.

I don't know how but when the pool is drawn indEvo items are like 6-8 items of the pool and almost nothing appears from DIY terraforming. Checking the IndEvo pool definition doesn't seem to have any rare_tech definition but then I don't find on the mod where the looteable elements are defined (so I assume is integrated somewhere more obscure).

In any case, is it normal that indEvo loot pools are messed with rare_tech pool?

Thanks in advance
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: SirHartley on March 02, 2024, 12:13:55 PM
Do Centralization bureau work with other modded industry? Mine doesn't.
Specifically the AOTD industry upgrade.
Has to be added to the whitelist under \data\config\indEvo to work, it runs off a whitelist to prevent breaking other mods.

Have a question, how to i apply pets to my fleet?, I right click the pet item and nothing happens, just boots me out of the cargo screen
Appears to also be broken, very sorry. Couldn't replicate that issue yet, but am working on a fix.

Anyone else have an issue where the transplutonic focused refinery doesn't get the production bonus from the catalytic core?  I story pointed and placed an alpha core to try getting a hypershunt tap in, but the specialization made it worse.
Aha! I knew of that one, but it's elusive. Sorry, for now, all I can do is work on fixing it cause there is no workaround. Sometimes it works like it should, and sometimes it refuses to recognize the item.

Hi,

I am doing tests with loot pools in my game. I am trying to add "rare_tech:10" and "terraforms_tech:10" (from DIY terraforming) pool drops in pre collapse facilities from Aotd.

I don't know how but when the pool is drawn indEvo items are like 6-8 items of the pool and almost nothing appears from DIY terraforming. Checking the IndEvo pool definition doesn't seem to have any rare_tech definition but then I don't find on the mod where the looteable elements are defined (so I assume is integrated somewhere more obscure).

In any case, is it normal that indEvo loot pools are messed with rare_tech pool?

Thanks in advance

IndEvo uses scripts to add onto the rare_tech pool. On a technical level, it listens to when loot gets generated, and, after the loot generation is done, checks if the rare_tech and rare_tech_low groups were present, and if they are, it will roll on the ind.evo specific loot tables and add the loot to the output that is displayed. At no point does the mod edit, dilute, change or in any other way influence vanilla drop behaviour.
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: vesparco on March 02, 2024, 02:42:50 PM
Thank you for the fast reply  :). 

I have checked two other looteable locations and the situation persists. 99% of the drops are indEvo elements, with a very few of DIY terraforming and vanilla items. There is plenty abundance of consumables and VPCs on the table so it may be possible that is due to a disparity in probabilities between the original loot table and the added indEvo (in the sense that maybe 1-2 items from vainilla are resultant of rare_tech:10 but the equivalent indEvo generates many more items)?

If so I may have to tune up the values or check somehow if the pool table of DIY is well configured.
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: GoldenGlory on March 02, 2024, 11:31:35 PM
i found something with the pets issue. if you right click the pet, then click off and onto starsector repeatedly it seems to make the right menu come up
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: Cain17 on March 03, 2024, 10:36:27 AM
What should my drop_groups.csv look like when I want to disable VPC's? I've got the parts to stop dropping but now whenever I try to explore ruins on a planet I get an error message that says "RuntimeException: No drop data found for drop group [indEvo_mining_addition], probably an error in drop_groups.csv" and nothing drops.
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: Haka on March 03, 2024, 08:48:43 PM
Any way to make it so that all artillery that spawns is missile artillery?
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: Harik on March 04, 2024, 01:17:50 AM
Not sure if this is intentional or not but I can't build a Super Computer on my Ice Giant. When you're in the industry and structure menu the Super Computer isn't buildable and it thinks my Ice Giant is a Gas Giant.
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: Uther Phobos on March 04, 2024, 08:22:25 AM
Not sure if this is intentional or not but I can't build a Super Computer on my Ice Giant. When you're in the industry and structure menu the Super Computer isn't buildable and it thinks my Ice Giant is a Gas Giant.
Ice Giants are Gas Giants.
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: Harik on March 04, 2024, 08:43:05 PM
Not sure if this is intentional or not but I can't build a Super Computer on my Ice Giant. When you're in the industry and structure menu the Super Computer isn't buildable and it thinks my Ice Giant is a Gas Giant.
Ice Giants are Gas Giants.

Well that explains that then. I just assumed they were a solid ball of Ice :D
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: 123nick on March 05, 2024, 12:58:20 AM
we NEEEED a requisition center rework! of all the colony buildings in the mod, its probably the weakest- for a number of reasons!

