Fractal Softworks Forum

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

Title: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
Post by: SirHartley on February 17, 2020, 12:17:57 PM
(https://i.imgur.com/7k1QAas.png)


This update will disable the mod in the launcher
1.8 is not Save Compatible
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)



This mod aims to deepen the colonization aspect of the game via addition of buildings and functionality.
It does not modify any vanilla industries and should not add "better" versions of existing options – instead bringing new features not available anywhere else, to support whatever playstyle you choose.

The buildings added here have very diverse effects - from slowly repairing D-Mods of stored ships at a discount, over assembling automatic raiding fleets targeting your enemies for blueprints, storing officers and changing their personality, to reverse engineering ships, or even shipping cargo between colonies.

You might also come across some surprising things in the more dangerous, unexplored parts of the sector.

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 is safe to add to ongoing games, but not all features will work without a new save - and it will break saves if removed.
Be aware that you will have issues finding some of the items added here if you already explored most of the sector.


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


Features:

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 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.

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 in the solar system. The local planet only needs a patrol HQ – saving you an industry slot.

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.

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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 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.
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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.

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 or pirate activity.

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 export their ship hulls via their own market, and therefore increase production budget by the full ship hull export amount even if installed on the same planet as heavy industry.

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 and metals depending on the available Salvage Points. Ship hulls do not have a base export amount, metals have a base export of 2.

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.

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.

A new colony just appeared in my overview?
That’s how the salvage yards work, and how they can function alongside Heavy Industry. Don’t worry, it doesn’t count towards your colony limit, and you don’t need to assign an administrator.

Do debris fields in my system count?
Nope. Not yet, anyways - maybe in the future.
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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 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.[/li][/list]

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.[/li][/list]

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 two Academies are in Galatia – Ancyra and in Hybrasil – Eochu Bres.
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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 colonies (From any with cargo, to player colonies). Can target specific storage for deliveries (Resupply a Supercomputer, Ships to/from Restoration Docks...), 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.

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.

What is insurance?
The sector is a harsh place, and your shipments might get lost on the way due to attacks by hostile powers. If that happens, it is best to have the shipment insured – so you at least get your money back.

Does insurance always cost the same?
Insurance costs a fraction of the cargo value. Contrary to the cargo transport costs, it does not scale with distance.

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 the colony belong to you? 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? Does the colony have things in storage? Do you have a storage anywhere that could take the stuff that is stored there? Is the faction the planet belongs to not hostile either to you or the Independents? If all of these are yes, it’s a bug, please report it.

My shipment gets delayed all the time?
This happens if the target colony doesn’t meet the requirements for a shipment or nothing is in storage for a recurrent shipment.

I can’t insure my things anymore!
That is entirely your fault. You know what you did. Try being smarter about it next time.

I don’t have any money for shipments?
Costs are billed via Industry Upkeep. If you can’t afford your own shipments, consider removing insurance from them, delaying 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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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. 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.
  • Set the memory key “$deconomics_ambAllowed_factionID” to true.
  • Add your faction id to a whitelist (https://bitbucket.org/SirHartley/deconomics/downloads/embassy_whitelist.csv) in your mod under YourMod\data\config\indEvo\embassy_whitelist.csv
You can also recall all active Ambassadors for your faction, and stop new ones from spawning, by setting the memory key “$deconomics_ambAllowed_factionID” to false at any point in the game.
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Reverse Engineering
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 be blacklisted. 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 hullmod that causes malfunctions, and duplicated ships can no longer be duplicated themselves.

I am asking, on a personal note, please not to go overboard with forbidding stuff 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
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 freeze 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

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

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.

Older versions
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.

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.

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

1.5.g
  • Supercomputer
  • Fixed - Crash when built without a Restoration dock present.

1.5.f
  • Privateer Base
  • Fixed - Rare bug causing infinite exports.

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 bad 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.

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.

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.

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.

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%

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.

1.0.b
  • Disabled debug mode

1.0.a
  • Added Variable Assembler
  • Added Variable Manufactory
  • Added Commodity Forge
  • Added Military Relays
  • Added Centralization Bureau
  • Added Variable Production Chips
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Attribution / Acknowledgement
Anton Juntunen     Paid commission - Icons for Variable industries, Relays, Bureau, Senate, Restoration Docks, Privateer Base, Engineering Hub, Requisitions Centrer, Courier Port and most of the derelict buildings. Check out his stuff (and contact) here: https://www.artstation.com/antonjuntunen
MesoTroniK     Paid commission - Sound Effects.
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.
Discord Folk     Help and Feedback on multiple occasions - thank you!
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(https://upload.wikimedia.org/wikipedia/commons/thumb/f/f1/Cc-by-nc-nd_icon.svg/132px-Cc-by-nc-nd_icon.svg.png) (https://creativecommons.org/licenses/by-nc-nd/2.0/)
Ask before using my code. Do not reuse or modify my images - see attribution!

I very much appreciate feedback or suggestions, for both current and future content.
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%
[close]
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: Mealstrom 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: Agreion 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?

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: Crimson Sky Gaurdian 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: Crimson Sky Gaurdian 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: Crimson Sky Gaurdian 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: Crimson Sky Gaurdian 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: Crimson Sky Gaurdian 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: Crimson Sky Gaurdian 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: Crimson Sky Gaurdian 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: Bulldog 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: Bulldog 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: Crimson Sky Gaurdian 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)
[close]

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)
[close]
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 [email protected] 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 [email protected] 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 [email protected] 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?
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: emleth 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.