Where do I find this ability? |
Right click your hotbar and assign it to a slot. |
How do I use it? |
You... click the ability? Have you played the game at all? |
How do loadouts work? |
You specify the ships you want in the detachment, assign a cargo (make sure to balance it properly!), set the behaviour and spawn the fleet. The loadout will be saved and you do not have to set it up again, but you can change it at any time. |
What if some ships are no longer in my fleet? |
It will just spawn without them. |
What happens if my fleet runs out of supplies or fuel? |
It will go derelict. This means that it will stay in place and wait until you help it out by either merging it into your own fleet or hand over new supplies or fuel. Check the intel entry for a location. |
What happens if my detachment is attacked? |
It will enter combat and fight as usual. Any ships that are lost during combat will ALWAYS be recoverable as derelicts, along with the cargo and officers! |
Can I lose items if the Detachment gets killed? |
Only the supplies, crew and fuel. Everything else will be recoverable along with the ships. |
Can detachments go into hyperspace? |
Yeah. Just make sure it has enough fuel loaded. |
How does transport work? |
You select a planet to transport to, give the detachment enough fuel and supplies, and send it off. It will head to the planet, deliver the cargo, then store itself in the local storage along with all ships in the detachment. It will not return to you. |
Can Detachments be killed while they are out of sight? |
Detachments that are hiding will not be attacked (it's hiding, after all!), other behaviour modes are fair game - however, hostile fleets are more likely to ignore detachments than not. This is still a game and should be fun, so you are unlikely to lose a detachment while it is out of sight. |
Can I just split off my entire fleet and fly around in a cargo pod? |
TONiGht oN SeCToR GeAR! - No. |
Can I build my own artillery? |
You can reconstruct them by defeating one and then establishing a colony where it was. |
But can I build it wherever I want? |
No. They are OP and break the NPC fleet AI, which is Very Bad when combined with a story line. You can't build them because they invalidate the game on a conceptual level, so please stop asking. |
How do I defeat these? |
Dock with them anywhere, they'll show the relevant dialogue. |
Help, I keep getting killed! |
That is called a skill issue and I can't really help with it. |
(https://i.imgur.com/MYmg7AE.png) | A cartel of ruthless criminal families rule this polity with an iron fist. Petty decisions are made by the local bosses on a whim, and individual fortune can change quicker than credsticks change hands in one of the countless gambling dens. Everything can be made possible by the ever-changing status quo - everything, except personal safety. Places a criminal cartel in power of the planet, decreasing income at high stability, and increasing it at low stability. Collects (in)voluntary "donations" from traders visiting the system. |
(https://i.imgur.com/tRZiG39.png) | The people of this polity live in small, distributed villages instead of central cities. Most commodities are locally sourced, if only out of necessity and the lacking infrastructure. Life is much simpler and less convenient than on planets with equivalent population numbers, yet preferred by many due to the general state of the sector. Disturbing this environment with dirty industry will cause severe protests. Create distributed villages instead of cities, increasing population growth and stability. Farming provides supplies and has increased output. Industrial buildings have increased upkeep and reduce stability, rural buildings increase it instead. |
(https://i.imgur.com/s4lqIM1.png) (https://i.imgur.com/yaoeASk.png) | Burrowed deep below the surface lies a massive network of connected subterran hubs, housing the majority of the population and industry of this planet. The problems usually associated with atmospheric exposure are not present here, the cities protected by rock or water. Yet few people wish to stay in an environment as artificial as this, deprived of their chance to gaze at distant suns and living out their lives in damp, dark, safety. Build a sub-surface arcology to house the population. Negates most surface hazard conditions, increases the defensive capabilites, lower growth and accesibility, and reduces industry output due to the constricted space. |
(https://i.imgur.com/brz40Os.png) | Monastery-cities dot the mountains and plains of this planet, each ruled by a sect with unique alignment and values, in turn creating a shifting political landscape usually seen only with underdeveloped societies. The people living here are hardy, tend to have combat experience, quickly adapt to change and are strict in their values and belief - making them ideal marines. Establish monastic sects to govern the population. Halves positive income and military building upkeep, and prevents any luddic path activity. The stability of this planet can not fall below 3 or exceed 7, the maximum population is limited at size 5, and marines gain experience while stationed here. The many sects sometimes provide free ships as tithes. |
(https://i.imgur.com/SPEX3yz.png) | Massive neon-lit corporate arcologies tower over the slums of the more fortunate, for anyone living under corporate contractorship is considered no better than a slave. Management lives in glitz and glamour, hovercars shooting over gray worker districts as if to remind of what is possible if only you put in enough work. There is no better place to earn money than here - and no better place to lose everything you once stood for. Leave the governance of this planet to local megacorps. This causes stability to depend on income - the more income, the higher the stability. It also increases earnings, limits the time a building can be disrupted, and unlocks all industry slots. However, military installations have massively increased costs, the working conditions cause negative base growth, and the colony can shrink in size. |
How does this work? |
Right-Click the population building and select "change governance", then select your preferred version. The change is immediate. |
Are there limitations? |
A governance can only be selected at population size 3 and will become permanent after 7 days. Some governances only develop their full effects after becoming permanent. |
Can I change the governance after it becomes permanent? |
No. |
The monastic orders give ships, right? How does that work? |
Each month, they generate 2 DP of "budget" and store it, then roll a 30% chance to build any ship in your arsenal that is cheaper than the stored budget. If it doesn't build anything, it'll just roll again next month. This means that you'll get better ships the longer you wait. |
What's the "Hand-built" Hullmod that the ships from the monastery have? |
What it says on the tin. These are hand built, and might be really bad, or really good. It's up to chance what effects the hand-built hullmod has. |
Underworld collects what tithes? What's that mean? |
Underworld extorts fleets visiting your system, making them give you part of their cargo. That share goes into the local storage. |
Why did you even make these? |
Roleplay, mostly. |
(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 or a high Command on one of your colonies in the star system is required to build this. Once completed, the Relay takes the largest fleet size of all planets in the star system that have a Military Relay, and applies part of it to this planet. While there is no other military installation (Patrol HQ, Military Base, High Command) on the planet, the Relay acts as a mini-military base - better than a Patrol HQ, worse than an actual base. It will spawn patrols and have increased build cost and upkeep. Does not require an industry slot. |
How does this work? |
The relay checks which planets are owned by you and get the highest fleet size of any planet with a relay int his star system. It then applies a part of that fleet size to the planet it is built on. |
The relay ignores my 300% fleet size planet!? |
Only in-system planets with a relay are looked at when checking for highest fleet size. Build one over there as well, it's what this structure is for. |
How does the bonus get calculated? |
The applied fleet size is calculated as follows, valid for all planets in a star system: Military base: 20% of highest fleet size applied High command: 35% of highest fleet size applied High command with alpha core: 40% of highest fleet size applied It then applies part of that highest fleet size to all planets with a relay, excluding the planet with the highest fleet size. (This is a flat bonus, so any multipliers you have apply to it – but the total will never exceed the highest total in the network, as the bonus does adjust itself accordingly.) |
Do I need a Military Base/High Command on every planet? |
Nope! You only need one base or high command in the solar system. |
Does it matter on which planet I build the military base/ High Command? |
Nope! The relay looks only for the largest in-system fleet size. The location of the base is not relevant. |
How does this act as a mini-military base? |
It will spawn patrol fleets like a normal patrol HQ, amount scaling with colony and fleet size. If you have sufficient fleet size and a large enough colony, it will be between a base and a patrol HQ in effectiveness. |
Does this mean it replaces all other military? |
Nope! It will be enough for basic defence, but a true military base is still a lot better. It only takes one slot though, instead of 2 (base + relay). |
This is expensive as ***?!? |
It has doubled cost and upkeep while you have no patrol HQ/Military Base/High Command on the same planet, since it spawns fleets instead of them. |
Will it keep spawning fleets when I build a Patrol HQ? |
Nope. Only works as defence while there is no other vanilla defence building present. |
(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 do I build this? |
Upgrade an existing military relay. |
How does this work? |
This works exactly like the Military Relay, but it also looks at planets in other systems that have an Interstellar Relay when looking for the largest fleet size. |
I don't get it. |
You got a star system with a military relay. It has a 300% fleet size planet. You have a second star system with one 150%, and two 30% planets. All of them have Military Relays. Build an Interstellar relay in both star systems, and that 300% planet will count as if it was in the second star system. |
Still don't get it? |
Here is an image to explain (https://i.imgur.com/T4fs1mF.png) [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. |
Does this also work as mini-military base? |
Yes. It is not any better than the relay though - exactly the same values. If you want true defence, you NEED a military base. |
(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 if used as sole source for hulls. Main Exporter for Starship Parts. This industry can increase the production budget even if heavy industry is present on the planet, but requires a steady stream of new wrecks, produced by destroying ships in the star system, by raids, bombings, incursions, pirate activity, or manually feeding weapons to the industrial supply store. It also allows you to move specific D-mods between similar ships, and can produce ships for you outside of your normal production. The Salvage Units you gather by creating wrecks will decay each month. Requires an industry slot, can only have one in the star system. |
Why would I need this? |
The production budget, which allows you to build ships, is determined by the highest ship hull output of a planet. Building, for instance, Modular Fabricators (from Shadowyards) next to heavy industry will not increase it due to the lower output of ModFabs. The Salvage Yards add their output to the existing heavy industry, and therefore increase production budget by the full ship hull export amount even if installed on the same planet. |
I still don't get it. |
(Example) Heavy Industry: Output of 5 ship hulls = Production Budget of 125.000 credits. If you have modular fabricator on the same planet (Output of 3 ship hulls) the production budget stays 125.000 credits (Budget is calculated with the largest planetary export!). If you have salvage yards on the same planet the production budget is increased by 25.000 credits for every ship hull it exports, in addition to the 125.000 provided by the heavy industry (example: Salvage yards: 3 Hulls, Heavy Industry : 5 Hulls, Budget: 200.000). |
But it doesn't export anything other than some metal? |
The salvage yards export ship hulls, components and metals depending on the available Salvage Points. If you are not seeing any ship hull exports, maybe check the export values of your local heavy industry - it adds to them! |
It *** my ship quality! |
In Vanilla Starsector, the faction wide quality is determined by the largest exporter of hulls. Salvage Yards come with a -20 quality penalty if they are the only exporter of hulls on the planet, and if they are the largest hull producer in your faction, the quality will tank. |
So how do I fix that!? |
Reading the tooltip generally helps. Building the yards alongside another hull exorter (Heavy industry, Orbital works, Modular fabricators...) will remove the quality penalty. Alternatively, make sure you have another planet with a higher export than the yards. |
How do I get Salvage Units? |
You can gather Salvage Units by destroying ships during combat in the star system - the larger the destroyed ship, the more salvage units you get. Of course, it also counts if your patrol fleets destroy a hostile fleet, or get themselves destroyed. Raids, Invasions or any other hostile incursion will provide Salvage Units depending on if they failed and how large the hostile fleets were (if you were not present to defend the system). Pirate activity in the system generates a daily flat amount of units. Adding weapons to the industrial Supply Store also generates SU. |
I don't understand Salvage Units decay. |
Salvage Units decay by 50% each month, or 30% if you have a gamma core installed. This means: you have 100 Units this month - next month, you will have 50 Units, or 70 with a gamma core. |
Will metals also be exported like ship hulls even if I have refining with more output? |
No. The parallel export for ship hulls only works to increase production budget, not to make adjacent production possible. |
Do debris fields in my system count? |
Nope. Not yet, anyways - maybe in the future. |
What is the “Industrial Supply Store”? |
The Salvage Yards can pull Weapons to disassemble from this storage. If you place them into that storage, the structure will pull them out of it to use, up to a monthly maximum based on colony size, and convert them into salvage units (which translates into increased exports). Note that this storage is shared with other buildings in this mod, the items you can deposit here are adjusted depending on the local buildings. |
(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 embassy lowered my reputation instead of increasing it!? |
The embassy increases all negative rep changes with the faction by 1.5. Since it only reports a cumulative change at month end, if that negative change is high enough, you might see negative total changes. Example: Embassy base change +10 (total: +10), You got caught smuggling: -10 (-5, total: +5), you insulted a contacts mother: -20 (-10, total: -5), which will cause the embassy to reduce your rep by -5 at month end. |
I didn't do anything and it still gave me a penalty! |
Half of the penalty of the prior month will carry over into the next one if you *** up hard enough (had a net negative change for embassy relations in the prior month), and half of that into the next, and so on, rounded down (-5/-2/-1/0). |
The faction I want to play with is not supported. Will this still work? |
The mod will work, and all faction mods, supported or not, are compatible. "Not supported" just means that Ambassadors will not spawn on planets of the faction, and you can therefore not hire them. Bug the mod authors to give me permission to add them, if you want them to work with this. |
I want to add a faction to the whitelist! |
Go to “Industrial.Evolution\data\config\indEvo\embassy_whitelist.csv” and just add the faction id to the list. It’s dead simple. |
What factions are supported? |
|
(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 |
|
(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. |
How does Administrator training work? |
Select “Administrator Training” from the Academy menu, and choose your Admin. After the required time has passed, the officer will acquire a new skill at level 3 and is moved to storage, where you can pick them up again. |
What are the prerequisites for Admin training? |
The academy can only increase the skills of an Administrator until they have a total of 2 skills (like Vanilla) – the Admin will not be available for selection if he has 2 skills already. |
Officer/Administrator Storage? |
You can store personnel you don’t need at the academy. Stored officers do not count towards your limit and will cost you the same as if they were in your fleet without being assigned. You can retrieve them at any time if you have the capacity. |
The Academy under AI control |
The Academy works exactly the same under foreign faction control – but training and storage will cost a fee, and you cannot access the facilities while hostile to the faction – so be careful who you leave your people with. |
Where are the Academies in the Core worlds? |
The three Academies are in Galatia, Hybrasil – Eochu Bres, and Westenesse - Fikenhild. |
(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 any two planets. Can target specific storage for deliveries (Resupply a Supercomputer, Ships to/from Restoration Docks...), can take from your stockpile and deliver somewhere else, and offers recurrent shipments. Does not require an industry slot. |
How does this work? |
Choose the option “Visit the Courier Port” in the planetary main menu (Or the colony options). Choose origin, destination, cargo and contract options – then confirm to watch your very own shipping fleets do your busywork. |
Can this lose my items somehow? |
Not anymore. With version 3.0.a, the port has been reworked and will no longer lose anything you want to ship, even if the courier fleet or all planets on the contract are gone. |
I can’t find the option? |
The local Courier Port might be disrupted, not finished building, gone for whatever reason, or the colony does not belong to you. Otherwise, you will find it in the planetary main menu. |
How do recurrent shipments work? |
The courier port will try to take the exact amounts of what you specified from storage, and ship them to where you told it to. If you don’t have enough of the target quantity in cargo, it will do a partial shipment – and just ship what it can find. |
Will recurrent shipments always cost the same? |
No – cost for a shipment is calculated before dispatch. If you only have a partial shipment, it will only bill you the partial amounts. |
Can this ship to/from my fleet? |
No. |
I can’t ship to colony XY! |
Does it have a spaceport? Is that spaceport functional? Does it have a place you could possibly store things in? If all of these are yes, it’s a bug, please report it. |
I can’t ship from colony XY! |
Does it have a spaceport? Is that spaceport functional? Do you have a storage anywhere that could take the stuff that is stored there? Is the faction the planet belongs to not hostile to you? If all of these are yes, it’s a bug, please report it. |
My contract got deactivated? |
This happens if there is something wrong with the contract. Check the contract list, it will tell you what the problem is. |
I don’t have any money for shipments? |
Costs are billed via Industry Upkeep. If you can’t afford your own shipments, consider deactivating or cancelling some shipments – otherwise, I hope you like debt. |
Why is this so expensive? |
It’s only expensive if you try shipping large quantities over a long way. No one will want to brave deep hyperspace for you if you don’t pay them properly. You can set up colonies as waystations, as shipping costs scale exponentially with distance. |
(https://i.imgur.com/RRu0aCr.png) (https://i.imgur.com/ahAYPh7.png) (https://i.imgur.com/W4bEwbn.png) (https://i.imgur.com/6SO6lQi.png) (https://i.imgur.com/3xXMjwg.png) (https://i.imgur.com/RZuoQxD.png)(https://i.imgur.com/P207vpm.png) (https://i.imgur.com/dAcWOAK.png) (https://i.imgur.com/kwHlWkx.png) | Humanity has created wonders since the first inception of architecture - be it through scale or meaning. The structures in this group represent such efforts, symbols of will and perseverance in a decaying sector. Causes recent unrest on the planet to decay at a rate of one point per month, and increases the stability of all planets in the system by 1, and increases local growth. These are mostly for flavour - build yourself a palace to commemorate your greatness! Can only have one of the category on the planet. Does not require an industry slot.
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yourModName/data/config/indEvo/
3.3.e |
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3.3.d |
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3.3.c |
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3.3.b |
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3.3.a |
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3.2.b |
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3.2.a |
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3.1.f |
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3.1.e |
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3.1.d |
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3.1.c |
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3.1.a |
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Anton Juntunen | Paid commission - Almost all the artwork for items, buildings and illustrations. Check out his stuff (and contact) here: https://www.artstation.com/antonjuntunen | |
Nia Tahl | A huge amount of fancy weapons for the research projects | |
Wispborne / Wisp | Taking care of this mod while I could not. Thank you! | |
Himemi / Cieve | Contributed all normal maps and configurations for GraphicsLib | |
President Matt Damon | Endless patience helping me with vector math, and script contributions. | |
MesoTroniK | Paid commission - Sound Effects. | |
Harmful Mechanic | Sound Effects for the artillery | |
Rikodu Studios | The Salvage Yards icon is an edited version of concept art owned by Rikodu, used with permission. | |
Alex | Repeatedly helped by answering stupid questions, and making this possible in the first place. | |
Avanitia | Massive amounts of feedback, beta testing, and patience. | |
Baseplate | Multiple extremely in-depth bug reports and beta testing. | |
Discord Folk | Help and Feedback on multiple occasions - thank you! |
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 |
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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 |
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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 |
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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 smart@ss if someome with their first post on this forum asks a simple polite question. "Inb4 spoiling" I think not designing a mod properly and asking how a mechanic of it works in order to have a better experience is totally not a reason to answer like that. But thanks for the "warning", real classy.You seem new, so you probably don't know this, but lots of mods have hidden content that's meant to be discovered. It breathes life into the exploration aspect of the game, and if a modder doesn't want to reveal it in the thread, you're goddamn right he doesn't have to do so.
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 smart@ss if someome with their first post on this forum asks a simple polite question. "Inb4 spoiling" I think not designing a mod properly and asking how a mechanic of it works in order to have a better experience is totally not a reason to answer like that. But thanks for the "warning", real classy.
Chill dude, your making a bigger deal out of this then it needs to be.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.
{"enabledMods": [
"Adjusted Sector",
"sd_advancedHullMods",
"anotherportraitpack",
"anvil_industries",
"raccoonarms",
"timid_admins",
"blackrock_driveyards",
"CWSP",
"Celestial Mount Circle",
"clearCommands",
"CombatAnalytics",
"chatter",
"timid_commissioned_hull_mods",
"lw_console",
"istl_dam",
"diableavionics",
"DisassembleReassemble",
"edshipyard",
"ExLaneUnion",
"fluffships",
"foundation",
"sun_fuel_siphoning",
"HMI",
"gunnyhegexpeditionary",
"HA",
"hte",
"hm_barratry",
"IndEvo",
"Imperium",
"kadur_remnant",
"lw_lazylib",
"ArkLeg",
"logisticsNotifications",
"luddenhance",
"MagicLib",
"Mayasuran Navy",
"missingships",
"more_hullmods",
"sun_new_beginnings",
"nexerelin",
"yunru_pirate_collection",
"portrait",
"roider",
"SCY",
"SEEKER",
"shadow_ships",
"PT_ShipDirectionMarker",
"swp",
"bonomel_skilledup",
"speedUp",
"sun_starship_legends",
"stellics",
"StopGapMeasures",
"timid_supply_forging",
"Sylphon_RnD",
"tahlan",
"Terraforming and Station Construction",
"exalted",
"THI",
"transfer_all_items",
"TS_Coalition",
"underworld",
"US",
"vayrasector",
"vayrashippack",
"vesperon",
"audio_plus",
"shaderLib"
]}
Hm, normal printing defects can be counteracted a bit by the automated repair unit hullmod. They are annoying, but don't render a ship useless.
The core tooltips have been updated to better reflect that the defects are permanent!
Thanks for your feedback! I addressed most of the points you cover in prior posts, so I won't repeat them here.
The stuff works the way it does for multiple reasons, "lore" being the least important.
You are most welcome, and thank you for your polite interaction. It's a breath of fresh air on these forums where even the most simple feedback that isn't fawning admiration results in insults of character and parentage.
If it's not going to change, I really don't see myself using them. None of them are really useful enough to pursue, and when they appear it's more useful to put other things in the slots. Since 3 out of the 4 different options require one-another to work, and the 4th has no major use by itself, why even bother?
Simply put, the blueprints are too easy to find to make forge templates useful if they are making sub-par ships.
It's probably your Internet Provider that have a problem.
I think Restoration docks restores one more d-mod than expected.Yup, fixed, thanks!
I did read the mod faq but im still surprised that my size 7 colony produces only 3 raid fleetsIt's less about how many fleets, and more about how strong they are. You can increase raid strength by increasing the planet fleet size. However - even the largest privateer forces will need some help with massively fortified systems (destroying stations and defence fleets there before they arrive seems to be most effective), but the rewards are worth it.
Any reason why if I add a ship to the the whitelist it's still not able to reverse-engineer it?because I *** it up and only recently noticed - settings points to the wrong whitelist.
Detailed Feedback
and what? Thanks y kill my 2 hours in game =\ OUT - ctrl-alt-del ?
I'd need to know which version of the mod you are on, and a screenshot of your officer menu. You can close a stuck dialogue via console commands in the future - sorry for the problems you are experiencing.SS - 091a New game(+Nexerelin, and nessesery mods) Industrial.Evolution1.8.c =\ (this is the first time I have encountered such a problem in game. And Only Academy problem)
Did you do a clean install? Remove old mod folder before installing new ones.Clean install.. Hm.., mb conflict another mod =\
You can close a stuck dialogue via console commands in the future - sorry for the problems you are experiencing.This induce me to install autosave_mod ;D (at last) But thx, y work is great )
and what? Thanks y kill my 2 hours in game =\ OUT - ctrl-alt-del ?Same problem at me. Clean install too :(
I think another language(In core game files), unofficial localisation
Hi there, this is a great mod, really enjoying the additional depth added by the new industries.
I think I'm encountering a bug. 3 in-game months back I "liberated" Maggie's station in Ounalashka system. A system I think was added by Roider's Union. There was a salvage yard on Maggie's already before I captured it.
I immediately switched ownership over to the independents. However I am continuing to receive the warning icon at the end of each month letting me know the Salvage Yard is below 30% and decaying.
It doesn't really impact my game, it's just a quirky bug(maybe?) that I thought I'd let you know about.
Thanks for the additional depth you are adding to the game, the Academy in particular meets my personal need to hoard good officers that I'll never ever use.
1.9.d |
|
Welp, it's dead. RIP.I'm really sorry, man. IE is a really great mod.
Edit: Not really, but this will take a while.
2.0.a |
|
:P
Good to see version 1.9.
You need to watch a movie and adjust. It's time to go play.
Indulge in board games, or read a book.
8381768 [Thread-3] WARN com.fs.starfarer.campaign.rules.A - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.academyRules.IndEvo_DisplayTrainingStatus: null
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.rulecmd.academyRules.IndEvo_CreatePersonSelectionList.getMarket(IndEvo_CreatePersonSelectionList.java:81)
at com.fs.starfarer.api.impl.campaign.rulecmd.academyRules.IndEvo_DisplayTrainingStatus.execute(IndEvo_DisplayTrainingStatus.java:24)
at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.C.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBest(RuleBasedInteractionDialogPluginImpl.java:177)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionSelected(RuleBasedInteractionDialogPluginImpl.java:210)
at com.fs.starfarer.ui.newui.V$1.super(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
26160520 [Thread-3] WARN com.fs.starfarer.campaign.rules.A - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.salvage.SalvageSpecialInteraction: null
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.IndEvo_ItemChoiceSpecial.init(IndEvo_ItemChoiceSpecial.java:70)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.SalvageSpecialInteraction$SalvageSpecialDialogPlugin.init(SalvageSpecialInteraction.java:57)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.SalvageSpecialInteraction.execute(SalvageSpecialInteraction.java:165)
at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.C.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.C.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBest(RuleBasedInteractionDialogPluginImpl.java:177)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionSelected(RuleBasedInteractionDialogPluginImpl.java:210)
at com.fs.starfarer.ui.newui.V$1.super(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
2.0.a |
|
Are we still soft-capped to the number of structure/industry slots as dictated by the colony management window, as in, after you build more than 12 they don't "fit" in it anymore?Yeah, still capped.
Hi, I might be blind because I've tracked down the Industrial Ruins to this mod but can't see how they work beyond potential teleportation. Do they just add industry options? And for the teleportation, does that mean you can move them to other systems?There are currently 4 things it can resolve to.
Mainly interested because I ran into an otherwise ok system with 5 of them, and I'm wondering whether it's worth settling them for the special industries.
Or just for teleporting them into a good system later.
I found a "rift generator" thingy.Yup! Sorry - I'm changing the spawning so they can't spawn on mirror worlds anymore.
But it says it can't fire because there is stuff in orbit.
I am screwed because planet generated with rift generator + orbital mirrors?
question, can you reverse engineer the battlegroup version of onslaught, and more importantly legion?You can, it's exactly how it is supposed to be used. Legion is also reverse-engineerable if you find all the derelict ones, but be careful - D-Mods will reduce the progress you gain.
and thus replicate them?
Tooltip on the repair docks appears to be borked, tried on both player and ai market to be sure. Used version is 2.0.cWhoops! Thanks for the report! (I wonder how I didn't catch that)Spoiler(https://i.imgur.com/GxkxIZr.png)[close]Edit: It gets even more wild after completion and claims to have repaired all of Tri-TachyonSpoiler(https://i.imgur.com/o6laVVA.png)[close](to be clear the ship's name is ISS Redshift, and it is a hound)Spoiler(https://i.imgur.com/nKyss51.png)[close]
Hello, first thanks for great mod, it adds somany great things to exploration it's whole new level of excitement :)You need another one of the derelict industries, lab isn't the one that makes ships!
Second can someone please give me some hint for ancient lab? I settled on planet with labs on it, got a one time blueprint for Doom cruiser, when I install it in the labs it says something about production cycle, cost ect. But nothing is happening after it. Do I need some other industry like salvage works or maybe basic ship production is enough and then I'll be able to produce it? I don't have either of these yet, it's still early game struggle for money for me :)
Are the Industrial Ruins structures spawned randomly or in fixed order? i.e. I have Ancient Labs on one world, I won't have one on another world unless I colonize multiple worlds to get copies?
If not, are there any hints to gauge what industry is on a planet? I *think* I saw the modifier show up in a different colour but not sure if that was because one was on a barren world and the other was on a toxic world.
609223 [Thread-3] WARN com.fs.starfarer.campaign.rules.A - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.salvage.SalvageSpecialInteraction: null
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.IndEvo_ItemChoiceSpe cial.init(IndEvo_ItemChoiceSpecial.java:62)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.SalvageSpecialInteraction$SalvageSpecialDialogPlugin.init(SalvageSpecialInteraction.java:57)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.SalvageSpecialInteraction.ex ecute(SalvageSpecialInteraction.java:165)
at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.C.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.C.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:177)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:210)
at com.fs.starfarer.ui.newui.V$1.super(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.k.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.V.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
This might just be my luck, but I've received far fewer high-tier AI cores and colony items (e.g. automated drill) when compared to my run before adding this mod.
For comparison, I had maybe ~10 colony items and ~5 alpha-level cores after exploring 1/6th of the map without the mod, compared to one alpha-core I got from whacking a remnant nexus and two colony items with 1/4 of the map explored.
This might just be my luck, but I've received far fewer high-tier AI cores and colony items (e.g. automated drill) when compared to my run before adding this mod.
For comparison, I had maybe ~10 colony items and ~5 alpha-level cores after exploring 1/6th of the map without the mod, compared to one alpha-core I got from whacking a remnant nexus and two colony items with 1/4 of the map explored.
Oh, I haven't gotten to the stage of fiddling with the ruins yet, but can you demolish them for slots? I'll find out myself soon enough but making the knowledge public would be great.Yeah! They can be demolished, but not re-built!
will you ever add special items for the industries this mod adds ?Yes! But this will take some time. I have to commission art, code the effects, make events/quests to get them without murdering the drop tables (because if I straight up added 20 new items, you would never get a vanilla item again.)
Yes, this mod affects the special item drop pools, BUT the total chance to get an item, vanilla or modded, stays the exact same.
To explain:SpoilerThe game has 2 relevant special Item drop groups:
- rare_tech_low
- rare_tech
These have the following drop chances purely for vanilla items:
Without IndEvo:
- rare_tech_low: 1,1%
- rare_tech: 4,3%
With IndEvo:
- rare_tech_low: 0,9%
- rare_tech: 3,3%
However, these are the drop chances to get an IndEvo item from either of these rolls (Added)
- rare_tech_low: 0,2%
- rare_tech: 1%
Notice something? Yup, if you add them up, you get the same numbers as before - thus, you receive the exact same amount of items. (math is heavily rounded to keep it readable)[close]
Might it be that "rare_tech: 3,3%" gets diluted with mod BPs? so the more mods people have, the rarer vanilla industry items become, while IndEvo items have constant 1% droprate?Not possible, the rare_tech drop groups do not have entries for blueprints.
Well, considering this mod does not have terraforming and does not add any of the items that have dropped for you, maybe post in the thread for DIY planets.You're totally right. I'm a dumbass. I've confused two thread i had opened. :-[QuoteMight it be that "rare_tech: 3,3%" gets diluted with mod BPs? so the more mods people have, the rarer vanilla industry items become, while IndEvo items have constant 1% droprate?Not possible, the rare_tech drop groups do not have entries for blueprints.
It's rather obvious that DIY planets is breaking your drop rates.
Oh- Also, not a single IndEvo item dropped for you, so there might be an even larger problem with that other mod.
Okay, to alleviate these concerns -
No, The AI core drop rates are not affected by this mod. They have their own group which is not touched. If you get less than before, that is probably just bad luck, unless another mod changes the numbers!
Yes, this mod affects the special item drop pools, BUT the total chance to get an item, vanilla or modded, stays the exact same.
so got this error ...Thank you so much! I did not know about some of these, they are fixed for the next release.
Is it intentional that you have to have a military base in-system to build a Military Relay to later build an Interstellar Relay? I'm trying to have a central military base and transmit its power through the interwebs, but I need to build a military base somewhere in the system first and that takes quite a lot of time and money :(Yeah, that's intentional. I'll need to think if I want to disable that or do "needs a military base in the faction", since it's currently kinda not useable for its' intended purpose. I'll likely do "needs a base in the system OR a high command in another system".
Edit: Also, the interstellar relay isn't active at all without a military base in the system, oof.
Is it intentional that scavengers tend to create infinite loops fighting each other over the scraps of their previous battles?While I feel honoured that you confuse a Nexerelin with my mod, it's still a Nexerelin feature :P
In more than one game, almost vanilla, nexerelin, etc... I noticed while exploring distant systems that sometimes I would run into 3, 4 different scavenger fleets, that would fight, leave a ton of hulls, attract more scavengers, that would fight, leave more ton of hulls...
So i know that it probably is OP but, would it be possible to add settings so that i do not need a blueprint to make a blueprint of something? usually when I want a paragon the thing is that I have no other blueprints, else i would be using other ships. also, was the bug of lacking resources for the variable assemblies fixed? because i remember using it but it always staying on lack of resources supplied, thus always outputting less than it should(probably because of the -30 ramp up thing not being removed).Firt one - nope, that'd need too much rework on the code to be worth it. I consider it balanced, if you don't have enough blueprints, you could try building a privateer base - they usually bring some home!
oh and another thing, would it be possible to make the industrial ruins(or something) into a planetary feature like "forge ruins" or something like that after settling, because having a building slot taken up when the slots are already limited is...well... I wanna rebuild it when needed
else love the mod, will use it in the next playtrough with nexerelin! i wonder how effective raids are, considering the new stuff...
The same thing happened to me, but instead it was the event where you would find some survey data items.I sincerely apologize for that, it's fixed in the next version.
right im not great at the coding part lmao what is the line to add?
addcondition indevo_ruinscondition
market.addcondition("indevo_ruinscondition");
so for example i did add unknownskies floating continent condition but it says it cant find it as a condition IE mod A cant interact with mod B so what lines do i add for mod A to see mod Bs conditions as well
US_floating
2.1.a |
|
Oh heck yes, thanks so much for the update!last version had a severe issue that could lock you out of being able to progress on the main quest. I recommend updating.
I had a quick question, I'm 15+ hours in my current run with your previous version, and I've had no problems and haven't colonized anything yet or used Ambassadors and haven't done any story stuff. Do you think I can get away with updating or should I just start a new save? Thanks so much for such a cool mod!
That's a pure Nex crash, I can't do anything there and have nothimg to do with it.
I'm assuming this one will be a new one to you, or maybe not, probably not. I just picked up an enigma ship that is labeled as ???? which I assume is from another mod, perfectly fine and normal to me. Kicker is that is has 7 D-mods which wouldn't in all honesty even be that much of an issue, I genuinely don't mind it too much. I recalled that this mod exists however so I went to drop it off at Ilm and I've found an issue. It considers it to have no D mods. I assume that somewhere in the codes it limits this to 4 D mods considering base vanilla, Though I have seen my fair share of other mods adding in ships that are absolutely loaded with 6 to 8 D mods so I was wondering if there's anything in between I could do about it. if not that is fine and I could sell my soul off after I make enough money for the repairs but I wanted to ask here before I do the classic restoration.Have you tried the field repairs skill? OFC, it may target other ships first.
Is it intentional that you have to have a military base in-system to build a Military Relay to later build an Interstellar Relay? I'm trying to have a central military base and transmit its power through the interwebs, but I need to build a military base somewhere in the system first and that takes quite a lot of time and money :(Yeah, that's intentional. I'll need to think if I want to disable that or do "needs a military base in the faction", since it's currently kinda not useable for its' intended purpose. I'll likely do "needs a base in the system OR a high command in another system".
Edit: Also, the interstellar relay isn't active at all without a military base in the system, oof.
I'm assuming this one will be a new one to you, or maybe not, probably not..Not a new one, but something I have to adress anyway. Thanks for mentioning it.
Relay suggestionCheck the changelog of the last version ;)
3286603 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error loading
3286603 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Failed calling method
---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.NullPointerException
cause-message : null
method : com.fs.starfarer.campaign.econ.PlanetConditionMarket.readResolve()
class : com.fs.starfarer.campaign.econ.PlanetConditionMarket
required-type : com.fs.starfarer.campaign.econ.PlanetConditionMarket
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 605172
class[1] : com.fs.starfarer.campaign.CampaignPlanet
class[2] : java.util.ArrayList
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[3] : com.fs.util.container.repo.ObjectRepository
class[4] : com.fs.starfarer.campaign.StarSystem
class[5] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[6] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[7] : com.fs.starfarer.campaign.Hyperspace
class[8] : com.fs.starfarer.campaign.CampaignEngine
converter-type[2] : com.fs.starfarer.campaign.save.I
version : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Failed calling method
---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.NullPointerException
cause-message : null
method : com.fs.starfarer.campaign.econ.PlanetConditionMarket.readResolve()
class : com.fs.starfarer.campaign.econ.PlanetConditionMarket
required-type : com.fs.starfarer.campaign.econ.PlanetConditionMarket
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 605172
class[1] : com.fs.starfarer.campaign.CampaignPlanet
class[2] : java.util.ArrayList
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[3] : com.fs.util.container.repo.ObjectRepository
class[4] : com.fs.starfarer.campaign.StarSystem
class[5] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[6] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[7] : com.fs.starfarer.campaign.Hyperspace
class[8] : com.fs.starfarer.campaign.CampaignEngine
converter-type[2] : com.fs.starfarer.campaign.save.I
version : not available
33192 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 3
34344 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RuinsCondition - Chance for IndEvo_ResLab at 1.4
34344 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RuinsCondition - Chance for IndEvo_HullDecon at 1.1
34345 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RuinsCondition - Chance for IndEvo_RiftGen at 0.6
34345 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RuinsCondition - Chance for IndEvo_HullForge at 1.2
34348 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error loading
34348 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Failed calling method
---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.NullPointerException
cause-message : null
method : com.fs.starfarer.campaign.econ.PlanetConditionMarket.readResolve()
class : com.fs.starfarer.campaign.econ.PlanetConditionMarket
required-type : com.fs.starfarer.campaign.econ.PlanetConditionMarket
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 188266
class[1] : com.fs.starfarer.campaign.CampaignPlanet
class[2] : java.util.ArrayList
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[3] : com.fs.util.container.repo.ObjectRepository
class[4] : com.fs.starfarer.campaign.StarSystem
class[5] : com.fs.starfarer.api.impl.campaign.procgen.Constellation
class[6] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[7] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[8] : com.fs.starfarer.campaign.Hyperspace
class[9] : com.fs.starfarer.campaign.CampaignEngine
converter-type[2] : com.fs.starfarer.campaign.save.I
version : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Failed calling method
---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.NullPointerException
cause-message : null
method : com.fs.starfarer.campaign.econ.PlanetConditionMarket.readResolve()
class : com.fs.starfarer.campaign.econ.PlanetConditionMarket
required-type : com.fs.starfarer.campaign.econ.PlanetConditionMarket
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 188266
class[1] : com.fs.starfarer.campaign.CampaignPlanet
class[2] : java.util.ArrayList
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[3] : com.fs.util.container.repo.ObjectRepository
class[4] : com.fs.starfarer.campaign.StarSystem
class[5] : com.fs.starfarer.api.impl.campaign.procgen.Constellation
class[6] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[7] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[8] : com.fs.starfarer.campaign.Hyperspace
class[9] : com.fs.starfarer.campaign.CampaignEngine
converter-type[2] : com.fs.starfarer.campaign.save.I
version : not available
-------------------------------
at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:82)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:282)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.readItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentElementToCollection(CollectionConverter.java:98)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:91)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:85)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.readItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentElementToCollection(CollectionConverter.java:98)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:91)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:85)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.readItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentElementToCollection(CollectionConverter.java:98)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:91)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:85)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.core.TreeUnmarshaller.start(TreeUnmarshaller.java:134)
at com.thoughtworks.xstream.core.AbstractTreeMarshallingStrategy.unmarshal(AbstractTreeMarshallingStrategy.java:32)
at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1486)
at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1466)
at com.thoughtworks.xstream.XStream.fromXML(XStream.java:1346)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NullPointerException
at com.fs.starfarer.campaign.BaseLocation.getAllEntities(Unknown Source)
at com.fs.starfarer.api.plugins.addOrRemovePlugins.IndEvo_PlanetMovingScript.getEntitiesWithOrbitTarget(IndEvo_PlanetMovingScript.java:201)
at com.fs.starfarer.api.IndEvo_IndustryHelper.planetHasRings(IndEvo_IndustryHelper.java:348)
at com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RuinsCondition.setUpgradeSpec(IndEvo_RuinsCondition.java:167)
at com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RuinsCondition.apply(IndEvo_RuinsCondition.java:31)
at com.fs.starfarer.campaign.econ.PlanetConditionMarket.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.PlanetConditionMarket.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.PlanetConditionMarket.readResolve(Unknown Source)
at sun.reflect.GeneratedMethodAccessor26.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:78)
... 112 more
34349 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 11
34349 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 12
34351 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
I think you're misunderstanding- we're not talking about previously made saves.
It's breaking newly made games; I wipe my saves and start new every time I update mods. :)
Saves made with 2.0.c load correctly for me. Should I create a new game anyway ?
I didn't build any colony buildings as I started my game a few hours ago.
No issues with starting or loading saves on 2.1a for me, playing with Nexerelin and a number of other mods. Whatever is causing the crash for others is likely related to some mod or other, so it may be good to post full mod lists for players who have the crash to find the source.
And all the praise to SirHartley for making the one mod that turns colonies from a boring side-job to a fun game of its own. I cannot even imagine the work that must go into making all of its features work so tightly with everything else in the game.
324501 [Thread-3] INFO exerelin.plugins.ExerelinModPlugin - Before game save
324502 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Saving to ..\\saves/save_dfghjk_7600770850365553843...
324502 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Saving stage 2
324502 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Saving stage 3
325498 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Saving stage 4
325498 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Saving stage 6
325730 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Saving stage 6B
325732 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Renaming [campaign.xml] to [campaign.xml.bak]
325732 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Renaming [descriptor.xml] to [descriptor.xml.bak]
325732 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Renaming [campaign.xml.inprogress] to [campaign.xml]
325733 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Renaming [descriptor.xml.inprogress] to [descriptor.xml]
325733 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Saving stage 7
325733 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Saving stage 8
325733 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished saving
325754 [Thread-3] INFO exerelin.plugins.ExerelinModPlugin - After game save
325759 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RuinsCondition - Chance for IndEvo_ResLab at 1.4
325759 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RuinsCondition - Chance for IndEvo_HullDecon at 1.1
325759 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RuinsCondition - Chance for IndEvo_RiftGen at 0.6
325759 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RuinsCondition - Chance for IndEvo_HullForge at 1.2
330746 [Thread-9] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
330746 [Thread-9] INFO sound.null - Playing music with id [miscallenous_main_menu.ogg]
330903 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_dfghjk_7600770850365553843\descriptor.xml]
330910 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_gfhfh_3935798150279529979\descriptor.xml]
330929 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_test_8632735482256685986\descriptor.xml]
330943 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_VarunaYang_738930536615101538\descriptor.xml]
330957 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_vb_991850264943680250\descriptor.xml]
330969 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_z7tztf_6729981246259419235\descriptor.xml]
332865 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\saves\save_dfghjk_7600770850365553843...
332870 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 2
332870 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 3
333780 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RuinsCondition - Chance for IndEvo_ResLab at 1.4
333780 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RuinsCondition - Chance for IndEvo_HullDecon at 1.1
333780 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RuinsCondition - Chance for IndEvo_RiftGen at 0.6
333780 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RuinsCondition - Chance for IndEvo_HullForge at 1.2
333781 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error loading
333781 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Failed calling method
---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.NullPointerException
cause-message : null
method : com.fs.starfarer.campaign.econ.PlanetConditionMarket.readResolve()
class : com.fs.starfarer.campaign.econ.PlanetConditionMarket
required-type : com.fs.starfarer.campaign.econ.PlanetConditionMarket
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 210524
class[1] : com.fs.starfarer.campaign.CampaignPlanet
class[2] : java.util.ArrayList
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[3] : com.fs.util.container.repo.ObjectRepository
class[4] : com.fs.starfarer.campaign.StarSystem
class[5] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[6] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[7] : com.fs.starfarer.campaign.Hyperspace
class[8] : com.fs.starfarer.campaign.CampaignEngine
converter-type[2] : com.fs.starfarer.campaign.save.I
version : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Failed calling method
---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.NullPointerException
cause-message : null
method : com.fs.starfarer.campaign.econ.PlanetConditionMarket.readResolve()
class : com.fs.starfarer.campaign.econ.PlanetConditionMarket
required-type : com.fs.starfarer.campaign.econ.PlanetConditionMarket
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 210524
class[1] : com.fs.starfarer.campaign.CampaignPlanet
class[2] : java.util.ArrayList
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[3] : com.fs.util.container.repo.ObjectRepository
class[4] : com.fs.starfarer.campaign.StarSystem
class[5] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[6] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[7] : com.fs.starfarer.campaign.Hyperspace
class[8] : com.fs.starfarer.campaign.CampaignEngine
converter-type[2] : com.fs.starfarer.campaign.save.I
version : not available
-------------------------------
at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:82)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:282)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.readItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentElementToCollection(CollectionConverter.java:98)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:91)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:85)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.readItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentElementToCollection(CollectionConverter.java:98)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:91)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:85)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.core.TreeUnmarshaller.start(TreeUnmarshaller.java:134)
at com.thoughtworks.xstream.core.AbstractTreeMarshallingStrategy.unmarshal(AbstractTreeMarshallingStrategy.java:32)
at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1486)
at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1466)
at com.thoughtworks.xstream.XStream.fromXML(XStream.java:1346)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NullPointerException
at com.fs.starfarer.campaign.BaseLocation.getAllEntities(Unknown Source)
at com.fs.starfarer.api.plugins.addOrRemovePlugins.IndEvo_PlanetMovingScript.getEntitiesWithOrbitTarget(IndEvo_PlanetMovingScript.java:201)
at com.fs.starfarer.api.IndEvo_IndustryHelper.planetHasRings(IndEvo_IndustryHelper.java:348)
at com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RuinsCondition.setUpgradeSpec(IndEvo_RuinsCondition.java:167)
at com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RuinsCondition.apply(IndEvo_RuinsCondition.java:31)
at com.fs.starfarer.campaign.econ.PlanetConditionMarket.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.PlanetConditionMarket.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.PlanetConditionMarket.readResolve(Unknown Source)
at sun.reflect.GeneratedMethodAccessor71.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:78)
... 91 more
333783 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 11
333783 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 12
336036 [Thread-3] INFO sound.O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
336036 [Thread-3] INFO sound.O - Cleaning up music with id [campaign_music_part_2_v28.ogg]
336042 [Thread-7] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
I know, I know, I'm fixing it right now and will push a hotfix ASAP.
2.1.b |
|
Bad news. Now I get error at world generation :(made a stealth fix, redownload the modSpoiler192337 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.getEligibleShips(IndEvo_dryDock.java:309)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.applyImports(IndEvo_dryDock.java:69)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.apply(IndEvo_dryDock.java:59)
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at com.fs.starfarer.api.plugins.update.IndEvo_NewGameIndustryPlacer.placeIndustrie s(IndEvo_NewGameIndustryPlacer.java:85)
at com.fs.starfarer.api.plugins.update.IndEvo_NewGameIndustryPlacer.placeDryDocks(IndEvo_NewGameIndustryPlacer.java:48)
at com.fs.starfarer.api.plugins.update.IndEvo_NewGameIndustryPlacer.run(IndEvo_NewGameIndustryPlacer.java:14)
at com.fs.starfarer.api.plugins.update.IndEvo_ModUpdater.run(IndEvo_ModUpdater.java:49)
at com.fs.starfarer.api.plugins.IndEvo_modPlugin.updateVersionIfNeeded(IndEvo_modPlugin.java:195)
at com.fs.starfarer.api.plugins.IndEvo_modPlugin.onGameLoad(IndEvo_modPlugin.java:48)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
hey, mate. since the last update with the ship components, something funny is happening, ya now? basically every faction, no matter how high tech now has a complete lack of those ship components because basically or literaly nobody(but possibly later the player) are producing it. you just reduced every ships quality by 30% across the line. please reconsider this...
Hi! 1st post, 1st problem that i cannot resolve :( Mod is great BTW!
ver. 95a rc12
Sadly i discovered, there's a problem with embassy, stricltly with removing Ambassador (by the comms chat, shuting down embassy, or eliminating a faction ingame (in my example there was Mayasura Navy eliminated by Luddic Church, after few sec. there's a message, that says "ambassador in your embassy at "planet" is leaving, there's a vacant spot in your embassy") and after another few sec. there's CTD with "null exemption"
here are logs:
66998 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.plugins.ambassadorPlugins.IndEvo_ambassadorPersonManager.l ogRepChange(IndEvo_ambassadorPersonManager.java:119)
at com.fs.starfarer.api.plugins.ambassadorPlugins.IndEvo_ambassadorPersonManager.o nNewDay(IndEvo_ambassadorPersonManager.java:95)
at com.fs.starfarer.api.plugins.timers.IndEvo_TimeTracker.onNewDay(IndEvo_TimeTracker.java:136)
at com.fs.starfarer.api.plugins.timers.IndEvo_TimeTracker.advance(IndEvo_TimeTracker.java:117)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
i Can't find a solution :| , maybe You will find something that i'm missing. tried it out with vanilla factions to and its all the same.