1: even in vanilla alone (bar ind evo and its dependencies), which is an unrealistic scenario because theres not a soul who plays starsector with only ind evo, very high importance arms dealers are programmed to sell up to 1000 different types fighters, weapons, and ships. this means every single weapon, ship, and fighter for sale - these are commonly encountered, especially with the right contacts (but even without them you can find these guys via bar event aswell), and dont take up a colony slot, and can get you anything a requisition center can get you

2: if you add in what may be considered as "QOL mods" like stellar networks, with that mod you can check if any market anywhere is selling a weapon you want. this is also easier and less costly than devoting a colony building slot / initial build cost to a requisition center. even if you dont explicitly balance around other mods, the average starsector player who uses ind evo probably uses other mods aswell so its worth taking into account what options theyll have at their disposal

3: if you consider Nex, prism freeport also has a good chance of selling whatever a requisition would sell. and NOBOODY plays with ind evo but not nex.

ergo, i think that, contrary to the boasting and prideful loading tip proclaiming that "no structure is useless", the requisition center is USELESS!

but i wouldnt dare complain without offering a solution:

1: each faction has a unique set of weapons (or even weapon singular) that are ONLY sold at the requisition center. theres a handful of clear candidates in vanilla starsector even - req center with good syndrian diktat relations could sell the kinetic blaster and gigacannon, for example, and perhaps cooperative relations with tri tach could sell a tiny handful of omega weapons (this isnt too far fetched considering nexerelins remnant contact lets you get this weapons aswell and lorewise some descriptions mention tri tach testing them so theyd have them). other vanilla factions might need weapons made for em - however, once this trend is set i am CERTAIN modders would leap upon the bandwagon with GUSTO if it is configurable via config file which factions are tied to whiich weapons, and would make weapons (or perhaps other items - like BPs and special hullmods, or perhaps Immersive Skills -esque skill BPs) only attainable via the requisitions center.

this would ensure the requisitions center finally fills a proper, wholly unique niche

2: weapons sold by the requisiton center are unique in that they cost 1 OP less to mount or smth else that makes em stand out compared to their normally acquired version
this might be hard or impossible from a coding perspective cause how would you keep track of a stack of vulcan cannons that has generic 4 op vulcans and special req center 3 op vulcans? but if its achieved itd work out of the box for all weapons from all mods (bar any 0OP weapons) and wouldnt need any unique content added for it to be useful for each faction, vanilla or modded.

3: just make the req center sell up to 1000 weapons and fighters, like the arms dealer does, and at a much smaller rep threshold, such as 10 or maybe 5,  perhaps even 0, and without markup (or minor markup)
this still arguably doesnt make the req center do anything different than high end market / arms dealer /stel net browse does, but it just makes it the most convenient and efficient choice out of those options for attaining weapons and fighter LPCs- as it should since its a colony building! this is also probably the easiest solution IMHO - and also works out of the box with every mod faction.


Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: dgchessman2 on March 05, 2024, 01:59:39 PM
Have tried going as far as uninstalling and reinstalling to get pets to work, but as many others have mentioned... after your first pet equipped, it says you need to 'finalize' the last pet before you can install a new one.  You can go in and remove the pet with a Pet Center.  But you can't equip another ever again.

Is there some way to help you pin down what/why this is happening?
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: Dynamiteside on March 05, 2024, 06:20:03 PM
Starsector crashes on startup when loading both "Industrial evolution" (3.3e) and "Terraforming and Station Construction" (9.0.4).

{"enabledMods": [
  "IndEvo",
  "lw_lazylib",
  "lunalib",
  "MagicLib",
  "Terraforming & Station Construction"
]}
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: Cain17 on March 06, 2024, 06:10:34 AM
Starsector crashes on startup when loading both "Industrial evolution" (3.3e) and "Terraforming and Station Construction" (9.0.4).

