(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. |
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. |
(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. |
(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. |
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. |
(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. |
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. |
(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. |
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) [close] |
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. |
(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. |
(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. |
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. |
(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. |
(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. |
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? |
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(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. |
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. |
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. |
(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. |
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 |
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(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. |
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. |
(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. |
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. |
(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. |
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 |
(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. |
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. |
(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. |
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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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! |
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)?
1.1.a |
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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.
1.2.a |
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- 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)
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?
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.
1) Currently - no. Which one would you like to see?
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.
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.
1.3.a |
|
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?
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 outthose 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.
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
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)
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
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:Code24668 [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 :)
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
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).
QuoteSo 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?
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.
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!
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?
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.
1.4.a |
|
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)
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.
Aren't we still hard-capped with 12 structures total built for any colony?IIRC the hard-cap is there due to UI limitations. So unless the mod manages to get around that, I don't think so.
Considering the amount of structures/industries that are possible to build, is there a way to increase that limit via modding?
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.
That sounds like AI core inspection with extra steps?
Exists already, the central intelligence agency from SCY does that.
1.4.b |
|
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.
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.
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.
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.
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
there's so many things to build and so little colonies.
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.
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'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.
What industries does it replace, in your opinion?
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.
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?
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.
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.
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?
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.
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.
294282 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerExceptionI guess it has something to do with the changes to monthly notifications.
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)
1.5.e |
|
Can you detail the edicts and their effects?
This looks very cool! :)
will updating from 1.4b to 1.5f break my saves?
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?
most detailed bug report I have ever seen
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.zipSpoiler1.5.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]
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)
float cost = (((ship.getHullSpec().getBaseValue())*0.5F)*betaCoreBonus);
iNode.upkeep += cost; //Add flat cost to monthly report
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)
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.
The following is the code that calculates cost:Codefloat cost = (((ship.getHullSpec().getBaseValue())*0.5F)*betaCoreBonus);
iNode.upkeep += cost; //Add flat cost to monthly report
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)
1.6.a |
|
Question about Privateer Base.
Do they able to target player-related pirate bases?
Spoiler(https://1187604958.rsc.cdn77.org/data/images/full/212748/that-makes-me-a-saaad-panda.jpg)[close]
Dude, I HAVE NOTHING TO RAID.Spoiler(https://i.imgur.com/TWwubLw.jpg)[close]
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?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?
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)
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.
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?
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
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?
Game files contains this:
..img
But I haven't found any in entire sector. Is it not implemented/removed or a bug?
...crash report
you are just unlucky then!
1.7.a |
|
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)?
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!
where do I retrieve my stored administrators exactly??
the option to retrieve them is not showing anywhere
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:Spoiler555877 [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.
I'm using v1.7b which I believe is the most recent version. Unless I'm confused?
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.
Just wanted to say thanks for making this mod it adds a lot of fun stuff to colony building!
1.7.c |
|
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.
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)
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?
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.
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.
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.
Somewhat of a bug; the privateer base never says the 1/system limit.
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?
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.
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.
Ah good to know, I haven't used it before and it was quite a surprise for me!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.
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
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
Spoiler(https://i.imgur.com/b4lEIhy.jpg)[close]
I guess, this is typo. Should be "80%" instead of "0%".
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
Does the system wide officer bonuses from the academy stack?
Question: is it intended better AI core bonuses does not include lesser AI bonuses?Stranger still with the Salvage Yard, where you need a Beta Core if you don't like D-Mods in your empire.
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.
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.
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.
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.
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.
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.
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)
-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?
It's definitely appearing for me. Are you sure it's on your largest producer planet?
I can't figure out how to build an interstellar array?
EDIT: Because I no update like a smart smart.
-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.
Check the planet with orbital works - it will have the penalty.
-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.It might be a nexerilin invasion fleet, not sure they count as raids.
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.
Any particular reason why archaeology structure doesn’t provide any artifacts for the player specifically, as in, put it in his storage?
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
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'.
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.
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/)
Question: Do the repair docks in NPC stations effectively become 'free ship storage' provided there are no D mods on the stored ship ?
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.
SY get salvage units from hegemony AI inspection even if you are friendly and bribe it.
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.)
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.
The senate is game changer, now i doesn't need to reapply investment, thanks for such great mod!
imagine Spain took a Chinese and a US Ambassador, put them in a room, and went "make your nations like each other."
Yup, I *** that one up. Fixed, thanks for the report. (Lockdown)
What other stability bonus are you talking about?
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.
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?
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 ??
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.
Has anyone tried running this with Archean Order?
I might make a shared storage with the Supercomputer, but I really can't promise anything - sorry!
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.
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!
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.
I'm gonna assume that deleting the academies, while there are some officers and administrators stored inside, will delete those administrators and officers?
"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",
strange bug
I can see the rules packages in the settings here.CodeBut 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."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",
How do I do that? I have a very minor understanding of coding and modding.
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.
I deleted all my military relays. The AI doesn't also seem to use them so its kinda unfair too.
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!
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.
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.
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?
Overwrite means that a blueprint of the same hull size has to be installed into the building like a Nanoforge.
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.
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.
Also due to how strong they are
Because after an in-game month, when I didn't see any reinvestment, I just shut down the edict
decide which 12 buildings I want with all these options.