197148 [Thread-3] INFO com.fs.starfarer.api.plugins.update.IndEvo_ModUpdater - Replacing Conditions
197148 [Thread-3] INFO com.fs.starfarer.api.plugins.update.IndEvo_ModUpdater - Running Industry Setup
197463 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain -java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.getEligibleShips(IndEvo_dryDock.java:309)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.applyImports(IndEvo_dryDock.java:69)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.apply(IndEvo_dryDock.java:59)
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at com.fs.starfarer.api.plugins.update.IndEvo_NewGameIndustryPlacer.placeIndustries(IndEvo_NewGameIndustryPlacer.java:85)
at com.fs.starfarer.api.plugins.update.IndEvo_NewGameIndustryPlacer.placeDryDocks(IndEvo_NewGameIndustryPlacer.java:48)
at com.fs.starfarer.api.plugins.update.IndEvo_NewGameIndustryPlacer.run(IndEvo_NewGameIndustryPlacer.java:14)
at com.fs.starfarer.api.plugins.update.IndEvo_ModUpdater.run(IndEvo_ModUpdater.java:49)
at com.fs.starfarer.api.plugins.IndEvo_modPlugin.updateVersionIfNeeded(IndEvo_modPlugin.java:195)
at com.fs.starfarer.api.plugins.IndEvo_modPlugin.onGameLoad(IndEvo_modPlugin.java:48)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.k.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
umm, sorry to ask but, was my comment noted? not to seem obnoxious but others got a reply but I did not, and I kinda would at least like to know if there is an actually reliable way to get them and for, say, pirates to get them, because they seem to suffer a lot from it, under other factions.
runcode com.fs.starfarer.api.plugins.update.IndEvo_NewGameIndustryPlacer.run()
Might it be possible to add a sidegrade to Heavy Industry's Orbital Works that instead of flat boost to ship quality produces these ship components? There is no sense to have more then one OW in your faction anyway, so adding an alternative upgrade might be interesting if that is even possible.The system isn't done by any stretch. Giving OW a sidegrade is a good idea, but I wouldn't know how without overriding vanilla - which is not that good.
Will there be a settings file to control Ship Component demand or a branch of the mod that doesn't include that aspect? I like the majority of stuff available, but I'm not a fan of my ships getting a 30% Quality hit because I'm not getting raided enough, or crashing because I didn't update the mod to avoid that aspect.The feature was pushed way too early since it was too far along to remove, but I had to fix a save breaking bug.
runcode com.fs.starfarer.api.plugins.update.IndEvo_NewGameIndustryPlacer.run()
I do like to believe that I have a high quality thing going here.
Thanks! I'll keep an eye on the updates for when that's fully implemented. I definitely agree that your stuff's high quality!Will there be a settings file to control Ship Component demand or a branch of the mod that doesn't include that aspect? I like the majority of stuff available, but I'm not a fan of my ships getting a 30% Quality hit because I'm not getting raided enough, or crashing because I didn't update the mod to avoid that aspect.The feature was pushed way too early since it was too far along to remove, but I had to fix a save breaking bug.
There will be work done to make it not suck, just like all the other content in the mod - I do like to believe that I have a high quality thing going here.
To fix your problem in the interim, install the console Commands mod, open the console, then paste and run this:Coderuncode com.fs.starfarer.api.plugins.update.IndEvo_NewGameIndustryPlacer.run()
I mean, that aspect is already in the game. It's the Nanoforges, without which producing D-mod-free ships is... difficult.I do like to believe that I have a high quality thing going here.
I agree. It finally implements into gameplay the long-standing aspect of lore that producing defect-free ships is miraculous in the current Sector and that recycling ship tech is a must. It also gives serious value to colonies like Agreus that were always supposed to be shipbreaking centers. I'm eager to see how it will be developed in the future, for example tying into the "ship hull" commodity with fleets ferrying and feeding mothballed hulls to salvage yards.
I mean, that aspect is already in the game. It's the Nanoforges, without which producing D-mod-free ships is... difficult.
Hello, new player here in .95a. I like a lot of things in this mod, as colonization felt a little bare in the vanilla playthrough I did first.To my knowledge, a relay performs the job of a Patrol HQ, but not the jobs of a Military Base/High Command. Functionally, what this means is that you want military relays on every planet, you never want a Patrol HQ (Relay+HQ is more expensive to maintain than just Relay, despite it's doubled upkeep), a High Command on your biggest, most stable planet, and if one High Command isn't enough you can build more as necessary.
Can somebody explain to me the way to metagame with military relays? I understand that a relay should go on second, third, etc. colonies in the same system as your big daddy colony, but should I only be building relays? Should I build patrol HQs / bases as well? I don't really understand the best way to optimize here, as they are not exclusive from each other.
Bug report - When I look at a Military Relay on one of my planets, it says "This building is affected by Ai-Cores installed in a local High Command." I do not have any High Commands, on any of my planets. I assume it should say "Military Base" instead?High Command is just a stronger Military Base. Presumably it should say “Military Base/High Command”.
Is it a bug or a feature that centralization bureau doesn't affection void extraction?Void extraction is none of my industries. I operate off a whitelist, you can edit it at your own risk!
Yup. It should say something other than just High Command. Either combine the two with a slash, or have it display which of the two is currently the highest tier in the system.But it is only high command? AI cores in a military base do nothing for it.
According to the wiki (which may or may not be incorrect), an Alpha Core increases the fleet size by 1.25x when installed in any of the patrol-generating buildings (Patrol HQ, Military Base, or High Command).Is it a bug or a feature that centralization bureau doesn't affection void extraction?Void extraction is none of my industries. I operate off a whitelist, you can edit it at your own risk!Yup. It should say something other than just High Command. Either combine the two with a slash, or have it display which of the two is currently the highest tier in the system.But it is only high command? AI cores in a military base do nothing for it.
Yeah, but this is not vanilla, and none of my AI core effects work the way vanilla does.All of that is true, but none of it is relevant. If the relays are affected by AI Cores installed in any patrol-generating building, it should say so. If the relays are exclusively affected by AI Cores in High Command but not by AI Cores installed in Military Bases or Patrol HQ’s: Why?
Most are sidegrades or functionality changes, different for every building. Sometimes, gamma is better than alpha for a specific use case. An alpha core also does not include the beta or gamma functionality, each is separate for industrial evolution things.
You can't even install AI cores in the relays, it's one of the trade-offs for having a one-size-fits-all defensive building.
If the relays are affected by AI Cores installed in any patrol-generating building, it should say so.They are not.
If the relays are exclusively affected by AI Cores in High Command but not by AI Cores installed in Military Bases or Patrol HQ’s: Why?Balancing. Relays are powerful enough as is, if you want to super-fortify your system with them, build a high command. If not, well, a military base is all it takes to build them, or a high command anywhere else - but you won't have access to the AI core effects. Mod's full of hard choices, by design.
Fair enough! In that case, yeah, the description is fine as-is and does not need changing.QuoteIf the relays are affected by AI Cores installed in any patrol-generating building, it should say so.They are not.QuoteIf the relays are exclusively affected by AI Cores in High Command but not by AI Cores installed in Military Bases or Patrol HQ’s: Why?Balancing. Relays are powerful enough as is, if you want to super-fortify your system with them, build a high command. If not, well, a military base is all it takes to build them, or a high command anywhere else - but you won't have access to the AI core effects. Mod's full of hard choices, by design.
QuoteIf the relays are affected by AI Cores installed in any patrol-generating building, it should say so.They are not.QuoteIf the relays are exclusively affected by AI Cores in High Command but not by AI Cores installed in Military Bases or Patrol HQ’s: Why?Balancing. Relays are powerful enough as is, if you want to super-fortify your system with them, build a high command. If not, well, a military base is all it takes to build them, or a high command anywhere else - but you won't have access to the AI core effects. Mod's full of hard choices, by design.
You can use that mechanic to get up to 3 build in bonus S-mods, that don't count against the normal limit using the current system. Its very powerful!I haven’t gotten far enough in colony building to try that out but it sounds cool. Are the installed mods chosen at random?
-snip-
-snip-
Wait what, I thought this mod added industries, not a new way to make ships. Way to sell a cat in a bag
-snip-
Wait what, I thought this mod added industries, not a new way to make ships. Way to sell a cat in a bag
I have an issue with the embassies. When I have a beta core installed, I always get a -20 in addition to the normal increase in relations. As I understand it, it is supposed to do that only if I had taken off the beta core that month. But also, after taking off the core, there is no relation loss, even though there is supposed to be one. Has anyone run into a similar issue? I do have quite a few mods installed, so it might be that. List attached.
I have an issue with the embassies. When I have a beta core installed, I always get a -20 in addition to the normal increase in relations. As I understand it, it is supposed to do that only if I had taken off the beta core that month. But also, after taking off the core, there is no relation loss, even though there is supposed to be one. Has anyone run into a similar issue? I do have quite a few mods installed, so it might be that. List attached.
I have the same issue. Also embassies seem to drop reputation if it's higher than the cap.
118654 [Thread-9] INFO sound.null - Playing music with id [HostileWaters.ogg]
118879 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.plugins.ambassadorPlugins.IndEvo_ambassadorPersonManager.logRepChange(IndEvo_ambassadorPersonManager.java:119)
at com.fs.starfarer.api.plugins.ambassadorPlugins.IndEvo_ambassadorPersonManager.onNewDay(IndEvo_ambassadorPersonManager.java:95)
at com.fs.starfarer.api.plugins.timers.IndEvo_TimeTracker.onNewDay(IndEvo_TimeTracker.java:136)
at com.fs.starfarer.api.plugins.timers.IndEvo_TimeTracker.advance(IndEvo_TimeTracker.java:117)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Wait what, I thought this mod added industries, not a new way to make ships. Way to sell a cat in a bag
A) You need to colonize at least three separate planets (which might be rubbish otherwise) and hold themNot anymore! I have a bit of the feeling you might have played an older version. The condition used to display what it will resolve to after surveying the planet, but the feature had to be disabled in 2.1.c due to causing a save breaking bug - but it'll return in the next version.
A.1) Assuming you're not save-scumming (assuming you're not playing IronMan), that means you might end up making / ditching five or so colonies to get a working Ship Forge etc
B) The mechanics are badly weighted and require huge resource investmentthis one, on the other hand, is completely wrong. The system is not tied into blueprints at all and does not affect their drop rates. Forge templates on their own do affect special item (like synchrotrons) drop rates - it lowers them by less than 0.3%. check my post on drop groups earlier, where I addressed this in detail: https://fractalsoftworks.com/forum/index.php?topic=18011.msg316769#msg316769
B.1) The drops are tied to loot tables that already hold the same BPs, meaning this mod reduces a player's chances of amazing BP / item drops .... for rubbish. Yes, I know this is somewhat offset by the unique event triggers, but it really isn't a 50/50 split at the moment
B.2) In my latest game I've found 6+ broken / blank tablets and I'm in early exploration game: about 20% explored. Serious question: do you really think anyone is going to ever use this method for six different ship BP types? No: so your loot table weighting is massively over-favouring your content to the detriment of player experience of the rest of the game.Sorry, but I do not understand that. Regardless of the rather asinine way you portrayed that, check the above post on salvage.
B.3) This is ignoring the 10-12 ships required to sacrifice to get the thing working. For that amount of effort, a vanilla roll on a ship that already exists elswhere? Sorry, no: you're wasting my time.Maybe get your facts straight before accusing me of anything - you are mixing reverse engineering with ship printing. So much for understanding the mechanics. You need a single ship for Printing, not more.
C) You get nothing unique or extra-special from it after huge time sink / credit sink / investment -- these are essentially the same ships which you can get elsewhere, for much less effort. Yes, I can see the D-Mod angle. 9.51a has a skill that removes D-mods RNG as you fly around. So, kinda pointless all that juggling different cores then, wasn't it? Go look it up: find a BP, have a colony (that your mod requires multiple of), pay out $400,000 credits - bam, there's your endgame ship. Without.... the extra two colonies and multiple stages. And if you've a Pristine Forge, no D-mods.With AI cores, you can configure the system from delivering pristine ships at less than 30% of normal production, to ships with 3 additional free S-Mods and a load of D-Mods. It's a scale as well, completely up to you. Sorry, but I disagree with calling it pointless.
D) Each of these takes 1 industry slot as an upgrade - meaning that it removes any chance of real function to the colony using it until mid game. If you parse it out, this is triple the investment since any colony with one that you might want to use when the ships might still be useful will not be producing anything else. It is crippling to use mid game since slots / growth is so mean anyhow.It's a late game feature, you are expected to use it after establishing at least one profitable colony - otherwise, that's on you. Also, no, Laboratory is a structure and does not take a slot - so it's 2.
@SirHartley - I get this mod: I get the mechanics: I get the effort and thought put into making the various bits work together. But it really doesn't work because you've not tied unique content / hulls / risk+reward together. At the very least, you need a unique set of Ancient Dominion ships that can only be made through this mechanic to justify it.Well, it does give you the option to add free S-Mods, you just have to use AI-Cores for it. It also lets you duplicate unique ships from Tahlan, which also kinda counts for something. I agree that for vanilla alone, it's a bit lacklustre.
At the moment, it's a great way to show off you know how to do mechanics - but it's terrible for a player using it. A very hacky but immediately required fix would be to force 2-4 Smods on any hull made in this manner -- and this still wouldn't justify the investment: the mod literally requires a player to only focus on this single aspect mid game for it to ever work, let alone pay off. Which it doesn't, all sane players will be abusing Marine raids for BPs.
Having used the Rift Mechanic, you've an issue: I selected "move to colony" - it managed to target an Outpost. You need to hit up a <subtype> flag, outposts are really not colonies (and often never in places you want your planet to rift to).Noted, and fixed.
I haven’t gotten far enough in colony building to try that out but it sounds cool. Are the installed mods chosen at random?Not random, there is a (relatively) smart choosing algorithm behind it. You'll probably get what you would've installed anyway!
Problem is vanilla blueprint system already works fine and this gives too small of a bang for your buck. Like avoiding all the options like finding a ship while exploring, finding it in a shop - you can build your own orbital works and order exact ships you want to get. With leagues less hassle.Pretty much the same points as above, but not rude. Thanks for that! I know, it's not ideal.
Another issue is requirements - you have to maintain pretty much an industry (key word - industry - it takes a slot) that will almost 99% of the time give nothing and just drain resources unless stuffed by a core which just alleviates the drain on resources.
What I’d like to see is for all 4 derelict industries is to give some passive/active benefit even when not in use. Orbital works aside from being ordered to produce a specific ship still makes a lot of stuff which goes to the market making me money. Out of all 3 only one can give a passive benefit as of now and chance of it being spawned on a planet where that can take an effect is up to several rolls of dice. (About getting a ship with built-in bonus s-mods - is nice, but still waaaaay too much stuff up to chance with little payout. If you want to have an option to get a ultra mega op Legion/Paragon - sure, fine, leave it up to chance but streamline process a lot.)Is that... useful feedback and suggestions on how to fix it? I feel like I just found a shiny pokemon.
Nope, I disagree - the core feature is enough of an reward in my opinion! Any more and it becomes broken - and with the preview in the condition, you can choose not to colonize planets that have it in the future.SpoilerThe rift generator too lies useless a lot of the time and kinda does drain on resources but at least it doesn't take a slot, plus with it I can at least see more potential with teleporting pretty much a fortress planet into an enemy system but it's still kinda random.[close]
Re - Ambassador Crashes:
I think all of you are on an old version of the mod, please update it! If the crash persists after that, let me know please, so I can address it.
Hey I'm a newer user to the mod and due to nature of spoilers/industrial ruins being slightly secretive I'm a little confused how these "forge" blueprints work. I've found a alien labatory and it seems I can stick a forge BP in it, but the desc makes it sound like its just used to repair "broken" forge blueprints. Am I missing a industrial ruin building I need to find in order to make use of my BPs?Yup! Look at some others, might be something among them you need.
stuff.Thanks for the feedback, but as you correctly noted, the current implementation is bare bones at best and clearly unfinished. Most of your suggestions have been part of the dev build for a few days now.
In general - thank you for the feedback. I do appreciate it, but your tone could be improved - you are not very polite. I do this in my free time, without pay, after all.
20% unique hull types -- +5% damage to said hulls
30% - 10%
Underpants Gnomes, the math is easy
100% unique hull types- +50% to each hull type in game
Underpants Gnome says don't forget to fake add certain mission hulls otherwise you'll get a bug where you'll never hit the top tier - for these (unique) ones, just add a 'if owned / captured' hidden flag)
-snip-
How about you cut out all that entitlement issue you have bottled up in that post, and write it down again in a more calm and collected manner, so no one else has to vomit reading that.
snip
In general - thank you for the feedback. I do appreciate it, but your tone could be improved - you are not very polite. I do this in my free time, without pay, after all.
Oh, this is me being polite. Here's a very real response: I only give feedback on quality and your Mod was my second post, which might make you pause and wonder why I'd bother with the feedback (and I have installed every 9.51a compatible mod and used them). Since English might be your second language, that's a compliment. Here's a tip: when someone says "blueprint" when they obviously are referring to your Mod Only Content[TM] item, cut them some slack - everyone knows I was referencing your Mod Only Content[TM] Crystal Lattice Tablets of Ipadness or whatever, so -- don't project too hard or get defensive, this will work out a lot better.
You've some genuinely good ideas and your code/mechanics grasp is good. But certain parts of it plays like professional torture at the moment -- prime example: you have certain trigger events on salvaging various facilities / ruins (e.g. use ablueprintMod Only Content[TM] Crystal Lattice Tablets of Ipadness) but these... immediately trigger the salvaging screen on chosing "Come back later". i.e. removing the conditional that spawned them (in particular research stations / wild ID events that decay on use) Likewise: realistically, which player will sacrifice a nanoforge (even a 20% corrupted) merely to remove some DMods / repair that a base skill does for free? Answer: no-one.
Your issue there? No-one, and I mean NO-ONE is going to remember a RNG spawned 1-hit loot pinata to return to RNG galaxy #8899 with a valuable item to potentiall get a middling reward. You're making content / stuff that is literally insane to 99% of players.
So: some good ideas, some terrible ones. Let's help you fix that. Oh - and nitpicking over +2 vrs +3 industry slots and not addressing the actual issue? Again - stop being so defensive. You've made something that's good: let's make it amazing.
More feedback - Courier station: I get the design ethos and even the implementation (given the vanilla UI / code) but it leads to the actual issue: as far as I can tell (and from reading historical posts about prior builds and economy and how the engine essentially just 'fudges' the numbers now) there's 100% no point in putting raw materials in any station inventory other than to use in a crisis. e.g. you cannot set up couriers like they should work -- Station X hits cap of 20,000 food > sends to Station B who then eats it or Station X hits cap 10,000 of raw ore > sends it to Station Y to process. The engine simply doesn't support what you're coding for.
The tryptch of Labatory - Forge - Crystal Lattice Tablets of Ipadness writer. Since making an entire set of unique ships is probably not what you want to do, I'd suggest something far more radical. Ditch the entire Crystal Lattice Tablets of Ipadness printing thing entirely - it's 100% not required content and unless you want to be really bold and mod out the ability for the vanilla game to simply Right Click BP > open screen > pay $400,000 > wait 1/2/4 month for ship, then let's rethink it.
The "Print fromBPMod Only Content[TM] Crystal Lattice Tablets of Ipadness" is an idea you're sticking to because you thought it was neat and saw how to make it work. You succeded. Mechanically it's pretty damn genius. Play wise? 100% sucks. Look up what a "sunk cost" is. It's already in the game and doesn't require another version.
1) Laboratory: Crystal Lattice Tablets of Ipadness -- instead of a consumable, it's now a buff to the Lab. Each one gives a Faction wide (!!) +10% to Fleet quality. Slot in the holder, lab fixes it, you get a Faction wide buff to all planets / colonies ship quality production. You'll probably want this one to cost some resources / money to process. This also makes finding multiple ones exciting and not a "Meh, who the hell is going to want 6 x3 (18) ships of whatever in their final fleet anyhow?". You find one, you dump enough commodities in the hopper with it, you just made your entire Faction wide fleets better. Your average universe is going to spit out 10-15 of these, max. Which is a fairly strong but not too powered buff.
If you want to cap it, simply have a little power bar that fills up, scaled 1-10 (presuming +100% is your preferred cap). Get +10, get a super special hidden bonus. Oh, and +BONUS ROUND: you just solved an actual issue with the vanilla game, which is colonies having masses of dumped items in their inventories because the actual game economy totally ignores them. Now then: you also made it so that another part of your mod (Courier stations) has a real use case for it. Make the costs silly number - we're talking 100,000 commods at higher tiers.
Well done: you've just solved two issues with your mod and one from the vanilla game. 100% success.
Player: "Why am I building Courier Stations when the actual game economy totally ignores that part of the equation and lugging 100,000 ore to an AI station is peanuts when I can sell AI cores"?
Answer: Because you want to send them all to your Laboratory base to get those sweet sweet Fleet Quality buffs.
2) Hull Forge - yes, I understand the mechanics. Referencing sacrificing 10-12 ships to get the deconstruct was obvious. So, again, let's do something different with this. What do players have by mid - late game in the 100's that have zero use (apart from feeding to Pirates to create farming fleets)? Yep: redundant BLUEPRINTS. So, let's use that. We throw BLUEPRINTS and materials into the hopper (and scale it to rarity here - common weapon or common freighter? meh, not many points - top tier Atlas print, now we're talking) OR hulls (this ... is probably outside of the scope of your current code, so ignore that unless you want to jink in the stuff you've already coded with "sacrifice hull" > "give hull" in events, but for points). So what's a fully powered up Hull Forge going to do for us that the Lab hasn't already and that we need? Let's keep it basic and make it give Faction wide +% to fleet size.
And cost out the points etc and the tiers - if we're doing 1-10, scale it so getting to +7 (+70%) is gonna take ~500 or so BLUEPRINTS depending on quality. You understand math, it's an easy log calc.
Player: "Meh, why do I bother looting? My pirates have full Triangle of DOOM fleets and I have 10,000 of these redundant BPs in my storage"
Industry Mod: What if I told you that you could convert those into MASSIVE DOOM FLEETS OF YOUR OWN?
Side benefit: it will make the otherwise underpowered Privateer base that gets 100% insta ganked by the AI.... actually dangerous. HOLY CRUD. WE JUST SOLVED ANOTHER ISSUE WITH THE MOD, WE'RE ON A ROLL! If you're worried about power-creep, just make it -50% to stationed fleets (aka, defensive ones) and full bonus to offensive ones (aka your privateers).
3) Deconstruct Forge. Ok, so - let's do something a little different and more exciting, given that anything vanilla you do with deconstructing is open to player abusing it (i.e. use the vanilla way to make ships > feed to forge, unlimited power). So, let's make this one clever. Each ship fed to the Forge ticks off a unique ID (the... list of unique ship IDs). It's pokemon for Nihilists. What's the buff? Let's add some Lore stuff in here - AI Simulation Threat and Nullification Matrix. +1-10 .... that adds +X% damage to each hull on the list **BUT** gives a Faction wide +x% cost to making hulls. Scale it 1-10 for ease --- yep. You feed the horror AI run Forge enough different hulls, you're rocking +50% DPS, but you're also running +100% cost on each hull. (And... you can be mean here and add in a hidden coda where [REDACTED] are secretly hacking your source code and get a 10% DR (damage reduction) instead).
e.g. (note: I'm not going to pull up the vanilla list - given the # of mods that add hulls, you'll just make these flat percentages. i.e. X% of TOTAL UNIQUE ID loaded)Code
20% unique hull types -- +5% damage to said hulls
30% - 10%
Underpants Gnomes, the math is easy
100% unique hull types- +50% to each hull type in game
Underpants Gnome says don't forget to fake add certain mission hulls otherwise you'll get a bug where you'll never hit the top tier - for these (unique) ones, just add a 'if owned / captured' hidden flag)
This one is also adds massive weighting to all those "meh, not gonna bother using a Story point for **THAT** tiny hull" salvage cases if you get clever with it. What if I told you to make certain hulls... only recoverable from salvage? Suddenly all those debris fields / mass looting of junk in the mid-late game are 100% pointless suddenly now has a use. DPS.... the ultimate player driver. There will be complaints they're not common enough.
~~~
See? Easy. And that's all possible using the code you're running to essentially make a really long winded and boring version of "Right Click BP, click tab, select ship, click make".
~
Good code / mechanics. No vision ;)
[spoiler]text[/spoiler]
Question on Salvage Yards: Do only battles with the player/the player faction's fleets count for generating parts from destroyed ships in combat?Missed that question, whoops - all combat counts, regardless of source or faction!
FAQ says "You can gather Salvage Units by destroying ships during combat" and "it also counts if your patrol fleets destroy a hostile fleet, or get themselves destroyed", but does it apply to any battle happening in the system (i.e other faction fleets fighting each other) ?
Thanks in advance.
Your issue there? No-one, and I mean NO-ONE is going to remember a RNG spawned 1-hit loot pinata to return to RNG galaxy #8899 with a valuable item to potentiall get a middling reward. You're making content / stuff that is literally insane to 99% of players.
In general - thank you for the feedback. I do appreciate it, but your tone could be improved - you are not very polite. I do this in my free time, without pay, after all.
Wow, you remind me of my wife! It might be that time of the month! If you want to make SirHartley drop a bomb on you the likes humankind has never seen simply Necro a thread! He gets very moody when you do this! LOL.
Jokes aside neutral feedback would have been preferred this isn't an employee you are speaking to (even at that) it's someone working for free to improve your experience. We are all friends here so act like it, even if the individual in question throws you some shade.
I won't comment on your points, since I can't read that without getting annoyed at you, and I prefer catching the meaning instead of the word for my improvement cards.
Your I-Ching reading: "Is it better for me to not comment on your points, since I can't read that without getting annoyed at you, and I prefer catching the meaning instead of the word for my improvement cards." [note: 'is it better' = please adviseThe "I-Ching" spelling is based on a romanization system that is over 100 years old. It would be more appropriate to call it "Yi Jing", following the modern hanyu pinyin.
You guessed my gender correctly - call it a difference of tonal reading. I thought it sounded quite reasonable and there was no malicious critique intended. Just: "this seems redundant, here's a suggestion for making the system an Empire-wide +% bonus rather than a dedicated single hull production thing".
If you install a Beta Core on a Salvage Yard, instead of removing the -20% penalty, it adds a +20% bonus called "null". Is this intended behaviour?It used to be intended, but SY are halfway along in a rework, and that's more or less a bug. Thanks for the report!
Any chance to make the ship components optional? Or maybe instead of punishing the player for not sending ships to salvage you could reward them for doing it, like for example keep reduced output (or worsen it) but no ship quality malus BUT when the industry is supplied with ship components it gets a +15 to ship quality. Kind of like a replacer for the nanoforge item on an industrial scale, you take high quality component from broken ships and transplant it into new ships improving their quality. If you could also raid the ai for its components your ships would not only be better than the ai but they would also have a reduced output penalty on their fleet. Of course all of this are just suggestion, you made a great mod and I love the direction you are taking it.The response to me asking the same question:
Will there be a settings file to control Ship Component demand or a branch of the mod that doesn't include that aspect? I like the majority of stuff available, but I'm not a fan of my ships getting a 30% Quality hit because I'm not getting raided enough, or crashing because I didn't update the mod to avoid that aspect.The feature was pushed way too early since it was too far along to remove, but I had to fix a save breaking bug.
There will be work done to make it not suck, just like all the other content in the mod - I do like to believe that I have a high quality thing going here.
To fix your problem in the interim, install the console Commands mod, open the console, then paste and run this:Coderuncode com.fs.starfarer.api.plugins.update.IndEvo_NewGameIndustryPlacer.run()
"Added - Indicator as to what type of ruins are on the planet without colonizing it. READ, PEOPLE, FOR LUDDS SAKE"
There's no indicator at all in my game, when I hover the cursor over the icon, the exact same text appears for every one of them, and doesn't indicate what it does at all. Bug or mod conflict?
I have a question;Military Presense means you need to have a Military Base/High Command to enact that edict. No idea if military relay would be sufficient as well.
I´ve built a senate and i´d would like to issue the edict "sub-population cleansing".
Yet, the option is greyed out, stating that i require a sub-population and a military presence.
A decivilized sub-population exists on the planet, a station and ground defences are built and there are some marines in the stockpile.
"Added - Indicator as to what type of ruins are on the planet without colonizing it. READ, PEOPLE, FOR LUDDS SAKE"Yeah, it caused a save breaking bug and had to be removed, is fixed in dev.
There's no indicator at all in my game, when I hover the cursor over the icon, the exact same text appears for every one of them, and doesn't indicate what it does at all. Bug or mod conflict?
Rather serious problem: Qaras has 4/3 industries (Salvage Yards pushes it over the limit), which gives it -5 stability, so it decivilizes fairly quickly every time. Because Qaras is the only source of food and organics for Pirates, and they generally don't have the accessibility to import from other factions, this takes out most Pirate colonies over a long playthrough.am aware, fixd in dev, thank you for the reports!
Sorry if it's been brought up already. I don't see a way to search a specific thread on this forum.
edit: Also, Orbital Laboratories are from this mod, right? I've found two in the core worlds, just beside habitable planets. Salvageable, with expensive blueprints on them. (Specifically, in Valhalla and Zagan, seed MN-7039364735139969924)
I have a question;A patrol HQ will do, but I forgot to add the relays to the whitelist, so those don't count yet - that's fixed for the next version, thanks for reminding me!
I´ve built a senate and i´d would like to issue the edict "sub-population cleansing".
Yet, the option is greyed out, stating that i require a sub-population and a military presence.
A decivilized sub-population exists on the planet, a station and ground defences are built and there are some marines in the stockpile.
I came across an orbital laboratory where you need to sacrifice some of your ships. I tried to sacrifice a small ship and it didn't do anything. Then I tried to sacrifice my biggest ship but then I wasnt able to now, I just salvaged everything. What does an orbital laboratory do?
Hey, great mod, very impressed with how well it meshes into the game, particularly the icons!You probably fell victim to one of the shadow patches - redownload the mod (this is important), then open the console and paste this:
Quick question: despite having an operating salvage yard, all my planet fleets are suffering debuffs to quality, and additionally, they aren't getting the bonuses from my Orbital Works. Would you know what might be causing this?
runcode com.fs.starfarer.api.plugins.update.IndEvo_NewGameIndustryPlacer.run()
it's not always repaired and armed - read the text, it gives you a hint about the state the facility is in - if it's completely broken, it might give you a heavily D-Modded ship, but if it's pristine, you can expect pristine things in turn.I came across an orbital laboratory where you need to sacrifice some of your ships. I tried to sacrifice a small ship and it didn't do anything. Then I tried to sacrifice my biggest ship but then I wasnt able to now, I just salvaged everything. What does an orbital laboratory do?SpoilerIt gives you free ship (I think it is repaired and armed) in return of some ships from your fleet, the more hulls you give the bigger ship you get. The best you can do is to let it alone and back with some wreckage in your fleet to sacrifice it.[close]
The game told me the Ambassador was compromised.
This happens when the Faction Agents lose track of the Ambassador. Wherever you put the poor guy, they could not follow. (Plugin tracking failed – this should not happen. Let me know where you put it so I can adjust the code.)
I still don't understand how does the Reverse Engineering thing work. I once got a bunch of Legion Battlecarrier from doing bounty. Put them in the Reverse, got it to 100% then now what do I do ?
It says install a blueprint of the same hull size but what does it actually mean ?
I still don't understand how does the Reverse Engineering thing work. I once got a bunch of Legion Battlecarrier from doing bounty. Put them in the Reverse, got it to 100% then now what do I do ?
It says install a blueprint of the same hull size but what does it actually mean ?
You must put "capital size blueprint" to special tab in market, and Reverse Engineering will convert it to Legion blueprint.
From FAQ:
What is the “Industrial Supply Store”?
The Engineering Hub can pull Blueprints to overwrite from this storage. If you place them there, the structure will pull them out of it to use, choosing any blueprint with matching hull size to overwrite, but prioritizing whatever is installed into the industry directly. Note that this storage is shared with other buildings in this mod, the items you can deposit here are adjusted depending on the local buildings.
So I have to find an actual blueprint that contains at least one capital hull size to then replace that said capital with the Legion Battlecarrier ? If so if I have 2 capitals in the Lab, I need to find a blueprint with 2 capitals to get both ?
What does rift generators do?to let the planet travel random places .
first off, that's exploration content and I'd prefer you didn't spoiler it, second, check the planet main menu (where you can select things like "repair your ships...")
2.1.c |
|
Started a new save for the update and because i regret some decisions i took in my last save since i was experiencing with for me a fresh faction. (Scalar)
Recreated a part of my old fleet back with console commands, gave myself some exp and money and then bought a d modded cruiser from the local military market and went to go agreus to repair it.
Tried to look at the cargo/crew market and the game crashed.
I reloaded and accessed the fleet market directly and it worked but when i wanted to check items, another crash.Spoiler(https://i.postimg.cc/9Myz0RFq/Capture.png)[close]
First time trying to link an error log so i hope this is the correct information you need.
Edit:
I tried Culaan because i remembered tri tachyon is ai core friendly and surely their world must have one installed which it does.
Placed my cruiser in their repair docks, checked the local items and then decided to look at the colony itself because i was curious how many ai cores tri tachyon uses in general but another crash.Spoiler276341 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.util.FormatFlagsConversionMismatchException: Conversion = b, Flags =
java.util.FormatFlagsConversionMismatchException: Conversion = b, Flags =
at java.util.Formatter$FormatSpecifier.failMismatch(Unknown Source)
at java.util.Formatter$FormatSpecifier.checkBadFlags(Unknown Source)
at java.util.Formatter$FormatSpecifier.checkGeneral(Unknown Source)
at java.util.Formatter$FormatSpecifier.<init>(Unknown Source)
at java.util.Formatter.parse(Unknown Source)
at java.util.Formatter.format(Unknown Source)
at java.util.Formatter.format(Unknown Source)
at java.lang.String.format(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.publicAddRightAfter DescriptionSection(IndEvo_dryDock.java:407)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.addRightAfterDescri ptionSection(IndEvo_dryDock.java:385)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:1035)
at com.fs.starfarer.campaign.ui.marketinfo.intnew$1.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.o00O.showTooltip(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.oÒ0000(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.k.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.class.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.K.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.Stringsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
276403 [Thread-9] INFO sound.oo0O - Creating streaming player for music with id [faction_tritach_market_01_neutral.ogg]
276404 [Thread-9] INFO sound.OooO - Playing music with id [faction_tritach_market_01_neutral.ogg][close]
Sorry for that question but i am confused.
You wrote its not save compatible but its only 2.1.c not 2.2. So not compatible to versions prior 2.1 or 2.1.b too?
2.2.a |
|
Hey quick question to see if this is a bug or a change from 0.91 to 0.95 but I cant seem to find couriers anywhere I've stored Items to get them consolidated? Was this feature removed, bugged, or is there a new way of accessing them in 0.95?still exists exactly where it used to be! You might be confusing the courier port of this mod with the courier service from Stellar Logistics.
(https://i.imgur.com/7k1QAas.png)Not save compatible!Download (https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution2.2.a.zip)Integrated with Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0)Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)Pairs well with Grand.Colonies (https://fractalsoftworks.com/forum/index.php?topic=20986.0)Fixes the constant crashing, the ruins not being repairable, and the ambassador issue.
not save compatible due to the scale of my *** up. Sorry everyone!Change Log
2.2.a
- Restoration Dock
- Fixed - Crash when docking at planets with a Restoration Dock
- Embassy
- Fixed - Ambassador no longer drops to inventory when structure is removed
- Derelict Industries
- Fixed - Are now upgradeable again
[close]
Hey quick question to see if this is a bug or a change from 0.91 to 0.95 but I cant seem to find couriers anywhere I've stored Items to get them consolidated? Was this feature removed, bugged, or is there a new way of accessing them in 0.95?still exists exactly where it used to be! You might be confusing the courier port of this mod with the courier service from Stellar Logistics.
2.2.b |
|
Is the 2.2b update save compatible if updating from 2.0.b??absolutely not, that's like 5 versions
Good day. Sorry for using google translate.1. and 2. both interfere with the core gameplay loop (mods shold always aim to encourage combat, rather than take away oppotunities for rewards)
I will say right away - the modification is amazing, I install it every time. There are many buildings, all varied and interesting. I have a couple of suggestions:
1 how about a building that will "remove" the luddic path cell in the player's system - for example, you will need weapons and personnel to function. Something like the interstellar police or rapid response squad. These interstellar jihadists have already tortured ...
2 how about a building that will automatically send the fleet to destroy the luddic path base or pirate base which attacks are aimed at the player's colonies, provided that the player finds out about their location? Yes, this mod has a Privateer Base building, but it is designed for raids on enemies, appropriating their resources and ultimately destroying enemy colonies (which is actually sad - because sooner or later there will be no one to trade with - even in the description and it is said that there can be no decivilization, but the robbed colony, in my case it was a luddic chirch in the Canaan system, was easily finished off by pirate raids). Those. it is not suitable for destroying enemy bases. The reward for the destruction of the base is not of interest, but the calmness of the colony is of the greatest interest.
3 what about special items for industries and buildings in this mod? The vanilla version of the game now has a variety of items, maybe sooner or later there will be unique items and artifacts here too?
Special items are in the works, but this is not as easy as just drawing a sprite and adding it. It's a serious undertaking to make even a few items, because that's not easily done.
I have to design effects, code them, test and balance...
This will take weeks.
it only fixes it for newly discovered ruins, not for any you have discovered so far, sorry!
java.lang.IllegalArgumentException: n must be positive
at java.util.Random.nextInt(Unknown Source)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.removeDMods(IndEvo_dryDock.java:196)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.reportEconomyTick(IndEvo_dryDock.java:103)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:100)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
2 how about a building that will automatically send the fleet to destroy the luddic path base or pirate base which attacks are aimed at the player's colonies, provided that the player finds out about their location? Yes, this mod has a Privateer Base building, but it is designed for raids on enemies, appropriating their resources and ultimately destroying enemy colonies (which is actually sad - because sooner or later there will be no one to trade with - even in the description and it is said that there can be no decivilization, but the robbed colony, in my case it was a luddic chirch in the Canaan system, was easily finished off by pirate raids). Those. it is not suitable for destroying enemy bases. The reward for the destruction of the base is not of interest, but the calmness of the colony is of the greatest interest.
There's apparently an interaction where the mod crashes with Industrial Evolution:java.lang.NullPointerException
at data.scripts.wyv.PSModPlugin.onEnabled(PSModPlugin.java:47)
at com.fs.starfarer.campaign.ModAndPluginData.notifyRunningWithMod(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.o0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
Apparently Industrial Evolution's Academy market (id IndEvo_academyMarket is non-null enough to appear in econ.getMarketsCopy() and be iterated over, but econ.getMarket(market.getId()) returns null. Not sure why this would happen, but a null check is trivial to do at least.
2179888 [Thread-3] INFO exerelin.campaign.intel.specialforces.SpecialForcesIntel - Picking task for Scy Nation task group
2180691 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: independent
2180945 [Thread-3] INFO exerelin.campaign.intel.specialforces.SpecialForcesIntel - Picking task for Luddic Church task group
2181080 [Thread-3] INFO exerelin.campaign.intel.specialforces.SpecialForcesIntel - Picking task for Hegemony task group
2181080 [Thread-3] INFO exerelin.campaign.intel.specialforces.SpecialForcesIntel - Defending market Nachiketa has priority 25.0
2181161 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Castrum to Kapteyn Starworks
2181479 [Thread-3] INFO exerelin.campaign.intel.specialforces.SpecialForcesIntel - Picking task for Legio Infernalis task group
2186474 [Thread-3] INFO exerelin.campaign.intel.specialforces.SpecialForcesIntel - Picking task for O.R.A. task group
2186786 [Thread-3] INFO exerelin.campaign.diplomacy.DiplomacyBrain - Diplomacy brain for ORA considering options
2186786 [Thread-3] INFO exerelin.campaign.diplomacy.DiplomacyBrain - Checking peace for faction O.R.A.: weariness 3129.566
2186786 [Thread-3] INFO exerelin.campaign.diplomacy.DiplomacyBrain - Checking war for faction O.R.A.
2186787 [Thread-3] INFO exerelin.campaign.diplomacy.DiplomacyBrain - Relationship required for war: VENGEFUL
2186886 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: Scy Nation
2187152 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Tartarus Antimatter Collector to Asher
2188204 [Thread-3] INFO data.scripts.campaign.tahlan_LegioStealingHomework - Interval elapsed, the space fascists gonna learn today
2188251 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Tigra City to Yesod
2188490 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Domain-era Survey Ship, faction: Hegemony
2188608 [Thread-3] INFO exerelin.campaign.intel.specialforces.SpecialForcesIntel - Picking task for Scy Nation task group
2191421 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition - picked grounddefenses
2191421 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition - 1 repicked fuelprod
2191421 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition - 2 repicked IndEvo_senate
2191422 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition - 3 repicked heavyindustry
2191422 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition - 4 repicked heavybatteries
2191422 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition - 5 repicked IndEvo_pirateHaven
2191422 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition - 6 repicked IndEvo_Megachurch
2191422 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition - 7 repicked IndEvo_Memorial
2191422 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition - 8 repicked IndEvo_SupCom
2191422 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition - 9 repicked mining
2191423 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition - 10 repicked militarybase
2191423 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition - 11 repicked refining
2191423 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition - 12 repicked patrolhq
2191423 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition - 13 repicked IndEvo_ComArray
2191423 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition - 14 repicked IndEvo_Academy
2191423 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition - 15 repicked IndEvo_AdInfra
2191423 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition - 16 repicked IndEvo_AdAssem
2191423 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition - 17 repicked commerce
2191423 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition - 18 repicked IndEvo_DarkPalace
2191423 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition - 19 repicked lightindustry
2191423 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition - 20 repicked farming
2191423 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition - 21 repicked waystation
2191423 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition - 22 repicked IndEvo_dryDock
2191423 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition - 23 repicked IndEvo_AdManuf
2191423 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition - 24 repicked IndEvo_LeisureOrbitals
2191423 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition - 25 repicked IndEvo_ReqCenter
2191423 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition - 26 repicked IndEvo_LightPalace
2191423 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition - 27 repicked IndEvo_EngHub
2191423 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition - 28 repicked IndEvo_PrivatePort
2191424 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition - 29 repicked IndEvo_ScrapYard
2191424 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition - 30 repicked IndEvo_IntArray
2191424 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition - 31 repicked IndEvo_ComForge
2191424 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition - 32 repicked grounddefenses
2191424 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition - 33 repicked IndEvo_embassy
2191424 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition - 34 repicked null
2191555 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition.isAvai lableToBuild(IndEvo_InfraCondition.java:35)
at com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition.setUpg radeSpec(IndEvo_InfraCondition.java:61)
at com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition.apply(IndEvo_InfraCondition.java:29)
at com.fs.starfarer.campaign.econ.Market.reapplyConditions(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.PlanetSurveyPanel.showColonizeScreen(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.PlanetSurveyPanel.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
14493013 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.fleet.FleetData.setCommander(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.setCommander(Unknown Source)
at com.fs.starfarer.api.impl.campaign.missions.hub.HubMissionWithTriggers$1.doAction(HubMissionWithTriggers.java:2405)
at com.fs.starfarer.api.impl.campaign.missions.hub.BaseHubMission.runTriggers(BaseHubMission.java:1118)
at com.fs.starfarer.api.impl.campaign.missions.hub.BaseHubMission.checkStageChangesAndTriggers(BaseHubMission.java:1104)
at com.fs.starfarer.api.impl.campaign.missions.hub.BaseHubMission.advanceImpl(BaseHubMission.java:791)
at com.fs.starfarer.api.impl.campaign.missions.DelayedFleetEncounter.advanceImpl(DelayedFleetEncounter.java:625)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Just got this in YmaFixed in dev, thanks!
(https://i.postimg.cc/ZqHy85RF/image.png)
No crash, just the message, it repeats every time this screen comes up
Bug report on restoration dock (2.2.b, and main game is 0.95a-rc15):also fixed, thank youCodejava.lang.IllegalArgumentException: n must be positive
at java.util.Random.nextInt(Unknown Source)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.removeDMods(IndEvo_dryDock.java:196)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.reportEconomyTick(IndEvo_dryDock.java:103)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:100)
Just to let you know, there's something wonky going on with Industrial Evolution and Nexerelin random mode. Got a report for a crash with my mod; further investigation turned up that this only happens with nex random mode enabled. So I'm guessing you've got something in Industrial Evolution that assumes the vanilla markets all exist?yeah, it depended on the entity of the galatian academy to exist - added a quick check to avoid any issues there. Thanks!
I've fixed my mod to more aggressively check for null values, but I thought you might want to know about this anyway.
The original bug report I received:There's apparently an interaction where the mod crashes with Industrial Evolution:java.lang.NullPointerException
at data.scripts.wyv.PSModPlugin.onEnabled(PSModPlugin.java:47)
at com.fs.starfarer.campaign.ModAndPluginData.notifyRunningWithMod(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.o0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
Apparently Industrial Evolution's Academy market (id IndEvo_academyMarket is non-null enough to appear in econ.getMarketsCopy() and be iterated over, but econ.getMarket(market.getId()) returns null. Not sure why this would happen, but a null check is trivial to do at least.