{"enabledMods": [
  "IndEvo",
  "lw_lazylib",
  "lunalib",
  "MagicLib",
  "Terraforming & Station Construction"
]}

I'm using Terraforming & Station Construction version 9.0.2 and it's working fine.
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: Regularity on March 06, 2024, 07:30:55 AM
Darn it, didn't bother checking the patch notes since its my first time playing in a year plus, and missed that the governance choice was permanent. I don't suppose there's any console java code I could run to swap governments, is there? As opposed to having to demolish a fully-developed colony or just be stuck with the default.
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: Matheld on March 07, 2024, 08:35:16 AM
Wonder what the pre-requisite for Hidden Arcologies are.. I never seem to be able to make them anywhere.
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: Haka on March 07, 2024, 03:11:44 PM
Also is the stuff in the "other" folder in the source code, like the "legioNuclearOption" interaction with Thalan's Legio Infernalis WIP stuff or discontinued? Seems like it could be pretty interesting and a realistic way to balance things beyond vanilla. Like this here:

Spoiler
package indevo.other.legioNuclearOption;

import com.fs.starfarer.api.EveryFrameScript;
import com.fs.starfarer.api.Global;

public class WarBreakoutDialogue implements EveryFrameScript {
    private boolean done = false;

    public static void show() {
        Global.getSector().getScripts().add(new WarBreakoutDialogue());
    }

    @Override
    public boolean isDone() {
        return done;
    }

    @Override
    public boolean runWhilePaused() {
        return false;
    }

    @Override
    public void advance(float amount) {
        if (!done) {
            showWarning();
            done = true;
        }
    }

    public void showWarning() {
        StringBuilder weaponsString = new StringBuilder();

        for (String s : NuclearOptionManager.getFittedIllegalWeaponIds()) {
            if (weaponsString.length() > 0) weaponsString.append(", ");
            weaponsString.append(Global.getSettings().getWeaponSpec(s).getWeaponName());
        }

        String message = "You have used nuclear weapons in combat. Other factions will now deploy their own solutions. What have you done?\n\n" +
                "Caused by using: " + weaponsString;

        Global.getSector().getCampaignUI().showMessageDialog(message);
        Global.getSoundPlayer().playUISound("cr_playership_warning", 1, 1);
    }
}
[close]

Also Project Navi still shows up if you turn off pets in lunalib.
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: TomX_PL on March 10, 2024, 01:54:51 AM
I got my planet polluted. Is there a way to remove the pollution without using commands? Pretty new to this mod so wanted to ask ^u^
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: A_Random_Dude on March 10, 2024, 03:53:34 AM
You'd have better luck looking into Terraforming and Station Construction or DIY Planets to remove that. Ind.Evo doesn't do anything about it, only adds industries (well, mostly).
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: Uther Phobos on March 10, 2024, 07:04:12 AM
I got my planet polluted. Is there a way to remove the pollution without using commands? Pretty new to this mod so wanted to ask ^u^
Don't use nanoforges on habitables.
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: Wojmistrz on March 12, 2024, 01:28:44 AM
Hi, I have really weird bug when trying to approach Artillery Station which apparently contained in fleet Exodus_Sinister wing from mod Valhalla Starworks it threw this warning error.

BTW I checked all files from Valhalla Starworks and wing itself works but somehow Industrial Evo trying to "spawn" it marks it as non-existent - also why would there be "[" just before Exodus? no wonder game can't find it since there is no "[" in ID of this wing. Maybe you can provide some insight onto that? Also yes I talked to Valhalla Starworks author and he said it was tested before release and wing works fine - also second person on VS discord confirmed that and after that I spawned this wing myself and it worked like a charm.

Please see attachment since I can't post error here since this forum is OUTDATED by decade and it throws me error....
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: Raaaain on March 12, 2024, 09:16:44 AM
Hi, I have really weird bug when trying to approach Artillery Station which apparently contained in fleet Exodus_Sinister wing from mod Valhalla Starworks it threw this warning error.

BTW I checked all files from Valhalla Starworks and wing itself works but somehow Industrial Evo trying to "spawn" it marks it as non-existent - also why would there be "[" just before Exodus? no wonder game can't find it since there is no "[" in ID of this wing. Maybe you can provide some insight onto that? Also yes I talked to Valhalla Starworks author and he said it was tested before release and wing works fine - also second person on VS discord confirmed that and after that I spawned this wing myself and it worked like a charm.

Please see attachment since I can't post error here since this forum is OUTDATED by decade and it throws me error....

Get a new copy of the mod perhaps?
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: Wojmistrz on March 12, 2024, 12:06:52 PM
Hi, I have really weird bug when trying to approach Artillery Station which apparently contained in fleet Exodus_Sinister wing from mod Valhalla Starworks it threw this warning error.