@SirHartley are you ever ponder about making a "virtual market" option to fit additional structures? Or I've better shut up again? :-X
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.
Capital Designation: Gives the "Regional Capital" condition.
Senate Alpha Core +1 stability bonus kind of redundant.
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
Export Structure
already have 60k of metals in stashes all around the sector.
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.
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.
Nope, that one will be player colony only - don't be lazy, sell your own stuff
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
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.
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.
forcing the player to go after money owed to him does sound engaging.
Mod idea
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?
With the next update, the answer will be:
Yep
Yep
Nope
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.
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.
Academy: Normally only got one, if ever, or use preexisting ones. Most underused Structure by me.
OMG SQUEEE!!!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
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?
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.
Does the end result mean that military base and Patrol HQ will spawn patrols similar to the one with the high command?
it'll still produce just fast pickets.
QuoteDoes 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.Quoteit'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.
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!
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.
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,
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.
Quoteit'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.
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.
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.
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?
TL;DR add an upgradeable version of Privateers base -> Military Operations Center
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.
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.
most fun concept was also the most basic - send a raid, get loot.
Hello Guys
I'm getting this:Any idea what it can be?Spoilerjava.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]
I'm using version 1.7d
Cheers
Regarding to not lawless Privateer Base, I recently suggested (https://fractalsoftworks.com/forum/index.php?topic=18011.msg296597#msg296597) one of the options.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.
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.
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.
Recover administrators button is greyed out
1.8.a |
|
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 <.<I'm pretty sure the hyperspace remnants from Ruthless Sector only spawn around the player.
Prime cause of losses?SpoilerRemnants in hyperspace[close]Spoiler>>VOULGE FLASHBACKS<<[close]
I'm pretty sure the hyperspace remnants from Ruthless Sector only spawn around the player.
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
need some help with Manchester. i have no idea how to counter those shipsWrong thread. That's from Hazard Mining Inc.
1.8.b |
|
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
i meant eh industrial ruins structure still remain even after i restore the them so in the end they take up two slots
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)
Wtf?! I love being pirate now!
Seriously, thanks for the mod :D
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.
"nex_raidBPOnlyUnlearned":false,
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?
Great, I guess your run is over then.
QuoteGreat, 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.
I think it would help if you let us know what you're trying to put in specifically.
QuoteGreat, 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.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.
I think it would help if you let us know what you're trying to put in specifically.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.Image(https://i.gyazo.com/b0887b402f210eea79afd80de9cadfbf.jpg)[close]
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.
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.
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.
Chill dude, your making a bigger deal out of this then it needs to be.QuoteGreat, 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.PSA: you're*
Massive review post
Storage Bug
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.
Rant
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]
Oh sorry didn't know this was english class, *you;,re'rQuoteChill 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:There. Was it really necessary to act like gatekeepers? What a forum dude.SpoilerHere you can show sh!t while signaling to other readers that it's a spoiler. Mysterious.[close]
Some people here don't seem to be fans of the Courier PortPart 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.
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.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.
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)
Thanks for your work, you've made colonies fun again!
Had a crash and the stack trace has "IndEvo" in it, so I'll just post it here.
Thanks for your work, you've made colonies fun again!
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.
Could someone please explain to me what these forge templates I've been finding do?
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.
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.
Just dive into systems with normal warning beacons, you'll come across them sooner or later.
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)
A small observation re: printing things on the giant printer doesn't always apply defects
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.
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.
Got this crash on colonizing a planet with Rift Generator Ruins
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.
1.8.c |
|
;D ;D
The Rift Generator is a super weapon?
Like this?
Combine industries proposal
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 ?
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.
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 ?
: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?
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.: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.
Bug report
Hi. I don't understand how to use forge templates. Please explain or point me where to read on that.
I'd need to know which classes you touched on - but yes, it's possible that's on me.
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.
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;I'll fix it for the next release, thanks for the report.
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.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 your stuff to settings.json (for playstyle) would be appreciated. The spice must flow! xD
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 youNice 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.
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
- 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.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.
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.
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.
Bug:Not my fault, you are running too many mods for your PC specs or have not increased RAM allocation, or both.Spoiler8441122 [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$2.<init>[close]
Bug after trying to remove the building in question: kieka at an Astropolish station.
Station was around large gas planet, whit planetary asteroids, whit plantes (close but close enuf)Spoiler9207912 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error saving game
9207912 [Thread-4] ERROR com.fs.starfarer.campaign.save.CampaignGameManager -
java.lang.StackOverflowError
at java.nio.CharBuffer.arrayOffset(Unknown Source)
at sun.nio.cs.UTF_8.updatePositions(Unknown Source)
at sun.nio.cs.UTF_8$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]
I feel so tired and so broken.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.
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.
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.
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.You figure it out by now? I don't know what went wrong, but SWP does have support already afaik, as should Tahlan.Spoilertahlan_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]
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.You sure? It shouldn't vanish, even if the planet changes faction (invasions ect...).
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? :)
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.
:-\ :-\
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.
.
.
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.
your feeling is flat out wrong, and disabling drop groups is not possible without weird hacks, so the answer stays no.
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.
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.
Stuff
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.