Here's another NullPointerException that happened while just flying around surveying planets:Yup, that one was new. Thanks for the report, fixed it in dev.Quote2191424 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition - 33 repicked IndEvo_embassy
2191424 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition - 34 repicked null
2191555 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition.isAvai lableToBuild(IndEvo_InfraCondition.java:35)
at com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition.setUpg radeSpec(IndEvo_InfraCondition.java:61)
at com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_InfraCondition.apply(IndEvo_InfraCondition.java:29)
at com.fs.starfarer.campaign.econ.Market.reapplyConditions(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.PlanetSurveyPanel.showColonizeScreen(Unknown Source)
Just chiming in to say that 2.1.b -> 2.2.b is save-breaking for me - mentioning it because it's not clear if that's intentional or not.there is a giant disclaimer telling you that it's not save compatible.Spoiler82217 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 2
82217 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 3
82595 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error loading
82595 [Thread-4] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Invalid reference
---- Debugging information ----
message : Invalid reference
reference : 13397
referenced-type : com.fs.starfarer.campaign.fleet.CampaignFleet
referenceable : true
class : java.util.ArrayList
required-type : java.util.ArrayList
converter-type : com.thoughtworks.xstream.converters.collections.CollectionConverter
line number : 30898
class[1] : com.fs.util.container.repo.ObjectRepository
converter-type[1] : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
class[2] : com.fs.starfarer.campaign.StarSystem
class[3] : com.fs.starfarer.campaign.CampaignPlanet
class[4] : com.fs.starfarer.campaign.CircularOrbit
class[5] : com.fs.starfarer.campaign.econ.Market
class[6] : com.fs.starfarer.loading.specs.FactionProduction
class[7] : com.fs.starfarer.campaign.Faction
class[8] : com.fs.starfarer.campaign.econ.Submarket
class[9] : com.fs.starfarer.campaign.CustomCampaignEntity
class[10] : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[11] : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[12] : com.fs.starfarer.campaign.econ.Economy
class[13] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[14] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[15] : com.fs.starfarer.campaign.Hyperspace
class[16] : com.fs.starfarer.campaign.CampaignEngine
converter-type[2] : com.fs.starfarer.campaign.save.oooO
version : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Invalid reference
---- Debugging information ----
message : Invalid reference
reference : 13397
referenced-type : com.fs.starfarer.campaign.fleet.CampaignFleet
referenceable : true
class : java.util.ArrayList
required-type : java.util.ArrayList
converter-type : com.thoughtworks.xstream.converters.collections.CollectionConverter
line number : 30898
class[1] : com.fs.util.container.repo.ObjectRepository
converter-type[1] : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
class[2] : com.fs.starfarer.campaign.StarSystem
class[3] : com.fs.starfarer.campaign.CampaignPlanet
class[4] : com.fs.starfarer.campaign.CircularOrbit
class[5] : com.fs.starfarer.campaign.econ.Market
class[6] : com.fs.starfarer.loading.specs.FactionProduction
class[7] : com.fs.starfarer.campaign.Faction
class[8] : com.fs.starfarer.campaign.econ.Submarket
class[9] : com.fs.starfarer.campaign.CustomCampaignEntity
class[10] : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[11] : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[12] : com.fs.starfarer.campaign.econ.Economy
class[13] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[14] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[15] : com.fs.starfarer.campaign.Hyperspace
class[16] : com.fs.starfarer.campaign.CampaignEngine
converter-type[2] : com.fs.starfarer.campaign.save.oooO
version : not available
-------------------------------[close]
This keeps happening to me, seems like I takeover someones colony and if i hang out in the starsystem long enough after doing it then it crashes starsector, not sure if this is this mod causeing it, just seemed similar to some others.this is not my fault.Code14493013 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.fleet.FleetData.setCommander(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.setCommander(Unknown Source)
at com.fs.starfarer.api.impl.campaign.missions.hub.HubMissionWithTriggers$1.doAction(HubMissionWithTriggers.java:2405)
at com.fs.starfarer.api.impl.campaign.missions.hub.BaseHubMission.runTriggers(BaseHubMission.java:1118)
at com.fs.starfarer.api.impl.campaign.missions.hub.BaseHubMission.checkStageChangesAndTriggers(BaseHubMission.java:1104)
at com.fs.starfarer.api.impl.campaign.missions.hub.BaseHubMission.advanceImpl(BaseHubMission.java:791)
at com.fs.starfarer.api.impl.campaign.missions.DelayedFleetEncounter.advanceImpl(DelayedFleetEncounter.java:625)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
java.lang.IllegalArgumentException: n must be positive
at java.util.Random.nextInt(Unknown Source)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.removeDMods(IndEvo_dryDock.java:193)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.reportEconomyTick(IndEvo_dryDock.java:103)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:100)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I have an issue where the Interstellar relay isn't showing up as being buildable in my colony and there are no stable points in the system. Is there an unlisted requirement for building them or is a stable point required in system?Build a Military Relay, then upgrade it to an Interstellar Relay like you would for Orbital Works or Megaport.
Certain planets with ruins on them can also have Old Industrial Ruins, whose purpose you can only discover upon colonizing the planet.SpoilerA couple of these are the Hull Forge and Hull Deconstructor, the former of which uses Forge Templates and the latter can make them, with proper dues paid anyhow. If you want a planet just for the ruins, you can settle a colony, check what the Old Industrial Ruins were, then Abandon the colony if it's not what you want (or if you want to cheese it, just reload a save). There's no such thing as max colonies when you have AI cores![close]
If a planet with ruins generates Ruined Infrastructure that upgrades into a World Symbol, upgrading it into that World Symbol does not award a Story Point like building one from scratch does. Is this intentional?Fixed, and Fixed! Thank you for the reports!
Edit to not doublepost: also, minor, the Restoration Docks are mislabeling the effects of an Alpha Core as from a Gamma Core.Spoiler(https://i.imgur.com/SheGU6D.png)[close]
this has been fixed for like three versions.Spoiler198466 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [outputRestriction]
198499 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [outputRestriction]
198499 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [outputRestriction]
198541 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [outputRestriction]
198541 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [outputRestriction]
199078 [Thread-3] INFO exerelin.campaign.intel.specialforces.SpecialForcesIntel - Picking task for Persean League task group
200021 [Thread-7] INFO sound.O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
200401 [Thread-9] INFO sound.O - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
200402 [Thread-9] INFO sound.null - Playing music with id [miscallenous_corvus_campaign_music.ogg]
200664 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.plugins.ambassadorPlugins.IndEvo_ambassadorPersonManager.l ogRepChange(IndEvo_ambassadorPersonManager.java:119)
at com.fs.starfarer.api.plugins.ambassadorPlugins.IndEvo_ambassadorPersonManager.o nNewDay(IndEvo_ambassadorPersonManager.java:95)
at com.fs.starfarer.api.plugins.timers.IndEvo_TimeTracker.onNewDay(IndEvo_TimeTracker.java:136)
at com.fs.starfarer.api.plugins.timers.IndEvo_TimeTracker.advance(IndEvo_TimeTracker.java:117)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
I'm running an older version of Industrial Evolution, running into an issue with ambassadors it seems but i'm not sure
Military ships sometimes get militarized subsystems as a bonus s-mod from the automated ship construction (forge templates + deconstructor building + alpha core). I think this is a bug?Yup, bug, and fixed for dev. Thanks for the report!
Any chance of an option to have engineering hubs just spawn the blueprint instead of needing to overwrite an existing one?No.
[Thread-3] WARN com.fs.starfarer.campaign.rules.super - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.IndEvo_requiresColonyMenuPoint: null
java.lang.NullPointerException
Hm, would be useful if we could mothball relic industries somehow? Having a hull forge on a planet but currently no forge templates left and no ability to swap that forge for a money generating industry without permanently losing it kinda sucks.Most of my industries have an AI core that reduces upkeep. I forget if the Forge does, but vanilla also doesn't let you "mothball" Ground defences or Patrol HQ while it's not fighting anything.
Most of my industries have an AI core that reduces upkeep. I forget if the Forge does, but vanilla also doesn't let you "mothball" Ground defences or Patrol HQ while it's not fighting anything.On a size 6 maybe but when you set up a new colony to claim that ruin you're likely at 1-2 slots when you build that facility. In terms of "mothballing" I was thinking basically downgrading it to ruin status again, like you can downgrade a military base to a patrol HQ. With any other industry I can tear it down and build another one, then rebuild it again later. With a ruin it doesn't look like I can rebuild the thing after shutting it down?
I have said so before - yes, it's an investment, but you can easily get a profitable colony even if you only have 3 slots - or 4, if you take the stability penalty (consider an edict to counteract it, maybe).
Say, does "planets lost to automated fleets" mean you're more likely to find industry ruins in systems that still have Remnant presence or just act as a fluff explanation for finding those ruins on dead worlds?
Being able to get free Heavy Armaments and Marines via Variable Manufactory + Conflict packages makes economic concerns moot.you are free to edit the output in the settings. As already discussed in length on the discord, the variable industries are in a good place for their effort and the rarity of the chips.
I wonder if the commodity forge can be pseudo-buffed by making it the only variable structure that deposits into storage?
I'm also going to make a statement then:
It's my mod and I'll do whatever the *** I want with it.
Thanks.
This mod looks epic but is it compatible with Nexerelin? I got a lot of conflicting answers.Yeah, fully compatible with nex!
I also seem to be unable to download from bitbucket. Redirects me to this link (https://bbuseruploads.s3.amazonaws.com/4db18562-6336-494b-a914-cb700fea38c8/downloads/c2dc4b70-ea7b-482a-b561-fcac2777e362/Industrial.Evolution2.2.b.zip?Signature=eoCeTtBF6aozCB96czUBjzvgcrY%3D&Expires=1621801100&AWSAccessKeyId=AKIA6KOSE3BNJRRFUUX6&versionId=9H6DYuOh.XW6AhHZZ0ZX6J5oLzKSuktv&response-content-disposition=attachment%3B%20filename%3D%22Industrial.Evolution2.2.b.zip%22) that just gives a "This site can’t be reached" error.
This mod looks epic but is it compatible with Nexerelin? I got a lot of conflicting answers.Yeah, fully compatible with nex!
I also seem to be unable to download from bitbucket. Redirects me to this link (https://bbuseruploads.s3.amazonaws.com/4db18562-6336-494b-a914-cb700fea38c8/downloads/c2dc4b70-ea7b-482a-b561-fcac2777e362/Industrial.Evolution2.2.b.zip?Signature=eoCeTtBF6aozCB96czUBjzvgcrY%3D&Expires=1621801100&AWSAccessKeyId=AKIA6KOSE3BNJRRFUUX6&versionId=9H6DYuOh.XW6AhHZZ0ZX6J5oLzKSuktv&response-content-disposition=attachment%3B%20filename%3D%22Industrial.Evolution2.2.b.zip%22) that just gives a "This site can%u2019t be reached" error.
The link works for me!
Seeing as the OP was edited and no response was given to my concerns, I'm gonna make a new statement. There's no reason to be modifying vanilla industries, especially with something that intentionally makes them less good or otherwise less mod-compatible. Even more so when said functionality is not easy to configure and would require me to recompile the mod in order to edit it.
The addition of new functionalities to the game should not come at the cost of the functionality that was already there.
If ship component exports from heavy industry were to be equal their required import then this issue could probably be sidestepped, however at that point they do indeed appear to be a bloat commodity.
This mod looks epic but is it compatible with Nexerelin? I got a lot of conflicting answers.
I also seem to be unable to download from bitbucket. Redirects me to this link (https://bbuseruploads.s3.amazonaws.com/4db18562-6336-494b-a914-cb700fea38c8/downloads/c2dc4b70-ea7b-482a-b561-fcac2777e362/Industrial.Evolution2.2.b.zip?Signature=eoCeTtBF6aozCB96czUBjzvgcrY%3D&Expires=1621801100&AWSAccessKeyId=AKIA6KOSE3BNJRRFUUX6&versionId=9H6DYuOh.XW6AhHZZ0ZX6J5oLzKSuktv&response-content-disposition=attachment%3B%20filename%3D%22Industrial.Evolution2.2.b.zip%22) that just gives a "This site can%u2019t be reached" error.
Hey! Is there a way to get older versions of the mod? the shipyard components thing is interesting but I have some more obscure/undeveloped factions that are suffering because of the lack of salvage yards. I love the change overall though!
I am having a problem with edicts on size 6 planet because they end instantly after enacting. Any clue what might cause that?Bumping this question. I've looked around and found other people with the same issue, but none of them seem to have gotten a response.
How can I add ship component production to an industry? As I have the XLU heavy industry and the Shadowyards Super Shipyards and neither of them produce ship components when I'd imagine both of them should be able to produce the components in decent number. And I have no idea where to start to add production to that.
Hey! Is there a way to get older versions of the mod? the shipyard components thing is interesting but I have some more obscure/undeveloped factions that are suffering because of the lack of salvage yards. I love the change overall though!you can get all prior versions from my repo.
yup it's broken, I'm fixing that for the next version! thanks for the report.I am having a problem with edicts on size 6 planet because they end instantly after enacting. Any clue what might cause that?Bumping this question. I've looked around and found other people with the same issue, but none of them seem to have gotten a response.
that won't help, since it's in code, data edits do nothing :/How can I add ship component production to an industry? As I have the XLU heavy industry and the Shadowyards Super Shipyards and neither of them produce ship components when I'd imagine both of them should be able to produce the components in decent number. And I have no idea where to start to add production to that.
You might have to ask for integration for those mods, although I'm not sure from Hartley or XLU/SRA authors.
Although for manual tweaking I think...
mods -> SRA/XLU -> data -> campaign -> industries.csv
Was just gonna post this. When I try a forced relocation edict on my size 6 planet with two other planets in the same system it just cancels the edict immediately for no apparent reason and causes a huge penalty to stability. Both other planets were size 3-4 on my first attempt and size 5 on my second.I am having a problem with edicts on size 6 planet because they end instantly after enacting. Any clue what might cause that?Bumping this question. I've looked around and found other people with the same issue, but none of them seem to have gotten a response.
When a planet is explored through a salvaging event (finding survey data on it) the industrial ruins attribute won't show what type of ruin it is until I build a colony.Thank you for the report on the tooltip, that's a new one!
Do modded factions always produce ambassadors or is it limited to ones specifically made compatible with IE?Was just gonna post this. When I try a forced relocation edict on my size 6 planet with two other planets in the same system it just cancels the edict immediately for no apparent reason and causes a huge penalty to stability. Both other planets were size 3-4 on my first attempt and size 5 on my second.I am having a problem with edicts on size 6 planet because they end instantly after enacting. Any clue what might cause that?Bumping this question. I've looked around and found other people with the same issue, but none of them seem to have gotten a response.
This wouldn't happen to be talking about the restoration dock would it? First time I've got it in probably 30 hours of play, but figured it might be helpful if it was.that one's fixed in dev - some ships have unrepairable dmods, these cause a crash...
This wouldn't happen to be talking about the restoration dock would it? First time I've got it in probably 30 hours of play, but figured it might be helpful if it was.
9615139 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalArgumentException: n must be positive
java.lang.IllegalArgumentException: n must be positive
at java.util.Random.nextInt(Unknown Source)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.removeDMods(IndEvo_dryDock.java:193)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.reportEconomyTick(IndEvo_dryDock.java:103)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:100)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
146454 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalArgumentException: n must be positive
java.lang.IllegalArgumentException: n must be positive
at java.util.Random.nextInt(Unknown Source)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.removeDMods(IndEvo_dryDock.java:193)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.reportEconomyTick(IndEvo_dryDock.java:103)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:100)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Printed ships show "Something broke." in the Engineering Hub and "Printing Defects" in the Deconstructor screen (despite having no errors). I assume that it's intended that you can't use them as a basis for blueprints or forge templates but the error messages could probably be clearer.Yup, very well guessed! It is indeed. The issue has been fixed in Dev.
EDIT: Weird, my alpha'd disassembler/forge production chain just produced two Paragons with Militarized Subsystems. Is that a weird interaction with Seeker because it adds a Paragon-derived space farm ship?
Thanks Mytre! I don't remember putting a luddic ship in there, but I don't even come close to saying I didn't. They're a scourge and I use their ships as screens for more important ones. I must have tossed a freighter of theirs in there and forgot about it.if you have console commands, type "devmode", then type "goto [starsystem], then goto [planet] - that'll teleport you right next to the planet while no time passes, so you can remove the ship!
Hopefully the Hegemony do not have a similar issue because they're my new target on another playthrough. I didn't rotate saves (my fault) so I can't get back to the dock and remove them, I am super close too. Sad, but again why didn't I have multiple save slots, that's on me, and my voracious attempts to crash starsector with mountains of mods.
Honestly this is the only non-version related crash so far. Starsector has been unbelievably solid for being in beta and suffers from a fantastic modder population that appears to have a very high level of solid coding experience. Compared to Skyrim, there really isn't a comparison.
Thanks! That's great I do have that mod. No worries on the save thing, like I said it's on me for not having a backup. If it turns out to be a luddic ship I'll just move on but if it isn't I'll report back with what it was. I assume that will make it easier to track down the offender.
EDIT:
Yep it was ill-advised modifications, I actually had two ships with it, removing them and waiting for the next month resulted in no crash. Thank you Mytre and SirHartley!
Info: Both were luddic path, both had just one D-mod left and removing them (the ships) resulted in no crash.
How exactly do you use the forge templates provided by a hull deconstructor?With another matching ruin.
2.2.c |
|
2.2.d |
|
last hotfix fixed thatGood work. Thanks.
Not sure I agree with reducing the Story Point increase for Commerce down to 10%.
Those can become a pretty hefty investment of SP later in the game (which is usually when you start managing colonies) and an investment should feel worthwhile. 10% just... doesn't feel like much of an increase.
Okay I feel like I've asked this before for a previous version, buuut...
What are the requirements for an Interstellar Relay? It's not showing up on my list of industries and structures.
Hi! I've made an account to report a bug (loving IE otherwise). For some context, I had an Admin in the Academy storage at Fikenhild (they had successfully completed their training). I saved my game, closed Starsector. Game CTDs when I attempt to continue the save. I can provide more of the log if needed, anything else I can do to help squash this bug, let me know.Thank you for the report, fixed it - will hotfix asap.
Thanks again for IE, I have thoroughly enjoyed the versatility in colony builds!Spoiler
38787 [Thread-3] INFO com.fs.starfarer.api.plugins.update.IndEvo_ModUpdater - Fikenhild: replacing IndEvo_Academy
38798 [Thread-7] INFO sound.oo0O - Cleaning up music with id [miscallenous_main_menu.ogg]
39198 [Thread-9] INFO sound.oo0O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
39198 [Thread-9] INFO sound.OooO - Playing music with id [miscallenous_main_menu.ogg]
39307 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
at java.util.ArrayList$Itr.next(Unknown Source)
at com.fs.starfarer.api.plugins.update.IndEvo_ModUpdater.replaceIndustries(IndEvo_ModUpdater.java:131)
at com.fs.starfarer.api.plugins.update.IndEvo_ModUpdater.run(IndEvo_ModUpdater.java:44)
at com.fs.starfarer.api.plugins.IndEvo_modPlugin.updateVersionIfNeeded(IndEvo_modPlugin.java:129)
at com.fs.starfarer.api.plugins.IndEvo_modPlugin.onGameLoad(IndEvo_modPlugin.java:54)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.o0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
I have problems with rift generator, after a few jumps my fleet starts to accumulate ship components shortage quality debuffsame for this - fixed in dev, will release hotfix tomorrow.But there is no components shortageSpoiler(https://i.imgur.com/BHiZ3mq.png)[close]I never saw this bug in runs without using rift generator and unfortunately I can't provide reasonable steps to duplicate this bug.Spoiler(https://i.imgur.com/3TytBKQ.png)[close]
Also game sometimes crashes when I use rift generator (not exactly during jump) and for whatever reason I can't post exception text here.I really like rift generator playstyle, but it's causes such problems.Spoiler(https://i.imgur.com/TqFLebd.png)[close]
Hm, with 2.2d I still got Militarized Subsystems built into a Phantom even though that's not a civilian ship. With my first batch I thought that maybe the template was encoded with a prior version so it could have been fitted that way with the bug present so I scanned another Phantom and ran it through the production chain, still MilSub.yeah I know, it doesn't want to stay dead
Dunno what mod interactions could cause this, do you need an exhaustive list?
yeah I know, it doesn't want to stay deadMaybe it would be worth removing MilSub from the list of possible built-ins anyway, it has its downsides and players may not want it in their ships (or can add it themselves if they want it).
i made it dead again, I hope, maybe
just ran into this error
to fix the save file loading bug, replace the .jar file in the mod under Industrial.Evolution/jars, that'll take care of it until I can release a proper fix.idk if its still related but just installed the new .jar and got this instead
https://bitbucket.org/SirHartley/deconomics/downloads/IndEvo.jar
2.2.e |
|
I'm not having the Centralisation Bureau register Boggled's Domain Archaeology as a valid industry.
Is there a way for me to make it so? I checked the mod integration spoiler, but no mention was made of the Bureau.
EDIT: Found my first major annoyance.
Engineering hub is the default market, so I have to be careful storing ships at the colonies with it (read: my only colony this playthrough).
Hello, I got this error trying to load my save. Attached in the text file because it's too long to be posted in this comment. I'm using 2.2.f and I've tried reinstalling the mod multiple times.hm, this is a weird one - No idea what went wrong, I'll try to fix it.
I have the Problem that the Boni of the ancient Laboratory change a few times. I had a Laboratory on a Planet which gave me +3 heavy Armaments so i built Orbital Works, then it changed to +3 Ship Hulls, still okay i guess. But now it changed again to +3 Volatiles, which is completely usless for me on this planetheard about this, but no idea what causes it. Sorry for the issue, I'll take a look, and thank you for the report.
What about allowing to transfer D-mods not only between same ships but also between different variants? Provided mod author would specificaly whitelist it.I'll think about this!
So you could for example take a working engine from luddic Lasher to repair a stock one. Maybe there should be two lists though. For close compatability and partial one. In later case you may either only transfer a limited list of defects or have to provide some ship components for the process as you have to modify donated parts to fit properly into differ hull. Pirate hulls may also have it easier to be repaired with parts taken from stock variants.
First time posting here but read how to post bugs here.
1)Code:Code2)List of mods:53229 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
at java.util.ArrayList$Itr.next(Unknown Source)
at com.fs.starfarer.api.plugins.update.IndEvo_ModUpdater.replaceIndustries(IndEvo_ModUpdater.java:131)
at com.fs.starfarer.api.plugins.update.IndEvo_ModUpdater.run(IndEvo_ModUpdater.java:44)
at com.fs.starfarer.api.plugins.IndEvo_modPlugin.updateVersionIfNeeded(IndEvo_modPlugin.java:129)
at com.fs.starfarer.api.plugins.IndEvo_modPlugin.onGameLoad(IndEvo_modPlugin.java:54)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.o0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.?00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.Stringsuper.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
"anotherportraitpack",
"gflportraitpack",
"gflportraitpack2",
"HMI",
"IndEvo",
"kadur_remnant",
"lw_lazylib",
"ArkLeg",
"MagicLib",
"Mayasuran Navy",
"missingships",
"nexerelin",
"simpleplayerflags",
"Terraforming and Station Construction",
"star_federation",
"vayrashippack",
"shaderLib"
Acording to the updater all mods that it can detect are up to date (when checking on another save).
3)Context: I was experimenting with the rift generator, first time moved a planet without problems (option was closest colony), second time (same option) it started but didnt do anything and the "teleport" sound still playing for more than a month, decided to exit and reload but game crashed saying "Fatal: null Check starsector.log for more info". Loading with or without sound results in the same crash.
When creating a new game, game works as normal.
Using 4gb (4096m) for RAM and starting the game from the starsector.exe.
Now Im sad because save not working :'(
EDIT 1: If there is just a solution to somehow cancel the animation without fixing the issue I would gladly accept it and just not use the teleport building for planets.
update the mod, that's been fixed in 2.2.fSorry! Trusted in the updater but it wasnt actually on the .f version. Its alright, the only problem is that the planet gets teleported to the center of the system inside the stars and its invisible (both in the command window and the 3d fleet view). Also half the star doesnt have the Corona debuff.
it's possible that this planet is broken and lost due to that bug you encountered - I was only able to restore saves to functionality and do some medium heavy cleanup, but stuff like that is too arcane to catch and fix within the limited tools I have - I'd likely break more than I fix.
Very sorry about that!
I have a question about an item, I'll put it in a spoiler just incaseI too found that odd, because a regular patrol base (lowest version) will do it too.SpoilerIt's about the item for the relays/military base, one of the effects says it allows construction of a relay without a military base right? But the odd thing is that I need a military base to install it in the first place, so I'm confused if I'm doing something wrong here[close]
No-one mentioned Military Relays?I have a question about an item, I'll put it in a spoiler just incaseSpoilerIt's about the item for the relays/military base, one of the effects says it allows construction of a relay without a military base right? But the odd thing is that I need a military base to install it in the first place, so I'm confused if I'm doing something wrong here[close]
If you have only one planet, Relays are useless. Where they come in is if you have lots of colonies in a single system, e.g.;
Planet A: Very Hot world with a Military Base & Cryoarithmetic Engine + Alpha Core
Planet B: Barren world with Orbital Works & Pristine Nanoforge + Alpha Core + Military Relay
Planet C: Terran world with Military Relay
In Vanilla, planets A & C benefit from Planet B's Orbital Works, but need independent Patrol Bases (or Military Bases) to field their own fleets. With Industrial Evolution, Planets B & C now benefit from Planet A's Cryoarithmetic Engine & Alpha Core, without needing their own full-size Bases. Relays also allow you to free up fixed-position slots in the event that your system has less than 3-4, which plays nicely with TASC's ability to build your own gates and domain-tier relays/arrays/buoys.
No-one mentioned Military Relays?I have a question about an item, I'll put it in a spoiler just incaseSpoilerIt's about the item for the relays/military base, one of the effects says it allows construction of a relay without a military base right? But the odd thing is that I need a military base to install it in the first place, so I'm confused if I'm doing something wrong here[close]
If you have only one planet, Relays are useless. Where they come in is if you have lots of colonies in a single system, e.g.;
Planet A: Very Hot world with a Military Base & Cryoarithmetic Engine + Alpha Core
Planet B: Barren world with Orbital Works & Pristine Nanoforge + Alpha Core + Military Relay
Planet C: Terran world with Military Relay
In Vanilla, planets A & C benefit from Planet B's Orbital Works, but need independent Patrol Bases (or Military Bases) to field their own fleets. With Industrial Evolution, Planets B & C now benefit from Planet A's Cryoarithmetic Engine & Alpha Core, without needing their own full-size Bases. Relays also allow you to free up fixed-position slots in the event that your system has less than 3-4, which plays nicely with TASC's ability to build your own gates and domain-tier relays/arrays/buoys.
I'm not sure what other Relay they could be referring to though. Comm Relays don't need military bases to begin with, and Military Relays are another feature from this mod.
so, how do repair docks work? I've dropped off 6 ships (3 with 1 dmod, 3 with several) at the docks in maxios then went & smuggled for a while, came back & noticed nothing was repaired, so I parked my fleet into storage, got into an skite, filled it with supplies then parked myself in the astroid belt & threw a bouncy ball at the wall for some 3 months and as far as I can tell none of the ships have been repaired & I havent been charged for having the ships sitting in there (tho I am being charged for having my fleet in storage while I wait -- went from 600k to 500k while waiting). What am I missing here? Does the fact that independants hate my guts make a difference?Okay, so, the docks have their own storage area, right? If you put everything in there, and it did not repair it on month end, there is 3 options -
Also, while I was waiting a friendly fleet attacked maxios so I went & got my fleet out of storage, loaded up marines, joined them in capturing the station & I took it over then discovered that the repair docks tab in the ship menu was gone & so were all the ships I had sitting in there so I had to load a save I made before I did that
edit: PS, amazing mod. So far & above the quality of the scope of what most mods are capable of doing -- not just for this game but mods for games in general. In fact, as far as I can tell, a lot of the stuff added in this mod is grander in coding ambition than the base games itself
I took it over then discovered that the repair docks tab in the ship menu was gone & so were all the ships I had sitting in there so I had to load a save I made before I did thatThat's definitely a bug. First off, it should not have vanished on takeover, and the contents of that storage should have been moved to your colony storage tab if it had - I specifically made a fail safe to avoid ever purging a ship in there.
okay I do have what appears to be an actual bug to report.Thank you for the in depth report, I'll look into this!
I've been smuggling drugs to pay for repair docks for a long time (just checked, 2 years), went back to the docks to see which of my ships were Done, and every ship has 1 dmod left. Came back a few months later & they were all still nearly done.
I'm gonna take a screenshot of the repair dock screen, save, copy that save to my desktop, go smuggle drugs for a bit more, take a screenshot of the funds coming out of my account then go back & take another screenshot of none of the ships having actually been repaired. If this is actually a bug & not something obscure but intended happening, since I've been in this holding pattern for over 2 in-game years & its taking hundreds of thousands out of my account every month I've had somewhere in the tune of millions of credit go into a hole.
& Ive checked, Im cooperative with the pirates whose repair docks im using
screens showing the issue. sorry for the jank https://imgur.com/a/bn0CuCy
I'm uploading the save & mod folder now but it'll take all day so I'll post it in a reply to this thread if OP says he wants them
Amazing mod, but i think i've enocuntered some bugs.You are on an old version, please update the mod. that won't fix the ambassafor issue unfortunately, that's broken :|
Bug 1: Built an embassy and placed an ambassador from my comission-faction in it. The ambassador is stuck in "The ambassador is currently taking office, please wait a day for this to finish" permanently and when i try to shut down the ebassy building i get an error message and my game crashes (i cannot remove it with console commands either).
Bug 2: Build a senate. Started an edict on 1 market, but after loading in later it is now an active edict on all of my markets. After shutting down the senate all the edicts gave me massive unrest on all markets when loading the save.
Bug 3: I'm not sure if this is related to this mod, but my orbital works buldings fleet quality modifier gets a -15% -15% and -8% quality modifier because of "ship component demand not met", even though the market produces 5 ship components and demands 3 (these modifiers go away when i uninstall the pristine nanoforge).
This is the error message i get when trying to remove the stuck embassy.Spoilerjava.lang.NullPointerException
at com.fs.starfarer.api.plugins.ambassadorPlugins.IndEvo_ambassadorPersonManager.g etOriginalMarket(IndEvo_ambassadorPersonManager.java:349)
at com.fs.starfarer.api.impl.campaign.rulecmd.ambassadorRules.IndEvo_ambassadorRem oval.removeAmbassadorWithPenalty(IndEvo_ambassadorRemoval.java:33)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_embassy.notifyBeingRemoved(IndEvo_embassy.java:296)
at com.fs.starfarer.campaign.econ.Market.removeIndustry(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.forsuper.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.o0oO.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.o0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.Stringsuper.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
I feel like military relays are a bit OP, so I don't use them at all.... You realise at best the Military Relay gives +60% of your largest, right?
Kinda busted how you can have a system with 10+ planets and each of them have the equivalent of a +100% + Alpha AI High Command just because 1 single planet has it and you build something.
I feel like military relays are a bit OP, so I don't use them at all.well, you gotta build it on every planet, that takes a slot. it also doesn't transfer the entire bonus, only part of it, so it's never equivalent to a high command. Also doesn't increase patrol count. On a math level, they are high power, but not OP imo. Yunru makes a good point there.
Kinda busted how you can have a system with 10+ planets and each of them have the equivalent of a +100% + Alpha AI High Command just because 1 single planet has it and you build something.
Yeah getting rid of that embassy is actually impossible. I even destroyed the entire market and it was still there when i recolonized :(While that's weird, it's possible. Sorry 'bout that, but the slot at least isn't much of an issue if you got Grand.Colonies.
Hey, first of all, great immersive mod, adds alot of depht to the otherwise fairly shallow colonization aspect of the game.Updating the mod will fix that, yeah.
Couple days ago i started a new campaign with the newest version at that time, 2.2.d, and encountered the crash on saveload bug that apparently has now been fixed.
Is there any manual fix for this or is the campaign dead?
Cant seem to put a Pristine Forge into modular assemblerswhy would you put a pristine forge into a modular assembler, it doesn't go there
Donno whats going on thereWhat's going on there is you've not updated to the latest version.
you can, you just have to re-open the market, it will have been switched as it closed & remain switched when u go back to it. Ran into the same issue, the "switch page" mod button being the same as the remote market's "go back to colonies" button but u can just brute force past itI wouldn't know how this was supposed to work, considering the code flat out does not work like that...
So one of my embassies seems to be LOWERING my relations with that faction to the cap each month instead of just leaving the relation where it is.Well the embassy has stopped lowering my rep so it seems to have fixed itself. I have no idea what fixed it as I didn't do anything.
Is that supposed to happen? As I understood it an embassy will passively increase your rep up to a certain point and then you have to do the rest yourself. It will also increase the effect of negative rep by 50% but not lower it passively. My other embassy isn't lowering my rep so I assume one of them isn't working right.
Where to get the blueprints to be rewritten with a new ship?
I found a pretty annoying bug.
Suppose you have 12 owned worlds, three of which have heavy industry with pristine Nanoforges.
Now suppose you liberate a world which has salvage yards but no heavy industry.
All of your production instantly gets filled with D-mods, because a single world in the production network without heavy industry but with salvage yards will ruin all the other ones.
I sat there merrily building/stockpiling a fleet of ships, returned home, and found they all had tons of D-mods. I am sad.
Is there a way to get the Centralisation Bureau to work on commodities, rather than industry? So if I had three different food producers (say an Aquaculture, a Farming, and a Hydroponics), it'd give a +2 bonus total (rather than +0)?Probably could, but it'd be a lot of work and require a total rewrite of that building, so it's unlikely I will ever do it, sorry! I did add aquaculture to the list though, so it works with farming (since it's vanilla)
That's not a bug, I updated the FAQ with the relevant info.So one of my embassies seems to be LOWERING my relations with that faction to the cap each month instead of just leaving the relation where it is.Well the embassy has stopped lowering my rep so it seems to have fixed itself. I have no idea what fixed it as I didn't do anything.
Is that supposed to happen? As I understood it an embassy will passively increase your rep up to a certain point and then you have to do the rest yourself. It will also increase the effect of negative rep by 50% but not lower it passively. My other embassy isn't lowering my rep so I assume one of them isn't working right.
sorry for asking, but can you maybe add a part like you did with industries for every possible to find item? i am not sure if the specialised systems fabricator is from this mod or another, and where to put itSure, sometime in the future, when I got all of them done, I will!
Hm, could you make the Hull Forge either produce a token amount of trade goods or provide regular production capacity for your heavy industry, seeing as it's considered industry?First Part: I thought about having it produce starship components, but that wouldn't really make sense - and the upkeep is intentionally high on these, so kinda hard to balance that. The Deconstructor used to require an industry slot, it doesn't anymore, and I don't really want to buff the chain any further.
EDIT: Also it feels a bit wrong that you can send out large raiding parties with the privateer base, regularly pillaging the core worlds without triggering any retaliation attempts. I know people don't like getting attacked because they feel that it's just busywork but lashing out, getting loot and not even getting the raids you get for having a high marketshare?
I think I found a very rare incompatibility between "Beyond the Sector" and this mod.Not my fault, this mod does not contain any terraforming features.
So there is a chance to generate a terraforming rig on the very far away system (likely from Beyond the Sector mod) and caused huge stuttering if you tried to navigate to that terraforming rig. It's probably a very rare bug but it's there. Just letting you know.Spoiler(https://imgur.com/QItxRgv)[close]
It's 2.2f, but i think it was my fault changing the industry cap from to 4-5. I reversed then my save is normal.It's still a weird crash. If you are on java 8, revert to 7. If not, I did add a contingency for the next update, but it might still not be fixed. No idea what did that.
Also can we have a way to re-roll a laboratory's bonuses if it provides bonuses to things the current planet cannot provide? Like when it boosts mined materials but there are no matching deposits on the planet or for food when the planet is not arable?Oh - it's completely random. Rerolling via story points does seem like a legit option though, will think on the exact implementation.
or is that triggered by the Void Extraction industry that some other mod adds that technically allows any planet to provide those things? I avoid that one since it feels vastly OP...
Hey Sir Hartley, first thing first, thank you for this great mod.Sounds like a bug, but relay spawning behaviour is vanilla, so that might be caused by something not within my power. I'd need a list of all buildings on that colony to make sure though. You're the first to report anything like this.
For some reason my Arrays are not spawning any patrols when they are the only military building in a market (station or planet).
I found a pretty annoying bug.As KDR_11k said, that's vanilla behaviour. I updated the FAQ for the yards to give a bit more information on that, read it!
Suppose you have 12 owned worlds, three of which have heavy industry with pristine Nanoforges.
Now suppose you liberate a world which has salvage yards but no heavy industry.
All of your production instantly gets filled with D-mods, because a single world in the production network without heavy industry but with salvage yards will ruin all the other ones.
I sat there merrily building/stockpiling a fleet of ships, returned home, and found they all had tons of D-mods. I am sad.
Hm, can we maybe add more escorts to a courier fleet? For me the main use of couriers would be to handle the forge template cycle but those things are small and insurance payouts won't get a lost template back. Hm, but then again spending big just to ferry those things around probably wouldn't make much sense either... Guess it won't really be practical to automate any template stuff, especially since you probably don't need an automated production line for player ships.Careful with shipping templates - there's some issue where deliveries have been vanishing. The docks are currently undergoing code rework to fix that, but it might be a version or two.
Maybe everybody else uses patrol HQ to increase stability and didn't notice the patrols missing?
im like 99% sure that if u have a relay & no military building the relay gets greyed out & very clearly doesnt do anything. I was confused by it bc the descrip says it will act as a patrol hq if you dont have one but i just figured the tooltip was wrong & have never put a relay on a market aloneTurns out, I made some changes to my internal library, which resulted in the relay considering itself as a military building, and thus, no longer spawning fleets. Whoops. Wonder how no one noticed that in like, three months.
I found a bug:They'll leave if you wait like two months lol. It's adjusted for the next update.
When I try to ship about 30k items in one shipping with the shipping port the courier fleet is just stuck in the loading sequence and orbiting the planet without ever departing or doing in fact anything
It also seems that the player must be in the same system as the courier fleet for the fleet to do anything and transported items and ships just disappearI found a bug:They'll leave if you wait like two months lol. It's adjusted for the next update.
When I try to ship about 30k items in one shipping with the shipping port the courier fleet is just stuck in the loading sequence and orbiting the planet without ever departing or doing in fact anything
so umm, another thing about privateers: i know they are supposed to not raid planets to deathWait, what? My decivilization log is full of the victims of my privateers!
I don't know if it's a bug or intended but the logistics core being installed causes the centralization bureau to essentially consume any AI core that is inside itIt returned it to my inventory for me?
I don't know if it's a bug or intended but the logistics core being installed causes the centralization bureau to essentially consume any AI core that is inside itIt returned it to my inventory for me?
Huh, I just got Safety Overrides s-modded into a frigate by the Hull Forge. Dunno if you want that to happen as a special bonus for running the Forge pipeline but it seems unlikely.It's something that can happen in the wild too, it's only the player that can't do it. (Although it's already addressed for next vanilla release.)
Huh, I just got Safety Overrides s-modded into a frigate by the Hull Forge. Dunno if you want that to happen as a special bonus for running the Forge pipeline but it seems unlikely.intentional, nothing's off limits for the forge since it's a real hassle to get it to work
Im not sure if it this or grand colonies but I'm getting this whenever I save my gameIt's neither, this has nothing to do with my mods, sorry.
Im not sure if it this or grand colonies but I'm getting this whenever I save my game
Well Alex thought so
(For reference, this is the source thread:Hm, I'll take a look again, I was pretty sure I cleaned all those up from my early forays into coding - might have missed one, then. Thank you for providing context!
https://fractalsoftworks.com/forum/index.php?topic=22348.msg336680#msg336680
I don't know which mod is causing it, but it looks fairly likely that *one* of the mods involved is putting stuff in the save that shouldn't go there.
This could be caused by, say, holding on to a *SpecAPI of some sort in a data member of a script, or perhaps a CampaignUIAPI reference, or something similar. Also of note: it would only crash when running the game in devMode, but it'd still be an issue regardless, since depending on what this is that's going into the save, who knows what might happen when it's re-loaded.)
Wait do people not go looking through others post history to save us timeI work a full time and a part time job and have a family, I do not have time to play detective - if not enough information is provided for a non-recurrent issue, I will ignore the problem until provided with enough information to act on it quickly and decisively. It is in your best interest to provide as much information to a mod author as you can, as the mod crashing is primarily your problem.
Huh, I just got Safety Overrides s-modded into a frigate by the Hull Forge. Dunno if you want that to happen as a special bonus for running the Forge pipeline but it seems unlikely.intentional, nothing's off limits for the forge since it's a real hassle to get it to work
Huh, I just got Safety Overrides s-modded into a frigate by the Hull Forge. Dunno if you want that to happen as a special bonus for running the Forge pipeline but it seems unlikely.intentional, nothing's off limits for the forge since it's a real hassle to get it to work
what the hell is the forge pipeline? this sounds like some sort of industry allowing me to have even more S mods in my hulls. do i just build it or what is it?
also how can i change up what my ships get? expanded missile racks for the omen are kind of useless tbh
Wait do people not go looking through others post history to save us time
So wait, that's worth using?
I kinda just viewed it as an inferior reverse engineering...
So wait, that's worth using?Reverse Engineering gives you a blueprint. The derelict Chain gives you one to five (depending on hull size / AI cores) carbon copies of the ship you used, including installed S-Mods, and has the ability to apply three more S-Mods for free if the correct cores are used.
I kinda just viewed it as an inferior reverse engineering...
also this whole scanning error thing, mabe it's just me but i did not notice a difference in installed hull mods and errors to be honest when using an alpha core at the disassembler or whatever it is calledYou can get different amounts / levels of printing errors. These are normal D-Mods you can remove, but the amount entirely depends on the AI cores you use. Reading the Tooltips here is extremely important, you can absolutely *** yourself if you install cores with effects you don't want. (effectively - you can decide between a pristine hull, or more hulls with more defects, or normal amount with extra S-mods but more defects and so on).
so a random thoughtYes.
Can i disassemble a zigg for more ziggs?
regarding this:so a random thoughtYes.
Can i disassemble a zigg for more ziggs?
Hi,
Quick question, I've been reading the last few posts here about forging ships with S mods and all that good stuff, but in the last implementation of the mod I played with (I believe it was 1.8c) going through the whole chain of deconstructing to template making to rebuilding from template, there was 3 degree of "automated ship construction" penalty hullmod of varying severity and even under best case scenario you ended up with hull which had random breakdowns mid fight.
Is this changed in the newest 2.2f build? If you AI core/otherwise buff industries can you end up with hulls that don't have random breakdowns?
I tried to track back in the changelog as far as it dates back in the main post but I didn't find anything about that.
Printing Defects is a regular d-mod and can be removed with a Restore, the restoration dock or just the Field Repairs skill and some waiting.
So wait, that's worth using?Reverse Engineering gives you a blueprint. The derelict Chain gives you one to five (depending on hull size / AI cores) carbon copies of the ship you used, including installed S-Mods, and has the ability to apply three more S-Mods for free if the correct cores are used.
I kinda just viewed it as an inferior reverse engineering...
then let it go trough the chain with only alpha cores againPrinted ships cannot be deconstructed (or reverse engineered I believe, so no copying that rare ship to get enough for a blueprint). That also means that when you find a ship as a forge template you can't make copies of it.
Reverse engineering and the printing chain are entirely seperate from each other. You can not use printed ships for reverse engineering in any way.
so wait, i can decide what S mods a ship has by reverse engineering a ship that in the way that i want and then all the reverse engineered ships coming from this ship will have those S mods?
...
i wanna see how ridiculous i can be
What file do I edit and where in the file is the line to give the alpha core the proper bonuses, because I think I read a tooltip that said gamma and beta cores give bonuses that the alpha core doesn't, which is absolute horse-***maybe play the mod first, you will find out that you are wrong and your comment makes zero sense.
Reverse engineering and the printing chain are entirely seperate from each other. You can not use printed ships for reverse engineering in any way.
I see! To answer the question, then - since printed ships can't be deconstructed again, the limit for total S-Mods is 6 - 3 from vanilla, 3 from the Forge - any additional mods notwithstanding.Reverse engineering and the printing chain are entirely seperate from each other. You can not use printed ships for reverse engineering in any way.
i meant by reverse engineering the hull forge line, with reverse engineering being the hull deconstructor or hull forge, or whatever the thing is called
I've been playing for nearly a week and I exclusively use alpha coresAlpha cores in this mod are not necessarily better than betas or gammas, depending on the situation. The effects usually are mutually exclusive as well, so it's a rather useless request, which is why I was asking you to engage with them so you could figure that out before making a fool of yourself.
Also get *** rid of that second line it holds no water
How are you this bad at countingWeakest attempt I've seen all year, but it did make me laugh, so good on you.
What file do I edit and where in the file is the line to give the alpha core the proper bonuses, because I think I read a tooltip that said gamma and beta cores give bonuses that the alpha core doesn't, which is absolute horse-***
Also get *** rid of that second line it holds no water
How are you this bad at counting
I see! To answer the question, then - since printed ships can't be deconstructed again, the limit for total S-Mods is 6 - 3 from vanilla, 3 from the Forge - any additional mods notwithstanding.Reverse engineering and the printing chain are entirely seperate from each other. You can not use printed ships for reverse engineering in any way.
i meant by reverse engineering the hull forge line, with reverse engineering being the hull deconstructor or hull forge, or whatever the thing is called
ahh, i see. well, that is balanced, i guess, heh. so i cannot have infinite ships by just deconstructing one ship, nor reverse engineer more ships with the actual reverse engineering hub either. well, thanks for explaining sir!
Bwah? It only takes three capital ships to produce a BP, and iirc something like 9 frigates.ahh, i see. well, that is balanced, i guess, heh. so i cannot have infinite ships by just deconstructing one ship, nor reverse engineer more ships with the actual reverse engineering hub either. well, thanks for explaining sir!
I really wish we could either use the forge to make reverse engineering of somewhat rare craft more feasible (it's pretty much impossible unless you run into LOTS of that particular ship) or at least reverse engineer weapons. As it is I don't think I've ever produced a BP via reverse engineering.
it also only takes 3 capital ships to fill all the DP you have per battle, if you have an overwhelming amount of ships. you might not even be able to deploy 3 of a capital class ship if you are equal or outnumberedBwah? It only takes three capital ships to produce a BP, and iirc something like 9 frigates.ahh, i see. well, that is balanced, i guess, heh. so i cannot have infinite ships by just deconstructing one ship, nor reverse engineer more ships with the actual reverse engineering hub either. well, thanks for explaining sir!
I really wish we could either use the forge to make reverse engineering of somewhat rare craft more feasible (it's pretty much impossible unless you run into LOTS of that particular ship) or at least reverse engineer weapons. As it is I don't think I've ever produced a BP via reverse engineering.
Bwah? It only takes three capital ships to produce a BP, and iirc something like 9 frigates.That's a lot to me, basically limits it to ships of a faction you fight regularly.
Well yes: Ancient Laboratory is an industry...Nope, only Hull Forge is. The other ruins structures aren't.
Im kinda confused on how to use the hullforge and what it doesIt does nothing on its own, you have to find certain items to use with it. They're fairly obvious if you find any.
The Hull Forge wants templates that are empty.
It's a different building that takes empty ones and fills them.
yea I know you need to find those empty forge templates but when I but them inside the industry they do nothingNope, it wants the full ones. You should find some with a ship on them out there.
I'm surprised you guys actually use those things, none of them seem worth a slot to me.
What about some special item for Domed Cities that allows them to benefit from Plasma Shield structure and actually gain some ground defense? They won't benefit as much as a planet with no such collosal city centers obviously, and surface batteries are also still useless as they are easy to detect and destroy from orbit with impunity lacking civilian targets nearby. That one could be a kind of system that lets you maintain several smaller plasma shield projectors over every dome instead of a single large one.wrong mod. i think you are looking for terraforming and station construction
After installing both Industrial Evolution and Grand Colonies, enabling them, and attempting to start the game I'm met with the same error codeHey, first off, thanks for the report - but I need the entire crashlog to check and debug.
"Fatal: com/fs/starfarer/api/campaign/StoryPointActionDelegate Cause: com.fs.starfarer.api.compaign.StoryPointActionDelegate.
I'm not 100% sure if this is entirely because of these two mods (I have a couple other installed like nexerelin and some mod factions) however this only happening when I have them enabled makes me think there's a problem somewhere. It may be on my side of things and I just can't figure it out but I'd appreciate any help.
[spoiler]crash log goes here[/spoiler]
Just want to send a big thank you for your hard work. Your mod has really made colonization faaaar more interesting and gives planet construction/colonization meaningful choices.Thanks, very happy to hear that :)
Oh and I just noticed that this mod reduces the deal maker bonus from 50% to 25%, is there a way to increase or change this number?there's a toggle in the mod settings, but considering commerce is hilariously OP and actively diminishes choice, I don't think disabling that nerf will improve your game experience. It's up to you.
Do Variable Industries with Recreational Drugs VPCs stack with Psychoactive Fungus from Unknown Skies?Yes it does. Can confirm because I've done it before.
Basically will I get the +1 to Drug production on a variable industry with a drug VPC?
Do Variable Industries with Recreational Drugs VPCs stack with Psychoactive Fungus from Unknown Skies?Yes it does. Can confirm because I've done it before.