BTW I checked all files from Valhalla Starworks and wing itself works but somehow Industrial Evo trying to "spawn" it marks it as non-existent - also why would there be "[" just before Exodus? no wonder game can't find it since there is no "[" in ID of this wing. Maybe you can provide some insight onto that? Also yes I talked to Valhalla Starworks author and he said it was tested before release and wing works fine - also second person on VS discord confirmed that and after that I spawned this wing myself and it worked like a charm.

Please see attachment since I can't post error here since this forum is OUTDATED by decade and it throws me error....

Get a new copy of the mod perhaps?

DID IT! twice.... I am not #@%#@ to report before doing some tests or trying to fix it myself first
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: TheMuffinOfEvil on March 12, 2024, 02:30:11 PM
I am not sure if I have found a bug, or if I am doing something wrong.

I found a planet with a self replicating minefield.  I colonized it.  However while the mines no longer damage me, they also do not seem to damage hostile fleets approaching.  I notice they also do not turn green as I fly through them like other ones I have seen.

Am I doing something wrong?

Thanks so much!
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: CV514 on March 12, 2024, 06:26:46 PM
I think this is not working as intended and Galatia Academy shouldn't be in that list at all. Although it sounds surprisingly logical for academicians to have that kind of resource demand, there is no way to actually fulfill it.

{"enabledMods": [
  "IndEvo",
  "lw_lazylib",
  "lunalib",
  "MagicLib",
  "nexerelin"
]}

Spoiler
(https://i.imgur.com/DrAsQM7.png)
[close]
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: Dhuzak_King on March 13, 2024, 01:05:50 AM
Hail SirHartley for this must have mod for colony builders and RP'ers such as myself.

After multiple playtesting I think I managed to pin-point the bug concerning Hidden Arcologies. I found out that you could ONLY build Hidden Arcologies on Lava/Volcanic Planets. This is exactly the reverse of what the description says and therefore must be a bug.

My theory is that the source code to exclude Lava/Volcanic Planets are negated/reversed somehow? (Idk I'm no java programmer by a long shot)

Anyways I love your work great Sir, I prefer to play the economic and trading aspect of the game especially if I RP as this grey area merchant-smuggler who's not hostile to anyone but heavily suspected by everyone ;D

Much Love and Appreciation
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: SKsniper128 on March 13, 2024, 01:09:32 PM
Is there anyway to add the Automated Shipyard to a star with either Console Commands or with Custom Star Systems?

I tried to place it with CSS and the game crashed when I attempted to spin the gatcha.
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: Wojmistrz on March 13, 2024, 02:26:45 PM
Is there anyway to add the Automated Shipyard to a star with either Console Commands or with Custom Star Systems?

I tried to place it with CSS and the game crashed when I attempted to spin the gatcha.

You can't do that with CSS like "AddAutmatedShipyard" since it is not prepared in such way to be added by simple mean, I already talked to SirHartley to implement easy way to add it to a star ;) but it will have to wait :/ So basically it is not possible with Custom Star System and most likely not by Console Command ;)
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: SKsniper128 on March 13, 2024, 02:49:58 PM
You can't do that with CSS like "AddAutmatedShipyard" since it is not prepared in such way to be added by simple mean, I already talked to SirHartley to implement easy way to add it to a star ;) but it will have to wait :/ So basically it is not possible with Custom Star System and most likely not by Console Command ;)

That's unfortunate. I guess I'll just make new universes until it spawns.
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: korvar on March 14, 2024, 11:11:51 AM
I'm trying to figure out how to add a functional railgun station and whatever the default amount of watchtowers are to a custom system. I've managed to figure out how to generate the station but it just sits there not functioning.
Code
SectorEntityToken starsystem_artillery = system.addCustomEntity(com.fs.starfarer.api.util.Misc.genUID(), 
"Artillery Station",
"IndEvo_ArtilleryStation",
"IndEvo_derelict",
null);
starsystem_artillery.setCircularOrbitPointingDown(planet3, 180, 300, 20);
Seen a few replies on how to generate watchtowers from the console but I haven't really seen anything on how to force generate a station and watchtowers at sector creation. Was hoping someone more code literate could help out. Thanks.
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: Vundaex on March 16, 2024, 08:58:33 AM
The page description says MagicLib is required, but it's outdated.
What should we do?
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: robepriority on March 16, 2024, 05:40:24 PM
The page description says MagicLib is required, but it's outdated.
What should we do?