Basically will I get the +1 to Drug production on a variable industry with a drug VPC?
Does anyone know which modded and vanilla factions have ambassadors? I found VIC, SCY nation, Mayasura, ORA, Brighton, and Roiders. I can’t seem to find Independents and Pirates for the vanilla ones and I’m still looking for Hazard Mining, Legio Infernialis, Diable Avionics, United Pamed, 9th Battlegroup and a few others. Are they not implemented or am I looking at the wrong planets? I figured that stations wont have them since the ones I’ve found where all on planets, like their core worlds.IndEvo support is up for other modders to implement into their mods. Check their mods for IndEvo folder. If they got one, they should be compatible. Otherwise you could make it yourself, it's not too hard.
Does anyone know which modded and vanilla factions have ambassadors? I found VIC, SCY nation, Mayasura, ORA, Brighton, and Roiders. I can’t seem to find Independents and Pirates for the vanilla ones and I’m still looking for Hazard Mining, Legio Infernialis, Diable Avionics, United Pamed, 9th Battlegroup and a few others. Are they not implemented or am I looking at the wrong planets? I figured that stations wont have them since the ones I’ve found where all on planets, like their core worlds.IndEvo support is up for other modders to implement into their mods. Check their mods for IndEvo folder. If they got one, they should be compatible. Otherwise you could make it yourself, it's not too hard.
Is it intended for the centralization bureau to consider orbital works and heavy industry as separate industries when figuring out the boost it gives? Seems like it should treat them as two versions of the same thing rather than two separate industries.Nope, fixed that for the next version, thank you!
When i was using hull deconstructor + hull forge with alpha cores, i was getting built-in safety overrides on Duinn Thunderbirds Champions from LowTech Armada mod. Dunno if it's intended or not, but may be worth noting here.Can happen, not too concerned.
Not sure if this is a bug or not, but Ancient Laboratories do not increase the production of Variable Assemblers/Manufactories.Bug, and fixed - thanks!
Hello, I'd like to report a couple of bugs that I've found.Thanks for the reports, both of these are now fixed in dev.
1) The bonus from the ancient lab nullifies on save load. In my case the steps to recreate are: restore the lab, plant a beta core and get +3, save, load and it's back to base value. Gets reset when I remove and place back the beta core.
2) The Restoration Nanites are in the pool of the artifacts that the historian can tell you about. It was sad to spend many story points and to be greeted with "you shouldn't have this"
Other than that, thanks for the mod! Can't imagine playing Starsector without it.
Installed an ambassador with TTPlease read the Embassy FAQ. Any rep loss with the target faction will get multiplied by 1.5, the impact will reduce the following months. This is explained in detail on the mod page.
get to +40
do some missions, send an agent to raise faction.
get 100
Now I loss rep with them (started around -5)/month with them via the ambassador (back down to 70ish and now -1 per month)
is that supposed to happen?
Planning a war with them soon, so haven't disabled the ambassador to see how this plays out.
Question 2:
Does using this mod reduce the chances of finding other loot like nanoforges, I've found like 10+ special items for planets just for this mod but no nanoforge so gotta ask.
bug report: relays are reporting "affected by AI core in high command" -- Though I don't use any AIs anywhere at all yet.
Where do you install a relay hypertransmitter?it says on the item what building you can install it in.
I have one, but haven't found a way to actually use it.
Question 2: This mod adds a total of 4 industry items. Quite amazed that you were able to find 10! To answer your question, however - no, you find the exact same amount of special items. The loot pool is slightly diluted by the items I added, so I made up for that with the special events, which give you "free" stuff that you wouldn't have gotten otherwise.
Please read the Embassy FAQ. Any rep loss with the target faction will get multiplied by 1.5, the impact will reduce the following months. This is explained in detail on the mod page.I've read it, it doesn't really explain how I went from 100 faction with TT to 40 over the course of a year when I wasn't even in the same system as them for the entire time, let alone *** them off in anyway. That's why I'm confused. Similiar less extreme things have happened with Heg and Per factions, again without known causes. I've been off doing my own things not messing with these guys.
1. vpc luxury goodsSoil nanites are vanilla. So there are four new industry items total. These could dillute industry items pool a bit, but in practice vanilla affects the chance to find nanoforge much more then this mod does.
2. vpc exo-armour suits
3. vpc heavy machinery
4. vpc ship components
5. vpc supplies
6. vpc exploration package
7. vpc domestic goods
8. soil nanites
9. simulation engine
10. E.U.T.E.C.K
11. neuroconditioning compounds
12. relay hypertransmitter
It's a relevant and logical question to ask if nanoforges will spawn less with so many special items!
Hey I'm noticing in a clean install with only industrial evolution enabled (2.2.f) that nanoforges both add and subtract ship components from heavy industry. The tooltip (under units supplied) for Chicomoztoc's orbital works shows a +3 and -3 modifier to ship components due to their pristine nanoforge. is this intentional? If not, is there any way i can correct this in the code absent a hotfix?IIRC that's how Orbital Works are supposed to work now after IndEvo rebalance of quality. You are supposed to have a supply line of salvaged components now to get the top quality. Which means you must have Salvage Yards yourself or have an allied faction (like indies) to supply the neccessary volume of components. Without Orbital Works you may want to actually stop the growth of your shipyard colony at some point to avoid shortages or invest into your own Salvage Yard.
Thanks! This is one of my favorite mods but that weird thing is making me scratch my head a little bit.
IIRC that's how Orbital Works are supposed to work now after IndEvo rebalance of quality. You are supposed to have a supply line of salvaged components now to get the top quality. Which means you must have Salvage Yards yourself or have an allied faction (like indies) to supply the neccessary volume of components. Without Orbital Works you may want to actually stop the growth of your shipyard colony at some point to avoid shortages or invest into your own Salvage Yard.
Oh yeah, I understand how HI and OW are supposed to work with regards to ship components. The thing that is confusing me is the fact that nanoforges, when installed, both increase and decrease the supply of ship components by the same amount, +1,-1 for corrupted, +3,-3 for pristine. That's what strikes me as odd, because it sort of defeats some of the purpose of those nanoforges w.r.t. ship quality calculations.Reason for that is to keep demand and supply in balance - since pristine nanoforges increase the output by 3 flat, and every modded faction and their mother seems to have one, it would immediately lead to an oversupply of a commodity that is supposed to have only very few sources - so I cancelled the bonus out.
Another bug - if you have stellar shades/mirrors in orbit of a planet with a Rift Generator (in this case, courtesy of DIY Planets) you will be unable to activate the rift generator due to interference.It's not a bug when I write a legit message telling you what's wrong and why.
Is it just me, or do Courier Ports don't work properly?This is something I'm currently actively looking into. The ports sometimes jank out for no apparent reason, so I'm overhauling how they work.
I created a contract to restock a Supercomputer with a Gamma Core from my main storage every three months. It seemed to work fine at first, but eventually, I got an intel log saying that the Supercomputer was running out of cores. I never noticed a message saying that a delivery failed, but I assumed the couriers were attacked on the way, even if that seemed unlikely since the storage and the destination were literally orbiting the same ice giant. Anyway, I figured I could do without the income bonus for a couple months and just continued exploring. After getting a couple logs saying that my Supercomputer was starving, I got an entry about the next Gamma Core delivery, soon followed by an entry saying that it was successful and guess what? I got no message saying that the Supercomputer picked it up and kept getting messages that it was still hungry. The "deliveries" that followed months later showed the same results.Needless to say, I have built up enough of a paranoia of the ports that I do the deliveries myself now.Spoiler for exploration content, still Courier Port-relatedThough I'm not as certain about this one, I also tried using the Courier Port for interstellar deliveries between Hull Forges, Ancient Labs, and Hull Deconstructors, and I'm fairly sure I lost a couple printed ships and Forge Templates while doing so, possibly the same way I lost the Gammas.[close]
2.2.g |
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Uhm, I think I might have broken one of my planets. I tried to teleport it closer to one of my other colonies and now it is lost in hyperspace.Industrial Evolution has a planetary teleport?!
Uhm, I think I might have broken one of my planets. I tried to teleport it closer to one of my other colonies and now it is lost in hyperspace.Industrial Evolution has a planetary teleport?!
- Hypertransmitter Relay item needs to be installed in a Military Base or High Command to provide a system wide benefit that forgoes the need of a Military Base in order to build Relays, yes, you heard me, it seems you need a Military Base either way, what the heck?Correction (because I too made this mistake): It provides a sector-wide benefit.
Updated to (not a new save) the new IE version. OW and HI still not working together for the CB bonus.***. Well, it was worth a try - I'll fix that for the next update, then, maybe, probably.
Edit: I refreshed all the industries involved and its still not working
Uhm, I think I might have broken one of my planets. I tried to teleport it closer to one of my other colonies and now it is lost in hyperspace.
So the rift engine thing appears to provide since it moved one of my planets to an entirely different systemSo, did it vanish or move somewhere you didn't expect? First one can happen if you transverse jump out of the system while the animation is running - haven't found a fix for that yet, no idea why it happens.
About a derelict industryI noticed that, while installing a built-in logistics hullmod, the Hull Deconstructor strongly favors Efficiency Overhaul for combat ships, and Militarized Subsystems for civilian ships.
Efficiency Overhaul on combat ships is fine, if a little unremarkable, but Militarized Subsystems on civilian ships is an actual negative for those who minmax the fleet composition around their character skills, since it makes the freighters and tankers count as combat ships.
It's good that the Deconstructor tries to integrate fitting hullmods, and I imagine there's many people who appreciate free Militarized Subsystems, but I'd like most of my civilian ships to remain civilian and generally feel like this system is supposed to be more... random? Like a gacha into which you throw ships over and over until you get the perfect extra hullmod configuration. The Hull Forge does that rather well already, but the Deconstructor... you can actually use it knowing that you'll get Efficiency Overhaul or Militarized Subsystems, which doesn't seem like it was intended.
EDIT: It just hit me that Hull Forges can add any hullmod, logistic or otherwise, and that I may have misattributed the constant addition of Militarized Subsystems to the Deconstructor when it was actually the Forge. I'm gonna have to experiment some more.[close]
FeedbackFirst off, thank you for taking the time and writing your feedback here! I appreciate it a lot.
The animation is too cool to skip it with transverse jumping. However the remaining nascent gravity well in hyperspace is weird, the player can transverse jump through that to empty space - since the planet is long gone.Uhm, I think I might have broken one of my planets. I tried to teleport it closer to one of my other colonies and now it is lost in hyperspace.So the rift engine thing appears to provide since it moved one of my planets to an entirely different systemSo, did it vanish or move somewhere you didn't expect? First one can happen if you transverse jump out of the system while the animation is running - haven't found a fix for that yet, no idea why it happens.
Well, maybe you could do that by taking currently installed hullmods into account on a ship set to deconstruct.About a derelict industryI noticed that, while installing a built-in logistics hullmod, the Hull Deconstructor strongly favors Efficiency Overhaul for combat ships, and Militarized Subsystems for civilian ships.
Efficiency Overhaul on combat ships is fine, if a little unremarkable, but Militarized Subsystems on civilian ships is an actual negative for those who minmax the fleet composition around their character skills, since it makes the freighters and tankers count as combat ships.
It's good that the Deconstructor tries to integrate fitting hullmods, and I imagine there's many people who appreciate free Militarized Subsystems, but I'd like most of my civilian ships to remain civilian and generally feel like this system is supposed to be more... random? Like a gacha into which you throw ships over and over until you get the perfect extra hullmod configuration. The Hull Forge does that rather well already, but the Deconstructor... you can actually use it knowing that you'll get Efficiency Overhaul or Militarized Subsystems, which doesn't seem like it was intended.
EDIT: It just hit me that Hull Forges can add any hullmod, logistic or otherwise, and that I may have misattributed the constant addition of Militarized Subsystems to the Deconstructor when it was actually the Forge. I'm gonna have to experiment some more.[close]SpoilerThe hull deconstructor applies the logistics hullmod like MilSubs, the forge applies 2 normal hull mods. Neither, as you correctly found, is random - the Decon and the Forge both try to fit hullmods that are useful to the ship. I can't really account for player intention when doing that since everyone plays the game in a different way, and I can't predict what the player wants to do. If you want no milSubs built in, consider using another AI core on the Deconstructor.[close]
Whee, you're so appreciative! And thanks for patiently explaining every single mechanic related to the mod, I wish my short-sightedness was the problem in every case.FeedbackFirst off, thank you for taking the time and writing your feedback here! I appreciate it a lot.
Ship Components have two primary uses - they can be traded in for cheap construction (with your own blueprints) at a salvage yard and they reduce planetary ship quality when a deficit appears and can thus be used to soften up enemy planets for invasion by intercepting shipments. Components have more actual use than most vanilla commodities (metal, drugs, transplutonics, all ore, organics...), however, I understand that this might not be immediately obvious.The issue I got with Ship Components is the same as with Metals. I always ended up jettisoning them during explorations cause they overflow cargo capacity so hard.
it's intended as a sidegrade, yes. Refining will beat SY in consistent money output, it's the "safe" way to go, and scales with colony size, which the yards don't. It should overshadow them sometimes, but not always. I'll take another look at the metal output, thank you.In my experience Salvage Yards outperformed Refining most of the time. I constantly had 550+ salvage points (no ai core) that either come from weapon disassembly or battles in the system. By the way it can't go through Vulcan Cannons and Light Machine Guns fast enough to empty my storage.
It also only has a deficit if you don't produce enough machinery :)
Output is actually capped with colony size, it could be higher than 10 (I think).
Yup, port's the weakest part of the mod stability wise, I'm working on improving it but it is very complicated.I see. Yes, I imagine it could be complicated.
Jaghaimo is an actual developer with an education and years of experience, who coded the best modded UI starsector has seen to date (I learned to code from no experience for this mod, legit the first thing I ever programmed was the variable assembler). His UI is also based on methods only available in the "Intel" window, while mine runs on the "Dialogue" methods. I can't use Intel methods and am not a good enough programmer to make it any better, and it sucks, but that's life.No need for excuses, I get it. To be fair I wouldn't ever ever touch java for the sake of Starsector modding. Probably.
+ I reloaded a save and did the whole transfer manually in 1/5 game day for about 20 supplies under one real time minuteNo harm done, I just missed the warning sign. Good to know there's a cap now.
Sorry for that! The latest update at least fixed the infinite loading times, it's now capped at 7 days iirc.
See Yunrus comment, it lifts the restriction for the entire sector, so you need only one military base anywhereCan't blame me, every description revolving around Hypertransmitter Relay mentions "system". Did you mean "sector" instead? I checked the feature of fleet size extension, that works only within the star system as correctly stated.
Correct! Removing Deciv. Subpop is supposed to be hard, we are talking about eradicating a huge amount of disorganized people that live hidden in the nooks and crannies of an entire planet and do guerilla warfare. America tried to do that with the viet cong in a single country, and got their ass handed to them. Imagine Vietnam, the planet!Alright, that makes perfect sense. I'll admit, I'm biased by boggled's Military Policy Headquarters. Its simplicity and carefree nature held me captive. I have a grudge with functions that require visiting the planet with my precious fleet.
You might have been on an old version (pre 2.2.g), there was a problem with Starpocalypse, which added a D-mod after the docks repaired them all. The newest version repairs everything except for scripted D-Mods.I indeed used 2.2.f. And to be exact Restoration Docks was (and is still) not willing to repair Ill-advised Modifications for me from Pather ships and the damaged Virtuous class from Diable Avionics (which now that you mention it, seemed custom scripted).
Funny enough, I was just told yesterday that the relays are OP as *** because they completely invalidate patrol HQs. They only spawn patrols when there is no other military building on the planet, maybe you misinterpreted that? They are actually slightly better than HQs at that, but worse than military bases. They also give the fleet size transfer/buff, which is a very definite advantage over HQs.Huh. I'm aware how the structure is intended to work and I'm happy to disagree. If some market is providing substantial fleet size for a Relay to benefit from, then all I need on the planet is stability, since defense is probably already taken care of and I ended up shutting down every Military Relay in favor of a PHQ. Can think of one exception off the top off my head, though: markets are too far away in the system to reliably cover each other with fleets, so ye, there's probably a place for this after all.
All buildings that have the option to install an item, also have an item that can be installed - you might just have not found it :)Yep, that's on me. This mess 0.95 brought with special items means some items are never found during a playthrough.
- Never see the use of edicts other than wartime lockdown, gains are either marginal while drawbacks impact (every other) colony heavily or problem can be easily solved some other way (rearranging industries for example instead of Single Child Policy that stops colony growth)Forced relocation is especially cool to "feed" other markets with the use of a terran planet, Hard Deadlines for a Derelict Contingent run, Exact Clearences for good ships early on, etc., but the question is, are they worth the time, like Commerce 2.0, 10ish percent accessibilty bonus at the expanse of 7% penalty for every other colony? They aren't exactly gamechangers.
Every time someone tells me the edicts are useless, they list another one as the "only good one" - they are all niche, but all have their use case. It might just not have fit your play style! Single Child Policy was actually created because someone requested that feature.
Which really brings me to the gist of it - This mod is a giant amount of different things.Imagine that! Reverse engineering felt particularly refreshing since the only reliable method of reproducing technology without your mod is the dullness of never-ending raids. I wish it worked for weapons as well.
The list of features is so long, there is bound to be stuff that some people like, and others dislike. Depending on your playstyle, you may really like the reverse engineering, and really hate the salvage yards - but I have also gotten feedback that reverse engineering is completely useless and the only thing worth it are the yards.
Colonies are still flawed, yes, but I have high hopes that Alex might someday give them a proper purpose - I have yet to be disappointed by his work (except for commerce, *** commerce).Yeah, lol, **** commerce. : ;D
Until that happens, I hope the mod at least improved your gameplay experience, if only by adding to exploration.
Is it safe to rift jump a lot? I was afraid that it creates too many new entities in the save file.I think it is, but I have no proof. The gravity wells are intentional, they serve as anchor for any orbiting entities that are left over after the jump. You might see a slight impact if you jump a hundred times, but the few new entites a jump creates should not cause issues.
Well, maybe you could do that by taking currently installed hullmods into account on a ship set to deconstruct.It does! It also checks what builds you have, what similar ships have, what you saved, what autofit does, what is currently in your fleet...
Whee, you're so appreciative! And thanks for patiently explaining every single mechanic related to the mod, I wish my short-sightedness was the problem in every case.Having someone think, and take the time to write about their experience is the highest praise I can get, and I am very thankful for this. Also, I do not think you are short sighted at all - one of the big challenges during mod development is that the tooltip boxes are small and transferring information is hard, so people can't get the full picture, even if they try.
The issue I got with Ship Components is the same as with Metals. I always ended up jettisoning them during explorations cause they overflow cargo capacity so hard.First off, the 0 budget is a bug that was fixed in 2.2.g, sorry for that. D-mod prediction is slow cause it's a hack :P. The first slider reduces the cost of what you want to build by sacrificing components (at x1,2 efficiency), it only does something after you selected a ship to build.
I imagined that Salvage Yards might be useful when running a colony without Heavy Industry but as it turned out it penalizes your fleet quality if not built alongside a heavy industry so I ended up not doing that in the run. I tried, however building ships with it but the old 0 credit base capacity certainly impacted the experience and sacrificing ships did not extend it enough to be worthwhile and somehow I missed Ship Components altogether since I always jettisoned or put them into storage. Now I revisited this feature and it seems cool except cost/d-mod prediction appears to be slow to react and the first slider of ship components doesn't seem to do anything, the second is fine.
In my experience Salvage Yards outperformed Refining most of the time. [...]I'll take another look and maybe run machinery demand and metal output along a logarithmic function, thank you for the in-depth analysis.
Can't blame me, every description revolving around Hypertransmitter Relay mentions "system". Did you mean "sector" instead? I checked the feature of fleet size extension, that works only within the star system as correctly stated.I whipped up two new descriptions for the Relay Hypertransmitter, which do you think is better?
Alright, that makes perfect sense. I'll admit, I'm biased by boggled's Military Policy Headquarters. Its simplicity and carefree nature held me captive. I have a grudge with functions that require visiting the planet with my precious fleet.Absolutely understandable! I haven't found a way to do remote edict management yet, it'd be a bit of a headache to bring up that menu. Boggled likes to do things a bit easier than me, which is fine too!
I indeed used 2.2.f. And to be exact Restoration Docks was (and is still) not willing to repair Ill-advised Modifications for me from Pather ships and the damaged Virtuous class from Diable Avionics (which now that you mention it, seemed custom scripted)Yup, those are scripted.
Huh. I'm aware how the structure is intended to work and I'm happy to disagree. If some market is providing substantial fleet size for a Relay to benefit from, then all I need on the planet is stability, since defense is probably already taken care of and I ended up shutting down every Military Relay in favor of a PHQ. Can think of one exception off the top off my head, though: markets are too far away in the system to reliably cover each other with fleets, so ye, there's probably a place for this after all.Invasions, inspections and pirate activity calculate according to the present fleets, their size ect. in the system for autoresolve when the player is not home. Increasing defences on all planets will result in fewer successful raids due to how starsector abstracts systems.
Imagine that! Reverse engineering felt particularly refreshing since the only reliable method of reproducing technology without your mod is the dullness of never-ending raids. I wish it worked for weapons as well.Hah! Happy to hear it did good for you.
It's also a great way to play Pokémoncompletionist on an UGNP powered black box and then Engineering Hub really does have an impact.
I hope that one day the plethora of features offered by this are not hold back by the vanilla limitation of 12 structures per colony.Oh boy, I have something for you: https://fractalsoftworks.com/forum/index.php?topic=20986.0
ps. Lemme bash on VPC related stuff. Commodity Forge, maybe even Manufactory isn't taken into account by Centralization Bureau for dedicated industries, so their sole use is to output desired stuff into stockpiles/storage in a game where money is not an issue and that leaves me confused.They are intended to reduce the amount of supplies/fuel/marines/weapons you have to buy as that is tedious and I didn't like it. The other chips are mostly flavour.
If VPC drops lower the chance of getting actual useful stuff then I'm unhappy.
Hypertransmitter Relay description might be an exception. It says it can improve a Comm Relay but I wasn't able to do that. Maybe it's meant for the Interstellar Relay planetary structure?It is! I updated the item description to clarify.
By the way Officer respec or even controlled training would be cool in Academy.Well, I still have an item that is not implemented for the Academy, stay tuned :)
All right. Endless random jumping it is. I still wish there was a way to jump with the planet or the born jump hole would let us follow the planet instead of prosaically spit us out into hyperspace.QuoteIs it safe to rift jump a lot? I was afraid that it creates too many new entities in the save file.I think it is, but I have no proof. The gravity wells are intentional, they serve as anchor for any orbiting entities that are left over after the jump. You might see a slight impact if you jump a hundred times, but the few new entites a jump creates should not cause issues.
Hey, that's clever.QuoteWell, maybe you could do that by taking currently installed hullmods into account on a ship set to deconstruct.It does! It also checks what builds you have, what similar ships have, what you saved, what autofit does, what is currently in your fleet...
I tried to have it pick stuff that you can actually use, as it is very hard to get going and should therefore reward accordingly.
Of course not. Creating a likable mod is one thing but being mature in communication as part of marketing is another. Job well done on both fronts *pat* *pat* and you seem like a good fella.QuoteWhee, you're so appreciative! And thanks for patiently explaining every single mechanic related to the mod, I wish my short-sightedness was the problem in every case.Having someone think, and take the time to write about their experience is the highest praise I can get, and I am very thankful for this.
one of the big challenges during mod development is that the tooltip boxes are small and transferring information is hard, so people can't get the full picture, even if they try.Can't disagree, there's a whole profession built around bridging the gap between developers and subject matter experts (basically laypersons but we can't call customers that).
Following that logic Ship Components inevitably turn out as bloat late game.QuoteThe issue I got with Ship Components is the same as with Metals. I always ended up jettisoning them during explorations cause they overflow cargo capacity so hard.First off, the 0 budget is a bug that was fixed in 2.2.g, sorry for that. D-mod prediction is slow cause it's a hack :P. The first slider reduces the cost of what you want to build by sacrificing components (at x1,2 efficiency), it only does something after you selected a ship to build.
I imagined that Salvage Yards might be useful when running a colony without Heavy Industry but as it turned out it penalizes your fleet quality if not built alongside a heavy industry so I ended up not doing that in the run. I tried, however building ships with it but the old 0 credit base capacity certainly impacted the experience and sacrificing ships did not extend it enough to be worthwhile and somehow I missed Ship Components altogether since I always jettisoned or put them into storage. Now I revisited this feature and it seems cool except cost/d-mod prediction appears to be slow to react and the first slider of ship components doesn't seem to do anything, the second is fine.
The salvage yards are intended to be used before you have a colony - there are a few independent ones around (check the FAQ; there's one on Agreus and a few others), and you can build ships from your own blueprints at a reduced cost there. That's also what the parts are for - you get them from combat and can use them to build cheap ships without a colony mid-game.
I can certainly see how, without knowing that, you might see them as bloat and throw them out!
Somewhat annoying but not unreal. Salvage Yards can create tremendous amounts of profit until Heavy Machinery stockpiles last.QuoteIn my experience Salvage Yards outperformed Refining most of the time. [...]I'll take another look and maybe run machinery demand and metal output along a logarithmic function, thank you for the in-depth analysis.
Second is better, because it is simple and clean. First one tries to overexplain things and overexplaining is often the perfect recipe for ambiguity.QuoteCan't blame me, every description revolving around Hypertransmitter Relay mentions "system". Did you mean "sector" instead? I checked the feature of fleet size extension, that works only within the star system as correctly stated.I whipped up two new descriptions for the Relay Hypertransmitter, which do you think is better?
"In a Military Base / High Command: Allows the construction of Relays without a military base in the star system, anywhere in the sector."
Alternative:
"In a Military Base / High Command: removes the "Military Base" construction requirement for Relays in the entire sector."
I hardly think that is your fault, the game errantly forces the image of schlimazel underlings on the player where you literally have to drag a nanoforge to its final location by your bare hands or show up personally for plugging in an AI core because technicians working under you cannot do these themselves. I mean this is the hardcoded system you need to circumvent.QuoteAlright, that makes perfect sense. I'll admit, I'm biased by boggled's Military Policy Headquarters. Its simplicity and carefree nature held me captive. I have a grudge with functions that require visiting the planet with my precious fleet.Absolutely understandable! I haven't found a way to do remote edict management yet, it'd be a bit of a headache to bring up that menu. Boggled likes to do things a bit easier than me, which is fine too!
Invasions, inspections and pirate activity calculate according to the present fleets, their size ect. in the system for autoresolve when the player is not home. Increasing defences on all planets will result in fewer successful raids due to how starsector abstracts systems.Hold on. Hypertransmitter works sector wide. That of course changes everything. Well, almost, I still build Patrol HQs in the same star system.
Interstellar relays with a relay hypertransmitter can properly defend a lonely colony in a far off system without wasting an industry slot if you have a fortified planet anywhere in the sector - that was how I intended them.
(reverse engineering) Regarding weapons: I could do that, easily, even - it is an intentional design choice. Starsector, at its core, lives from combat. In my opinion (!), all content should somehow drive the player into combat, support them in it, or otherwise supplement it - but never replace it.I see Engineering Hub differently then you. It could be the saving grace for one of a kind equipment (like a high value bounty ship or anything from Superweapon Arsenal) by taking insanely long to reverse engineer but only requiring a single (maybe two) specimen to experience. Or maybe on those runs where you can't find more Plasma Cannons for the rest of the Apogees until it becomes irrelevant.
If I did RE for weapons it would have to require large amounts of weapons to finish research, which wouldn't be fun. If it took too few, you might have very little incentive to go beat Diable over the head for that fourth Opfer too fast, or you might no longer want to scour the markets, potentially running into quests or conflict.
The page feedback via market condition is really clever. You're good at tossing information at the user in a limited environment!QuoteI hope that one day the plethora of features offered by this are not hold back by the vanilla limitation of 12 structures per colony.Oh boy, I have something for you: https://fractalsoftworks.com/forum/index.php?topic=20986.0
Sounds awesome, can't wait!QuoteBy the way Officer respec or even controlled training would be cool in Academy.Well, I still have an item that is not implemented for the Academy, stay tuned :)
Hi,
Thanks for making such an awesome mod. I'm amazed you did this all without any programming experience. I've been considering getting into starsector modding but it looks very intimidating and the first tutorial I found for it was quite dated.
I was wondering if you've heard anybody else complain about rift generators only appearing on really bad planets? I don't know if it's a bug in the code but I've seen numerous rift generators but they're always on incredibly bad planets. Maybe I'm just unlucky?
hi, do Í need a colony for supply vpc?You need a colony to use one. Normally. During exploration, on abandoned stations or planets with ruins you could find a still running commodity forge - you could use that one to burn a VPC of your choice to get lots of corresponding commodity immediately.
I have the vpc but no nanoforge yet, will it work also on a ship, or space storage?
Please help me with an issue that arose recently. To avoid incompatibility between Salvage Yards and Refining I moved Salvage Yards from the industrial moon to its hosting planet (by shutting down SY, rebuilding it on the planet along with a Heavy Industry) and quality bonuses are somehow void now. Fleets spawn with 4+ D-mods and custom production spits out junks. Reinstalling the nanoforge did not do squat and I have no idea how to fix this.It turns out Salvage Yards messes up something if its built alongside a Heavy Industry which is not the main source of custom production and there is enough Salvage Points in it to generate additional output (eg. 40+ with an Alpha core). According to tooltips, if HI next to SY is upgraded to Orbital Works then the 20% quality bonus gets taken into account but any item bonus will be ignored regardless from the main production facility.
Tried it and this doesn't seem to be the case. Slapped Augmented Drive Field, Auxiliary Thrusters and Heavy Armor onto a Doom before deconstruction in hopes these would get built in. What happened is practically a facepalm, built in Eff. Overhaul, Expanded Missile Racks and Integrated Targeting Unit, which I have no build + no use for, and my previously selected mods are still there taking up OP. Rekt.Hey, that's clever.QuoteWell, maybe you could do that by taking currently installed hullmods into account on a ship set to deconstruct.It does! It also checks what builds you have, what similar ships have, what you saved, what autofit does, what is currently in your fleet...
I tried to have it pick stuff that you can actually use, as it is very hard to get going and should therefore reward accordingly.
Privateer bases are a great way to eradicate hostile markets (due to the instability and decivilization they cause) and your PC (due to the amount of fleets they spawn).I missed the chance of taking screenshot of hyperspace filled with fleets, I assumed you are aware of this but I'll be probably able to do one in my home system where some of them return to - as performance is wrecked there too anytime they gather.
First to report this - and they spawn a single fleet (or a small amount of 3-4 if you have extreme fleet size) per 1-2 months. That's not enough to ruin performance by far!
Neuroconditioning Compounds' (Senate installable item) tooltip is incorrect, I was unable to issue edicts on a friendly colony within 12 lightyears, namely Salamanca with 69 reputation with Persean League (literally 'friendly') from the senate on Qaras which had 4 lightyears between them in that time.Friendly means friendly, own means own. Every owned colony is friendly towards you but not every friendly colony is your own. I suggest looking into both tooltips.
Friendly means your own, not another faction.
Restoration Docks is inconvenient to use, integrated AI captains aside, due toAll I'm saying if the functionality would be more streamlined then its usefulness would remain late game. There are two similar alternatives: Field Repairs and Derelict Contingent skill, both lets you skip the micromanagement of officers. In a game where I end up with unlimited credits, I'm gonna choose the lazy and expensive option, not RD, no matter how much I like its concept.
1. officers getting removed from ships in storage
2. the need of lumping replacements around or waiting till end of the month for the repairs to finish.
That's their point - they repair ships cheaper, but you gotta wait and use replacements...
It turns out Salvage Yards messes up something if its built alongside a Heavy Industry which is not the main source of custom production and there is enough Salvage Points in it to generate additional output (eg. 40+ with an Alpha core). According to tooltips, if HI next to SY is upgraded to Orbital Works then the 20% quality bonus gets taken into account but any item bonus will be ignored regardless from the main production facility.Thanks. Output incompatibility with HI and quality mishaps - these reasons make shutting down SY the only viable late game option. Once they are fixed, I guess it's fine.
No idea what happened there, will look into it!
Construction via SY is also not worth bothering with at this point, because even with 1500 Salvage Points available the budget limit is capped at 350000 credits, requires personal interaction with the colony and delivery takes 60 days in comparison to custom production that's at the end of the month so I guess shutting down SY is the only way for late game.Yes, see above, plus the micro required to acquire ships via recovery, purchase or custom production just to increase budget via scrapping is not a good selling point. Since you already need to own the blueprint for SY, you might as well produce target ship with any Heavy Industry, optionally restore it and sell Ship Components bloat - saves 60+ days and a lot of hassle.
It's not capped - you can always sacrifice ships. Their interaction custom production is more of a midgame thing, yes. Yards are still good for increasing budget and covering component demand, so no, shutting them down late game is your choice, but not the only option.
Well, maybe you could do that by taking currently installed hullmods into account on a ship set to deconstruct.Well it didn't weigh my intention enough. Is there a sure-fire way to tell it what to build-in so I won't be playing a lottery game until I get what I want?
It does! It also checks what builds you have, what similar ships have, what you saved, what autofit does, what is currently in your fleet...
I tried to have it pick stuff that you can actually use, as it is very hard to get going and should therefore reward accordingly.
Tried it and this doesn't seem to be the case. Slapped Augmented Drive Field, Auxiliary Thrusters and Heavy Armor onto a Doom before deconstruction in hopes these would get built in. What happened is practically a facepalm, built in Eff. Overhaul, Expanded Missile Racks and Integrated Targeting Unit, which I have no build + no use for, and my previously selected mods are still there taking up OP. Rekt.
(So it completely ignored current and my saved loadout.)
It takes it into account, it doesn't guarantee it - there are a lot of factors considered, it's a weighting algorithm.
Hullforge just built-in Hardened Subsystems onto a Legion, while my chosen hull mods are there for their respective OP cost on the freshly produced ship.I mean, it gives you extra built-in hullmods. You can only have 3 of those per ship in vanilla and Decon/Forge can get that number all the way up to 6. Consider the gravity of that. It'd be insanely broken if you could just rig it to always get the exact mods you want, so it has to come at an equally steep price, which in this case is luck.
I give up, this is a slot machine and a very bad one at that.
while exploring i found some "experimental" ship blueprints. Can anyone explain me how to produce and make them part of my fleet?
Leaving those blueprints in "hull deconstructor" is not working. i must be doing something wrong
thanx in advance
First game trying out the mod.. and not finding many vanilla colony items. Was drop rate altered/nerfed?No, in fact, I increased the total amount of items you find to make up for the dilution in loot. You probably just have bad luck.
Love this mod - it's my goto to recommend to other players (apart from Nexerelin)! I do wonder though about something - when I put cores in the Industrial Supply Store for the Supercomputer, it seems to take all of them in quick succession (4 gamma cores were taken within a week). I expected them to last a year, but it seems to not work that way. Is that intended, or is it not supposed to work like that?Do you have DevMode on? it does that in DevMode for testing purposes. If not, something is wrong and I need to check. Thanks for the report!
907098 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ClassCastException: com.fs.starfarer.campaign.econ.Submarket cannot be cast to com.fs.starfarer.api.impl.campaign.submarkets.StoragePlugin
java.lang.ClassCastException: com.fs.starfarer.campaign.econ.Submarket cannot be cast to com.fs.starfarer.api.impl.campaign.submarkets.StoragePlugin
at com.fs.starfarer.api.plugins.addOrRemovePlugins.IndEvo_subMarketAddOrRemovePlugin.moveContentsToStorage(IndEvo_subMarketAddOrRemovePlugin.java:122)
at com.fs.starfarer.api.plugins.addOrRemovePlugins.IndEvo_subMarketAddOrRemovePlugin.removeSubmarket(IndEvo_subMarketAddOrRemovePlugin.java:102)
at com.fs.starfarer.api.plugins.addOrRemovePlugins.IndEvo_subMarketAddOrRemovePlugin.removeSubMarket(IndEvo_subMarketAddOrRemovePlugin.java:70)
at com.fs.starfarer.api.plugins.addOrRemovePlugins.IndEvo_subMarketAddOrRemovePlugin.advance(IndEvo_subMarketAddOrRemovePlugin.java:40)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
crash when trying to remove the Requisition Centre. was able to get by this by first buying all of the available weapons then removing the structure...Code907098 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ClassCastException: com.fs.starfarer.campaign.econ.Submarket cannot be cast to com.fs.starfarer.api.impl.campaign.submarkets.StoragePlugin
java.lang.ClassCastException: com.fs.starfarer.campaign.econ.Submarket cannot be cast to com.fs.starfarer.api.impl.campaign.submarkets.StoragePlugin
at com.fs.starfarer.api.plugins.addOrRemovePlugins.IndEvo_subMarketAddOrRemovePlugin.moveContentsToStorage(IndEvo_subMarketAddOrRemovePlugin.java:122)
at com.fs.starfarer.api.plugins.addOrRemovePlugins.IndEvo_subMarketAddOrRemovePlugin.removeSubmarket(IndEvo_subMarketAddOrRemovePlugin.java:102)
at com.fs.starfarer.api.plugins.addOrRemovePlugins.IndEvo_subMarketAddOrRemovePlugin.removeSubMarket(IndEvo_subMarketAddOrRemovePlugin.java:70)
at com.fs.starfarer.api.plugins.addOrRemovePlugins.IndEvo_subMarketAddOrRemovePlugin.advance(IndEvo_subMarketAddOrRemovePlugin.java:40)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
crash when trying to remove the Requisition Centre. was able to get by this by first buying all of the available weapons then removing the structure...Code907098 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ClassCastException: com.fs.starfarer.campaign.econ.Submarket cannot be cast to com.fs.starfarer.api.impl.campaign.submarkets.StoragePlugin
java.lang.ClassCastException: com.fs.starfarer.campaign.econ.Submarket cannot be cast to com.fs.starfarer.api.impl.campaign.submarkets.StoragePlugin
at com.fs.starfarer.api.plugins.addOrRemovePlugins.IndEvo_subMarketAddOrRemovePlugin.moveContentsToStorage(IndEvo_subMarketAddOrRemovePlugin.java:122)
at com.fs.starfarer.api.plugins.addOrRemovePlugins.IndEvo_subMarketAddOrRemovePlugin.removeSubmarket(IndEvo_subMarketAddOrRemovePlugin.java:102)
at com.fs.starfarer.api.plugins.addOrRemovePlugins.IndEvo_subMarketAddOrRemovePlugin.removeSubMarket(IndEvo_subMarketAddOrRemovePlugin.java:70)
at com.fs.starfarer.api.plugins.addOrRemovePlugins.IndEvo_subMarketAddOrRemovePlugin.advance(IndEvo_subMarketAddOrRemovePlugin.java:40)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
2.2.h |
|
I got this game breaking bug that just kept crashing my game over and over. Even when i tried to load the game, it just crashed the second i unpaused. Looks like the academy can randomly train administrators up to level 3, which the game doesn't recognize. Which is weird, because i never got the option to train admins after they reached lvl 2.
Here's the log:
4330051 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
at com.fs.starfarer.settings.StarfarerSettings.null(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getInt(Unknown Source)
at com.fs.starfarer.api.util.Misc.getAdminSalary(Misc.java:4025)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_Academy.calculateSalaryStor ageCost(IndEvo_Academy.java:205)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_Academy.reportEconomyTick(IndEvo_Academy.java:124)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:106)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getDouble(JSONObject.java:445)
... 17 more
Except this little snafu, i'm still loving the mod.
I'm having the exact same issue, did you find a fix? I'll delete the administrator at this point I don't care. I can't play my game anymore :(I got this game breaking bug that just kept crashing my game over and over. Even when i tried to load the game, it just crashed the second i unpaused. Looks like the academy can randomly train administrators up to level 3, which the game doesn't recognize. Which is weird, because i never got the option to train admins after they reached lvl 2.
Here's the log:
4330051 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
at com.fs.starfarer.settings.StarfarerSettings.null(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getInt(Unknown Source)
at com.fs.starfarer.api.util.Misc.getAdminSalary(Misc.java:4025)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_Academy.calculateSalaryStor ageCost(IndEvo_Academy.java:205)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_Academy.reportEconomyTick(IndEvo_Academy.java:124)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:106)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getDouble(JSONObject.java:445)
... 17 more
Except this little snafu, i'm still loving the mod.
So I was fiddling with the console a bit because it's been nearly a century in game and the performance was going to the shitter, and everytime I added the Chamelion Industry it always crashes when I hover my mouse on top of it
I'm having the exact same issue, did you find a fix? I'll delete the administrator at this point I don't care. I can't play my game anymore :(I got this game breaking bug that just kept crashing my game over and over. Even when i tried to load the game, it just crashed the second i unpaused. Looks like the academy can randomly train administrators up to level 3, which the game doesn't recognize. Which is weird, because i never got the option to train admins after they reached lvl 2.
Here's the log:
4330051 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
at com.fs.starfarer.settings.StarfarerSettings.null(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getInt(Unknown Source)
at com.fs.starfarer.api.util.Misc.getAdminSalary(Misc.java:4025)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_Academy.calculateSalaryStor ageCost(IndEvo_Academy.java:205)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_Academy.reportEconomyTick(IndEvo_Academy.java:124)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:106)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getDouble(JSONObject.java:445)
... 17 more
Except this little snafu, i'm still loving the mod.
I couldn't get back to my colony to delete either the administrator or the academy. It just kept crashing every time i loaded the game. So no, I have not been able to find a fix for now.
Managed to fix it. My problem was I didn't even know my admin's name, so I couldn't find him in the save file. Now just in case it matters whether the admin is retrieved or not, do what I did.
Download the console command mod, enable, load game.
Control+backspace to load console, type goto galatia (or whatever system he is in)
type sethome galatia academy
type home
Dock at academy, retrieve admin. Save game.
Locate savefile, open with text editor such as notepad++. Find your <person> tag, you'll see near the top a line such as <st>$ome_adminTier</st> with "3" below that. change to a 2. save the file, load the game.I'm having the exact same issue, did you find a fix? I'll delete the administrator at this point I don't care. I can't play my game anymore :(I got this game breaking bug that just kept crashing my game over and over. Even when i tried to load the game, it just crashed the second i unpaused. Looks like the academy can randomly train administrators up to level 3, which the game doesn't recognize. Which is weird, because i never got the option to train admins after they reached lvl 2.
Here's the log:
4330051 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
at com.fs.starfarer.settings.StarfarerSettings.null(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getInt(Unknown Source)
at com.fs.starfarer.api.util.Misc.getAdminSalary(Misc.java:4025)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_Academy.calculateSalaryStor ageCost(IndEvo_Academy.java:205)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_Academy.reportEconomyTick(IndEvo_Academy.java:124)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:106)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getDouble(JSONObject.java:445)
... 17 more
Except this little snafu, i'm still loving the mod.
I couldn't get back to my colony to delete either the administrator or the academy. It just kept crashing every time i loaded the game. So no, I have not been able to find a fix for now.
I got a bug in 2.2.h where i just finished using the enviromental agency to remove pollution on a planet. Turns out the hazard went down but the pollution modifier remained, allowing me to construct it again (the old building got removed on finishing the project, as intended).Do you have a nanoforge on the planet?
79847 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.plugins.ambassadorPlugins.IndEvo_ambassadorPersonManager.getOriginalMarket(IndEvo_ambassadorPersonManager.java:349)
at com.fs.starfarer.api.impl.campaign.rulecmd.ambassadorRules.IndEvo_ambassadorRemoval.removeAmbassadorWithPenalty(IndEvo_ambassadorRemoval.java:33)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_embassy.notifyBeingRemoved(IndEvo_embassy.java:296)
at com.fs.starfarer.campaign.econ.Market.removeIndustry(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.OO0o.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Howdy, thanks for the great mod.
Have an issue with rift generator which i cant find any documentation for. There's a mention of planetary target but no hint on how to make one.
I can't really move my planet as it thinks my outposts are colonies. How can i make a planetary target?
Hi i found a crash related to training admin in galatia academy. It's about "admintier3 salary not found" please check the picture i attached. Can it be fixed without deleting the save?
Hi i found a crash related to training admin in galatia academy. It's about "admintier3 salary not found" please check the picture i attached. Can it be fixed without deleting the save?
Got that crash too. I just add the to settings json myself :)
Hi i found a crash related to training admin in galatia academy. It's about "admintier3 salary not found" please check the picture i attached. Can it be fixed without deleting the save?
Hi i found a crash related to training admin in galatia academy. It's about "admintier3 salary not found" please check the picture i attached. Can it be fixed without deleting the save?
Got that crash too. I just add the to settings json myself :)
How do you fix it? Pls tell me, my current playthrough is already progressing nicely.
#"adminMaxHireable":20,
"adminHireTier0":5000,
"adminHireTier1":40000,
"adminHireTier2":40000, # need to keep for backwards comp for now
"adminSalaryTier0":2500,
"adminSalaryTier1":20000,
"adminSalaryTier2":20000, # need to keep for backwards comp for now
"idleAdminSalaryMult":0.1,
#"adminMaxHireable":20,
"adminHireTier0":5000,
"adminHireTier1":40000,
"adminHireTier2":40000, # need to keep for backwards comp for now
"adminSalaryTier0":2500,
"adminSalaryTier1":20000,
"adminSalaryTier2":20000, # need to keep for backwards comp for now
"adminSalaryTier3":20000,
"idleAdminSalaryMult":0.1,
Since your storage is probably a massive dumpster filled with stuff you "might need in the future", finding what they brought back could be hard. Consider cleaning your house.The fact that ^ being very true hurts me as a hoarder
There is a "target" thing? I built and activated that thing without knowing and the planet just turned invisible after a fancy animation (but is still in the same place...)
Spoiler
as i have said after VA/VM section the VPC have a tendency to fill up specials pool along with a.....few "other" items,if you use mods like DIY your fked on finding what you might want with that huge of a specials pool
unless ofc you do "siren song" runs,which makes that easier but i doubt anyone other then me does them[close]
As good as this mod, it desperately needs a manual, or at least a lookup table like the following:
Planet_problem construct Item Prerequisite
-------------- --------- ----- ------------
toxicity molecular enzymes none Must have atmosphere
no atmosphere atmospheric pump nanophage none
etc
Other construction benefit
------------------ -------
Super computer all planets in system get +1 production
something like that. The current descriptions are not adequate.
I come baring a request:Added to next version - short overview about edict effect in dialogue.
Could it be possible to see what an enacted edict does? Currently we only have the option to remove it, with no further information given.
I don't see a way to remove lawless subpop.Edict: Subpopulation Cleansing.
I just came upon a ruin, and a factory that wants a bunch of ships as sacrifice. No matter how much I sacrifice, (I have a full fleet,) including everything I have, I am told that it is not enough! I am reading from other folks that they are getting a ship.Sounds like a bug, gonna take a look. Thanks for reporting!
I have 2 Colossus, a battleship, multiple cruisers, and maxed fleet.
I am not using Nexerelin, but I am using like 20 other mods.
The tooltips make me feel like you've been, uh...frustrated...in the past, though.The "Astral Gates" thing can be safely removed now that's been deprecated from TASC.
As good as this mod, it desperately needs a manual, or at least a lookup table like the following:
Planet_problem construct Item Prerequisite
-------------- --------- ----- ------------
toxicity molecular enzymes none Must have atmosphere
no atmosphere atmospheric pump nanophage none
etc
Other construction benefit
------------------ -------
Super computer all planets in system get +1 production
something like that. The current descriptions are not adequate.
Two of three you mentioned are not even part of this mod, only the supercomputer is (and you got the effect wrong on that one...)
additionally, I am sure you noticed the 5000 word FAQ section in the mod post and are not just telling me this without checking first.
As good as this mod, it desperately needs a manual, or at least a lookup table like the following:
Planet_problem construct Item Prerequisite
-------------- --------- ----- ------------
toxicity molecular enzymes none Must have atmosphere
no atmosphere atmospheric pump nanophage none
etc
Other construction benefit
------------------ -------
Super computer all planets in system get +1 production
something like that. The current descriptions are not adequate.
Two of three you mentioned are not even part of this mod, only the supercomputer is (and you got the effect wrong on that one...)
additionally, I am sure you noticed the 5000 word FAQ section in the mod post and are not just telling me this without checking first.
spotted the steamworkshop user :y
after realizing DA didnt have printing support, i dived into the config and added the ships myself, it was honestly surprisingly easy... but i noticed something in the base config... the ziggurat... thats an alluring thought. if i understand the AI-core descriptions correctly, i should be able to get 3 charges easily... and possibly even 4 prints... i have to try this
Would you mind describing your method of adding ships to printing?
@Arghy you should use the Grand Colonies mod that adds another page:Nice! I wanted to make my new capital fancy haha now it will have more buildings!
https://fractalsoftworks.com/forum/index.php?topic=20986.0
Admin training may cause a crash. I left two of my admins for training just to see what will happen. One of them gained Hypercognition, the other tried to gain 'adminSalaryTier3' which does not exist anymore, and causes a crash.
administrators got nerfed and significantly less interesting with skills 2.1 first actually just bad change i've seen starsector have
Academy:
"This structure increases the system-wide officer quality, officer quantity for defence fleets assembled on this planet"
Does the first part stack if you have 2 in 1 system?
feals like this should be a 1 per system building.
"This structure increases faction officer quality and quantity in this system"
is it posible to balance upkeep based on number of planets owned in system ?
Academy:
"This structure increases the system-wide officer quality, officer quantity for defence fleets assembled on this planet"
Does the first part stack if you have 2 in 1 system?
feals like this should be a 1 per system building.
"This structure increases faction officer quality and quantity in this system"
is it posible to balance upkeep based on number of planets owned in system ?
It says it right in the description: "defence fleets assembled on this planet" That means fleets provided by other buildings on the planet. You need multiple academies if you want that bonus on all your fleets by my reading.
Can someone explain supercomputers to me? Where would I get the AI cores to support them?
Can someone explain supercomputers to me? Where would I get the AI cores to support them?
You build one on a (preferably very cold) planet and it buffs the output of all the other colonies in that system while it still has AI cores to feed on. AI cores come mostly from exploring the sector and salvaging old tech and exploring ruins you find out there. It does consume the cores it uses, but they last a decently long time and the building has its own dedicated storage tab where you can leave AI Cores for it to take, so you don't have to keep going back to it if you don't want to micromanage it. It's up to you if you think its worth it and if you think you can keep feeding it reliably.
Correct.Academy stuff
I haven't looked at the code, but based on the comma that is two separate clauses:
"This structure increases the system-wide officer quality" (for the entire system, which is what Norath is asking about)
AND
"This structure increases officer quantity for defence fleets assembled on this planet" (for just the planet, as you point out)
And how many gammas per cycle would that be? If it's 4-5 it seems sustainable, if more I probably won't be bothered
Terraforming & Station Construction mod has something that may pair well with Supercomputer. Essentially, on yet another (or the same) cold planet, you can build an industry (and support it with another) which generates AI Cores.Ah yes, the absolutely balanced(tm) get-an-alpha-core-free-every-month delivery service that does not circumvent the core gameplay loop at all.
Hey SirHartley! I copied a Ziggy, and I am using Starship Legends. The copied ziggies also had the fame tracker hullmod, but as they were pointing out to a new ship id which didn't have any records, the tracker hullmods showed an error. Another battle fixed it, though maybe it shouldn't copy these trackers from other mods? Also, one of the Ziggies have a built-in Phase Anchor, which cannot be built-in via traditional means. Just a heads-up :)
Hey SirHartley! I copied a Ziggy, and I am using Starship Legends. The copied ziggies also had the fame tracker hullmod, but as they were pointing out to a new ship id which didn't have any records, the tracker hullmods showed an error. Another battle fixed it, though maybe it shouldn't copy these trackers from other mods? Also, one of the Ziggies have a built-in Phase Anchor, which cannot be built-in via traditional means. Just a heads-up :)
How is it that I can't parse what you've said here? You copied a ziggurat, how?
Ah yes, the absolutely balanced(tm) get-an-alpha-core-free-every-month delivery service that does not circumvent the core gameplay loop at all.To be honest, [REDACTED] farming stops being a challenge and becomes a chore real fast. Automating that process with Kletkas is less about making money, but saving time. Why harvest your 50th [REDACTED] crop from your designated high-danger system when Chico hasn't been glassed yet?
Thanks for the mod! All the art is great and most of the buildings and mechanics are very useful in a lot of situations. The privateer base is amazing with high command (alpha core) for max fleet size (297%) and nano for 100% quality with decent ship blueprints.
Ah yes, the absolutely balanced(tm) get-an-alpha-core-free-every-month delivery service that does not circumvent the core gameplay loop at all.To be honest, [REDACTED] farming stops being a challenge and becomes a chore real fast. Automating that process with Kletkas is less about making money, but saving time. Why harvest your 50th [REDACTED] crop from your designated high-danger system when Chico hasn't been glassed yet?
Also, how close are Courier Ports to being fixed? I would enjoy not having to manually supply my Supercomputers+derelict industries like some barbarian.
Ah yes, the absolutely balanced(tm) get-an-alpha-core-free-every-month delivery service that does not circumvent the core gameplay loop at all.To be honest, [REDACTED] farming stops being a challenge and becomes a chore real fast. Automating that process with Kletkas is less about making money, but saving time. Why harvest your 50th [REDACTED] crop from your designated high-danger system when Chico hasn't been glassed yet?
Also, how close are Courier Ports to being fixed? I would enjoy not having to manually supply my Supercomputers+derelict industries like some barbarian.
Courier Ports seem very fixed to me to the point I didn't realize they were even broken. I use a courier port to send a single kletka alpha core from my stockpile directly to the industrial storage of the supercomputer every cycle. Works like a dream.
Courier Ports seem very fixed to me to the point I didn't realize they were even broken. I use a courier port to send a single kletka alpha core from my stockpile directly to the industrial storage of the supercomputer every cycle. Works like a dream.They seem to start messing up after a decent number of repeated deliveries. I had mine set up to deliver Gammas from my storage to my Supercomputer every couple months and they eventually started failing despite the source and the destination literally orbiting the same ice giant.
Courier Ports seem very fixed to me to the point I didn't realize they were even broken. I use a courier port to send a single kletka alpha core from my stockpile directly to the industrial storage of the supercomputer every cycle. Works like a dream.They seem to start messing up after a decent number of repeated deliveries. I had mine set up to deliver Gammas from my storage to my Supercomputer every couple months and they eventually started failing despite the source and the destination literally orbiting the same ice giant.
I reported it before and Hartley acknowledged that it was bugged right now, but I don't see anything in the change log saying that it's been fixed.
However, this comes with a complete re-write of the code, which takes time.
speaking of courier ports, as a suggestion (or i was doing it wrong) could you make it so that the transport takes everything from one planets storage and takes it to another? ( I.E. just selecting the storage and 1 month recurring transport, and whatever is in storage at that time is transported.)
speaking of courier ports, as a suggestion (or i was doing it wrong) could you make it so that the transport takes everything from one planets storage and takes it to another? ( I.E. just selecting the storage and 1 month recurring transport, and whatever is in storage at that time is transported.)good suggestion, will add this in - thanks!
By the way, I don't know how the new UI will work, but interacting with a comm-relay to access the courier options would be neat!This is also a good idea - I'll see if I can't insert an option, and how feasible it is. No promises, but it's a good idea and I'll see if I can do that.
Consistent crash on 0.95.1a on Admin training in the academy. as they gain 'adminSalaryTier3' which does not exist anymore and causes a crash.
Use this if like me you can't progress anymore
https://fractalsoftworks.com/forum/index.php?topic=18011.msg348414#msg348414
Sir,may I ask for your permission to translate your mod into Chinese and upload it to a Chinese Starsector forum?Fine, so I find this quote where @Fucifa had asked for the localization authorization.
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
Thanks to everyone that provided feedback, especially Matsor Browncoat, SCC and RoquetheRogue.
Most everything that has been said is addressed in this update.
There has been no change to the cost or availability of these, since I consider gating industries behind drop tables not the best approach.
Without further ado - the most complicated industry I have made so far:Change Log
1.1.a
- Variable Industries
- Fixed AI cores randomly not working (All)
- Slightly decreased pather interest in Manufactory
- Removed pather interest in Commodity Forge (it destroys tech, they shouldn't care)
- Military Relays
- Changed build requirement from High Command to Military Base in Star System
- Reduced effect if no High command is present
- Fixed not buildable if planet only has a military base
- Fixed relays applying the bonus even if the colony had the highest fleet size
- Increased beta core effect to 25% upkeep reduction
- Is now unraidable
- Centralization Bureau
- Changed Industry blacklist to whitelist (No more issues with other modded industries)
- Is now unraidable
- Salvage Yards
- Added – hunting fleets in your system now has proper rewards.
[close]
...Ship componentsAbsolutely correct - everything you wrote is intended, including your resumé. Build Salvage Yards if you want sufficiency, they are the main producer.
All of this means that a size 10 world cannot be self-sufficient on components purely from heavy industry.
I am not getting "Growth Reinvestment" as an edict option. Is there some un-stated prerequisite I am missing or is the OP out of date?Growth reinvestment has been removed and I forgot to update the OP, will do so - thanks!
The Neuroconditioning Compounds are not working correctly, the Star System with two Colonies are 11 LY apart from my primary World but there are no Colony Options to enact Edicts on them.Fixed, Thanks!
There seems to be a bug with Forced Relocation, a System with a maxed Planet also takes away a portion of the Edict.
Three Colony System with the Edict: -40 A, +20 B (No Growth possible), +20 C (Intended Colony)
Two Colony System with the Edict: -40 A, +40 B
It would be great if Forced Relocations could be changed for Maxed sized Planets in general, not all of the Millions of People should have a problem (forced or voluntarily) colonizing a flourishing new Venture.That would be the base immigration/Growth you get on the planet - forced relocation increases that through, well, forced relocation.
Playing as Mayasura with Nexerlin and shadowyards plus a lot of others however. Every time I build and embassy and inaugurate an ambassador from shadowyards it says the ambassador is presumed compromised bricking the structure. Its repeatable and any length of time passed does not solve the issue. The crash is caused by deconstructing the building. Otherwise love the mod and have no other issues. Thanks for all the hard work.Yes - it doesn't work on non-player faction planets. Don't use the embassy with "Governed" planets! (Governance is a Nexerelin feature and I can't make the embassy work with it without a complete re-write, which I won't do - so it'll just not be buildable on Governed planets next version)
Is there any chance you would be able to tap into the stable orbit construction systems? To add some variable construction time to the series of options? Considering they're often tied in to colonies and colony building, I feel it only makes sense that those assets should have a construction time associated with them, rather than an instant build. Especially or at the very least the inactive gate option should be on par with the time it takes to build an orbital station/battlestation (120 to 150 days)All of that Is Terraforming and Station Construction, not Industrial Evolution.
While I get this may be upsetting to some, instant build makeshift/domain era platforms and inactive gate build with use in 2 clicks seems like an unbalanced/broken system. Easy to abuse an benefit from.
The pirate subpopulation gives me extra effect if i have a pirate contact whit whom i have high standing, or only if im frendly with pirates?Pirate Faction! Contacts don't matter for the condition.
If your game crash when you use new SalvageYards option (ScrapYard) just rebuld the structureI don't quite know what you are talking about, but this mod won't properly work without a new game, yes :)
(this happen if you install new mod\ships and not start a new game)
SirHartley first off big fan here! I had a couple requests for some of my Hiver faction's ships to not be spit out by the machine god during a sacrifice event. Is there a way to blacklist specific ships? I looked over your code but I did not see a way, thanks.Hey, the event uses any ship that you can get the blueprint for (since I figured it'll be intended to be acquired by the player sooner or later, anyway). Blacklisting your ships can be done by not specifying a blueprint tag for them.
Nevermind~So here come's the serious part:
I've been in contact with @Fucifa recently. and actually -- there's no fully translated product yet, as he just "got dumped into the fking infinite academic papers" and cannot move a single cursor.Now I'm honestly re-asking for your permission.
Would you like translating your mod and drain it to our community(www.fossic.org)?
The text will be proofreaded and tested during the whole process(including the text under this topic). Original author name, pages URL and authorization screenshot will be quoted when posting out.You can withdraw this localization at anytime - Just contact with me, or you can set up a date/update beyond which we should ask for permission again.
Now the semi-product has been nullified and I'm reconstructing the text, without exception the localized version can be published several days later.
Gonna appreciate it if you nod a head.
Hey, the event uses any ship that you can get the blueprint for (since I figured it'll be intended to be acquired by the player sooner or later, anyway). Blacklisting your ships can be done by not specifying a blueprint tag for them.
I also added a new tag for you, "IndEvo_no_ship_roulette", which you can use in your .csv to prohibit them from dropping with the next version.
Now, for this.
[texts posted before that went under edits]
Thank you for understanding.
I do not wish for an apology or a clarification post on Fossic - the ones who caused this problem in the first place are not the people that are seeking dialogue now.Much appreciate, really. It's not a easy decision to make.
I can see a way to give permission - if, and only if - any translation work is done not directly, but interpreted. I don't care if the texts are perfectly accurate, the only thing I care about is that they can not be misunderstood and do not cause issues.
If there ever is another incident that ends with my ideology or motives questioned, with me being called racist, sexist or anything else -ist, if I am accused of anti-something behaviour, the mod is temporarily removed on fossic, and I notice it happening because people ask me about it in chats, I will rescind permission and have the mod taken down permanently.
This does not mean that no one can criticize me or the mod.
I do like feedback, and the Chinese community does bring up good points that I had not accounted for, simply by having another perspective. I also know that the tone and culture is rougher over there than it is here, and take no issue with it. Avoid politics, and everything will be fine.
To protect the Mod-maker and contain the risk in a single environment, I'll declare this on the publish post - but it needs your additional consent:Sure, I agree to interpretive translation. If there are things that are hard to explain or would hinder the flow of reading, you can also just remove or re-write them - I don't mind!
"Interpretive translation:
Translators are additionally authorized to adjust the text and display pattern, add detailed information to make it more vivid and suited into local vocabulary/reading habits.
Memes and quotes should be wikied on the spot and fully explained to avoid disturbing the readers; Curt memes, complains, political metaphor and any other things that might be misunderstood and cause issues will be filted, and reported to the author.
If the author wishes, the localized semi-product can be provided to a trusted person for pre-release inspection.
Translator has the right of final text interpretation, and takes responsibility for all possible issues from it."
And plus, just mention it again:Original author name, pages URL and authorization screenshot will be quoted when posting out.You can withdraw the localized product at anytime.
Will you authorize this and give the permission to translate your mod?
Being informed of such risks frightens a bit. Is that also easy to be questioned - and even cyberbullied - in your community? Normally I'd get rid of those *** social software and lay down for a while.This community? No, bullying is shut down fast, usually, even on the Starsector discord.
Just got this out of the blue:Yup, that's me - thanks for the report, will fix with the next update!
java.lang.NullPointerException
...
Is that something you're tracking?
I quit playing for awhile and now I've started up again and I'm looking for a specific industry or production building that gave small amounts of a variety of goods (like either 1 or 2 units only of 3 different things) that was pretty clutch in my last game but for the life of me I can't find/build it, also I'm not sure if it had some specific requirement, I don't recall that it did. Any help would be appreciated. (Apologies if it's not related to this mod, I'm under the impression it is, but IDK)
No, it's from Roider Union or Legacy of Arkgneisis.I quit playing for awhile and now I've started up again and I'm looking for a specific industry or production building that gave small amounts of a variety of goods (like either 1 or 2 units only of 3 different things) that was pretty clutch in my last game but for the life of me I can't find/build it, also I'm not sure if it had some specific requirement, I don't recall that it did. Any help would be appreciated. (Apologies if it's not related to this mod, I'm under the impression it is, but IDK)
Is the void extractor part of this mod or not? I'm finally back to my main PC (back home again) and like for whatever reason my labtop install didn't have void extractors.............
...thanks bossman
Just got this out of the blue:
java.lang.NullPointerException
at com.fs.starfarer.api.plugins.ambassadorPlugins.IndEvo_ambassadorPersonManager.g etOriginalMarket(IndEvo_ambassadorPersonManager.java:349)
at com.fs.starfarer.api.impl.campaign.rulecmd.ambassadorRules.IndEvo_ambassadorRem oval.removeAmbassadorWithPenalty(IndEvo_ambassadorRemoval.java:33)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_embassy.notifyBeingRemoved(IndEvo_embassy.java:296)
at com.fs.starfarer.campaign.econ.Market.removeIndustry(Unknown Source)
at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.decivilize(DecivTracker.java:228)
at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.decivilize(DecivTracker.java:186)
at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.checkDeciv(DecivTracker.java:181)
at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.checkDeciv(DecivTracker.java:126)
at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.advance(DecivTracker.java:77)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Is that something you're tracking?
remove the ambassador from the embassy of that world before it decivilizes
It happened again. I just add some mods with ships in gameIf your game crash when you use new SalvageYards option (ScrapYard) just rebuld the structureI don't quite know what you are talking about, but this mod won't properly work without a new game, yes :)
(this happen if you install new mod\ships and not start a new game)
Good day.nah, the things "missing" from vanilla are missing for a reason, filling every single niche that exists with options is not good. Sometimes, less is more, and planets are not intended to be equal.
Are there any plans to add the possibility of alternative food production to the modification? For example hydroponic farms, mushroom farms or something like that. This will allow you to provide your colonies with food without the need to terraform them to the desired state.
Are there any plans to be able to produce organics without organic reserves on the planet? In this matter, fantasy does not work well, but what about the construction for the delivery of organic asteroids to the orbit of the planet or artificial synthesis (ancient laboratories, artifacts of the domain era)?
When one starts to get really invested in Nexerelin's whole "autonomous colony" thing, your empire can grow to somewhat absurd proportions and even if it's not spread out across the frontier, lightyears apart, it's still kind of a hassle to go to an individual colony sixty million miles away just to enact labor restrictions. It's got a "this was a thirty minute meeting that could've been an email" feel.Remote edicts have been requested a few times, will think about it. Regarding more edicts - if anyone has ideas, feel free to post em, cause I don't have any :P
It would be convenient if there were some kind of structure that could designate a "capital" for your empire, from which you could remotely trigger and lift edicts on settlements across the Expanse of your imperial Foundation (in systems with functional senates, anyway.) An "executive compound" or something like that? I'm not really sure what form it would take; all I know is I really like the Edicts system. I think they might be my favorite thing about the mod because they actually let you choose how you want to govern. That's amazing. I want an excuse to use it a lot more than I currently do.
Also ps please make more edicts. Please. Mooooore.
Greetings, loving the mod so far, but I have a question :sure, adjust IndEvo_EngHub.getBaseHullSizeValueMap(), then recompile the jar. Best of luck to you~
Is there a way to config an Engineering hub myself to make it 1 ship = 1 blueprint?
I've browsed through the folders and the .jar file, but did not find anything related to the progress of the reverse engineering
So is there now a readme with all the information regarding mod features available?...on the mod OP? It's literally the first post in this topic...
They are cool!
I'm really liking the mod so far but i have a question. What are the weapons you get from each faction? I'm guessing tri tachyon will give you more energy and hegemony will give you ballistics but I have no idea about the rest.
Heya! First off, thank you SirHartley for making this mod, it kicks ass! I first used it in v 0.9 and it worked wonderfully, but ever since I started a 0.95a save last month it's no longer generating Industrial Ruins Forges. I know to look for the description of 'what looks like a dormant nanoforge' but every single world with Industrial Ruins I've encountered has either the ancient laboratory or relocation machine, I've checked probably in excess of 20 now. Even after starting a new save I can't find any Forges. Either I'm *incredibly* unlucky or there might be something wrong? Do Forges spawn in specific parts of the sector? Im using Nex and Expanded Sector but those are the only things I can think of that'd affect sector generation or the game in general in any major ways. If anyone else is looking at this thread and is having the same issue lemme know. Please help ;DYou are incredibly unlucky! However, ruin spawning has been overhauled for the next version to ensure a better distribution. Thank you for letting me know!
Hello,There is so much stuff in this mod that some things might be more suited to a certain playstyle. If that is not yours, well, nothing gained, nothing lost.
First off, some compliment for this mod, it adds a lot to do in the sector. I really like the added structure, even if some seems less interesting than other. Maybe I do not understand their usefullness.
Some features request/proposal:
- Do you think it would be possible, for you, to rework the farmland structure so that it became a food production structure, that can be deployed, even on planet without farmland or aquaculture, using hydroponic and/or green house, on the ground or in space.
I think Hydroponic and green house should have a production level = to the 'poor farmland' condition and should also be an upgrade to farmland and aquaculture, to improve there production level.
Those structure could requests organics in addition to heavy machinery.
- Could you add the date of shipment, or the number of past days since the event has been created, in the intel tab, at least for the single delivery event?
And now, a bug report.
- Whenever an alpha core is present in a shipment, the shipment is successful, but nothing from the shipment is stored in the local storage.
In 2.2.h, using the Courier Port to send a Forge Template containing a DME Sparrowhawk with +1 charge resulted in the Forge Template vanishing. Destination storage type didn't matter. Whitelists were set to ignored.Courier ports are incredibly scuffed atm and sometimes lose stuff for no reason. Next version has a rework, it's gonna be finally fixed!
I don't know how much of that is relevant as I haven't done troubleshooting to tell which factors are causing it.
Edit: forgot - the shipments weren't lost, they arrived fully intact. Nothing was deposited on the other end.
Hello all I don't post here much but I got stiffed something nasty here.I had fun reading that, even if it's a bug report :P
This is my 1st playthrough with this mod so pardon me if I get some names a little mixed up.
I fully explored the sector before setting up my colonies living as a raider off the fringes of civil society.
On my travels I found many wonderful ancient technologies, always hoarding them on my personal, somewhat habitable raiding base, Bolunda.
As I docked weary of my adventures and ready to give it all away to become a despot of my own, new industrial options brought me wonderment and joy.
I set about populating the fringes of the sector with renovated ancient industrial ruins and courier ports to begin a shipping triangle of legend.
Then I left for an expedition to the neighboring system evacuating neighboring youths.
Upon my return, everything seemed in order. My undesired hull hoard went to its place, the hundreds of looted weapons to theirs, but my empty hull templates were nowhere to be found.
Is there a console command to spawn more of them so I don't have to restart or search all 7 probes in the sector I missed hoping to find another one? Thanks!
I had fun reading that, even if it's a bug report :P
Courier ports can lose stuff atm, I am very sorry about that.
You can add forge templates back in by opening the console and typing:
addspecial IndEvo_forgeTemplate_2 yourShipId (For instance, "onslaught")
Other item IDs you might need:
IndEvo_ForgeTemplate_1
IndEvo_ForgeTemplate_2
IndEvo_ForgeTemplate_3
IndEvo_DegForgeTemplate
IndEvo_EmptForgeTemplate
there is a difference between addITEM and addSPECIAL - forge templates are specials.
So I love the idea of the engineering hub but I must be missing something in the process. I've got 100% progress on a ship and a blueprint of the same size class (cruiser) installed; is there something else I need to do to get my new blueprint? Does it just take a long time? Does "same size" not mean same size classification?What's most likely happening is that the ship and blueprint aren't actually matching sizes. It doesn't say anywhere on the ship, blueprint, or engineering hub what size classification they are, so some of the more ambiguously-named ones can be confusing.
Okay, so it DOES just use the four sizes then, right? No subclasses of ships or whatever? And there's no hidden decimals so 100% does actually mean 100%? It was the Gambit "fast cruiser" from Roider Union, which is definitely a cruiser, at least according to all hullmod interactions. It also wasn't tagged with "cannot be reverse engineered" either so it must be something not matching up correctly. Tried it with a destroyer sized print too and nothing. I've since found other ways to get the ship (operatives do the job nicely in nex) but it was vexing.Ah. That explains.
Hello, thank you for the mod, it is very fun and really adds to the longevity of a playthrough. I was wondering about the engineering dock where one reverse engineers blueprints. I wanted to reverse engineer the 14th Battlegroup Onslaught but it was not allowed, so I found the ship id (hullid is onslaught_xiv from "list ships" console command) for it and added it to the whitelist file. It still shows up as not allowed. I am stumped at this point as I already verified that the whitelist is pointed correctly (thank you to previous poster describing that now fixed bug.) I'm not sure where to go next but If you could help I would very much appreciate it, thank you for your time. 8) ;DThat's very strange cause the XIV onslaught is on the default whitelist. Please check if it doesn't have too many d-mods to be used for reverse engineering.
3.0.a |
|
(https://i.imgur.com/7k1QAas.png)NOT SAVE COMPATIBLEDownload (https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution3.0.a.zip)Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)Requires LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444.0)Integrated with Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0)Pairs well with Grand.Colonies (https://fractalsoftworks.com/forum/index.php?topic=20986.0)as well as Substance.Abuse (https://fractalsoftworks.com/forum/index.php?topic=24378)Split your fleet into Detachments! Research Projects! Weapons! Minefields!
Courier port has a proper UI and is no longer broken!
New icons for normal and relic components!
I have not slept in weeks!
Get the alcohol mod too it's great and the reason why this wasn't release like a month ago!Spoiler(https://i.imgur.com/lOzPAzb.png)
(https://i.imgur.com/v5mBHVc.png)[close]Change Log
3.0.a
- General
- Added - Minefields (this changelog is starting off great, isn't it?)
- Added - Some settings
- Added - Admin salary at 2 skills is now 20.000c (Vanilla balance change)
- Adjusted - reduced Admin salary at 1 skill from 20.000c to 10.000c (Vanilla balance change)
- Items
- Adjusted - New Icon for Ship Components
- Adjusted - New Icon for Relic Components
- Adjusted - Item drop rates across the board. IndEvo Industry items now rarer, as are VPCs.
- Removed - Unfinished industry items are now no longer present in the files and will maybe STOP *** DROPPING
- Weapons
- Added - Research Projects at the Galatian Academy
- Added - 5 different researchable Weapons (Courtesy of Nia Tahl)
- Added - Research Project for Relic Components
- Abilities
- Added - Ability to create detachments from your fleet (with different behaviour modes)
- Added - Behaviour: Stay - Stay in place, do not engage enemy fleets unless attacked.
- Added - Behaviour: Follow - Follow the main force, do not engage enemy fleets unless attacked.
- Added - Behaviour: Hide - Go dark, attempt to hide in a good location, and avoid other fleets.
- Added - Behaviour: Escort - Escort the main force, attack equal-strength visible hostile fleets.
- Added - Behaviour: Intercept - Escort, only intercept enemy fleets that target the main force.
- Added - Behaviour: Transport - Transport cargo to selected colony, then store fleet and cargo.
- Tech Mining
- Added - compatibility with Yunru Techmining (Yunrus Mod will take precedence)
- Added - implemented the Better Colonies changes (Diplays a tooltip showing the total remaining salvage)
- *** - T*chpriest, lmao
- Embassy
- Adjusted - No longer buildable on Nexerelin Governed Colonies,
- Fixed - Ambassadors can no longer be installed on Nex Governed Colonies (Fixes the "Compromised" bug)
- Fixed - No longer allows hiring ambassadors when the only open embassy is on a Nex Governed Colony
- Fixed - No longer crashes when a world with an ambassador decivilizes
- Note - The "Governed Colony" problem is not fixable without a complete re-write of the system...
- Senate
- Added - Edict: Mandated Overtime. Doubles building construction speed, halves all commodity production.
- Added - Info about active edict to edict removal screen
- Fixed - Labour restrictions are now actually unavailable when market is a freeport
- Privateer Base
- Adjusted - Minor sprite contrast touch-ups
- Salvage Yards
- Adjusted - Moving D-Mods now works between ships of similar tech type and hull size (Midline cruiser to midline cruiser...)
- Fixed - Ship building budget should no longer display 0 or negative values, and should no longer throw an occasional Nullpointer
- Academy
- Added - 3 additional colony admin skills that can be obtained by training an admin at the academy
- Adjusted - Hire-able Admins spawned by the academy have a 10% chance to spawn with one of the new Admin skills
- Fixed - can no longer replace an admins brain with an AI core (can't train admins in hypercognition)
- Fixed - no longer crashes when training an admin with a skill
- Fixed - "ESC" shortcut on leave option at galatia academy
- Courier Port
- Added - Proper User Interface
- Added - Timed failsafe to refund the shipment cargo if it does not arrive where it should
- Adjusted - Now allows shipping from stockpile
- Adjusted - Can now ship from and to any planet, not only planets you have things in storage at
- Adjusted - Gamma core now makes the interface accessible at any comm relay
- Fixed - No longer loses shipments
- Removed - Insurance
- Removed - Item drops on fleet death
- Derelict Industries
- Adjusted - Rift Generator - added a failsafe to make sure the colony teleports even if the animation fails
- Adjusted - Rift Generator - the jump points it makes now point towards the location of the planet
- Adjusted - Fleet Members with Unremoveable, Non-AI officers can no longer be deconstructed
- Fixed - Rift Generator - no longer considers nex outposts as colonies
- Fixed - Printed Ships now properly work with Starship Legends
- Fixed - Forge templates should no longer display a nebula when fed with D-Modded ships (probably)
- Fixed - Forge templates no longer build in hullmods with the "no_build_in" tag
- Fixed - Deconstructor now moves AI cores installed in ships to the storage when deconstructing a hull
- Exploration
- Added - Arsenal stations orbiting planets will now spawn with a special surprise
- Adjusted - Arsenal station officer sleeper pod events now conform to the new vanilla max officer levels
- Adjusted - Reduced the requirement to get relic components from hard battles
- Adjusted - Increased relic component drops from derelict Survey and Motherships
[close]
...I will endure until the new Neutrino Corp is ready... I... will... endure!
Finally, an excuse to start a new campaign!
Oh no, an excuse to start a new campaign!
Glad to see the update coming out, though I have to question being stuck with the broken Courier Port all this time because of the alcohol mod :PI have my priorities, mah man
Split your fleet into Detachments!
- Added - Ability to create detachments from your fleet (with different behaviour modes)
172697 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error loading [graphics/weapons/indevo_cryoartillery_hardpoint.png] resource, not found in
Welcome to the forums!
Yeah, I know - will fix when I am home from work, thank you for the report!
I do have a request - if anyone takes the time to seriously engage with the detachment ability I'd appreciate any feedback you can provide (regardless of form) - especially in regards to information feedback and "feeling of being in control", and if your expectations are met by how everything is explained.
Specific questions you could answer in regards to this:
- Did the ability work the way you thought it would?
- Did something happen to your detachment that you did not see coming (run out of supplies, fuel, combat...)
- Did you find everything where you thought it would be?
- Does the information the UI provides feel complete?
- Does the detachment (usually) behave like you expect it to?
- Did you feel safe using the ability, or does the unknown risk outweight the reward of the feature for you?
Found error on Linux version of the game, probably because miss-match lowercase and uppercase name.Quote172697 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error loading [graphics/weapons/indevo_cryoartillery_hardpoint.png] resource, not found in
"turretSprite": "graphics/weapons/indevo_cryoartillery_turret.png",
"turretGlowSprite": "graphics/weapons/indevo_cryoartillery_turret_glow.png",
"hardpointSprite": "graphics/weapons/indevo_cryoartillery_hardpoint.png",
"hardpointGlowSprite": "graphics/weapons/indevo_cryoartillery_hardpoint_glow.png",
"turretSprite": "graphics/weapons/IndEvo_cryoartillery_turret.png",
"turretGlowSprite": "graphics/weapons/IndEvo_cryoartillery_turret_glow.png",
"hardpointSprite": "graphics/weapons/IndEvo_cryoartillery_hardpoint.png",
"hardpointGlowSprite": "graphics/weapons/IndEvo_cryoartillery_hardpoint_glow.png",
3.0.b |
|
Nothing major, fixed a crash on linux ...
Does this have synergy with Substance Abuse? Could I for example use a centralization bureau and the industrial incentives edict in a system with multiple colonies that each has a brewery to become liquor lord of the Persean arm?Main synergy is being able to ship the output from the stockpile of multiple planets to a single one. The brewery produces so much, it doesn't need more production :P
Great mod.set "IndEvo_SpecialApplicationChance" to 0. Will need you to make a new game.
I was wondering if you could de-couple the settings for enabling/disabling Indevo_derelics and salvage events? Specifically, is there any way you could make it so I can disable salvage events without disabling the industrial derelicts and station types? The setting I'm referring to is under "campaign features":
"Enable_Indevo_Derelicts": TRUE, #Also includes salvage events and station types"
The salvage mission I want to disable (or at least reducing the frequency of) is the one where you find a stash of credits, usually in the range 10-50k. I enjoy the financial struggle of the early game and this event alleviates that struggle too much for me.
Hello all,
I noticed the academy is crashing the game if you get a tier 3 Admin trained on it.
A string shows up advising: "blah blah blah "adminSalaryTier3" not found."
After digging a bit I found an academy file and added the string to it.
Transcript here, but since I can't attach the file, here's the directory for it:
Fractal Softworks\Starsector\mods\Industrial.Evolution2.2.h\data\config
Once you get to config, open the settings.json file.
Go to line 83 for the academy stuff.
#Academy:
"dailyOfficerSpawnChance": 0.15f,
"dailyAdminSpawnChance": 0.10f,
"personalityTrainingDayCount": 93,
"personalityTrainingCost": 30000,
"adminTrainingDayCount": 124,
"adminTrainingCost": 20000,
"monthlyAIStorageCost": 2000,
"adminSalaryTier3":1000, <-- adding this line fixed the crash, adjust the number to your liking :)
Disclaimer: I don't know what the hell I am doing cause I don't code. I just added this line to this file and it somehow worked. ;D magic I guess (but if someone more experienced could have a look at the academy plis)
Cheers,
Ya boy.
Hello all,
I noticed the academy is crashing the game if you get a tier 3 Admin trained on it.
A string shows up advising: "blah blah blah "adminSalaryTier3" not found."
After digging a bit I found an academy file and added the string to it.
Transcript here, but since I can't attach the file, here's the directory for it:
Fractal Softworks\Starsector\mods\Industrial.Evolution2.2.h\data\config
Once you get to config, open the settings.json file.
Go to line 83 for the academy stuff.
#Academy:
"dailyOfficerSpawnChance": 0.15f,
"dailyAdminSpawnChance": 0.10f,
"personalityTrainingDayCount": 93,
"personalityTrainingCost": 30000,
"adminTrainingDayCount": 124,
"adminTrainingCost": 20000,
"monthlyAIStorageCost": 2000,
"adminSalaryTier3":1000, <-- adding this line fixed the crash, adjust the number to your liking :)
Disclaimer: I don't know what the hell I am doing cause I don't code. I just added this line to this file and it somehow worked. ;D magic I guess (but if someone more experienced could have a look at the academy plis)
Cheers,
Ya boy.
update the mod, you're a big version behind
What is the exact interaction between an Orbital Fusion Lamp and a Supercomputer? I've noticed that its industry icon changes immediately, but I noticed no detrimental effects gameplay-wise, the income multiplier remains the same. Is it because the "Cold"/"Extreme Cold" hazard modifiers remain regardless so the Supercomputer is not affected?Check the upkeep cost. IIRC it remains the same because, yeah, Cold and Extreme Cold conditions are not removed but merely suppressed. You could see it as only habitation/industrial areas are being targeted for warming up by the lamp while supercomputer is excluded or built deep underground.
Also, is the Simulation Engine special item for it meant to scale with distance? Because I noticed it only provides a 1.18 (instead of 1.3) income modifier to my planets in a system 5 LY away.
What is the exact interaction between an Orbital Fusion Lamp and a Supercomputer? I've noticed that its industry icon changes immediately, but I noticed no detrimental effects gameplay-wise, the income multiplier remains the same. Is it because the "Cold"/"Extreme Cold" hazard modifiers remain regardless so the Supercomputer is not affected?Check the upkeep cost. IIRC it remains the same because, yeah, Cold and Extreme Cold conditions are not removed but merely suppressed. You could see it as only habitation/industrial areas are being targeted for warming up by the lamp while supercomputer is excluded or built deep underground.
Also, is the Simulation Engine special item for it meant to scale with distance? Because I noticed it only provides a 1.18 (instead of 1.3) income modifier to my planets in a system 5 LY away.
3.0.c |
|
I colonized a planet with mines but they still affect me even though it says the mines shouldn't explode if i owned the planet.
Im guessing this isnt intended.
Detachments issue - I want to say "bug" but the more I think about it the more it could be justified:
Have "Crew Training" leadership ability which adds up to 15% CR to all ships in fleet. Detach some ships, set to "Stay". Go do stuff. Come back, re-merge with detachment. All your ships did not have your CR bonus while detached, so lost the extra CR, now need to gain it again. Yes, sure, I'd be happy to blow 200 supplies on nothing at all.
But - it's a fleet command ability. While detached, you weren't in command of that fleet. And there's no guarantee whoever got put in temporary command in the meantime still had it or not.
It would be nice if all detachments continued to benefit from your fleet command abilities while detached. Or if the detachment commanders mirrored those, at least Or just the CR issue. I can see why you might choose not to. But it would be nice to have it.
Courier ports seemed to have thrown fatal error. Had some marines and heavy weapons delivered from one planet to another, it happened after couple of fleets sent
12670539 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.fleet.CourierFleetAssi gnmentAI.reportFleetDespawnedToListener(CourierFleetAssignmentAI.java:126)
at com.fs.starfarer.campaign.fleet.CampaignFleet.despawn(Unknown Source)
at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.listeners.Shipment.fin alizeAndRemove(Shipment.java:84)
at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.fleet.CourierFleetAssi gnmentAI$6.run(CourierFleetAssignmentAI.java:96)
at com.fs.starfarer.campaign.ai.AssignmentModule.advance(Unknown Source)
at com.fs.starfarer.campaign.ai.ModularFleetAI.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
4401309 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.fleet.CourierFleetAssi gnmentAI.reportFleetDespawnedToListener(CourierFleetAssignmentAI.java:126)
at com.fs.starfarer.campaign.fleet.CampaignFleet.despawn(Unknown Source)
at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.listeners.Shipment.fin alizeAndRemove(Shipment.java:87)
at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.fleet.CourierFleetAssi gnmentAI$6.run(CourierFleetAssignmentAI.java:96)
at com.fs.starfarer.campaign.ai.AssignmentModule.advance(Unknown Source)
at com.fs.starfarer.campaign.ai.ModularFleetAI.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Getting a crash shortly after sending a detachment off to store some mothballed ships slowing me down.Spoiler55602 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.splinterFleet.plugins.fleetAssignmentAIs.BaseSplinterFleet AssignmentAIV2.doOverrideActions(BaseSplinterFleetAssignmentAIV2.java:317)
at com.fs.starfarer.api.splinterFleet.plugins.fleetAssignmentAIs.BaseSplinterFleet AssignmentAIV2.advance(BaseSplinterFleetAssignmentAIV2.java:144)
at com.fs.starfarer.api.splinterFleet.plugins.fleetAssignmentAIs.TransportAssignme ntAI.advance(TransportAssignmentAI.java:65)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.Hyperspace.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)[close]
Centralization bureau says "There are no duplicate industries in this system."Do you have an AI core installed in the centralisation bureau and is it built on one of the planets with mining on them?
Seems to be related to courier port, so it's this mod yes. I don't think you can do much about it aside from hoping that a fix gets released soon, sadly.
Is there an option to disable minefields?Doesn't seem to be. Would be nice if there was.
Having a way to defuse the mines would be nice though. Maybe ships with Salvage Gantry or mining drones would allow you to clear the way ahead of your larger ships to pass safely? But you become more visible as you slowly move because your ships have to constantly sensor sweep for any mines to clear out.
attempted to place an ambassador in the embassy and it crashed. i have no idea where i even got this ambassador from so that might have something to do with it XDthat is what happens when you try to use console commands to cheat in an ambassador, or if mods drop them on accidents.
good times
that is what happens when you try to use console commands to cheat in an ambassador, or if mods drop them on accidents.
Is there an option to disable minefields?Doesn't seem to be. Would be nice if there was.
Just a warning: the previous version isn't stable either. Admins sent to academies still make your game crash unless you add a line in the core settings, embassadors cause a CTD if the planet they are on decivilize/gets invaded, etc.
3.0.d + e |
|
runcode for (LocationAPI loc : Global.getSector().getAllLocations()) {
for (SectorEntityToken t : new ArrayList<SectorEntityToken>(loc.getCustomEntities())) {
if (t.getCustomEntitySpec().getId().equals("SplinterFleet_OrbitFocus")) {
loc.removeEntity(t);
}
}
}
Yeah, that won't work. Archean order is total conversion and is not guaranteed to work with this mod in any way, shape or form.
If you want to fix that incompatibility, go to com.fs.starfarer.api.impl.campaign.rulecmd.researchProjects.IndEvo_ResearchProjectTemplateRepo;, then adjust the weapon IDs under getRequiredItems() for every research project on the list, then re-compile the mod (source is included in the mod download).
Bug Report
Description:
Hull Deconstructor/Forge with alpha core can install hullmods that conflict with built-in hullmods.
Steps to Reproduce:
- Find a hull deconstructor and hull forge, repair them and install alpha cores.
- Put ships that have built-in hullmods that conflict with some hullmods. E.g. Olympus from Interstellar Imperium
- Behold the miracle bestowed upon humble mortals by our AI overlord, an Olympus with Efficiency Overhaul.
I've got an idea for your consideration: It would be interesting if active embassies (ones with ambassadors) had policies you could enact between your faction and the one of the ambassador. This could include various things like trade agreements, embargoes, etc. Agreements that benefit or strain the non-player faction can increase or decrease the relationship ceiling of the embassy. One example would be maybe an agreement where you trade access to your Supercomputer bonuses decreasing their benefit to you in exchange for a % of the bonus profit generated or improved relations. Another suggested agreement is IFF protocol immunity where you can make agreements for the player fleet to not generate a relations penalty when they are intercepted by fleets of the embassy's faction with their transponder off. If they are intercepted they are still treated as discovered for things like smuggling and culpability, this simply gives the player fleet immunity to transponder accidents. Production Cuts - If the player's faction is currently holding more market share of an export they can make an agreement to reduce their market share voluntarily in exchange for improved relations. Could tie into Nexerelin diplomatic profiles and have more (or less) benefits with Monopolist factions.Some of these are very cool for potential Quests. Should I ever add ambassadors as contacts, I'll think of this. Thank you for the suggestions!
Though, I suppose you're not itching for new stuff to do at the moment. Maybe this will give you some inspiration for something else? Anyway thank you for reading!
was looking at maybe adding some industries myself and holy bejebus is it complex. I tip my hat sir, I got as far as filling out the commodities.csv then went looking for how to actually make the things and damn, it's um a lot of stuff Compacted in that Jar file that I have no clue how to work with.:)
if um you ever want to use what I have so far let me know :P
Bug report: while using only Industrial evolution and its required libs, I was able to steadily reduce my FPS by flying circles around the Askonia system while in the warp. This slow down in FPS had the following characteristics:update the mod and do this: https://fractalsoftworks.com/forum/index.php?topic=18011.msg366309#msg366309
- Save specific: Logging off and restarting computer would not fix the lag
- Environment specific: Dropping into a star system or flying far away from Askonia in the warp would remove the fps lag
- Progressive: stay in problem area until 20 fps, leave (fps = 60), return (fps = 20), fly around a bit (fps = 10), leave (fps = 60), return (fps = 10)
- Tied to map?: While in some other system, I could get a quest from the bar. If that quest showed a map location, I dropped to my latest "slow fps" number
- Minimally tested: I have no idea if this would happen around other systems or not
- Good hardware: I normally run with 20-40 mods when I play starsector
I love your mod, and will try to check back in case you have any other information you may need from me.
Bug Reportruddy is right on the money here. Not gonna be able to fix it without some major turbo jank, but thank you for the report :)
Description:
Hull Deconstructor/Forge with alpha core can install hullmods that conflict with built-in hullmods.
Steps to Reproduce:
- Find a hull deconstructor and hull forge, repair them and install alpha cores.
- Put ships that have built-in hullmods that conflict with some hullmods. E.g. Olympus from Interstellar Imperium
- Behold the miracle bestowed upon humble mortals by our AI overlord, an Olympus with Efficiency Overhaul.
Hello, thank you for the mod, it is very fun and really adds to the longevity of a playthrough. I was wondering about the engineering dock where one reverse engineers blueprints. I wanted to reverse engineer the 14th Battlegroup Onslaught but it was not allowed, so I found the ship id (hullid is onslaught_xiv from "list ships" console command) for it and added it to the whitelist file. It still shows up as not allowed. I am stumped at this point as I already verified that the whitelist is pointed correctly (thank you to previous poster describing that now fixed bug.) I'm not sure where to go next but If you could help I would very much appreciate it, thank you for your time. 8) ;DThat's very strange cause the XIV onslaught is on the default whitelist. Please check if it doesn't have too many d-mods to be used for reverse engineering.
Great mod!Thanks for the suggestion, will see if I can't do this somehow.
There is one suggestion: add a new detachment behavior - fly to repair in Restoration Docks.
It made Restoration Docks so much more useful!
(And it will become much more comfortable to play with Starpocalypse)
Good day, I had a quick question: On the first page it says that this mod cannot be added to existing saves. Can anyone give any details on what exactly breaks if you try? I tried on an existing otherwise vanilla save and at least on the surface it seems to be okay, or at least it hasn't caused a crash yet.it won't break immediately, but a lot of things will not spawn (buildings in core worlds, all of the exploration content), many features will be inaccessible, some buildings might become unusable because you won't find the items you need, and I do not take responsibility for crashes that happen because of it.
the problem you have is your ancient version. I can't support for bugs that I fixed a month ago, sorry!Hello, thank you for the mod, it is very fun and really adds to the longevity of a playthrough. I was wondering about the engineering dock where one reverse engineers blueprints. I wanted to reverse engineer the 14th Battlegroup Onslaught but it was not allowed, so I found the ship id (hullid is onslaught_xiv from "list ships" console command) for it and added it to the whitelist file. It still shows up as not allowed. I am stumped at this point as I already verified that the whitelist is pointed correctly (thank you to previous poster describing that now fixed bug.) I'm not sure where to go next but If you could help I would very much appreciate it, thank you for your time. 8) ;DThat's very strange cause the XIV onslaught is on the default whitelist. Please check if it doesn't have too many d-mods to be used for reverse engineering.
Did you ever figure out what the fix for this was? I'm having the same issue with the Onslaught XIV and the Paragon as well. Much like the previous poster, I didn't find that adding them to the whitelist fixed the problem. Also of note is that I'm still running the old version (2.2h) and have Starship Legends installed since I saw in one of the changelogs that this could be relevant.
it won't break immediately, but a lot of things will not spawn (buildings in core worlds, all of the exploration content), many features will be inaccessible, some buildings might become unusable because you won't find the items you need, and I do not take responsibility for crashes that happen because of it.
Yeah, that won't work. Archean order is total conversion and is not guaranteed to work with this mod in any way, shape or form.
If you want to fix that incompatibility, go to com.fs.starfarer.api.impl.campaign.rulecmd.researchProjects.IndEvo_ResearchProjectTemplateRepo;, then adjust the weapon IDs under getRequiredItems() for every research project on the list, then re-compile the mod (source is included in the mod download).