MagicLib is definitely .97 compatible.
Patches aren't ususally version incompatible
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: Brainwright on March 16, 2024, 10:03:45 PM
The page description says MagicLib is required, but it's outdated.
What should we do?

You download the latest version of MagicLib.  Delete the old MagicLib folder in starsector/mods, and then extract magiclib into starsector/mods.
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: zrx1000 on March 22, 2024, 02:03:26 AM
I was wondering why Indevo Ruins are missing from my playthrough, turns out they spawned on the rogue planets in the persean abyss.
Even worse you cannot colonize them making it useless.
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: Raaaain on March 23, 2024, 01:08:58 PM
I was wondering why Indevo Ruins are missing from my playthrough, turns out they spawned on the rogue planets in the persean abyss.
Even worse you cannot colonize them making it useless.
its a bug with indevo, indust ruins are not supposed to spawn on rouge worlds in the abyss
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: Phalamy on March 26, 2024, 09:52:37 AM
Wish the Automated Shipyard had some unique ships to pay out, with how much flare it has.
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: Amoebka on March 26, 2024, 10:08:15 AM
Wish the Automated Shipyard had some unique ships to pay out, with how much flare it has.
It has a 10% chance to spew out a super-automated ship that doesn't require the skill to use.
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: StrielokPL on March 26, 2024, 01:14:12 PM
Soo I've made comeback to Starsector after some time. Installed most used mods by me before aaaand now can't start game.
I think it might be problem with indevo and UAF. Problem occured after installing UAF.
Log attached due to the fact that I have 17 mods installed. Without UAF works just fine.
Log (all errors):
Spoiler
2091430 [Thread-3] ERROR boggled.scripts.BoggledTerraformingProjectEffectFactory$ColonizeAbandonedStation  - ColonizeAbandonedStation colonize_abandoned_station has invalid station construction factory boggled_gatekeeper_station
2091430 [Thread-3] ERROR boggled.scripts.BoggledTerraformingProjectEffectFactory$ColonizeAbandonedStation  - ColonizeAbandonedStation aotd_colonize_abandoned_station has invalid station construction factory boggled_gatekeeper_station
2091441 [Thread-3] ERROR boggled.campaign.econ.boggledTools  - Mod replacement_id terraforming project project_to_be_replaced not found, ignoring

ok lines

2104737 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: Could not initialize class indevo.exploration.minefields.MineBeltTerrainPlugin
java.lang.NoClassDefFoundError: Could not initialize class indevo.exploration.minefields.MineBeltTerrainPlugin
   at indevo.exploration.minefields.conditions.MineFieldCondition.addMineField(MineFieldCondition.java:59)
   at indevo.exploration.stations.DerelictStationPlacer.addArsenalStation(DerelictStationPlacer.java:154)
   at indevo.exploration.stations.DerelictStationPlacer.init(DerelictStationPlacer.java:112)
   at indevo.utils.ModPlugin.onNewGameAfterEconomyLoad(ModPlugin.java:251)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Mod list:
Spoiler
Adjusted sector
better colonies
console commands
fuel siphoning
graphicslib
indevo 3.3.e
larger zoom out
lazylib
lunalib
magiclib
musahi manufactorum
new beginnings
nexelerin
starwars 2020
suitable star systems
TASC
UAF
[close]
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: Brainwright on March 26, 2024, 02:48:22 PM
The start of the log looks like things that aren't Indevo or UAF.  Given your mod list, are you loading an old save?  Looks like you might not have loaded Ashes of the Domain.

And if your save is from before .96, you might not be able to use it.  The crossover from .95 not only changed a lot of campaign items, it also changed how some hullmods are displayed.
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: StrielokPL on March 27, 2024, 11:37:58 AM
The start of the log looks like things that aren't Indevo or UAF.  Given your mod list, are you loading an old save?  Looks like you might not have loaded Ashes of the Domain.

And if your save is from before .96, you might not be able to use it.  The crossover from .95 not only changed a lot of campaign items, it also changed how some hullmods are displayed.
It was new game. TRied turning on and off but didn't worked. Played for 30 minutes with UAF and without IndEvo. Before sleep restarded game with all mods on again. Started new game without any porblems. Don't know what happened.
Buuuut thinking about that error earlier I think I didn't saw any minefields, even befor installing UAF.
Title: Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
Post by: Brainwright on March 27, 2024, 11:59:28 AM
Mmm.  Might want to redownload those mods and reinstall.  Strange behavior like that is usually some indication of file corruption.