Typo: Exact Clearances edict description. "Poduction" should be "Production"fixed ty
Is there a way to deactivate detachment control panel? I get a null error sometimes when I use it. Love the mod btw it's amazingnope. can you post me that error log, please? I need that, please: https://starsector.fandom.com/wiki/Starsector.log
Is there a specific method to make stability buildings functional? I've built a memorial on all 5 of my planets in the system, but they don't increase stability unless I hover over them, and even then it only take effect until I leave the market, returning to it's non-buffed value. Is there something I'm doing wrong, or is this unintended behavior?is a bug- fixed it, ty
Hey there! I just want to ask...is it possible to get the minefields for myself? If yes, how?yeah, you can find some derelict ones when exploring - colonizing a planet like that will make the minefield yours.
What am I supposed to do for it to actually start doing anything?a) wait a day
Also, how do I restore Degraded Forge Templates?
I've gone away from the colony for a while and there's still nothing :( Here's proof:show me the tooltip of the industry please. The window that opens when you hover over it.
https://imgur.com/a/uJDk9xe
https://imgur.com/a/cox4du7
Hello! A bunch of planets I survey have already X population on them, like this last one has 10^7 (tens of millions). Yet, when I colonize them, I only have 10^3 pop. Is this normal?are you sure you are playing the same game as me? Cause in mine, colonizable planets usually don't have a population.
Sorry, perhaps it is not from this mod then.that is 100% not my fault!
https://i.imgur.com/9qyAAyQ.png
I've gone away from the colony for a while and there's still nothing :( Here's proof:show me the tooltip of the industry please. The window that opens when you hover over it.
https://imgur.com/a/uJDk9xe
https://imgur.com/a/cox4du7
Sorry, that's what I meant to do at first, but I messed up the screenshot, here it is:well, there is your issue - what you put in there is not an empty forge template, but a filled one.
https://imgur.com/a/elsc0rx
src\com\fs\starfarer\api\impl\campaign\terrain\IndEvo_MineBeltTerrainPlugin.java:55:
error: cannot access DoNotObfuscate
CampaignTerrainAPI mineBelt = ((BaseLocation) focus.getContainingLocation()).addTerrain("IndEvo_mine_belt", new IndEvo_MineBeltTerrainPlugin.MineBeltParams(
class file for com.fs.util.DoNotObfuscate not found
Hello, having the same problem as Helyos up there: started with the tutorial and now I don't have access to the detachment ability. Is there any way to force it to appear using the Console or some other such command? Thanks!
Right clicking on a toolbar slot will let you select what ability it uses. If you need an empty slot, you can press ctrl + 2, 3, etc... to get to a fresh toolbar or press the "prev" or "next" buttons to the bottom left of the toolbar.
106176 [Thread-3] INFO com.fs.starfarer.api.splinterFleet.plugins.fleetManagement.Behaviour - Setting detachment behaviour override DORMANT
106176 [Thread-3] INFO com.fs.starfarer.api.splinterFleet.plugins.FleetUtils - SplinterFleet AI performing override actions for DORMANT
106177 [Thread-3] INFO com.fs.starfarer.api.splinterFleet.plugins.FleetUtils - SplinterFleet Dormant mode
106317 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.splinterFleet.plugins.fleetAssignmentAIs.BaseSplinterFleetAssignmentAIV2.doOverrideActions(BaseSplinterFleetAssignmentAIV2.java:317)
at com.fs.starfarer.api.splinterFleet.plugins.fleetAssignmentAIs.BaseSplinterFleetAssignmentAIV2.advance(BaseSplinterFleetAssignmentAIV2.java:144)
at com.fs.starfarer.api.splinterFleet.plugins.fleetAssignmentAIs.EscortAssignmentAI.advance(EscortAssignmentAI.java:39)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.Hyperspace.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
314709 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.reflect.UndeclaredThrowableException
java.lang.reflect.UndeclaredThrowableException
at com.sun.proxy.$Proxy0.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.0000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.reflect.InvocationTargetException
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at net.andylizi.starsector.planetsearch.CoreUIInjector$IntelButtonHandler.invoke(CoreUIInjector.java:81)
... 11 more
Caused by: java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.intel.ShippingIntel.getMapLocation(ShippingIntel.java:306)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.getIntelTags(BaseIntelPlugin.java:277)
at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.intel.ShippingIntel.getIntelTags(ShippingIntel.java:321)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.super(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.private.Object(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.0000(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.campaign.comms.F.0000(Unknown Source)
at com.fs.starfarer.campaign.comms.F.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.ui.Q.setSize(Unknown Source)
at com.fs.starfarer.ui.newui.OO0O$7.actionPerformed(Unknown Source)
... 16 more
Welcome to the forums!
Yeah, I know - will fix when I am home from work, thank you for the report!
I do have a request - if anyone takes the time to seriously engage with the detachment ability I'd appreciate any feedback you can provide (regardless of form) - especially in regards to information feedback and "feeling of being in control", and if your expectations are met by how everything is explained.
Specific questions you could answer in regards to this:
- Did the ability work the way you thought it would?
- Did something happen to your detachment that you did not see coming (run out of supplies, fuel, combat...)
- Did you find everything where you thought it would be?
- Does the information the UI provides feel complete?
- Does the detachment (usually) behave like you expect it to?
- Did you feel safe using the ability, or does the unknown risk outweight the reward of the feature for you?
The game keeps crashing whenever I try to open the Intel tab. The crash log seems to indicate that it's the courier port doing it, but I've had it for 2+ cycles (left unused, disbanding it didn't work) without problems. I would add the full crashlog but the forum kept giving me a database error because of a couple weird characters.
5298824 [Thread-7] INFO sound.public - Cleaning up music with id [loa_ars_market_neutral.ogg]
5299193 [Thread-10] INFO sound.OooO - Playing music with id [miscallenous_corvus_campaign_music.ogg]
5299686 [Thread-3] INFO sound.public - Cleaning up music with id [campaign_music_part_2_v28.ogg]
5303187 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.intel.ShippingIntel.getMapLocation(ShippingIntel.java:306)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.getIntelTags(BaseIntelPlugin.java:277)
at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.intel.ShippingIntel.getIntelTags(ShippingIntel.java:321)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.super(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.private.Object(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.ÒÕ0000(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.campaign.comms.F.Õø0000(Unknown Source)
at com.fs.starfarer.campaign.comms.F.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.ui.Q.setSize(Unknown Source)
at com.fs.starfarer.ui.newui.OO0O$7.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I love this mod, thank you for sharing it! I might have found a bug with fleet detachments, unless I'm misunderstanding how the feature works.Ran into a different problem with detachments: it seems like the mod gets confused regarding detachments when your fleet has multiple ships of the same hull. If I try to make a detachment with one out of the three Brawlers in my fleet, for example, a random Brawler will be picked each time the detachment is created, even if there are major differences like s-mods.
When I try to spawn a detachment with a specific cargo loadout, the detachment will have the commodities I specified but not the weapons or LPCs, which remain in my main fleet's cargo hold. If I try to send a detachment to transport weapons/LPCs to a planet, the detachment will successfully deliver its hulls and commodities into planetary storage, but the weapons/LPCs still remain in my main fleet's cargohold. These weapons/LPCs persist in the fleet detachment cargo selection screen, so the mod is aware of my selections as far as I can tell. This happens with just a single weapon in my tests. I'm on the latest version of the game, with this mod list (https://pastebin.com/MNFYh2nP). And here's a screenshot (https://i.imgur.com/nYTSpIT.png) of a loadout where the Gauss Cannon is selected correctly (I think!) but is not transported along with the supplies and such.
I'm able to transfer weapons/LPCs to my detachments manually by interacting with them after they spawn, but I can't specify a cargo loadout that way and it's such a useful feature!
Does the Interstellar Relay allow planets without Military Base/High Command to spawn medium/heavy patrols?
I have noticed that once you have shipped something you can never abandon/disassemble the location as Departure Log will crash the game with null point exception if you do abandon an outpost or a planet that has been used as a source/recipient of courier contract. This means that if by some circumstance a planet becomes de civilized it would destroy the save.
Is there any way to purge those departure logs? Simply pruning them from save file doesn't seem to work as it generates a slew of errors.
I love minefields hiding in ring systems around planets and sapping 300 supplies from my survey fleets. Is there a way to predict them? Is it just anything with an arsenal station in orbit?
EE: Aha, just had to mouseover the 'minefield' bit near the action bar. Neat! Guess I must have gotten very unlucky trying to stealth past it, it says my chance of triggering was low.
Are these new colony manager skills yours as well? I love them, so nice to see some variety again
How do I store and train my administrator with academy in my colony? couldn't find the option...
Would it be possible to add an edict for a more gentle removal of the decivilized debuff? Like, I dunno, something slower and like "requires lots of food and heavy machinery for a social housing program" for those of us who don't particularly want their faction to commit genocide.It does not really have to involve genocide. However people are potentially forcefully displaced from their unaccounted settlements into the major cities. Decivilised population is not all about Mad Max/Fallout raiders. There are also just people living in remote areas, unaccounted and not paying taxes.
I guess the optimal solution for me then is to just leave the Decivilized subpopulation alone, I guess.Would it be possible to add an edict for a more gentle removal of the decivilized debuff? Like, I dunno, something slower and like "requires lots of food and heavy machinery for a social housing program" for those of us who don't particularly want their faction to commit genocide.It does not really have to involve genocide. However people are potentially forcefully displaced from their unaccounted settlements into the major cities. Decivilised population is not all about Mad Max/Fallout raiders. There are also just people living in remote areas, unaccounted and not paying taxes.
Hey, sorry if you've already answered this question somewhere else, but I was wondering how privateer raid force strength is calculated. What affects it? Fleet size, colony size, base, high command, etc?colony size, fleet size
What does IndEvo_ToggleMagicRandomSelector do?toggles the magic random selection
download brokenseems to work alright for me? idk...
[/spoiler]The game keeps crashing whenever I try to open the Intel tab. The crash log seems to indicate that it's the courier port doing it, but I've had it for 2+ cycles (left unused, disbanding it didn't work) without problems. I would add the full crashlog but the forum kept giving me a database error because of a couple weird characters.SpoilerI am having a similar issue, though I am running a bunch of mods, so I am not sure if me sending you anything is actually helpful. It occurs occasionally when I open or close the intel tab. I wasn't having this issue for most of my playthrough, so I must have done something to cause this to start happening recently. Here is the log:Code5298824 [Thread-7] INFO sound.public - Cleaning up music with id [loa_ars_market_neutral.ogg]
5299193 [Thread-10] INFO sound.OooO - Playing music with id [miscallenous_corvus_campaign_music.ogg]
5299686 [Thread-3] INFO sound.public - Cleaning up music with id [campaign_music_part_2_v28.ogg]
5303187 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.intel.ShippingIntel.getMapLocation(ShippingIntel.java:306)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.getIntelTags(BaseIntelPlugin.java:277)
at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.intel.ShippingIntel.getIntelTags(ShippingIntel.java:321)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.super(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.private.Object(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.ÒÕ0000(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.campaign.comms.F.Õø0000(Unknown Source)
at com.fs.starfarer.campaign.comms.F.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.ui.Q.setSize(Unknown Source)
at com.fs.starfarer.ui.newui.OO0O$7.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Caused by: java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.intel.ShippingIntel.getMapLocation(ShippingIntel.java:306)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.getIntelTags(BaseIntelPlugin.java:277)
at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.intel.ShippingIntel.getIntelTags(ShippingIntel.java:321)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.super(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.private.Object(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.ÒÕ0000(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.campaign.comms.F.Õø0000(Unknown Source)
at com.fs.starfarer.campaign.comms.F.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.ui.Q.setSize(Unknown Source)
at com.fs.starfarer.ui.newui.OO0O$7.actionPerformed(Unknown Source)
... 16 more
Hello, I think I found a bug. The Riftpulse Cycler won't fit in Medium or Large energy mounts. It works for Small energy, as well as Small and Medium Ballistic mounts. I don't have a ship with the Large Ballistic mount available, so I haven't been able to test that. Does anyone else have this issue?Weapon mounts in general can only support one size lower. Dual-type weapon mounts can only support weapons of the same type or weapons that are only one of the two types that make up the weapon mount type, and also can only support smaller weapons that are the exact same type. Hybrid weapons depend on their "Counts as for stat modifiers" for what larger weapon mount type they can fit into. A medium hybrid mount can only fit medium and small hybrids and medium energy and ballistic. Riftpulse cycler is a small hybrid that counts as ballistic so it fits into small energy, ballistic, universal, and hybrid and medium ballistic and hybrid weapon mounts.
-Edit: The same goes for Medium Universal mounts, and Medium Synergy mounts, but it works fine for Medium Hybrid mounts.
Can i update this mod on an existing save file? or will that break it?Quoted from the very first post of this forum thread:
This can NOT be added to ongoing games - and it will break saves if removed.
Please for the love of Ludd tone down the mine fields, taking 2000 supplies worth of damage just trying to get past and trade is intolerable. Its also severely hindering the ai's ability to invade (beyond whats reasonable) I just witnessed 7 massive fleets get taken down to 5 cr and lose to a battlestation that should have died immediately.
I like the concept (as i do all your additions) but its heavily over toned, i dont go to locations with minefields anymore, or just cheat my way past because i wont want to risk 200,000$ credits of repairs.
The minefield of the planet I conquered (chicomoztoc in this case) sometimes explode on me, even though I own the planetDid you have your transponder on? If you don't have it on, the minefield can't recognize you and will blow up on you.
I've got a bug to report. While setting up my courier contracts to allow me to automate ship printing, I appear to have deleted all my ships in storage on my main world. This appears to be because I accidentally set a courier contract to ship everything to a hull forge on another planet. For the items, this correctly only shipped filled templates to the hull forge, but it also appears to have shipped the ships in storage as well, and because the hull storage doesn't have a ship storage section, it appears to have simply deleted them.
The storage part of the intel backs this up, as the ships are nowhere to be found. Checking the courier log unfortunately cannot confirm this, as after a delivery is finished, when "everything" is selected it appears to simply say "All ships and All items" instead of what exactly was shipped.
I have tested it out and it seems pretty easy to reproduce.
Steps to reproduce:
- Have two planets, one with ships in storage and another with a hull forge
- Create Courier contract to transport all items and ships (everything) from first planet storage to second planet hull forge inventory
- Watch as all the ships are deleted
Expected result:
- Hull forge would not allow ships to be sent to it, preventing accidental deletion of ships
I've got a bug to report. While setting up my courier contracts to allow me to automate ship printing, I appear to have deleted all my ships in storage on my main world. This appears to be because I accidentally set a courier contract to ship everything to a hull forge on another planet. For the items, this correctly only shipped filled templates to the hull forge, but it also appears to have shipped the ships in storage as well, and because the hull storage doesn't have a ship storage section, it appears to have simply deleted them.I suspect if you build a Reverse Engineering on the destination planet, you'll find them in the industrial storage.
The storage part of the intel backs this up, as the ships are nowhere to be found. Checking the courier log unfortunately cannot confirm this, as after a delivery is finished, when "everything" is selected it appears to simply say "All ships and All items" instead of what exactly was shipped.
I have tested it out and it seems pretty easy to reproduce.
Steps to reproduce:
- Have two planets, one with ships in storage and another with a hull forge
- Create Courier contract to transport all items and ships (everything) from first planet storage to second planet hull forge inventory
- Watch as all the ships are deleted
Expected result:
- Hull forge would not allow ships to be sent to it, preventing accidental deletion of ships
I've got a bug to report. While setting up my courier contracts to allow me to automate ship printing, I appear to have deleted all my ships in storage on my main world. This appears to be because I accidentally set a courier contract to ship everything to a hull forge on another planet. For the items, this correctly only shipped filled templates to the hull forge, but it also appears to have shipped the ships in storage as well, and because the hull storage doesn't have a ship storage section, it appears to have simply deleted them.I suspect if you build a Reverse Engineering on the destination planet, you'll find them in the industrial storage.
The storage part of the intel backs this up, as the ships are nowhere to be found. Checking the courier log unfortunately cannot confirm this, as after a delivery is finished, when "everything" is selected it appears to simply say "All ships and All items" instead of what exactly was shipped.
I have tested it out and it seems pretty easy to reproduce.
Steps to reproduce:
- Have two planets, one with ships in storage and another with a hull forge
- Create Courier contract to transport all items and ships (everything) from first planet storage to second planet hull forge inventory
- Watch as all the ships are deleted
Expected result:
- Hull forge would not allow ships to be sent to it, preventing accidental deletion of ships
I've got a bug to report. While setting up my courier contracts to allow me to automate ship printing, I appear to have deleted all my ships in storage on my main world. This appears to be because I accidentally set a courier contract to ship everything to a hull forge on another planet. For the items, this correctly only shipped filled templates to the hull forge, but it also appears to have shipped the ships in storage as well, and because the hull storage doesn't have a ship storage section, it appears to have simply deleted them.
The storage part of the intel backs this up, as the ships are nowhere to be found. Checking the courier log unfortunately cannot confirm this, as after a delivery is finished, when "everything" is selected it appears to simply say "All ships and All items" instead of what exactly was shipped.
I have tested it out and it seems pretty easy to reproduce.
Steps to reproduce:
- Have two planets, one with ships in storage and another with a hull forge
- Create Courier contract to transport all items and ships (everything) from first planet storage to second planet hull forge inventory
- Watch as all the ships are deleted
Expected result:
- Hull forge would not allow ships to be sent to it, preventing accidental deletion of ships
oh my bad I thought it was already in game XD
Hey, I found a bug that caused a NullPointerException relating to the Courier ports.
If you shipped something from a station (Haven't tested it on a planet yet, but I believe it cause the same issue), and then consequently cause decivilization on said station, opening the intel screen will cause a CTD with said NullPointerException.
It seem i suffer from the same ill-fate of crashing when opening the intel screen. Now to find wich market went bye bye, without using the intel screen.Hey, I found a bug that caused a NullPointerException relating to the Courier ports.
If you shipped something from a station (Haven't tested it on a planet yet, but I believe it cause the same issue), and then consequently cause decivilization on said station, opening the intel screen will cause a CTD with said NullPointerException.
This bug was causing crashes for me too. It took me a while to figure out what was going on. In my case, I had captured a small colony, it's original owners re-captured it, and then it decivilized. I didn't think anything of the deciv warnings because I didn't really care about the colony. You know until my game started crashing.
In my case, it was a volcanic world, so it happens to planets as well as stations. It may be worthwhile to note that the contract should have been finished before the decivilization occurred -- it was a one time contract to haul everything from the small colony to my central market world.
I fixed it by flying back to the planet and re-colonizing it without opening my intel screen. It seems like once the planet was re-colonized the crashes stopped.
Is there a particular reason why VPCs create items in storage?Not as much as you'd think considering the logistical costs of the structure creating them, going to pick them up and carrying them to where you should sell them. By the time you can really exploit it, it'll be a very minor portion of your income (as compared to your colonies as a whole).
It feels like it's too easy a source of income for the cost of using them.
because it's neatThat too.
[...] The best solution is probably to set IE to autoremove Heavy Industry when detected on Arcadia. I don't have an issue with this.
Is there a particular reason why VPCs create items in storage?Not as much as you'd think considering the logistical costs of the structure creating them, going to pick them up and carrying them to where you should sell them. By the time you can really exploit it, it'll be a very minor portion of your income (as compared to your colonies as a whole).
It feels like it's too easy a source of income for the cost of using them.because it's neatThat too.
3.1.a |
|
Is there a particular reason why VPCs create items in storage?
It feels like it's too easy a source of income for the cost of using them.
Bless. I know you're a busy person and it's not up to you to fix other mods comparability I'm so glad you fixed the hullforge crash since I love running with ships I buy from the market/salvage.Minefields and Artilleries can be found while exploring - if you colonize a planet that has one, you will be able to use it!
Also is it possible for players to build artillery stations/minefields?
Please, don't make him remove it. It may look easy but it takes time to actually gain enough materials to be worth selling. Or even make it usefull in the case of supplies and fuel.Don't worry - I did do the math on them and accounted for that, so I consider them balanced. I also don't generally remove content, I prefer reworking or adjusting if it doesn't work :)
new update is not save compatible. caused mine to crash when loading. i reverted back to the 3.0 version, save still works (even though i deleted the mod, rather than copying my whole mod list, like i should have).Didn't crash on my end, when I loaded a pre-3.1.b save with 3.1.b enabled.
What's your modlist and system specs?
A New Level of Confidence - 40 - Rapid
Adjusted Sector v0.5.1 (Playing on a 1.25x scale galaxy)
Audio Plus
Better Deserved S-Mods
Commissioned Crews
Dassault-Mikoyan Engineering
Diable Avionics
DIY Planets
ExiledSpace
FastEngineRendering
FleetSizeByDP
Fuel Siphoning
Grand Colonies
GraphicsLib
HexShields
Hazard Mining Inc.
Hyperdrive
Industrial Evolution3.1.b (This mod)
Iron Shell
LazyLib
MagicLib
Missing ships
New Beginnings
Nexerelin (Tuned back the diplomatic event frequency in the configs)
Progressive S-Mods
Quality of Life
Quality Captains
Special Hullmod Upgrades
SpeedUp
Arma Armatura
Starship Legends
Supply Forging
Tahlan Shipworks
UAF
UnknownSkies
requesting help regarding detached fleetsI have seen this one two. Returning the ships from that detachment back to your fleet should clear the detachment. That's how it worked fir me at least.
I sent a few detachments of ships to one of my colonies. They made it there, orbited for a few moments, and docked. The detached fleets still exist in the UI and I'm wondering how to free up the slots, now that they have completed their mission.
(https://i.ibb.co/X48q7rG/detatch.png)
3.1.c |
|
3.1.c
- Research Projects
- Fixed - New Projects intel is no longer perma-important (does not fix currently stuck intel entries, sorry!)
Artillery was a bad idea. It adds nothing to the game - no interesting or meaningful choices at all. It's just a hassle whose net effect is to avoid gameplay. And there's way too much of it in an area that supposedly was a thinly colonized frontier.Someone got weak bones, I see.
And having read through the settings file to figure out how to disable it, gratuitously insulting your users is about as low class as you can get. Don't do that.
In regards to the artillery platforms, what could potentially help a lot is actually giving the detection stations (and platform itself) a visible detection radius like standard fleets and platforms (as well as allowing for things like Sensors, system topography and Going Dark to have an effect on them). It'd tie it in better than the sudden blindsiding and immediate bombardment that seems to be happening around these platforms.Artillery stations don't actually detect you by themselves, only watchtowers and hostile fleets do - but I can see how the system has an issue with telegraphing that feature. Yeah, I'll work on improving player feedback and try to align with vanilla sensor range mechanics, good suggestion!
Artillery was a bad idea. It adds nothing to the game - no interesting or meaningful choices at all. It's just a hassle whose net effect is to avoid gameplay. And there's way too much of it in an area that supposedly was a thinly colonized frontier.
And having read through the settings file to figure out how to disable it, gratuitously insulting your users is about as low class as you can get. Don't do that.
37251 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.campaign.impl.items.consumables.itemAbilities.IndEvo_ScoopAbilityPlugin.depositFuelInCargo(IndEvo_ScoopAbilityPlugin.java:161)
at com.fs.starfarer.api.campaign.impl.items.consumables.itemAbilities.IndEvo_ScoopAbilityPlugin.applyEffect(IndEvo_ScoopAbilityPlugin.java:71)
at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.advance(BaseDurationAbility.java:147)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
The new consumables have been great fun. The drive spike in particular is just fantastic, I'd love to see the AI abuse them if that's ever planned to be added.
I did encounter a crash with the Fuel Scoop once (in 3.1.b, but I retested it with 3.1.c just now and it still crashes) -- here's the crash log:CodeAbout the only things I can think of that might be relevant are that I used it in a multi-star system, while in range of two usable fuel sources (one of the stars and a nearby nebula).37251 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.campaign.impl.items.consumables.itemAbilities.IndEvo_ScoopAbilityPlugin.depositFuelInCargo(IndEvo_ScoopAbilityPlugin.java:161)
at com.fs.starfarer.api.campaign.impl.items.consumables.itemAbilities.IndEvo_ScoopAbilityPlugin.applyEffect(IndEvo_ScoopAbilityPlugin.java:71)
at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.advance(BaseDurationAbility.java:147)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I haven't checked back in a while and there's an update. I'm looking forward to consumables and artillery. I was looking at the industry csv and noticed an ancient beacon. What is it and how come I've never found one?Not implemented yet
The new consumables have been great fun. The drive spike in particular is just fantastic, I'd love to see the AI abuse them if that's ever planned to be added.thank you, that is indeed an unfixed crash!
I did encounter a crash with the Fuel Scoop once (in 3.1.b, but I retested it with 3.1.c just now and it still crashes) -- here's the crash log:CodeAbout the only things I can think of that might be relevant are that I used it in a multi-star system, while in range of two usable fuel sources (one of the stars and a nearby nebula).37251 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
Encountered issue with Forge Templates while trying to add one via command line to test some stuff. When using the command it only deposits Relic Components into inventory. Is this normal behavior?try AddSpecial instead of AddItem...
Any word on the detached fleets fix?likely gonna take until the next vanilla update because I desperately need some API hooks that will be available with it to make it stop breaking - sorry!
Is it possible to spawn the watchtowers? I'm currently trying to build a custom system, but i have no idea what the command could be.one watchtower:
SectorEntityToken t = system.addCustomEntity(Misc.genUID(), faction.getDisplayName() + " Watchtower", "IndEvo_Watchtower", faction.getId(), null);
t.setOrbit(//Your preferred orbit);
IndEvo_ArtilleryStationPlacer.placeWatchtowers(starsystem, factionID);
runcode com.fs.starfarer.api.plugins.derelicts.IndEvo_ArtilleryStationPlacer.placeWatchtowers(Global.getSector().getStarSystem("YOUR_STAR_SYSTEM_NAME"), "FACTION_ID");
likely gonna take until the next vanilla update because I desperately need some API hooks that will be available with it to make it stop breaking - sorry!
Consumables vanishes whenever i put them on a station storage hope it gets fixed.update the mod, it's been fixed for days...
Consumables vanishes whenever i put them on a station storage hope it gets fixed.update the mod, it's been fixed for days...
The new consumables have been great fun. The drive spike in particular is just fantastic, I'd love to see the AI abuse them if that's ever planned to be added.
I did encounter a crash with the Fuel Scoop once (in 3.1.b, but I retested it with 3.1.c just now and it still crashes) -- here's the crash log:CodeAbout the only things I can think of that might be relevant are that I used it in a multi-star system, while in range of two usable fuel sources (one of the stars and a nearby nebula).37251 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.campaign.impl.items.consumables.itemAbilities.IndEvo_ScoopAbilityPlugin.depositFuelInCargo(IndEvo_ScoopAbilityPlugin.java:161)
at com.fs.starfarer.api.campaign.impl.items.consumables.itemAbilities.IndEvo_ScoopAbilityPlugin.applyEffect(IndEvo_ScoopAbilityPlugin.java:71)
at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.advance(BaseDurationAbility.java:147)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
To add to this, i had a similar crash in 3.1.b, while using the item in a nebula, haven't tried in the latest version.
643754 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.campaign.impl.items.consumables.itin.depositFuelInCargo(IndEvo_ScoopAbilityPlugin.java:161)
at com.fs.starfarer.api.campaign.impl.items.consumables.itemAbilities.IndEvo_ScoopAbilityPlugin.appemAbilities.IndEvo_ScoopAbilityPluglyEffect(IndEvo_ScoopAbilityPlugin.java:71)
at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.advance(BaseDurationAbility.java:147)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
484983 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.campaign.impl.items.consumables.itemAbilities.IndEvo_Scoop AbilityPlugin.depositFuelInCargo(IndEvo_ScoopAbilityPlugin.java:161)
at com.fs.starfarer.api.campaign.impl.items.consumables.itemAbilities.IndEvo_Scoop AbilityPlugin.applyEffect(IndEvo_ScoopAbilityPlugin.java:71)
at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.advance(BaseDurationAbility.java:147)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
private void depositFuelInCargo() {
float ageMult;
if (!this.depositInterval.intervalElapsed() || this.targetType == TargetType.NULL)
return;
StarSystemAPI system = getFleet().getStarSystem();
StarAge age = system.getAge();
String type = system.getStar().getTypeId();
Map<String, Float> starTypes = new HashMap<>();
starTypes.put("star_yellow", Float.valueOf(0.8F));
starTypes.put("star_white", Float.valueOf(0.7F));
starTypes.put("star_blue_giant", Float.valueOf(0.75F));
starTypes.put("star_blue_supergiant", Float.valueOf(0.8F));
starTypes.put("star_orange", Float.valueOf(0.8F));
starTypes.put("star_orange_giant", Float.valueOf(0.85F));
starTypes.put("star_red_supergiant", Float.valueOf(1.0F));
starTypes.put("star_red_giant", Float.valueOf(0.95F));
starTypes.put("star_red_dwarf", Float.valueOf(0.8F));
starTypes.put("star_browndwarf", Float.valueOf(0.6F));
Map<String, Float> ageTypes = new HashMap<>();
ageTypes.put(StarAge.YOUNG.toString(), Float.valueOf(1.0F));
ageTypes.put(StarAge.AVERAGE.toString(), Float.valueOf(0.8F));
ageTypes.put(StarAge.OLD.toString(), Float.valueOf(0.7F));
ageTypes.put(StarAge.ANY.toString(), Float.valueOf(0.7F));
float starMult = ((Float)starTypes.get(type)).floatValue();
if (age != null && ageTypes.containsKey(age.toString())) {
ageMult = ((Float)ageTypes.get(age.toString())).floatValue();
} else {
ageMult = 0.7F;
}
float dur = getDurationDays() * CampaignClock.SECONDS_PER_GAME_DAY;
float amt = (this.targetType == TargetType.NEBULA) ? (1000.0F / dur * ageMult) : (1000.0F / dur * starMult);
CargoAPI cargo = getFleet().getCargo();
cargo.addFuel(Math.min(amt, cargo.getFreeFuelSpace()));
}
private void depositFuelInCargo() {
float ageMult = 0.7F;
float starMult = 0.7F;
if (!this.depositInterval.intervalElapsed() || this.targetType == TargetType.NULL)
return;
StarSystemAPI system = getFleet().getStarSystem();
StarAge age = system.getAge();
String type = system.getStar().getTypeId();
Map<String, Float> starTypes = new HashMap<>();
starTypes.put("star_yellow", Float.valueOf(0.8F));
starTypes.put("star_white", Float.valueOf(0.7F));
starTypes.put("star_blue_giant", Float.valueOf(0.75F));
starTypes.put("star_blue_supergiant", Float.valueOf(0.8F));
starTypes.put("star_orange", Float.valueOf(0.8F));
starTypes.put("star_orange_giant", Float.valueOf(0.85F));
starTypes.put("star_red_supergiant", Float.valueOf(1.0F));
starTypes.put("star_red_giant", Float.valueOf(0.95F));
starTypes.put("star_red_dwarf", Float.valueOf(0.8F));
starTypes.put("star_browndwarf", Float.valueOf(0.6F));
Map<String, Float> ageTypes = new HashMap<>();
ageTypes.put(StarAge.YOUNG.toString(), Float.valueOf(1.0F));
ageTypes.put(StarAge.AVERAGE.toString(), Float.valueOf(0.8F));
ageTypes.put(StarAge.OLD.toString(), Float.valueOf(0.7F));
ageTypes.put(StarAge.ANY.toString(), Float.valueOf(0.7F));
if (type != null && starTypes.containsKey(type.toString())) {
starMult = ((Float)starTypes.get(type)).floatValue();
}
if (age != null && ageTypes.containsKey(age.toString())) {
ageMult = ((Float)ageTypes.get(age.toString())).floatValue();
}
float dur = getDurationDays() * CampaignClock.SECONDS_PER_GAME_DAY;
float amt = (this.targetType == TargetType.NEBULA) ? (1000.0F / dur * ageMult) : (1000.0F / dur * starMult);
CargoAPI cargo = getFleet().getCargo();
cargo.addFuel(Math.min(amt, cargo.getFreeFuelSpace()));
}
Is Causality Disturber not affected by Heavy Weapon Integration intended?
I did some snooping and, yes, "depositFuelInCargo(IndEvo_ScoopAbilityPlugin.java:161)" as seen below tries to set starMult to a null value if the type is "NEBULA", "black_hole" or NULL, as you have not defined it in the HashMap, unlike for system age you have not caught that null.SpoilerCodeprivate void depositFuelInCargo() {
float ageMult;
if (!this.depositInterval.intervalElapsed() || this.targetType == TargetType.NULL)
return;
StarSystemAPI system = getFleet().getStarSystem();
StarAge age = system.getAge();
String type = system.getStar().getTypeId();
Map<String, Float> starTypes = new HashMap<>();
starTypes.put("star_yellow", Float.valueOf(0.8F));
starTypes.put("star_white", Float.valueOf(0.7F));
starTypes.put("star_blue_giant", Float.valueOf(0.75F));
starTypes.put("star_blue_supergiant", Float.valueOf(0.8F));
starTypes.put("star_orange", Float.valueOf(0.8F));
starTypes.put("star_orange_giant", Float.valueOf(0.85F));
starTypes.put("star_red_supergiant", Float.valueOf(1.0F));
starTypes.put("star_red_giant", Float.valueOf(0.95F));
starTypes.put("star_red_dwarf", Float.valueOf(0.8F));
starTypes.put("star_browndwarf", Float.valueOf(0.6F));
Map<String, Float> ageTypes = new HashMap<>();
ageTypes.put(StarAge.YOUNG.toString(), Float.valueOf(1.0F));
ageTypes.put(StarAge.AVERAGE.toString(), Float.valueOf(0.8F));
ageTypes.put(StarAge.OLD.toString(), Float.valueOf(0.7F));
ageTypes.put(StarAge.ANY.toString(), Float.valueOf(0.7F));
float starMult = ((Float)starTypes.get(type)).floatValue();
if (age != null && ageTypes.containsKey(age.toString())) {
ageMult = ((Float)ageTypes.get(age.toString())).floatValue();
} else {
ageMult = 0.7F;
}
float dur = getDurationDays() * CampaignClock.SECONDS_PER_GAME_DAY;
float amt = (this.targetType == TargetType.NEBULA) ? (1000.0F / dur * ageMult) : (1000.0F / dur * starMult);
CargoAPI cargo = getFleet().getCargo();
cargo.addFuel(Math.min(amt, cargo.getFreeFuelSpace()));
}[close]
Here is a fix to copy/paste in. Just gave the type the same care you gave age so any new modded or vanilla star types nor special cases like the "alpha site" system (that has no star or nebula) won't crash and got rid of the }else{s to make it run a bit faster. Default values at the top.PS: No clue how it is supposed to work in multi star systems.SpoilerCodeprivate void depositFuelInCargo() {
float ageMult = 0.7F;
float starMult = 0.7F;
if (!this.depositInterval.intervalElapsed() || this.targetType == TargetType.NULL)
return;
StarSystemAPI system = getFleet().getStarSystem();
StarAge age = system.getAge();
String type = system.getStar().getTypeId();
Map<String, Float> starTypes = new HashMap<>();
starTypes.put("star_yellow", Float.valueOf(0.8F));
starTypes.put("star_white", Float.valueOf(0.7F));
starTypes.put("star_blue_giant", Float.valueOf(0.75F));
starTypes.put("star_blue_supergiant", Float.valueOf(0.8F));
starTypes.put("star_orange", Float.valueOf(0.8F));
starTypes.put("star_orange_giant", Float.valueOf(0.85F));
starTypes.put("star_red_supergiant", Float.valueOf(1.0F));
starTypes.put("star_red_giant", Float.valueOf(0.95F));
starTypes.put("star_red_dwarf", Float.valueOf(0.8F));
starTypes.put("star_browndwarf", Float.valueOf(0.6F));
Map<String, Float> ageTypes = new HashMap<>();
ageTypes.put(StarAge.YOUNG.toString(), Float.valueOf(1.0F));
ageTypes.put(StarAge.AVERAGE.toString(), Float.valueOf(0.8F));
ageTypes.put(StarAge.OLD.toString(), Float.valueOf(0.7F));
ageTypes.put(StarAge.ANY.toString(), Float.valueOf(0.7F));
if (type != null && starTypes.containsKey(type.toString())) {
starMult = ((Float)starTypes.get(type)).floatValue();
}
if (age != null && ageTypes.containsKey(age.toString())) {
ageMult = ((Float)ageTypes.get(age.toString())).floatValue();
}
float dur = getDurationDays() * CampaignClock.SECONDS_PER_GAME_DAY;
float amt = (this.targetType == TargetType.NEBULA) ? (1000.0F / dur * ageMult) : (1000.0F / dur * starMult);
CargoAPI cargo = getFleet().getCargo();
cargo.addFuel(Math.min(amt, cargo.getFreeFuelSpace()));
}[close]
runcode com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.intel.ShippingIntel.re moveAll();
3.1.d |
|
Yeah, I expected to pay premium for it but 30 OP without discount is kinda stiff.Is Causality Disturber not affected by Heavy Weapon Integration intended?
I believe its a ballistics slot energy weapon isnt it?
Hey, while I do appreciate your motivation, I don't want altered versions of my mod to be publicly shared for multiple reasons.
Could you take that link down? My own fix is on the way in any case.
Thank you!
You may not have seized control of all the Watchtower stations - once they're free of the AI-protection, the towers can be snagged by anyone and everyone, and they have a pretty good view range. AFAIK the station can't IFF on its own, it just takes targeting data from the towers, so if the pirates sniped one of your towers and it's feeding data to the tower that says you're hostile...
Yeah.
3.1.d |
|
3.1.f |
|
New update is nutty, these artillery platforms are cool. Just got my fleet smacked really hard.
That being said, I'd suggest bumping up the campaign threat level of the platforms. I just went up against the "Mortar type" and it was only designated as two star difficulty. That thing wiped out about half my fleet, and I ended up having to retreat as I didn't have the strength to keep going. It looks awesome, love it mechanically, but good lord it's a lot stronger than it's being rated as.
I made a detachment and sent it home using the transport mode, it docked but I can't find him to redeploy, what's going on?Ships land on the colony. You can find them in storage now.
Hello- I love the mod
I am, however having an issue with Watchtowers. While the AI fleets seem to have no issue capturing them, the only option I have when I approach them is to leave; the message accompanying implies the station is shutdown. Could this potentially be a mod conflict?
Are you friends with the remnant?
Are you friends with the remnant?
Very much not. Both show as hostile and I'm not getting targeted.
you should probably disable dev mode...
Are there any plans to add more special items for the added industries and structures? For example for Restoration Docks, Privateer Base, etc.Yeah, when I get ideas on what to do with them :P
Hey is it possible to capture a domain era artillery/mortar/missile station?yeah, kill it and you can take it over when you build a colony there
because devmode is developer mode, which means stuff doesn't work the way it usually does. I needed the artillery to shoot at me, so I made it shoot at me when in devmode. Most of the industrial evolution mod misbehaves while this mode is enabled, you can expect weird behaviour like the artillery shooting you and mines always hitting you, removal of normal limitations or cooldowns and of course crashes - because I do not player-proof a setting that is for development. Sorry about that.you should probably disable dev mode...
I'm quite fine with devmode on, why does devmode cause the artillery to target you regardless?
you should probably disable dev mode...
I'm quite fine with devmode on, why does devmode cause the artillery to target you regardless?
because devmode is developer mode, which means stuff doesn't work the way it usually does. I needed the artillery to shoot at me, so I made it shoot at me when in devmode. Most of the industrial evolution mod misbehaves while this mode is enabled, you can expect weird behaviour like the artillery shooting you and mines always hitting you, removal of normal limitations or cooldowns and of course crashes - because I do not player-proof a setting that is for development. Sorry about that.
Are there any plans to add more special items for the added industries and structures? For example for Restoration Docks, Privateer Base, etc.Yeah, when I get ideas on what to do with them :P
Thank you, looking forward to new unique items.
I have a rather confusing experience with the transpoofer consumable.That is a bug. Thanks for the report!
It starts with me engaging a luddic path base by sneaking in with an active transpoofer.
After the battle however, the game calculated that the ship i have deployed were hostiles and made me fight my own ships.
Do you know how to enable building artillery for stations from other mods(like the remnant battlestation from terraforming)Mod author has to add compatibility.
If I want to configure the ships in my mod to be reverse engineered in the Engineering Hub, do I just add in a data\config\indEvo\reverse_engineering_whitelist.csv to my mod with the ship names?Yeah, you just need a file in your own mod - there are instructions under the "mod authors" tab on the mod page, check it out!
I think with how Starsector does things it would just append, but I haven't tried with new mod files before, only core starsector files.
If I want to configure the ships in my mod to be reverse engineered in the Engineering Hub, do I just add in a data\config\indEvo\reverse_engineering_whitelist.csv to my mod with the ship names?Yeah, you just need a file in your own mod - there are instructions under the "mod authors" tab on the mod page, check it out!
I think with how Starsector does things it would just append, but I haven't tried with new mod files before, only core starsector files.
Do you know how to enable building artillery for stations from other mods(like the remnant battlestation from terraforming)Mod author has to add compatibility.
Boggled, I have a question. How does it work for buildings like the senate and academy when the colony interaction menu is "clogged" by mods like Exotica Tech, Progressive Smods, and TASC? I heard you consolidated your options, but how many buildings with colony interactions do I need for that?
Thanks, that should help a bit, yeah. (The reason I mentioned you here was a name mixup. Sorry for confusing you and Hartley, BTW. TBF, your two mods work together REALLY well.)Meh, the biggest issue is that there's only 10 keys assigned to the menu, beyond that it doesn't really break anything since you can still use the mouse to access them. The only thing you're actually bypassing is having those options available.
For now I can bypass it by running indevo structures in your stations and NOT building the VIC revitalization center on them. This means stations end as the only government options, but it is worth it for the broken ships.
Thing is, the options physically leave the screen, so no, I can't.Thanks, that should help a bit, yeah. (The reason I mentioned you here was a name mixup. Sorry for confusing you and Hartley, BTW. TBF, your two mods work together REALLY well.)Meh, the biggest issue is that there's only 10 keys assigned to the menu, beyond that it doesn't really break anything since you can still use the mouse to access them. The only thing you're actually bypassing is having those options available.
For now I can bypass it by running indevo structures in your stations and NOT building the VIC revitalization center on them. This means stations end as the only government options, but it is worth it for the broken ships.
I wanted to ask but how does the rift generator work exactly? It looks like it creates a portal to a new system and brings the planet with it, but I'm hesitant to relocate it away from the core of my worlds since I don't know if the portal remains in it's original position or not as while I would like a fast travel from one end of the galaxy to the other I don't wanna risk sending my planet into the unknown.Your planet is moved into a random system in your chosen direction within a covered range. So you kinda can predict where your planet will be somewhat depending from relative system placement - just check the distance between neigbouring systems and yours to see what systems are potentially eligible. While at the original location there will be torn open a new jump point.
Side note: Friendly watch towers have the same text as hostile ones.
Perhaps I have missed a dialog text somehere, but I think the player should be informed on the Galatia Research page that the Omega weapons filed in there will be ruined and replaced with lesser ones.
Alright, so if I wanted to, I could (given time and luck) effectively create a way to fast travel from one side of the core to the other, skipping the high fuel costs?I wanted to ask but how does the rift generator work exactly? It looks like it creates a portal to a new system and brings the planet with it, but I'm hesitant to relocate it away from the core of my worlds since I don't know if the portal remains in it's original position or not as while I would like a fast travel from one end of the galaxy to the other I don't wanna risk sending my planet into the unknown.Your planet is moved into a random system in your chosen direction within a covered range. So you kinda can predict where your planet will be somewhat depending from relative system placement - just check the distance between neigbouring systems and yours to see what systems are potentially eligible. While at the original location there will be torn open a new jump point.
Side note: Friendly watch towers have the same text as hostile ones.
Hey! Thanks for the mod! ;D
I have a issue. I just found a Ancient Lab in one colony and restored it. It says that Forge Templates can be sloted in it, and it can restore degraded ones. My doubt is, it can only restore ? or it can also produce things on the templates? Because i sloted a Conquest-Class forge template, and it is there for ages :-\
Loving this mod so far, but I'm not a fan of the artillery stations/watchtowers and such. Is there any way to disable them?
I've got an idea for putting artillery platforms into systems that don't already have them. Instead of building them, towing a destroyed one into a system of your choice! Using either nex integration or encounter dialogue, allow the player to pay for a towing fleet to move the platform into orbit around whatever planet you please, with an appropriate credit cost scaling to the distance. Tugs exist in the Starsector universe, so I imagine it'd be possible to tow these artifacts into orbit elsewhere if you wanted it enough. I understand the balance concerns, if any, though.The things are probably not hyperspace capable. Still, maybe be able to move them between in-system colonies?
A big question is whether or not tugs are able to extend their drive bubble to other things around them. Or, otherwise, dock up to/tether to the thing they want to tow through hyperspace and extend the drive bubble that way.I've got an idea for putting artillery platforms into systems that don't already have them. Instead of building them, towing a destroyed one into a system of your choice! Using either nex integration or encounter dialogue, allow the player to pay for a towing fleet to move the platform into orbit around whatever planet you please, with an appropriate credit cost scaling to the distance. Tugs exist in the Starsector universe, so I imagine it'd be possible to tow these artifacts into orbit elsewhere if you wanted it enough. I understand the balance concerns, if any, though.The things are probably not hyperspace capable. Still, maybe be able to move them between in-system colonies?
- Added - Star System Memory Key (boolean) "$IndEvo_SystemDisableWatchtowers" which disables watchtowers and location reporting by fleets
Is it working properly when i find 15 ancient laboratories and 0 rift generators? I found a planet with "there is a "weapon" pointing at the planet itself" or something that turn out to be a hull forge. Thought that this was supposed to be a rift generator. I guess it's a problem with grand sector. I'd like to know your opinion.
Is it working properly when i find 15 ancient laboratories and 0 rift generators?
I have found one of those too and it wasn't a rift generator. :(
Hello, when interacting with my colonies I do not see the option to build an interstellar relay. Is it an upgrade to the military relay? Or is it an option I must enable in settings. Many thanks.
I have found one of those too and it wasn't a rift generator. :(
I just did a quick check on 3 ruins and they all came up what they should be, including a rift generator. So i'm not whats causing all of your mismatches
Can you also add a rift to a planet using console commands mod? I tried that and the option to use it didn't appear in the menu.
Can you also add a rift to a planet using console commands mod? I tried that and the option to use it didn't appear in the menu.
Try adding the rift generator industry, i remember doing that once and it working. it certainly works for all of the other derelict industries
Are printed ships completely exempt from being reverse engineered? I just finished fixing all the printing defects on a ship but the engineering hub still does not accept them claiming unusable due to printing defects, even though I just restored them
3.2.a |
|
I'm getting that error as well.
I'm getting a hard crash when an artillery station is attempting to fire at my fleet. I believe it's a derelict one as i found this issue while exploring but have not been able to stay in game long enough to get eyes on it.
Log file on dropbox https://www.dropbox.com/s/fpesnv2bqdeixdf/starsector.log?dl=0
did I scuff it?
So I've been getting this "IndEvo_ArtilleryStationPlacer" error after 3.2 update. Here's my last log :Spoiler1057390 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.intel.FactionCommissionIntel - Accepted commission with [Auroran Federation]
1057390 [Thread-3] INFO exerelin.world.ExerelinNewGameSetup - Finished sector generation
1058627 [Thread-3] INFO exerelin.campaign.AllianceManager - Getting name prefixes of alliance type HIERARCHICAL
1058628 [Thread-3] INFO exerelin.campaign.intel.AllianceIntel - Creating Alliance Intel
1058632 [Thread-3] INFO exerelin.plugins.ExerelinModPlugin - New game
1058752 [Thread-7] INFO sound.public - Cleaning up music with id [miscallenous_main_menu.ogg]
1058862 [Thread-9] INFO sound.public - Creating streaming player for music with id [miscallenous_main_menu.ogg]
1058863 [Thread-9] INFO sound.OooO - Playing music with id [miscallenous_main_menu.ogg]
1060705 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
at org.niatahl.tahlan.utils.IndEvoIntegrations.addDefenses(IndEvoIntegrations.kt:27)
at org.niatahl.tahlan.world.Rubicon.generate(Rubicon.kt:327)
at org.niatahl.tahlan.TahlanModPlugin.onNewGame(TahlanModPlugin.kt:87)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.plugins.derelicts.IndEvo_ArtilleryStationPlacer
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 18 more[close]
And here's my enabled mod (*I've only added Unknown Skies after installing this 3.2 update) :
Anyone crashing on startup please head to the Discord and get the new Tahlan beta update!
https://discord.com/channels/187635036525166592/825068217361760306/1066119563453939723
It's because I removed something without letting Nia know in advance, my bad :/
#mod_updates is a public channel that anyone can access unless banned from the server - just join and manually look for the Tahlan Beta Update in the channel.
#mod_updates is a public channel that anyone can access unless banned from the server - just join and manually look for the Tahlan Beta Update in the channel.I know discord is vital to your identity as modders, but not everyone wants to jump through hoops just to get a small fix that could've just as easily been posted as a direct download link.
Anyone crashing on startup please head to the Discord and get the new Tahlan beta update!I can't access this discord channel, I get the "No text channels" warning.
https://discord.com/channels/187635036525166592/825068217361760306/1066119563453939723
It's because I removed something without letting Nia know in advance, my bad :/
I can't access this discord channel, I get the "No text channels" warning.
And I don't mind a few hoops to get back to playing. ;)
so here i am trying to look for the 3.1f versionHere ya go (and this is not linked to a re-upload, but the original):
so here i am trying to look for the 3.1f versionHere ya go (and this is not linked to a re-upload, but the original):
https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution3.1.f.zip
Welcome to Hybrasil
4309215 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at indevo.industries.artillery.projectiles.RailgunShotEntity.spawn(RailgunShotEntity.java:59)
at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.fireAtTarget(ArtilleryStationEntityPlugin.java:168)
at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.fireAtTargets(ArtilleryStationEntityPlugin.java:103)
at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.advance(ArtilleryStationEntityPlugin.java:83)
at com.fs.starfarer.campaign.CustomCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
3.2.b |
|
1-) A while ago you revmouved the Void Extration
Indeed it seems it does belong to an other mod my mistake it just fitted too well within the Industrial Evolution mods scope so well i have mistaken it. They being said, appart from it not belonging to this mod the rest of the information is relevant for potential path forvard for this mod.
1-) A while ago you revmouved the Void Extration
Void extraction isn't from indevo. Get your mods right!
Indeed it seems it does belong to an other mod my mistake it just fitted too well within the Industrial Evolution mods scope so well i have mistaken it. They being said, appart from it not belonging to this mod the rest of the information is relevant for potential path forvard for this mod.
Hey SirHartley, what're the odds of a method of gaining the ability to install minefields on planets appearing one day?
3.2.b
Fixed - Crash when Railgun is shooting
Quote3.2.b
Fixed - Crash when Railgun is shooting
I dont want to start a new game now to update to 3.2 from 3.1 ... is this a chance of happening or pretty much a given? I dont really use Railguns to begin with, I just dont like that weapon, so it could technically be a non-factor for me personally, but can it happen if enemy uses them? That could affect my playthrough.
Quote3.2.b
Fixed - Crash when Railgun is shooting
I dont want to start a new game now to update to 3.2 from 3.1 ... is this a chance of happening or pretty much a given? I dont really use Railguns to begin with, I just dont like that weapon, so it could technically be a non-factor for me personally, but can it happen if enemy uses them? That could affect my playthrough.
er... what? If you got from 3.2 to 3.1 you will need to make a new save anyway, and no its not the small ballistic 'railgun' or the large ballistic 'gausscannon' its the railgun artillery station.
You read it backwards, im on 3.1 currently.
Oh, the station, ok thanks for clarifying.
EDIT: It was an issue with Tahlan Shipworks, there's a beta update on Discord for a fix if anyone else gets this issue
Throwing an error as I try and start a new game:
412129 [Thread-7] INFO sound.public - Cleaning up music with id [miscallenous_main_menu.ogg]
412378 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
at org.niatahl.tahlan.utils.IndEvoIntegrations.addDefenses(IndEvoIntegrations.kt:27)
at org.niatahl.tahlan.world.Rubicon.generate(Rubicon.kt:327)
at org.niatahl.tahlan.TahlanModPlugin.onNewGame(TahlanModPlugin.kt:87)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.plugins.derelicts.IndEvo_ArtilleryStationPlacer
at java.net.URLClassLoader.findClass(URLClassLoader.java:382)
at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
at java.lang.ClassLoader.loadClass(ClassLoader.java:351)
... 18 more
412578 [Thread-9] INFO sound.public - Creating streaming player for music with id [miscallenous_main_menu.ogg]
412578 [Thread-9] INFO sound.OooO - Playing music with id [miscallenous_main_menu.ogg]
Hello everyone! Please, can someone explain me what I'm doing wrong. I might be stupid, but privateer base doesn't "produce" any loot for me. After successful raid there is a notification about a lot of good pirates stole from other faction. But in fact my planet's storage (with privateer base) is literally empty (I didn't even put there anything myself to avoid confusion). Maybe it's a bug or mode compatibility, I don't know what to do :(
P.S. I tried to wait for 3-4 months - 0 results, planet's storage still empty.
I used a Transpoofer assigned to the Legio Infernalis (Tahlan Shipworks) and it seems the effect became permanent. It's years past the supposed 4 day duration and everything treats me as if I'm not from my faction. Some of my UI also turned red, the same color as the faction.
Is there any way to reset the transponder to the default behaviour?
Is it possible to add a minefield around a planet through the use of console commands or any other method?You can use the console to do it.
how to fix? havent played in almost a year.See SirHartley's post on page 114 (https://fractalsoftworks.com/forum/index.php?topic=18011.msg386171#msg386171) of this thread. There's a temporary incompatibility with Tahlan Shipworks. A beta update for Tahlan Shipworks that will fix this issue is available in his post.
Do allies or my own fleets, or any NPC for that matter use awakened gates?
since my access to a pc is once again gone, here's a fix for the transpoofer issue:
https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution3.2.c.zip
Any word on the detached fleets fix?likely gonna take until the next vanilla update because I desperately need some API hooks that will be available with it to make it stop breaking - sorry!Is it possible to spawn the watchtowers? I'm currently trying to build a custom system, but i have no idea what the command could be.one watchtower:CodeSectorEntityToken t = system.addCustomEntity(Misc.genUID(), faction.getDisplayName() + " Watchtower", "IndEvo_Watchtower", faction.getId(), null);
t.setOrbit(//Your preferred orbit);
magic method to spawn watchtowers in the default locations like they usually do:CodeIndEvo_ArtilleryStationPlacer.placeWatchtowers(starsystem, factionID);
console commands:Coderuncode com.fs.starfarer.api.plugins.derelicts.IndEvo_ArtilleryStationPlacer.placeWatchtowers(Global.getSector().getStarSystem("YOUR_STAR_SYSTEM_NAME"), "FACTION_ID");
The faction ID for the normal watchtowers/artillery station is "IndEvo_derelict".
HI Sir Hartley,In the Ind.Evo original post there's a link to a beta of Tahlan Shipworks that should solve the artillery station issue. Look right below the download link at the top.
Updated to the new version and on a new game start I get the following error: -snip-
I first checked Tahlan's page but Niatahl told someone else it wasn't their problem and to check with you.
Question: Does the Centralization Bureau interact with the Commerce industry? As in, since Commerce doesn't produce anything except money, does it increase the monetary output if there are multiple Commerce industries in range? Or no?No. *** Commerce, it's cancer and should be removed from the game.
I double-checked and I can't find any tooltip that makes the user aware of this range. I'm surprised this hasn't come up for anyone before, unless I missed something?okay, so, I checked this - turns out, I forgot to remove that tooltip. However, it does work exactly as intended otherwise - the relays have infinite range, and the relay hypertransmitter also has infinite range, so you shouldn't have any issues otherwise!
It would be cool if the relays themselves would extend the range, so you can daisy-chain them together as a relay should do by definition.
How do I get the Blueprints for any ships I've reverse Engineered?You need blueprints of the same hull size, check the tooltips and the FAQ.
I've tried leaving some Blueprints in the Industrial Storage but nothing happens. They don't change, they just stay whatever they were before.
There is a bug with automated shipyard text. This is on version 3.1f. On the sac ships and give rare ship components I ended up in a state where neither dialogue option worked. It was some combination of picking ships and exiting. I can't recreate the issue.Thank you for the report! I actually had that issue at some point, but was unable to replicate it, so I just ignored it lol
Could you add in an ability to transport derelict infrastracture/industries from one planet to another? What do they do when you restore them? Can I utilise them to build unique stuff on other colonies? All the planets I found them on were worthless rocks.Nope, they are on worthless rocks to force you to distribute your empire if you want them.
Any word on the detached fleets fix?likely gonna take until the next vanilla update because I desperately need some API hooks that will be available with it to make it stop breaking - sorry!Is it possible to spawn the watchtowers? I'm currently trying to build a custom system, but i have no idea what the command could be.one watchtower:CodeSectorEntityToken t = system.addCustomEntity(Misc.genUID(), faction.getDisplayName() + " Watchtower", "IndEvo_Watchtower", faction.getId(), null);
t.setOrbit(//Your preferred orbit);
magic method to spawn watchtowers in the default locations like they usually do:CodeIndEvo_ArtilleryStationPlacer.placeWatchtowers(starsystem, factionID);
console commands:Coderuncode com.fs.starfarer.api.plugins.derelicts.IndEvo_ArtilleryStationPlacer.placeWatchtowers(Global.getSector().getStarSystem("YOUR_STAR_SYSTEM_NAME"), "FACTION_ID");
The faction ID for the normal watchtowers/artillery station is "IndEvo_derelict".
none of these commands seem to work for me. ive tryed a few edits of your commands but just errors.
Im kind of needing help, I have a really good system that has the station but no watchtowers so its kind of useless
okay, so, I checked this - turns out, I forgot to remove that tooltip. However, it does work exactly as intended otherwise - the relays have infinite range, and the relay hypertransmitter also has infinite range, so you shouldn't have any issues otherwise!
I won't be changing that since relays are already incredibly complicated and people are confused by their existence alone :P
Thank you for the report, you helped a lot!
This is what you should be using if you want the new IndEvo update and Tahlan:
Tahlan Shipworks 0.9 BETA3 (https://cdn.discordapp.com/attachments/825068217361760306/1070383462885884034/Tahlan_0.9_BETA3.zip)
Is it just me or does the link to the Compatible version of Tahlan industries not work?
no cluewhen i teleported the artillary station was still listed in the colony but there was no physical station in space. and all the watch towers were also gone. any console commands to fix this? gonna see if i delete it will i be able to reinstall it
try it and report back, I wanna know
I used the transpoofer consumable once but i am still being shown to everyone as a diable avionics member. is that a bug or did i just not use it properly?
i thought it would be disabled after a few days but ive been stuck like this for months.
Question: Does the Centralization Bureau interact with the Commerce industry? As in, since Commerce doesn't produce anything except money, does it increase the monetary output if there are multiple Commerce industries in range? Or no?No. *** Commerce, it's cancer and should be removed from the game.
Wrong~ the bug has been fixed in the latest release, all you have to do is update the mod and use the transpoofer again.I used the transpoofer consumable once but i am still being shown to everyone as a diable avionics member. is that a bug or did i just not use it properly?
i thought it would be disabled after a few days but ive been stuck like this for months.
Yep thats unfortunately a known bug. currently the only way to fix it is to basically get your fleet killed. put all of your ships&cargo away and then go get yourself wiped in like a single shuttle, or you can use the suicide command in consolecommands
Oh? Why's that? Not that I have any love for the industry and I almost never build it, but I'm genuinely curious as to why it's cancer from someone way more familiar with the mechanics of how the industries interact than I am.Three major reasons:
Wrong~ the bug has been fixed in the latest release, all you have to do is update the mod and use the transpoofer again.
Wrong~ the bug has been fixed in the latest release, all you have to do is update the mod and use the transpoofer again.I used the transpoofer consumable once but i am still being shown to everyone as a diable avionics member. is that a bug or did i just not use it properly?
i thought it would be disabled after a few days but ive been stuck like this for months.
Yep thats unfortunately a known bug. currently the only way to fix it is to basically get your fleet killed. put all of your ships&cargo away and then go get yourself wiped in like a single shuttle, or you can use the suicide command in consolecommandsOh? Why's that? Not that I have any love for the industry and I almost never build it, but I'm genuinely curious as to why it's cancer from someone way more familiar with the mechanics of how the industries interact than I am.Three major reasons:
...
So what?
The problem with that is that the game lives from being played.
Players are lazy creatures and will always optimize the fun out of any given opportunity if they can, simply because it is convenient.
... [Big quote, look above and read!]
There is a line that I would like to leave my fellow players and modmakers with:
Any and all features of Starsector should lead the player into combat.
That is the single central gameplay driver. Commerce circumvents, disrupts and damages that driver, and is as such, is an active detriment to the game.
Commerce should be removed.
Wait, I was under the impression that v3.2(a/b/c) were incompatible with v3.1(f) or earlier, requiring a New Game start.Wrong~ the bug has been fixed in the latest release, all you have to do is update the mod and use the transpoofer again.I used the transpoofer consumable once but i am still being shown to everyone as a diable avionics member. is that a bug or did i just not use it properly?
i thought it would be disabled after a few days but ive been stuck like this for months.
Yep thats unfortunately a known bug. currently the only way to fix it is to basically get your fleet killed. put all of your ships&cargo away and then go get yourself wiped in like a single shuttle, or you can use the suicide command in consolecommands
That is the single central gameplay driver. Commerce circumvents, disrupts and damages that driver, and is as such, is an active detriment to the game.
Commerce should be removed.
....While I don't quite agree with that statement, you may want to consider to give the player the option of changing the base functionality of Commerce then (ie a True/False toggle in the config). Perhaps reducing the overall revenue increase a Commerce building has without a Dealmaker Holosuite (ie the Commerce industry has only a modest benefit without the special item, it's much better with it but they're rare and you have to find one).
There is a line that I would like to leave my fellow players and modmakers with:
Any and all features of Starsector should lead the player into combat.
That is the single central gameplay driver. Commerce circumvents, disrupts and damages that driver, and is as such, is an active detriment to the game.
Commerce should be removed.
While I don't quite agree with that statement, you may want to consider to give the player the option of changing the base functionality of Commerce then (ie a True/False toggle in the config). Perhaps reducing the overall revenue increase a Commerce building has without a Dealmaker Holosuite (ie the Commerce industry has only a modest benefit without the special item, it's much better with it but they're rare and you have to find one).I don't think you really read what I wrote - all your solutions to the issue are just roundabout ways to arrive at the exact same problem as before.
You could also go with a different tactic, make Commerce two or three tier like a Patrol HQ. The first stage is a structure (like I keep saying Tech Mining should be :P ) which just gives you the market and a small revenue bonus, you can upgrade it to an industry for a larger revenue bonus but this will mean there will an increase in merchant traffic and more importantly pirate attention. They'll raid your system more, force you to root them out and perhaps in an extremely rare event colonize one of the uninhabited planets in your system into a pirate colony. You could even make a third tier for a "one per system" mega bonus Industry that makes you bank but causes a lot of problems.
There are always options.
Okay, so I don't know if this has ever happened, but the transpoofer broke for me. I was using it to get past Katana's den('s) mines using it, but after a while sense I used it I noticed that it was still active. I tried to use another transpoofer to fix it but it kept just going back to me being a pirate. Does anyone know how to fix this? I back up my saves so I can go back before it happened, but I would rather not because I would lose quite a bit of progress.
Edit: I am using version 3.2b and just noticed there is a update so I will check if the update fixes this problem.
.... I don't think you really read what I wrote - all your solutions to the issue are just roundabout ways to arrive at the exact same problem as before.What if Commerce boosted the income of the other industries instead of being the source of income in of itself, or if it's income was derived from other existing industries?
If you want "income bonus industry but not dumb", look at the Supercomputer.
If I had to make commerce good, I'd completely remove that income bonus and replace it with something that's not a flat stat stick, with actual drawbacks and risks.
Which would be equivalent to deleting the industry and replacing it with something else.
There are always options, yes. All of them would lead to people crying about me "removing perfectly good stuff from vanilla".
Im getting a crash if I try to start a new game with version 3.2b or 3.2c, but version 3.1f works flawlessy.Have you updated Tahlan Shipworks to the latest beta version, v0.9 Beta 4?
Mods:Spoiler{"enabledMods": [
"PAGSM",
"yunrutechmining",
"$$$_lightshow",
"pantera_ANewLevel40R",
"Adjusted Sector",
"raccoonarms",
"lw_autosave",
"CaptainsLog",
"chatter",
"lw_console",
"istl_dassaultmikoyan",
"hm_flagpack",
"diableavionics",
"exoticatechnologies",
"HMI",
"sun_hyperdrive",
"IndEvo",
"Imperium",
"timid_xiv",
"lw_lazylib",
"luddenhance",
"mag_protect",
"MagicLib",
"niko_morePlanetaryConditions",
"nexerelin",
"officerExtension",
"ORA",
"pt_qolpack",
"tahlan_scalartech",
"SCY",
"shadow_ships",
"swp",
"speedUp",
"stelnet",
"superweapons",
"timid_supply_forging",
"tahlan",
"presmattdamon_takenoprisoners",
"Terraforming & Station Construction",
"TORCHSHIPS",
"transfer_all_items",
"underworld",
"uaf",
"US",
"vic",
"vayrashippack",
"shaderLib"
]}[close]
Have you updated Tahlan Shipworks to the latest beta version, v0.9 Beta 4?Thanks, after 23 years of schooling im aparently still unable to read...... ;D
Because v3.2a (or newer) of this mod won't work with v0.8.666a (the current release version) of Tahlan's.
The link to the beta release of Tahlan Shipworks is in this thread's opening post, just below the two 'Requires' links.
If you use Tahlan (and only then!), you need at least the BETA version of that mod: Tahlan Shipworks 0.9BETA4 (https://cdn.discordapp.com/attachments/825068217361760306/1072075777832648734/Tahlan_0.9_BETA4.zip), the current forum version will crash.SirHartley, the link to the Discord v0.9 Beta 4 of Tahlan Shipworks is no longer valid; it's been replaced by Beta 5, but I can't copy-paste the updated link for someone else via the browser interface for Discord.
link no workyhey, thanks for letting me know, I'll switch it out!
So Im not sure if its a bug or is intended but after using the transpoofer and having 4 days pass it seems like the UI will stick to which ever faction that was chosen with no way of it reverting to the default ui colours?update the mod to the latest version and use the item again!
Is this something that can be solved via console or its like intended since i wasnt discovered to be spoofing the signal?
link no workyhey, thanks for letting me know, I'll switch it out!
So, when tried starting the game (made the character and all that) when it started loading the map it immedietly crashed and after telling me to look in starsector.log I found this:
268448 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
at org.niatahl.tahlan.utils.IndEvoIntegrations.addDefenses(IndEvoIntegrations.kt:27)
at org.niatahl.tahlan.world.Rubicon.generate(Rubicon.kt:327)
at org.niatahl.tahlan.TahlanModPlugin.onNewGame(TahlanModPlugin.kt:87)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.plugins.derelicts.IndEvo_ArtilleryStationPlacer
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
Any idea how to fix this? Been on a break from starsector and recently updated a bunch of mods including this one.
So, when tried starting the game (made the character and all that) when it started loading the map it immedietly crashed and after telling me to look in starsector.log I found this:
268448 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
at org.niatahl.tahlan.utils.IndEvoIntegrations.addDefenses(IndEvoIntegrations.kt:27)
at org.niatahl.tahlan.world.Rubicon.generate(Rubicon.kt:327)
at org.niatahl.tahlan.TahlanModPlugin.onNewGame(TahlanModPlugin.kt:87)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.plugins.derelicts.IndEvo_ArtilleryStationPlacer
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
Any idea how to fix this? Been on a break from starsector and recently updated a bunch of mods including this one.
get the latest Tahlan shipworks beta
That is NOT the latest version; check the first page of this mod's thread for the link to 0.9BETA 5 of Tahlan Shipworks.get the latest Tahlan shipworks beta
If you're talking about version 0.8.666 then I already have it and it still crashes when I create the world
How do i use the engineering hub? I insert a blueprint in the colony pages,and a alpha core,then i saw theres industrial warehouse that can only put in unuse blueprints,then the fleet tab engineering hub put in ship thing. Its making me dizzy,can someone explain this mechanic to me?The engineering hub are basically the reverse engineering building, the bp you put in will be rewritten by the bp you reverse engineered. In simple term, put bp in industrial tab, put ships you wanna copy in fleet engineer tab, wait couple days and voila get bp of it!
thanks for info me about this feature,its a headache to see and understand what this might result me.How do i use the engineering hub? I insert a blueprint in the colony pages,and a alpha core,then i saw theres industrial warehouse that can only put in unuse blueprints,then the fleet tab engineering hub put in ship thing. Its making me dizzy,can someone explain this mechanic to me?The engineering hub are basically the reverse engineering building, the bp you put in will be rewritten by the bp you reverse engineered. In simple term, put bp in industrial tab, put ships you wanna copy in fleet engineer tab, wait couple days and voila get bp of it!
edit: I forgot to say, it might take a few ships to get the % to 100 and get the bp so unique ships are not recommended to be put in
java.lang.NullPointerException
at indevo.industries.derelicts.utils.RuinsManager.setUpgradeSpec(RuinsManager.java:168)
at indevo.industries.derelicts.conditions.RuinsCondition.apply(RuinsCondition.java:31)
at com.fs.starfarer.campaign.econ.Market.reapplyConditions(Unknown Source)
at org.lazywizard.console.commands.RemoveCondition.runCommand(RemoveCondition.java:65)
at org.lazywizard.console.Console.runCommand(Console.java:328)
at org.lazywizard.console.Console.parseInput(Console.java:382)
at org.lazywizard.console.ConsoleOverlayInternal.checkInput(ConsoleOverlay.kt:469)
at org.lazywizard.console.ConsoleOverlayInternal.show(ConsoleOverlay.kt:218)
at org.lazywizard.console.ConsoleOverlay.show(ConsoleOverlay.kt:48)
at org.lazywizard.console.ConsoleCampaignListener.processCampaignInputPreCore(ConsolePlugins.kt:19)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.processCampaignInputPreCore(ListenerUtil.java:53)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Why does reverse engineering a ship require you to overwrite a BP instead of just creating a new one? Is this a programming limitation?
Spot on! It's not a programming limitation, it's purely balance and lore.Why does reverse engineering a ship require you to overwrite a BP instead of just creating a new one? Is this a programming limitation?
I assume it's part limitation, part balance and part lore. It'd be kind of OP if we could stuff one Radiant in there and just immediately get a Radiant BP without any further work.
On the lore side, all of the automated factories everyone uses are hardcoded to only use certain Domain-approved blueprints due to in-universe DRM laws, so it makes sense that the only way we can get working blueprints is by overwriting pre-existing blueprints that were already given the correct data stamps by the old Domain.
Spot on! It's not a programming limitation, it's purely balance and lore.Why does reverse engineering a ship require you to overwrite a BP instead of just creating a new one? Is this a programming limitation?
I assume it's part limitation, part balance and part lore. It'd be kind of OP if we could stuff one Radiant in there and just immediately get a Radiant BP without any further work.
On the lore side, all of the automated factories everyone uses are hardcoded to only use certain Domain-approved blueprints due to in-universe DRM laws, so it makes sense that the only way we can get working blueprints is by overwriting pre-existing blueprints that were already given the correct data stamps by the old Domain.
@SirHartley, did you get my Private Message in regards to updating the link for the latest beta version (from the Discord) of Tahlan Shipworks?
https://discord.com/channels/187635036525166592/825068217361760306/1085331254012035112Oh, I've already downloaded it from there; my PM regarded updating this thread's link for those who don't (or won't) use Discord.
I had to to ask to. Peeps on the discord are generally pretty helpful.
Spot on! It's not a programming limitation, it's purely balance and lore.Why does reverse engineering a ship require you to overwrite a BP instead of just creating a new one? Is this a programming limitation?
I assume it's part limitation, part balance and part lore. It'd be kind of OP if we could stuff one Radiant in there and just immediately get a Radiant BP without any further work.
On the lore side, all of the automated factories everyone uses are hardcoded to only use certain Domain-approved blueprints due to in-universe DRM laws, so it makes sense that the only way we can get working blueprints is by overwriting pre-existing blueprints that were already given the correct data stamps by the old Domain.
Ahh ok, thanks! I was just curious because I'm worried about not having enough blueprints of the appropriate ship size that I don't want to reverse engineer all the ships that I do want. Is there anyway to get more blueprints once you've scoured the sector?
Spot on! It's not a programming limitation, it's purely balance and lore.Why does reverse engineering a ship require you to overwrite a BP instead of just creating a new one? Is this a programming limitation?
I assume it's part limitation, part balance and part lore. It'd be kind of OP if we could stuff one Radiant in there and just immediately get a Radiant BP without any further work.
On the lore side, all of the automated factories everyone uses are hardcoded to only use certain Domain-approved blueprints due to in-universe DRM laws, so it makes sense that the only way we can get working blueprints is by overwriting pre-existing blueprints that were already given the correct data stamps by the old Domain.
Ahh ok, thanks! I was just curious because I'm worried about not having enough blueprints of the appropriate ship size that I don't want to reverse engineer all the ships that I do want. Is there anyway to get more blueprints once you've scoured the sector?
Aside from trading blueprints at Prism Freeport, there's a WIP mod here on the forums called Chicken's Tech Shop that adds a special store you can unlock that you can buy blueprints and colony items from.
Be advised, though, that in my experience the game prevents you from finding any blueprints or modspecs you've already learned, so you may need to intentionally not learn a few blueprints in order to keep those dropping for usage in engineering labs.
@SirHartley, did you get my Private Message in regards to updating the link for the latest beta version (from the Discord) of Tahlan Shipworks?
https://discord.com/channels/187635036525166592/825068217361760306/1085331254012035112
I had to to ask to. Peeps on the discord are generally pretty helpful.
please update the talon shipworks mod link. neither the one on the front page nor on the prior page before this comment work. thank you.That server, which hosted a ton of mods for Starsector, just got taken down a few days ago by a group of modders from these forums. I won't name names because that will just get me banned. It'll be a while before all those mods find a new home. Maybe people will realise how messed up this game's modding scene is.
what are you on aboutplease update the talon shipworks mod link. neither the one on the front page nor on the prior page before this comment work. thank you.That server, which hosted a ton of mods for Starsector, just got taken down a few days ago by a group of modders from these forums. I won't name names because that will just get me banned. It'll be a while before all those mods find a new home. Maybe people will realise how messed up this game's modding scene is.
please update the talon shipworks mod link. neither the one on the front page nor on the prior page before this comment work. thank you.done
That's kind of chilling to think about. To think, it may have nearly all began from a couple production chips. For some reason I can't help but have that sit with me for a bit."Greater things oft emerge out of meager things."
@SirHartley, did you get my Private Message in regards to updating the link for the latest beta version (from the Discord) of Tahlan Shipworks?
https://discord.com/channels/187635036525166592/825068217361760306/1085331254012035112
I had to to ask to. Peeps on the discord are generally pretty helpful.
The above link dosent seem to load anything for me just gives me a blank discord can someone let me know if the link still works and its just me or is no longer working.
Thanks
Anyone know what kind of error is this?Ok nevermind i found the reason why, it was because i was still using the old tahlan version (idk how i forgot i to update to the latest beta one despite the fact that i got it downloaded hours ago)
ava.lang.NoClassDefFoundError: indevo/exploration/minefields/MineBeltTerrainPlugin
it seem to be related to industrial evolution so im asking
(For context i ran into this error after finishing setting up for my new playthrough)
That's kind of chilling to think about. To think, it may have nearly all began from a couple production chips. For some reason I can't help but have that sit with me for a bit."Greater things oft emerge out of meager things."
So, the biggest complaint I have with the Automated Shipyard is that, simply put, it just doesn't really have a reward or impact in comparison to its existence and relative importance. The fundamental issue is that for all that work, just having a ship randomizer on demand is incredibly underwhelming, which is not helped by how brutal that randomizer is. Its like, to use a term, running down a gacha and not getting what you want until one hits pity. But even then, with such an imposing structure attached to the side of a star, you would expect to have an impact akin to the Coronal Hypershunt. In fact, I actually set up my base of operations in a 12 year radius around the Forge, hoping to bank off any effects similar to the Hypershunt. To say that my disappointment was immeasurable would be an understatement.
So, what do I suggest?
- Firstly, adding on a colony-related effect to the forge. I'm aware that yes, the Coronal Hypershunt itself is considered relatively underwhelming, as 5 colonies on a planet isn't much once you cross the endgame barrier to be able to contest the Hypershunt itself, and even that is an already powerful effect. What I'm proposing, as such, is either the improvement to colony fleets (allowing larger fleets, or more ships with good build-ins), or perhaps cheapening the cost of building new industries. Another would be to increase the total order capacity per month for the nearest colony, although that might go against the spirit of the concept. Perhaps, with Nexerelin integration, have it increase the fleet request budget, or improve the ships called in Grand Invasion/Defense Fleets.
- Second, some level of uniqueness. Currently, the system behind the Automated Shipyard are the same as the event that most people encounter on exploration, just with the ability to add Relic Components/Ship Components for better results. Adding either more unique, powerful built-in hullmods to ships that are generated by the shipyard, or better yet, unique, rare ships that only pop out at a certain level of investment, would certainly make the project more enticing to complete for players meeting it for a second time.
- Thirdly, reducing the randomness of the event itself. Make it a more curated experience, allowing players to select and focus specific types of ships that they want, which would increase ones' willingness to go back and slot in unwanted vessels.
So that's what I mainly have atm. I'll try and think of more options I can offer.
Good day. Please advise on the following questions:You capture it BY destroying it. If you destroy the station, the planet will have a condition allowing you to build one. You can even choose another type.
1 How is it possible to capture an artillery (rocket) station? Or are they only meant to be destroyed? Is it possible to drag this station into the system with your colonies?
2 Any plans to make an artifact for Salvage Yards? A lot of buildings from this modification already have interesting artifacts.
Good day. Please advise on the following questions:You capture it BY destroying it. If you destroy the station, the planet will have a condition allowing you to build one. You can even choose another type.
1 How is it possible to capture an artillery (rocket) station? Or are they only meant to be destroyed? Is it possible to drag this station into the system with your colonies?
2 Any plans to make an artifact for Salvage Yards? A lot of buildings from this modification already have interesting artifacts.
Where can we download this mod? I have checked both this forum and the discord and both links are broken.
I'm really not big on how the embassy works. put a spindle rep in and it actively lowered my relations from 100 down to like 60 while I was out doing space stuff. realized what was happening and shut it down... -60 rep. back to square one. Did I do something wrong here?The embassy does not actively lower rep. It increases reputation loss, so if you lose some due to your actions, it'll increase that impact. On the upside, it will increase reputation by 10/month until you are at +40, so it's a great tool to establish a permanent baseline and compensate loss up to a point. You'll have to work and be mindful of your actions to get above that, though.
space artillery makes me mad...So you are annoyed because you can't cheese it? Not super sure about how to take that.
Since the Tahlan thread is not yet updated, I adjusted my OP. Here we go:
If you use Tahlan Shipworks (and ONLY then) you need this version of Tahlan to avoid a crash: Download (https://bitbucket.org/SirHartley/deconomics/downloads/Tahlan_0.9RC2.zip)
the base compatibility is done, I need to find time to play the game to bring the entirety of the mod in line with the new colony gameplay.
Since the feel of colonies changed through the introduction of events I have to rebalance and adjust the gameplay aspects to fit the feel of vanilla, I'd hate it if I just lifted the mod into 0.96 unchanged and suddenly had a massive, unexpected power level mismatch.
so, a week or two, at best.
Btw i sometimes see some Artillery stations (not derelict ones) firing even tho they are in a repairing state not really affecting me that much just curious
the base compatibility is done, I need to find time to play the game to bring the entirety of the mod in line with the new colony gameplay.
Since the feel of colonies changed through the introduction of events I have to rebalance and adjust the gameplay aspects to fit the feel of vanilla, I'd hate it if I just lifted the mod into 0.96 unchanged and suddenly had a massive, unexpected power level mismatch.
so, a week or two, at best.
Download link for this mod is not working I tried multiple browsers?? I need this mod!
Download link for this mod is not working I tried multiple browsers?? I need this mod!
The download link work well for me, so the problem is on your side. Antivirus, pop-up blocker, vpn?
You can try to acces the page and download from there, see if there a diffference : https://bitbucket.org/SirHartley/deconomics/downloads/
Download link for this mod is not working I tried multiple browsers?? I need this mod!
The download link work well for me, so the problem is on your side. Antivirus, pop-up blocker, vpn?
You can try to acces the page and download from there, see if there a diffference : https://bitbucket.org/SirHartley/deconomics/downloads/
Nope still doesnt work says "This site cant be reached" on any browser
I downloaded like 10 other mods fine
Hello, I have tried this mod on starsector ver 0.96 to see how compatible it would be with the current version
so if I need to sneak into a system and they have a missile artillery station... how am I supposed to sneak into the system? the watchtowers have a billion sensor range and I can't even get close to my objectives without a full systems worth of fleets on me in 0.1293120938109 seconds. Am I doing something wrong? is there a way to "disable" the watchtowers perhaps? I just want to do the hacky wacky on a comm relay man :(
"so, a week or two, at best."
Oh boy it's almost a week or two at best.
"so, a week or two, at best."He delays update by 1 day every time some one asks when its coming out.
Oh boy it's almost a week or two at best.
"so, a week or two, at best."He delays update by 1 day every time some one asks when its coming out.
Oh boy it's almost a week or two at best.
It seems that when you leave marines in a detached fleet they lose their experience which, at the moment, will force the player to bring their marines (and ships that can carry them) with them on stealth detachment missions.
One particular use I've found for detachments is to detach my fleet to approach in salvage ships with solar shielding so I can hit up corona facilities with less supply loss. You don't need to bring the cargo ships, just do the salvage and let the pods float out. I do the same thing with minefield planets, just let the pods float out. At least until cargo pods start triggering mods anyway
Kinda pointless when your Grand Colonies mod doesn't work. "shrug"
9994789 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.beginTable(Lcom/fs/starfarer/api/campaign/FactionAPI;F[Ljava/lang/Object;)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.beginTable(Lcom/fs/starfarer/api/campaign/FactionAPI;F[Ljava/lang/Object;)V
at indevo.industries.courierport.industry.CourierPortV2.addUpcomingShipmentList(CourierPortV2.java:67)
at indevo.industries.courierport.industry.CourierPortV2.addPostUpkeepSection(CourierPortV2.java:54)
Hello everyone,
I will be unable to update this mod for at least the coming two weeks due to working 10-12 hours a day, 6-7 days a week, and trying not to crash my car and die on the drive home due to exhaustion.
There is a working bootleg available here: https://discord.com/channels/187635036525166592/512356777451323393/1111014900597272596
Note that the update will still require a new save when it releases.
My apologies for the delay.
How does the bootleg version differ from what we will see in the future?
Hello everyone,
I will be unable to update this mod for at least the coming two weeks due to working 10-12 hours a day, 6-7 days a week, and trying not to crash my car and die on the drive home due to exhaustion.
There is a working bootleg available here: https://discord.com/channels/187635036525166592/512356777451323393/1111014900597272596
Note that the update will still require a new save when it releases.
My apologies for the delay.
Hello everyone,
I will be unable to update this mod for at least the coming two weeks due to working 10-12 hours a day, 6-7 days a week, and trying not to crash my car and die on the drive home due to exhaustion.
There is a working bootleg available here: https://discord.com/channels/187635036525166592/512356777451323393/1111014900597272596
Note that the update will still require a new save when it releases.
My apologies for the delay.
No worries, mate, I love your mod. I can wait. For now, I'll just prevent myself from having some crashes instead of changing all the code.
Getting some missing strings when I take a look at the Repair Docks in version 3.2.b.
Imgur album. (https://imgur.com/a/TYUY1c8)
And somehow I completely missed this, but each of the D-modless ships also says Missing string: [cannotTransfer] instead.
Getting some missing strings when I take a look at the Repair Docks in version 3.2.b.
Imgur album. (https://imgur.com/a/TYUY1c8)
And somehow I completely missed this, but each of the D-modless ships also says Missing string: [cannotTransfer] instead.
Has anyone found a fix for this? It's happening to me in version 3.2.c, too, and the Repair Docks are the main reason I installed this mod.
Getting some missing strings when I take a look at the Repair Docks in version 3.2.b.
Imgur album. (https://imgur.com/a/TYUY1c8)
And somehow I completely missed this, but each of the D-modless ships also says Missing string: [cannotTransfer] instead.
Has anyone found a fix for this? It's happening to me in version 3.2.c, too, and the Repair Docks are the main reason I installed this mod.
For me, this has been a visual bug only. I always had this bug but the repair docks still worked as they should.
Getting some missing strings when I take a look at the Repair Docks in version 3.2.b.
Imgur album. (https://imgur.com/a/TYUY1c8)
And somehow I completely missed this, but each of the D-modless ships also says Missing string: [cannotTransfer] instead.
Has anyone found a fix for this? It's happening to me in version 3.2.c, too, and the Repair Docks are the main reason I installed this mod.
For me, this has been a visual bug only. I always had this bug but the repair docks still worked as they should.
Yeah it won't even let me put them into the storage. Normal storage or sales work, but not the repair docks storage.
Tried on two of my own planets and spawning them on an allied planet.
I can't reach the discord page in order to download the bootleg version, I end up in an empty page.
Is there another link available?
Getting some missing strings when I take a look at the Repair Docks in version 3.2.b.
Imgur album. (https://imgur.com/a/TYUY1c8)
And somehow I completely missed this, but each of the D-modless ships also says Missing string: [cannotTransfer] instead.
Has anyone found a fix for this? It's happening to me in version 3.2.c, too, and the Repair Docks are the main reason I installed this mod.
For me, this has been a visual bug only. I always had this bug but the repair docks still worked as they should.
Yeah it won't even let me put them into the storage. Normal storage or sales work, but not the repair docks storage.
Tried on two of my own planets and spawning them on an allied planet.
So, looking at your pictures, it's hard to tell, but are you trying to put ships in repair that have perm smods? Green bars above the ship, or are you trying to stick the orange bared ships(dmod) ships? cause in the pic, all I see are smodded ships.
Hello everyone,
I will be unable to update this mod for at least the coming two weeks due to working 10-12 hours a day, 6-7 days a week, and trying not to crash my car and die on the drive home due to exhaustion.
There is a working bootleg available here: https://discord.com/channels/187635036525166592/512356777451323393/1111014900597272596
Note that the update will still require a new save when it releases.
My apologies for the delay.
I can't reach the discord page in order to download the bootleg version, I end up in an empty page.
Is there another link available?
https://discord.gg/a8AWVcPCPr
Try that, then use the link with the really long name to download the file
I found the link for you (search for 'from: Dal#7192' for other 'bootlegged' mods...):I can't reach the discord page in order to download the bootleg version, I end up in an empty page.
Is there another link available?
https://discord.gg/a8AWVcPCPr
Try that, then use the link with the really long name to download the file
I'm already on the discord server, so I guess that's why this link does nothing for me?
I tried searching for various combinations of Industrial/Industry and/or Evolution in the channel #Mod_Updates but I can't find anything.
Can someone just tell me what string to search for, in which channel, or give me another link (don't even know exactly what this link is supposedto point to since it never opens discord for me)
I'm having a serious problem with going into bars into this mod. Suddenly, randomly, there'll be a NULLPOINTER EXCEPTION and the game will freeze.are you using the bootleg ?
FYI on the bootleg version of IndEvo: you'll notice artillery stations immediately respawn after you beat them. There's a workaround with ConsoleCommands mod.
For the moment use the "kill" console command on them after you beat them once. This will keep the drone-controlled station dead like in 0.95. The station is still there too, so it can become a proper artillery station again if you colonize the planet and build the related structure for it.
I haven't tried this on an NPC faction station. If it does then it would disable the artillery until it rebuilt itself in a few months.
@SirHartley
Do you have any idea of when the update will be ready ?
Is it an order of days, weeks, months ?
I really want to play with this mod, but I don't want to have to restart when it comes out.
So I either have to start a new game now, and forgo your awesome mod, or wait ;
but if the wait is 2 months, I might not make it :/
Thank you anyway for all the mods you made. :)
Do you have any idea of when the update will be ready ?
@SirHartley
Do you have any idea of when the update will be ready ?
Is it an order of days, weeks, months ?
I really want to play with this mod, but I don't want to have to restart when it comes out.
So I either have to start a new game now, and forgo your awesome mod, or wait ;
but if the wait is 2 months, I might not make it :/
Thank you anyway for all the mods you made. :)
Non Discord link https://www.mediafire.com/file/ye5t5ipfdn96xqs/Industrial.Evolution3.2.c_bootleg_096.zip/file
Keep it mind it's unofficial. Hartley was very gracious to let me publish it, so don't bother him with bug reports. Saves with it may or may not crash when the next IndEvo version releases, but assume it wont be save compatible.
Non Discord link https://www.mediafire.com/file/ye5t5ipfdn96xqs/Industrial.Evolution3.2.c_bootleg_096.zip/file
Keep it mind it's unofficial. Hartley was very gracious to let me publish it, so don't bother him with bug reports. Saves with it may or may not crash when the next IndEvo version releases, but assume it wont be save compatible.
Any patchnotes for this? Does it hotfix the station respawns? And thank you for sharing it here.
Non Discord link https://www.mediafire.com/file/ye5t5ipfdn96xqs/Industrial.Evolution3.2.c_bootleg_096.zip/file
Keep it mind it's unofficial. Hartley was very gracious to let me publish it, so don't bother him with bug reports. Saves with it may or may not crash when the next IndEvo version releases, but assume it wont be save compatible.
Any patchnotes for this? Does it hotfix the station respawns? And thank you for sharing it here.
It is literally 3.2c recompiled for .96. Nothing has changed.
Hi Everyone! :)
New starsector player here. Absolutely love the mod, it's so good! I have been trying to create the perfect star-system, and would love to include one of those fancy Artillery station for maximum shenanigans, but I'm having trouble spawning them. The old code doesn't seem to work any more:
Quote from: Enzoci on October 15, 2022, 10:17:37 AM
Is it possible to spawn the watchtowers? I'm currently trying to build a custom system, but i have no idea what the command could be.
one watchtower:
SectorEntityToken t = system.addCustomEntity(Misc.genUID(), faction.getDisplayName() + " Watchtower", "IndEvo_Watchtower", faction.getId(), null);
t.setOrbit(//Your preferred orbit);
magic method to spawn watchtowers in the default locations like they usually do:
IndEvo_ArtilleryStationPlacer.placeWatchtowers(starsystem, factionID);
runcode com.fs.starfarer.api.plugins.derelicts.IndEvo_ArtilleryStationPlacer.placeWatch towers(Global.getSector().getStarSystem("YOUR_STAR_SYSTEM_NAME"), "FACTION_ID");
The faction ID for the normal watchtowers/artillery station is "IndEvo_derelict".
So anyways, I tried snooping around and jury-riging whatever code I could find on the forums. Came across a nice post about spawning stable locations, and tried implementing that code, with a few variables changed:
runcode SectorEntityToken _fleet = Global.getSector().getPlayerFleet();
StarSystemAPI _sys = (StarSystemAPI)_fleet.getContainingLocation();
SectorEntityToken _stable = _fleet.getContainingLocation().addCustomEntity(null, null, "IndEvo_ArtilleryStation", "neutral");
float _orbitRadius = com.fs.starfarer.api.util.Misc.getDistance(_fleet, _sys.getCenter());
float _orbitDays = _orbitRadius / (20f + new Random().nextFloat() * 5f);
float _angle = com.fs.starfarer.api.util.Misc.getAngleInDegrees(_sys.getCenter().getLocation(), _fleet.getLocation());
_stable.setCircularOrbit(_sys.getCenter(), _angle, _orbitRadius, _orbitDays);
And it almost works! Spawns the entity in the correct place, but game crashes immediately 2 seconds afterwards, when I click on it with the error code: Fatal:null. When checking the starsector.log file, it tells me the following:
java.lang.NullPointerException
at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.adjustTerrain Range(ArtilleryStationEntityPlugin.java:462)
at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.matchTerrainR ange(ArtilleryStationEntityPlugin.java:445)
at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.advance(ArtilleryStationEntityPlugin.java:75)
at com.fs.starfarer.campaign.CustomCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Could any of you coding geniuses enlighten me of my error? Or perhaps a command for spawning the artillery station + watchtowers? That would be super duper dope. Hoping for any replies :)
Once more, many thanks for the splendid mod, it's a blast!
runcode SectorEntityToken _fleet = Global.getSector().getPlayerFleet();
StarSystemAPI _sys = (StarSystemAPI)_fleet.getContainingLocation();
SectorEntityToken _stable = _fleet.getContainingLocation().addCustomEntity(com.fs.starfarer.api.util.Misc.genUID(), "Watchtower", "IndEvo_Watchtower", "IndEvo_derelict",null);
float _orbitRadius = com.fs.starfarer.api.util.Misc.getDistance(_fleet, _sys.getCenter());
float _orbitDays = _orbitRadius / (20f + new Random().nextFloat() * 5f);
float _angle = com.fs.starfarer.api.util.Misc.getAngleInDegrees(_sys.getCenter().getLocation(), _fleet.getLocation());
_stable.setCircularOrbit(_sys.getCenter(), _angle, _orbitRadius, _orbitDays);
I yearn to have Ind-Evo in my modlist once more, i'm sorely missing the exploration additions and buildings (academy my beloved)
I yearn to have Ind-Evo in my modlist once more, i'm sorely missing the exploration additions and buildings (academy my beloved)
Then use the bootleg? There's a link in the comments here
I yearn to have Ind-Evo in my modlist once more, i'm sorely missing the exploration additions and buildings (academy my beloved)
Then use the bootleg? There's a link in the comments here
How functional/crash prone is it?
I yearn to have Ind-Evo in my modlist once more, i'm sorely missing the exploration additions and buildings (academy my beloved)
Then use the bootleg? There's a link in the comments here
How functional/crash prone is it?
It mostly works, the only issue I've encountered is what others have reported with artillery stations not dying correctly.
> Artillery was bugged to hell
> Insult people for disabling it anyway
Other than that small ego trip, great mod as always. Patiently waiting for proper updates.
Yeah, I am having a hard time figuring out where its coming from and can't check if I fixed it cause I couldn't replicate it, but it's maybe??? fixed in dev. Maybe.
> Artillery was bugged to hell
> Insult people for disabling it anyway
Other than that small ego trip, great mod as always. Patiently waiting for proper updates.
I don't see where he insulted anyone in any kind or shape.
> Artillery was bugged to hell
> Insult people for disabling it anyway
Other than that small ego trip, great mod as always. Patiently waiting for proper updates.
I don't see where he insulted anyone in any kind or shape.
Heh lol it is in the code.
Yeah I see this as a joke. Game devs create such jokes, in wolfenstein if you choose easy, there is a picture of a baby and so on. So what :D haha
cough cough he's referring to this.
"Enable_IndEvo_Artillery": FALSE, #only works on new game. Disabling this means you have weak bones. There used to be another insult here but the weak boned snowflakes were offended by it because it was too true.
that's literally the config line for enabling disabling artillery. There's also various other occasions in the config files, and in the replies here.
Sir hartley has an attitude, and that's actually alright. but it is what it is, and no one can be surprised when tit is given for tat.
No, the dev branch crashes on startup. Usually. Like a coma patient with lucid moments, it's dead until it isn't, and then it dies again.Yeah, I am having a hard time figuring out where its coming from and can't check if I fixed it cause I couldn't replicate it, but it's maybe??? fixed in dev. Maybe.
Can you please provide a link to your develop branch mate, if it is no ? Bitbucket asks for a registration if I google sirHartley/deconomics and can't navigate there.
I saw it mentioned that AoD Vaults Of Knowledge might have some integration with the new version, anything else you are trying to get working, like other AoD modules or new integrations with other mods? Obviously not all of them may be ready by the time of the first public release or even guaranteed to come but I'm curious what else you have have your eyes on.AotD tech tree research and LunaLib are upcoming.
...I'm not frustrated - frustration happens when there's an issue I can't solve. I'm mostly amused that people get their pants in a knot over something as minor and forgettable as a dumb quip in the setting files of a mod, lol.
NGL, I would be frustrated too,
> Artilery disabledLegio is from Tahlan shipworks.
> Legio still have it when everyone else doesn't
> STILL picking fight with my faction unprompted
Truly the biggest plot armor to this final boss faction... okay I'm enabling it and see if you like it, you pirate scum. >:(
Legio's not Industrial Evo, my settings do not affect it.Don't worry, I am aware. Anyway, thanks for the hard work. Despite my slight I can never play this game without IndEvo anymore, just like I can't play it without Nex and Tahlan, those three mods are mandatory for me.
I cant for the life of me figure out how to get heavy industry on my planet. Is this a colony size thing?
Hello,
A friendly reminder to all you good people who miss this mod in 0.96
You can still activate it by changing its version in mod_info.json
So far i dont seem to have any issues running the game with it (that said i have a bunch of mods - tldr your milage may vary).
PS: I literally registered here just now to post this comment - please go easy on me.
Hello,
A friendly reminder to all you good people who miss this mod in 0.96
You can still activate it by changing its version in mod_info.json
So far i dont seem to have any issues running the game with it (that said i have a bunch of mods - tldr your milage may vary).
PS: I literally registered here just now to post this comment - please go easy on me.
Better to use the bootleg update thats been posted it, i believe it has had some small changes to fix some bugs.
What bootleg version?
As for my noob solution - I dont know about Artillery stations, i copied the version i had downloaded previously (3.1f). So far the only thing that makes me crash is hovering over the salvage-yard industry in ship sale screen (that said im running a bunch of mods and this one isnt even the only one where i utilized the just change the version in a txt and pray, as i refuse to play the game without my beloved Nagato) That said its not like i've explored all this mod has to offer in my test game yet.
TLDR so far nothing the autosave mod and some cursor etiquette wont solve.
PS: Had no idea this page was so lively, this is awesome ^^.
3.3.a |
|
(https://i.imgur.com/7k1QAas.png)
NOT SAVE COMPATIBLE
Download (https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution3.3.a.zip)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)
Requires LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444.0)
There are currently no known compatibility issues with other mods.
Yes, this means it is compatible with Nexerelin and Terraforming and Station Construction.
Integrated with Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0) and LunaSettings (https://fractalsoftworks.com/forum/index.php?topic=25658.0)
Pairs well with Grand.Colonies (https://fractalsoftworks.com/forum/index.php?topic=20986.0)
as well as Substance.Abuse (https://fractalsoftworks.com/forum/index.php?topic=24378)Minor update, didn't really do anything. There's a known bug with grand colonies where changing the specialization on mining or refining results in the building becoming invisible, I'm working on it. Read the changelog for some more info.Change Log
3.3.a
- General
- Added - Full LunaLib Integration
- Added - Setting to adjust column amount in all the ship pickers in this mod
- Added - Planet Jump listener, interface to notify when a planet has finished jumping via rift generator (for modders)
- Added - Disrupt Danger to all IndEvo Industries and Structures
- Adjusted - Rules.csv $market -> $marketName for 0.96
- Adjusted - Code Changes for 0.96
- Adjusted - All industry images got touch-ups to bring them more in line with vanilla
- Pets
- Added - Pets: Add them to your ship, feed em, make em happy, and they'll accompany you! And die! And do nothing!
- Added - Research Project for a rare Pet
- Added - Animal Center: Store, manage, rename, euthanize and buy pets here! Comes with a station and dodgy animal sellers.
- Added - Animal Centers to Gilead, Jangala, Fikenhild
- Added - Small interaction to Arthulf (check the comms)
- Automated Shipyards
- Added - Rare chance for a ship to be an automated variant, usable without the skill
- Adjusted - new interaction image (the old one was kinda trash)
- Exploration
- Added - Derelict Pet Shops (chance at very rare pets)
- Added - Arsenal station can now have ship recovery event with capital or cruiser grade hulls
- Adjusted - Fixed Arsenal station having lower chance to have event than intended
- Adjusted - Default columns for ship picking on Ship Sacrifice event increased from 5 to 8
- Fixed - "Exploding Room" special can now pick (certain) Industrial Evolution items again
- Fixed - "D-Mod Restoration" event can no longer fix unrestorable hulls
- Detachments
- Adjusted - De-jankified existing detachment interaction screen popup (no gameplay impact)
- Weapons
- Adjusted - Matter Degrader range 500 -> 600
- Adjusted - Pulsar Carbine range 900 -> 1000
- Adjusted - Cryo Artillery damage/shot 1200 -> 1000
- Adjusted - Cryo Artillery flux/shot 480 -> 350
- Adjusted - Cryo Artillery chargedown 1.2s -> 1s
- Adjusted - Causality Disturber range 1000 -> 900
- Adjusted - Causality Disturber EMP 1200 -> 600
- Minefields
- Added - Mines now get temporarily disabled by an interdiction pulse
- Added - Tooltip showing controlling entity
- Adjusted - Made NPC fleets react to them better (no more jiggling around)
- Fixed - Base damage halved
- Fixed - Damage now properly scales with fleet size (hit chance is still fleet size and speed)
- Items
- Added - Relic Components now from from Abyssal Enemies (RAT)
- Adjusted - Simulation Engine - Added tooltip info about scaling effect
- Adjusted - Neural Compounds - Clarified tooltip if senate with item is in range or not
- Adjusted - Slightly buffed drop rate of relic components on remnant fleets
- Adjusted - Halved the relic drop rate on derelicts
- Fixed - Planet "in Range" tooltip no longer incorrectly states 12 LY range restriction for hypertransmitter, it's infinite as intended
- Fixed - Crash when tech locator tries to point to a system that has no hyperspace anchor (????)
- Artillery
- Added - NPC fleets now respond to artillery fire and try to dodge. They are better at it than me.
- Adjusted - Doubled build cost and time to bring it in line with the other orbital stations
- Adjusted - Made all stations, modded or otherwise, compatible with artillery (Praise be Alex, our lord and saviour)
- Fixed - Artillery Stations should no longer be stuck in repairs on game start
- Fixed - Watchtowers no longer count as stable locations (Replaced the vanilla PlanetInteractionDialogPluginImpl)
- Fixed - Bug that caused the station to persist after being killed via planet interaction
- Specialized Industries
- Added - Refining Specializations (increased output on one commodity, malus on the other)
- Added - Mining Specializations (see above but for mining)
- Governance Types
- Note - Governances change how a colony works - right click Pop&Infra at size 3 to learn more.
- Added - Underworld
- Added - Rural Polity
- Added - Hidden Arcology
- Added - Monastic Order
- Added - Corporate Governance
- Commerce
- Fixed - No longer resets build times on load/save
- Variable Assembler + Manufactory
- Added - VPC Pather interest
- Added - Historian can now point towards VPCs
- Adjusted - Base pather interest to 0 (1 for Manufactory)
- Interstellar Relay
- Adjusted - Now a tad more expensive to build
- Supercomputer
- Adjusted - Now a tad more expensive to build
- Salvage Yards
- Fixed - Can no longer transfer d-mods off or onto unrestorable hulls (sorry!)
- Courier Port
- Fixed - Crash when planet has no storage
- Restoration Docks
- Fixed - Can no longer restore ships that should be unrestorable
- Fixed - Broken Tooltips
- Requisitions center
- Fixed - No longer gives you the market content for free when removed
- Fixed - Broken Tooltips
- Engineering Hub
- "Fixed" - Crash when Variant is null (I don't know why it does that and the fix is a bandaid.)
- Privateer Base
- Fixed - No longer displays cross-mod content tooltips when other mod is not installed
- World Wonders
- Added - Ice Palace
- Added - Lava Fortress
- Added - Tree of Life
- Added - Cloud Painter (Can actually change your clouds.)
- Adjusted - Moved visual changing to its own button
- Fixed - Dark Palace "Ressource" typo (literally unplayable)
- Ancient Laboratory
- Added - Now supports switching the bonus commodity when a beta core is installed
- Adjusted - Can no longer pick non-vanilla resources as bonus
[close]
I want to know how long it took to program the pets in to the mod.
Mostly so I can use it as an example of how astoundingly awful Starsector modders are. The wasted time on useless drivel that... if anything...belongs in it's own separate mod.
It's just like the stupid roleplaying game. Zero benefit, hours of work wasted, updates to the mod are delayed as a result. I wish there was a way to do a negative tip in order to regain the time taken from me due to the useless elements in this mod. It's a crying shame because all the other elements of the mod are fantastic.
I want to know how long it took to program the pets in to the mod.
Mostly so I can use it as an example of how astoundingly awful Starsector modders are. The wasted time on useless drivel that... if anything...belongs in it's own separate mod.
It's just like the stupid roleplaying game. Zero benefit, hours of work wasted, updates to the mod are delayed as a result. I wish there was a way to do a negative tip in order to regain the time taken from me due to the useless elements in this mod. It's a crying shame because all the other elements of the mod are fantastic.
I have a question about this mod. Do the NPC factions use the custom colony buildings or are they something only the player faction can build?
Defeating an artillery station and colonising the planet has produced this CTD twice in a row now;thanks for the report, I'll take a look!
2012646 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at indevo.industries.artillery.terrain.ArtilleryTerrain.getTerrainName(ArtilleryTerrain.java:48)
Added - Pets: Add them to your ship, feed em, make em happy, and they'll accompany you! And die! And do nothing! "Man, they were so overhyped on the discord, every time it happened I would go "They literally do nothing" and people went "We don't care it's pets"
This sentence in the change log made me laugh so hard. I love how you stress they just die and do nothing and yet it still feels like a major feature that companies would post at the back of the game CD case hahahaha
that super capital ship is unwieldly. if you spawn it in that large center turret says its built in but there is nothing there and there is no way to equip anything to it. cool looking ship though. its more of a station than a ship lolunfinished, spawning it is an exercise in futility.
Bug (?) reports regarding Lunalib. I wasn't planning on using Lunalib for any mod other than the ones that absolutely require it but since IndEvo has integration I tried some things out and obeserved the following:That is a full actual bug, thank you for the report.
Menu features seem to be cancelled by the settings file (i.e if Artillery is TRUE in settings file and disabled in Lunalib is will still be active when starting a new game). While I personally prefer settings files anyways this likely makes the menu integration pointless for players that do want to use it.
Pets can be disabled in the settings file but there is no button for disabling them in Lunalib (assuming the button would work).
Other than that, glad to see this great mod still going strong. I don't start any playthrough without this gem and all the crucial features it adds. The bonus stuff is nice but the colony elements alone make this a forever must have.
If you don't mind me asking for the "Newest Update", do I download the bootleg version on the discord or the one on the Fractal Softworks Forum? By the way, do you have a patreon by chance? I would love to help support your mods, SirHartley.wow, thank you so much <3
Edit: Nevermind, guess I'll make a Kofi account then. Keep up the good work.
I have a question about this mod. Do the NPC factions use the custom colony buildings or are they something only the player faction can build?Many NPC planets have them and Nex has support to build some of em procedurally. Most of the buildings have an "NPC-mode" that allows you to use them in a planet interaction, but it always comes with higher costs or limitations, as you're expected to build your own at some point.
There seems to be a duplication bug for pets. Steps I took to repeat it: Pause on fleet view-Go to cargo-right click on pet box which returns to fleet view-click on cargo again-right click on the same pet box again-repeat as many times as needed-finally unpause-get a queued chain of pet name windows.Thank you for the report, that is indeed a problem (lol)
Certain NPC colonies do pick up examples of the new structures. Poke around and see who has what.
In particular, I hear Callisto Ibrahim has been sitting on a nice nest egg from her captain days, and the pirates in Hybrasil have been especially hard at work...
Many NPC planets have them and Nex has support to build some of em procedurally. Most of the buildings have an "NPC-mode" that allows you to use them in a planet interaction, but it always comes with higher costs or limitations, as you're expected to build your own at some point.
Strange. When i'm destroying artillery stations, they don't seem to blow up after I win the battle. Trying to settle on the planet afterwards immediately crashes the game. Possible mod conflict? I'll try with just ind evo alone and see if it still persists
Same problem here with the station.
Sorry to pile onto the Artillery Station train, but I've noticed I can fight the things twice if I engage the actual station first, then visit the planet. Great for loot, but I'm going to go out on a limb and say it's unintended.Yeeeah, I was really hoping I had fixed that, but apparently not. Since I now have a save file and modlist to replicate the problem thanks to Hegemont, it's a matter of time before I can address it - since it seems to be a mod conflict.
Pets just feel too impractical. Like, I can accept them having negligible benefit and like the idea of them just being the vanity of your captain and crew, but as it stands their logistical demands feel too high to even keep them around for flavour:Thank you for the great feedback. You are mentioning points that I was afraid of, and since my runs never last very long (I get distracted by stuff I want to mod in after a cycle at most) the lifetimes felt okay.
- The sensibly-priced food options can only be bought from a few planets even though it's just food
- Even a single animal goes that food pretty fast despite being only a single animal, so you need to pack a lot for long exploration missions where your cargo space may already be strained
- You still need to manage their food even when the ship they're on is in storage, which is a big problem to deal with
- Pets can die oddly quickly for no reason, making it pointless to even bother dealing with them since you're just going to lose them almost immediately
It would be a *huge* improvement if pet food was simply scrapped from the mod, and caring for pets became a simple credit cost like crew and officer wages.
You could even add more personality and flair to the mod if the costs for each pet on the income screen were broken down into funny subcategories that vary from pet to pet.
e.g. one of those leopard-type ones might be something like this:
Food expenses: 150c
Salon fees: 200c
Treating crew injuries from petting: 50c
Hello, the refining specializations dont seem to show up in the colony screen when I switch to them, but the refinery itself is still there and working fine, like the picture is just missing. Ore ones show up and work fine. I have Better Colonies and TASM if it's relevant.The vanishing industries is a cross mod bug with grand colonies, I'm working on it.
EDIT: adding to the guy below, none of the ship components too from Heavy.
EDIT2: i colonized another world and changed the pop to rural population. switching my mining to organics made it disappear. reloaded and did it w/o rural pop and mining worked fine. changing pop to anything while mining is specialized makes it disappear. the mining still works but ofc i cant click on it or anything now.
EDIT3: i colonized a 3rd world (water world) and refining specialization works fine??? but it didnt in my first world? maybe its related to my first world being the nexerelin faction starting world. although like w/ mining it still disappears if i change the population.
Guys im tryna confirm if its just me or if its my mod collection but any new orbital works/heavy industries dont seem to be producing ship components?Thanks for the report, I'll check it out.
Is there an in depth list as to what loot drops this mod adds and what they do? While in settings customizing the mod I noticed that several industries/derelict settings advised their associated drops be disabled as well, without clarifying which drops in particular they meant in some cases. I'm particularly interested in disabling drops related to derelict stations/ruined infrastructure/salvage interactions as I'm not a big fan of the power creep these elements provide.There's a few kinds
Other than that the mod is excellent, albeit a bit unwieldy with how many features it has. While I understand this being a reach at best, I wish it was divided into several components similar to Ashes of the Domain so that it would be easier for players to choose which parts of the mod they want to use.I can say right now - that's never, ever going to happen. I provide a massive amount of setting letting you customize the mod almost how you please, enabling and disabling features, and add more settings even for older stuff each update. There is no reason for me to split it, it would just confuse others ("I thought X was in module Y!") and increase upkeep workload on me.
QuoteOther than that the mod is excellent, albeit a bit unwieldy with how many features it has. While I understand this being a reach at best, I wish it was divided into several components similar to Ashes of the Domain so that it would be easier for players to choose which parts of the mod they want to use.I can say right now - that's never, ever going to happen. I provide a massive amount of setting letting you customize the mod almost how you please, enabling and disabling features, and add more settings even for older stuff each update. There is no reason for me to split it, it would just confuse others ("I thought X was in module Y!") and increase upkeep workload on me.
For each person that wants a super modpack, there's one that wants each mod have one micro-feature and nothing else. Can't have the cake and eat it too, sadly.
The new in game config editing capabilities with lunalib should help with some of this somewhat. little more obvious there's lots of things you can change and they're all packaged nicely in a UI.
Bug (?) reports regarding Lunalib. I wasn't planning on using Lunalib for any mod other than the ones that absolutely require it but since IndEvo has integration I tried some things out and obeserved the following:
Menu features seem to be cancelled by the settings file (i.e if Artillery is TRUE in settings file and disabled in Lunalib is will still be active when starting a new game). While I personally prefer settings files anyways this likely makes the menu integration pointless for players that do want to use it.
Pets can be disabled in the settings file but there is no button for disabling them in Lunalib (assuming the button would work).
193252 [Thread-4] 193252 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at indevo.industries.artillery.terrain.ArtilleryTerrain.getTerrainName(ArtilleryTerrain.java:48)
at com.fs.starfarer.ui.newui.N.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.R.advance(Unknown Source)
at com.fs.starfarer.ui.z.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.public.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.L.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.R.advance(Unknown Source)
at com.fs.starfarer.ui.z.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.R.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Anyone else get softlocked at the pet station around Gilead if they accidentally try to exit the screen using ESC instead of G?
Also, trying to activate a pet while the game is paused doesn't consume the item, allowing as many copies to be assigned as you wish by just going back to the fleet inventory again as long as you don't unpause.
Aside from that, overall a must-have mod, well done and thanks!
The vanishing industries is a cross mod bug with grand colonies, I'm working on it.Is it "safe" (non-gamebreaking) to keep using the specializations (they give the desired output, even though invisible, after all) until it is resolved in an update? (when they will magically appear again ;) )
I can say right now - that's never, ever going to happen. I provide a massive amount of setting letting you customize the mod almost how you please, enabling and disabling features, and add more settings even for older stuff each update. There is no reason for me to split it, it would just confuse others ("I thought X was in module Y!") and increase upkeep workload on me.Understandable, but I wish that pets would be their own mod. They feel like a "bolt on".
Artillery stations do not go inactive when i defeat them, and when i colonized a planet with one above it, the game crashed shortly after.
The arty station seems to just never get defeated on the world map, despite me fighting it twice back-to-back
Hostile Activity they introduced is quite badly balanced, since if you have 1 patrol station or 10 with cryo engines and alpha in a sytem doesnt change anything. In fact adding alpha cores to the patrol station is a detriment since ludic path gets for some reason lumped together with the pirates.
Is there a way to make the game count each patrol station seperately and also change how much patrol stations and military headquartes give you in terms of counter to hostile activity?
82103 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at indevo.industries.artillery.terrain.ArtilleryTerrain.getTerrainName(ArtilleryTerrain.java:48)
at com.fs.starfarer.ui.newui.N.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.public.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.L.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
82445 [Thread-9] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Creating streaming player for music with id [expanse.ogg]
82445 [Thread-9] INFO sound.H - Playing music with id [expanse.ogg]
I use ESC regularly and I also am getting softlocked when I use the pet assignment screen, - the one you get when you click "manage pets" in the colony buildings page, and press ESC. This is quite upsetting if you don't save often (rip 45 mins of big trades).You can use "Forcedismissdialog" if you have the console command mod
Hi, so I don't know if many others share the sentiment but I feel that the specialization industries are a bit overpowered atm, here's an example:Pretty sure specializing industires is an AotD thing, isnt it? Not an IndEvo thing
I also tested it on a new farm planet, it brought a food output of 1x to 4x, isn't this a bit OP?
Hostile Activity they introduced is quite badly balanced, since if you have 1 patrol station or 10 with cryo engines and alpha in a sytem doesnt change anything. In fact adding alpha cores to the patrol station is a detriment since ludic path gets for some reason lumped together with the pirates.
Is there a way to make the game count each patrol station seperately and also change how much patrol stations and military headquartes give you in terms of counter to hostile activity?
Having any degree of technology is impossible without alpha core + chameleon because of this. However I think there is a lot of discussion on the vanilla board I think as this more of a vanilla problem.
The specialization option is in the same purple font and text style that is used for choosing planet government type, also it's in the changelog:Hi, so I don't know if many others share the sentiment but I feel that the specialization industries are a bit overpowered atm, here's an example:Pretty sure specializing industires is an AotD thing, isnt it? Not an IndEvo thing
I also tested it on a new farm planet, it brought a food output of 1x to 4x, isn't this a bit OP?
This is probably something really stupid, but I can't figure out how to get mining or agriculture other than the most basic extractive/monoculture. Do I need to grow my colonies past size 4?
10% chance for automated ships from the gacha drives me up the wall. Cleaning all derelicts gives ~12 rolls, after that is it really just farming ordos for 10 relics each? No better way to farm them up?I am legit laughing at this, 'cause that's just how gacha works, ahaha
Ironically, artillery stations being bugged helps me, since I can get relics from each twice.
Enabling HMI might have been a mistake, too. So many trash ships to get from rolls...
Using ESC to exit the pet center on Filkenhild freezes the game completely, but doesn't crash. Doesn't generate any logs.This and all the others - thank you for the report, it's fixed for next patch
3.3.b |
|
'cause that's just how gacha worksGacha should give me the ability to sell my last pants to buy more pictures of anime baloons, yet relics can't be bought with credits or other normal resources.
3.3.c |
|
The main consensus is that some players don't recognize any incentive to own pets since they're basically cosmetic extra upkeep costs, so I believe they would a have much higher popular acclaim and use in the community in case little passives were given to each one, just like the effects in Substance Abuse, but way lighter due. But hey it's just my two cents. I started another playthrough a while ago, so if I come across any important bugs I will report here.
808891 [Thread-3] INFO com.fs.starfarer.loading.scripts.new - Loading class: com.fs.starfarer.api.campaign.rules.RulesAPI
808891 [Thread-3] INFO com.fs.starfarer.loading.scripts.new - Loading class: indevo.industries.CentralizationBureau$2
867861 [Thread-3] INFO com.fs.starfarer.loading.scripts.new - Loading class: indevo.utils.helper.IndustryHelper$1
867862 [Thread-3] INFO com.fs.starfarer.loading.scripts.new - Loading class: indevo.industries.EngineeringHub$2
939324 [Thread-3] INFO indevo.utils.ModPlugin - destroyed adding broken
939324 [Thread-3] INFO indevo.utils.ModPlugin - removing artillery station at A-1
939326 [Thread-3] INFO net.andylizi.starsector.planetsearch.CoreUIWatchScript - CoreUI changed
939334 [Thread-3] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
939346 [Thread-7] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Cleaning up music with id [scavenge_music_v1.ogg]
939463 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at indevo.industries.artillery.terrain.ArtilleryTerrain.getTerrainName(ArtilleryTerrain.java:48)
at com.fs.starfarer.ui.newui.N.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.public.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.L.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
939480 [Thread-9] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
939480 [Thread-9] INFO sound.H - Playing music with id [miscallenous_corvus_campaign_music.ogg]
SpoilerI established a colony on a planet with an Artillery Station and CTD happened:Code808891 [Thread-3] INFO com.fs.starfarer.loading.scripts.new - Loading class: com.fs.starfarer.api.campaign.rules.RulesAPI
808891 [Thread-3] INFO com.fs.starfarer.loading.scripts.new - Loading class: indevo.industries.CentralizationBureau$2
867861 [Thread-3] INFO com.fs.starfarer.loading.scripts.new - Loading class: indevo.utils.helper.IndustryHelper$1
867862 [Thread-3] INFO com.fs.starfarer.loading.scripts.new - Loading class: indevo.industries.EngineeringHub$2
939324 [Thread-3] INFO indevo.utils.ModPlugin - destroyed adding broken
939324 [Thread-3] INFO indevo.utils.ModPlugin - removing artillery station at A-1
939326 [Thread-3] INFO net.andylizi.starsector.planetsearch.CoreUIWatchScript - CoreUI changed
939334 [Thread-3] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
939346 [Thread-7] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Cleaning up music with id [scavenge_music_v1.ogg]
939463 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at indevo.industries.artillery.terrain.ArtilleryTerrain.getTerrainName(ArtilleryTerrain.java:48)
at com.fs.starfarer.ui.newui.N.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.public.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.L.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
939480 [Thread-9] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
939480 [Thread-9] INFO sound.H - Playing music with id [miscallenous_corvus_campaign_music.ogg]
I recall multiple issues in earlier mod versions and even suggestions to disable Artillery altogether. Are there current recommendations?[close]
In the mean time, if you didn't know, you guys can use Console Commands mod to get past this. Fight the station at your leisure (or dont) then open console, type kill, click on the station which will destroy it, press escape until the left side says cancelled or something.
Could maybe have the effect that as you enter into battle with the space station your fleet start off with an EMP damage that needs cooling off at the start of battle? (Could be cheesed by sending off one ship to stat the battle and then send in reinforcements).It was kinda fun mission, when *redacted* hacked the allied station to 10% CR. I guess you can apply some effect to ships and reinforcements, with some chance.
Bug report: Setting Artillery to false in LunaLib has no effect, changes only take effect if manually setting it in the config, tested between new saves.
Setting Artillery to false in LunaLib has no effect
So, this is the first time I've started using the monastic orders (I Just thought the stability hit was not worth it) as a test and after generating two batches of tithe they consistently crash my game. It seems to be tied to the tithe. Any help would be appreciated.
268536 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.specs.HullVariantSpec.setHullSpec(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.createEmptyVariant(Unknown Source)
at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.creat eAndPrepareMember(MonasticOrderSubIndustry.java:181)
at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.repor tEconomyTick(MonasticOrderSubIndustry.java:142)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:118)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
What are the requirements for Hidden Arcology? It says: Can not be built here.Same problem here, the only similarity between our 2 planets is the extreme heat, if that is the reason and its intended that it's blocked that would SUCK because I was relying on that specifically for that situation for my faction build, plus roleplay.
Screenshots:Spoiler(https://imgur.com/ECeN5qc.png)
(https://imgur.com/HImk4hh.png)[close]
So kinda going through possible candidates now, does this make the AI build Planetary Shields after you get them?Nope.
Anyway, planning to houserule "moving" some of the unique industries from this via console commands to different planets, kinda wondering what you would consider a fair "price" for doing so.Difficult to answer, because their intentionally bad location is part of the cost of opportunity of using them. Ruins are OP, they can add 3 free S-Mods to your ships and duplicate them, so the only way to balance them is to make it as annoying as possible to get a full set - their location and distribution is an integral part of that. A credit cost, which is an infinite resource and a one-time-expense, can never balance that.
Hi, I had some more ideas.Hi, thank you so much for your input! I'll see what I can do, seems like you'd like to see some more immersive stuff about the buildings. Fleets are heavy on processing power, but I might be able to cheat a bit.
[Spawn Fleets from Industries]
It's a known issue, thank you for the report. I'll add it to the TODO.Bug report: Setting Artillery to false in LunaLib has no effect, changes only take effect if manually setting it in the config, tested between new saves.[And Minefields]
Artillery stations are too well protected. I mean, I already surrendered to idea of some imbalanced horror in an empty space with nothing to defend, but why give them a whole domain flotilla?Showering is for people that have a life, I just roll in some dirt and wobble on, like most of y'all.QuoteSetting Artillery to false in LunaLib has no effect
Exactly why I'm complaining here, I was offended for nothing! Hope author can live well with their strong bones, weighs less than 200 kg and takes shower from time to time.
I mean, this mod is still fantastically good.
What are the requirements for Hidden Arcology? It says: Can not be built here.Probably bugged. I'll take a look, thank you!
Screenshots:
...
Is there any plan to add a more Hegemony and/or Independent-flavored Colony Government type? The current ones seem to all be Luddic, TT and pirate-themed.Sure! Main issue is their effects, where I am out of ideas, as usual. Theme is much, much easier. Thanks for the feedback!
Question for yall. What industries are considered rural for the rural governance type? im struggling to find anything for it and I wanna love it but rn I feel like that governance type is lacking.It'll tell you in the build list, just under the name (Says "Type: Rural")
Does The animal market supposed to stay even the animal center gets demolished?Nope. On the list it goes. Thanks for the report!
Do found VPC essentially eat up a special item slot in, say, ruins?Once again, no. This mod uses scripted drops, which means that EVERYTHING it adds is ADD ON. It does not replace or influence vanilla drops in any way. If you get no pristine forges, that's your bad luck, not my mod~
So, this is the first time I've started using the monastic orders (I Just thought the stability hit was not worth it) as a test and after generating two batches of tithe they consistently crash my game. It seems to be tied to the tithe. Any help would be appreciated.
268536 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.specs.HullVariantSpec.setHullSpec(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.createEmptyVariant(Unknown Source)
at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.creat eAndPrepareMember(MonasticOrderSubIndustry.java:181)
at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.repor tEconomyTick(MonasticOrderSubIndustry.java:142)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:118)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
+1 to this, Monastic Order is giving me some trouble as well, hope I didn't accidentally screwed something up lmao.
I assume my mans is already hard at work stamping it out.
Hmm, what about a Military Administration government that increases spawned fleet size and planetary stability, but either makes all non-military/heavy industry buildings require an additional commodity in upkeep or flat-out "taxes" income by a set percentage?Is there any plan to add a more Hegemony and/or Independent-flavored Colony Government type? The current ones seem to all be Luddic, TT and pirate-themed.Sure! Main issue is their effects, where I am out of ideas, as usual. Theme is much, much easier. Thanks for the feedback!
That's a cool idea, think it should provide buffs if the planet has hot or extreme heat like the cryo engine?Hmm, what about a Military Administration government that increases spawned fleet size and planetary stability, but either makes all non-military/heavy industry buildings require an additional commodity in upkeep or flat-out "taxes" income by a set percentage?Is there any plan to add a more Hegemony and/or Independent-flavored Colony Government type? The current ones seem to all be Luddic, TT and pirate-themed.Sure! Main issue is their effects, where I am out of ideas, as usual. Theme is much, much easier. Thanks for the feedback!
That's a cool idea, think it should provide buffs if the planet has hot or extreme heat like the cryo engine?
How about a type of infrastructure that further boost production of industries the less industries there are. Size five colony with ONLY farming on it? +25% or something. Two industries? +10% Three: -20% Four: -40%
+3 is it a compatibility issue? am running quite the number off mods but none should be adding shipsSo, this is the first time I've started using the monastic orders (I Just thought the stability hit was not worth it) as a test and after generating two batches of tithe they consistently crash my game. It seems to be tied to the tithe. Any help would be appreciated.
268536 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.specs.HullVariantSpec.setHullSpec(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.createEmptyVariant(Unknown Source)
at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.creat eAndPrepareMember(MonasticOrderSubIndustry.java:181)
at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.repor tEconomyTick(MonasticOrderSubIndustry.java:142)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:118)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
+1 to this, Monastic Order is giving me some trouble as well, hope I didn't accidentally screwed something up lmao.
I assume my mans is already hard at work stamping it out.
+2 now. Log is pretty much the exact same. Tried a few workarounds, but gave up.
+3 is it a compatibility issue? am running quite the number off mods but none should be adding shipsSo, this is the first time I've started using the monastic orders (I Just thought the stability hit was not worth it) as a test and after generating two batches of tithe they consistently crash my game. It seems to be tied to the tithe. Any help would be appreciated.
268536 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.specs.HullVariantSpec.setHullSpec(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.createEmptyVariant(Unknown Source)
at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.creat eAndPrepareMember(MonasticOrderSubIndustry.java:181)
at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.repor tEconomyTick(MonasticOrderSubIndustry.java:142)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:118)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
+1 to this, Monastic Order is giving me some trouble as well, hope I didn't accidentally screwed something up lmao.
I assume my mans is already hard at work stamping it out.
+2 now. Log is pretty much the exact same. Tried a few workarounds, but gave up.
EDIT also one extra question does rural polity modify outputs of light industry? it outputing ilegal heavy arms for some reason (this sounds very much like compatibility issue)
String id = picker.pick();
if (id != null)
FleetMemberAPI member = createAndPrepareMember(id,
currentDpBudget -= member.
member.getVariant().addPermaMod(HandBuiltHullmod.
CargoAPI cargo = Misc.getStorageCargo(
cargo.initMothballedShips(market.
cargo.getMothballedShips().addFleetMember(
ShipProductionSummaryMessageHandler.getInstanceOrRegister().add(market, member);
}
I had the same crash just now, did a search and found a solution that worked for me which is quoted below from Smilein. You need this mod to get that Kill command. https://fractalsoftworks.com/forum/index.php?topic=4106.0
Quote from: Smilein on August 16, 2023, 03:43:41 AM
In the mean time, if you didn't know, you guys can use Console Commands mod to get past this. Fight the station at your leisure (or dont) then open console, type kill, click on the station which will destroy it, press escape until the left side says cancelled or something.
It looks like the station death script just never realizes it's dead after a regular battle, so it then bugs it out if you try to colonize it.
+4 I had the same bug. I abandoned the colony with monastic government and it stopped happening. As this is not the best solution, I came to the forums to look for a better one.+3 is it a compatibility issue? am running quite the number off mods but none should be adding shipsSo, this is the first time I've started using the monastic orders (I Just thought the stability hit was not worth it) as a test and after generating two batches of tithe they consistently crash my game. It seems to be tied to the tithe. Any help would be appreciated.
268536 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.specs.HullVariantSpec.setHullSpec(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.createEmptyVariant(Unknown Source)
at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.creat eAndPrepareMember(MonasticOrderSubIndustry.java:181)
at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.repor tEconomyTick(MonasticOrderSubIndustry.java:142)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:118)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
+1 to this, Monastic Order is giving me some trouble as well, hope I didn't accidentally screwed something up lmao.
I assume my mans is already hard at work stamping it out.
+2 now. Log is pretty much the exact same. Tried a few workarounds, but gave up.
EDIT also one extra question does rural polity modify outputs of light industry? it outputing ilegal heavy arms for some reason (this sounds very much like compatibility issue)
(https://i.gyazo.com/39dfd94c4a5a22f2c4cf8a91c57167e8.png)
something wrong
was caught in an EMP and melted
was reduced to atoms by a stray projectile
was caught in an explosion
was sucked into space through a breach
was caught by a sudden decompression
burned to death in a trapped room
burned to death after hit by a laser
imploded due to a sudden pressure spike
was removed from existence by a missile
was vaporized by a plasma burst
was dismembered by falling debris
was incinerated by damaged machinery
was eviscerated by a shattering bulkhead
suffocated in a breached room
died of acute radiation poisoning
died of sudden atmospheric deficiency
died of poisoning after exposure to damaged research materials
was shot by a crewman after blocking the way
was electrocuted by a failing flux conduit
was caught in a flux stream and burned to death
was caught by an emergency shutter suddenly descending
died of blunt force trauma
was hit by shrapnel from an explosion
was electrocuted by a dangling power conduit
was trapped in a malfunctioning escape pod and died
was fatally wounded by a falling beam
was emergency ejected along with burning ammunition
was vaporized by tachyon rays
imploded in a weaponized strange matter event
was vented into space by an explosion
was caught in an EMP and melted
was reduced to atoms by a stray projectile
was caught in an explosion
was sucked into space through a breach
was caught by a sudden decompression
burned to death in a trapped room
burned to death after hit by a laser
imploded due to a sudden pressure spike
was removed from existence by a missile
was vaporized by a plasma burst
was dismembered by falling debris
was incinerated by damaged machinery
was eviscerated by a shattering bulkhead
suffocated in a breached room
died of acute radiation poisoning
died of sudden atmospheric deficiency
died of poisoning after exposure to damaged research materials
was shot by a crewman after blocking the way
was electrocuted by a failing flux conduit
was caught in a flux stream and burned to death
was caught by an emergency shutter suddenly descending
died of blunt force trauma
was hit by shrapnel from an explosion
was electrocuted by a dangling power conduit
was trapped in a malfunctioning escape pod and died
was fatally wounded by a falling beam
was emergency ejected along with burning ammunition
was vaporized by tachyon rays
imploded in a weaponized strange matter event
was vented into space by an explosion
To put it short:was caught in an EMP and melted
was reduced to atoms by a stray projectile
was caught in an explosion
was sucked into space through a breach
was caught by a sudden decompression
burned to death in a trapped room
burned to death after hit by a laser
imploded due to a sudden pressure spike
was removed from existence by a missile
was vaporized by a plasma burst
was dismembered by falling debris
was incinerated by damaged machinery
was eviscerated by a shattering bulkhead
suffocated in a breached room
died of acute radiation poisoning
died of sudden atmospheric deficiency
died of poisoning after exposure to damaged research materials
was shot by a crewman after blocking the way
was electrocuted by a failing flux conduit
was caught in a flux stream and burned to death
was caught by an emergency shutter suddenly descending
died of blunt force trauma
was hit by shrapnel from an explosion
was electrocuted by a dangling power conduit
was trapped in a malfunctioning escape pod and died
was fatally wounded by a falling beam
was emergency ejected along with burning ammunition
was vaporized by tachyon rays
imploded in a weaponized strange matter event
was vented into space by an explosion
Not to disparage your point here...but given that dozens of your crew can die horrible, but undescribed and unmourned, deaths in battle, I find it kind of hilarious pets are dedicated their own mini-eulogies.
Also, I strongly advocate that the blast door hullmod reduces chance of pet death.
Also, I strongly advocate that the blast doors hullmod reduces chance of pet death in addition to crew.If i read the source code correctly, this can only occur on ship destroyed in battle (doesn't matter recoverable or not), so such hullmod won't do anything.
1) You don't get to hear how each and every of your lost crew died in a very unpleasant way;
2) You don't pick any specific crewmate into the specific ship; The closest parallel to this is officers, but they - what do you know - don't die.
3) There's a difference between crew and pets. Crew, at the end of the day, in-universe are people who choose this life, knowing all the dangers. Pets can't do that. And even we disregard it, while i would mourn a death of a soldier on the battlefield, it would be quite worse if the same soldier got back after the war to be blown up by some gas leak or any other nonsense that he would never see coming.
If i read the source code correctly, this can only occur on ship destroyed in battle (doesn't matter recoverable or not), so such hullmod won't do anything.
But either way it would require to write completely new code that takes this into account.
That's a vanilla bug!The thing is, it worked fine when I still had IndEvo version 3.3.A. It stopped working when I updated IndEvo and nothing else was touched.
I can fix this by simply turning off free port and back onThanks for the fix! Didn't know it happens on save load, thought it was the raids.
Also, is Hidden Arcology still bugged? Found one post mentioning "it cannot be built here" in September and no solution.
java.lang.NullPointerException
at com.fs.starfarer.loading.specs.HullVariantSpec.setHullSpec(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.createEmptyVariant(Unknown Source)
at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.createAndPrepareMember(MonasticOrderSubIndustry.java:181)
at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.reportEconomyTick(MonasticOrderSubIndustry.java:142)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:118)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Got this fatal:null crash after putting a monastic order on a new colony:Codejava.lang.NullPointerException
at com.fs.starfarer.loading.specs.HullVariantSpec.setHullSpec(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.createEmptyVariant(Unknown Source)
at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.createAndPrepareMember(MonasticOrderSubIndustry.java:181)
at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.reportEconomyTick(MonasticOrderSubIndustry.java:142)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:118)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
A better alternative is to add a check to make certain that the monastery doesn't try to use a null string when building a ship.
e.g:CodeString id = picker.pick();
if (id != null)
FleetMemberAPI member = createAndPrepareMember(id,
currentDpBudget -= member.
member.getVariant().addPermaMod(HandBuiltHullmod.
CargoAPI cargo = Misc.getStorageCargo(
cargo.initMothballedShips(market.
cargo.getMothballedShips().addFleetMember(
ShipProductionSummaryMessageHandler.getInstanceOrRegister().add(market, member);
}
A better alternative is to add a check to make certain that the monastery doesn't try to use a null string when building a ship.
e.g:CodeString id = picker.pick();
if (id != null)
FleetMemberAPI member = createAndPrepareMember(id,
currentDpBudget -= member.
member.getVariant().addPermaMod(HandBuiltHullmod.
CargoAPI cargo = Misc.getStorageCargo(
cargo.initMothballedShips(market.
cargo.getMothballedShips().addFleetMember(
ShipProductionSummaryMessageHandler.getInstanceOrRegister().add(market, member);
}
if you can let me know what file i need to be putting this in that would be great. HandBuiltHullMod? MonasticOrderSubIndustry?
After checking MonasticOrderSub file I found that the dp value to change to in the save is 3 btw. Unless im mistaken.
A better alternative is to add a check to make certain that the monastery doesn't try to use a null string when building a ship.
e.g:CodeString id = picker.pick();
if (id != null)
FleetMemberAPI member = createAndPrepareMember(id,
currentDpBudget -= member.
member.getVariant().addPermaMod(HandBuiltHullmod.
CargoAPI cargo = Misc.getStorageCargo(
cargo.initMothballedShips(market.
cargo.getMothballedShips().addFleetMember(
ShipProductionSummaryMessageHandler.getInstanceOrRegister().add(market, member);
}
if you can let me know what file i need to be putting this in that would be great. HandBuiltHullMod? MonasticOrderSubIndustry?
After checking MonasticOrderSub file I found that the dp value to change to in the save is 3 btw. Unless im mistaken.
Should be the MonasticOrderSub.
The error is caused when the monastic order wants to build something (and has 3 dp), but the player does not have a ship worth 3 dp or less. So the Monastic Order randomly picks from an empty list. Returning a null value. Which is then used elsewhere and causes a crash...
Sorry about that, it looks like my posted code is missing some of the line endings... Thats what you get from typing from memory instead of copy pasting... Here is the attached file with the fix
I've attached the file with my fix.
Sorry about that, it looks like my posted code is missing some of the line endings... Thats what you get from typing from memory instead of copy pasting... Here is the attached file with the fix
I've attached the file with my fix.
Thanks a lot for posting the file with the code!
I've tested the new file by both setting an impossible value (-1) and letting it run for some in-game months and can confirm it doesn't crash anymore every time the Monastic Order tries to give tithes.
388346 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at indevo.industries.petshop.listener.PetStatusManager.reportPetDied(PetStatusManager.java:177)
at indevo.industries.petshop.memory.Pet.advance(Pet.java:127)
at indevo.industries.petshop.listener.PetStatusManager.advance(PetStatusManager.java:95)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
135462 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at indevo.industries.petshop.listener.PetStatusManager.reportPetDied(PetStatusManager.java:187)
at indevo.industries.petshop.dialogue.PetManagerDialogueDelegate$6$1.customDialogConfirm(PetManagerDialogueDelegate.java:228)
at com.fs.starfarer.ui.newui.A.dismiss(Unknown Source)
at com.fs.starfarer.ui.newui.A.advance(Unknown Source)
at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.public.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.classsuper.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
for the World Tree, is it only possible to build it on jungle worlds? wanted to add it to my Terran world but there wasn't abundant enough wildlife for it.
Hi all how do i tell if i installed/enabled the mod properly? It mentions detaching fleet on-the-fly in description but i dont see any way to do it. And im not sure if the mod is working for me cheers
for the World Tree, is it only possible to build it on jungle worlds? wanted to add it to my Terran world but there wasn't abundant enough wildlife for it.
The market must have Bountiful Farmland to be eligible.
3065709 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.specs.HullVariantSpec.setHullSpec(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.createEmptyVariant(Unknown Source)
at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.createAndPrepareMember(MonasticOrderSubIndustry.java:181)
at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.reportEconomyTick(MonasticOrderSubIndustry.java:142)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:118)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Hi Everyone! :)
New starsector player here. Absolutely love the mod, it's so good! I have been trying to create the perfect star-system, and would love to include one of those fancy Artillery station for maximum shenanigans, but I'm having trouble spawning them. The old code doesn't seem to work any more:
Quote from: Enzoci on October 15, 2022, 10:17:37 AM
Is it possible to spawn the watchtowers? I'm currently trying to build a custom system, but i have no idea what the command could be.
one watchtower:
SectorEntityToken t = system.addCustomEntity(Misc.genUID(), faction.getDisplayName() + " Watchtower", "IndEvo_Watchtower", faction.getId(), null);
t.setOrbit(//Your preferred orbit);
magic method to spawn watchtowers in the default locations like they usually do:
IndEvo_ArtilleryStationPlacer.placeWatchtowers(starsystem, factionID);
runcode com.fs.starfarer.api.plugins.derelicts.IndEvo_ArtilleryStationPlacer.placeWatch towers(Global.getSector().getStarSystem("YOUR_STAR_SYSTEM_NAME"), "FACTION_ID");
The faction ID for the normal watchtowers/artillery station is "IndEvo_derelict".
So anyways, I tried snooping around and jury-riging whatever code I could find on the forums. Came across a nice post about spawning stable locations, and tried implementing that code, with a few variables changed:
runcode SectorEntityToken _fleet = Global.getSector().getPlayerFleet();
StarSystemAPI _sys = (StarSystemAPI)_fleet.getContainingLocation();
SectorEntityToken _stable = _fleet.getContainingLocation().addCustomEntity(null, null, "IndEvo_ArtilleryStation", "neutral");
float _orbitRadius = com.fs.starfarer.api.util.Misc.getDistance(_fleet, _sys.getCenter());
float _orbitDays = _orbitRadius / (20f + new Random().nextFloat() * 5f);
float _angle = com.fs.starfarer.api.util.Misc.getAngleInDegrees(_sys.getCenter().getLocation(), _fleet.getLocation());
_stable.setCircularOrbit(_sys.getCenter(), _angle, _orbitRadius, _orbitDays);
And it almost works! Spawns the entity in the correct place, but game crashes immediately 2 seconds afterwards, when I click on it with the error code: Fatal:null. When checking the starsector.log file, it tells me the following:
java.lang.NullPointerException
at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.adjustTerrain Range(ArtilleryStationEntityPlugin.java:462)
at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.matchTerrainR ange(ArtilleryStationEntityPlugin.java:445)
at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.advance(ArtilleryStationEntityPlugin.java:75)
at com.fs.starfarer.campaign.CustomCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Could any of you coding geniuses enlighten me of my error? Or perhaps a command for spawning the artillery station + watchtowers? That would be super duper dope. Hoping for any replies :)
Once more, many thanks for the splendid mod, it's a blast!
I have good news! No idea if you're still around but I found the code to spawn a watchtower where your fleet is located :)
Your code almost worked. It just needed a different set of properties in the addCustomEntity function. I took them from the actual spawn script in the mods source files. You will need to capture the watch tower after spawning it thoughCoderuncode SectorEntityToken _fleet = Global.getSector().getPlayerFleet();
StarSystemAPI _sys = (StarSystemAPI)_fleet.getContainingLocation();
SectorEntityToken _stable = _fleet.getContainingLocation().addCustomEntity(com.fs.starfarer.api.util.Misc.genUID(), "Watchtower", "IndEvo_Watchtower", "IndEvo_derelict",null);
float _orbitRadius = com.fs.starfarer.api.util.Misc.getDistance(_fleet, _sys.getCenter());
float _orbitDays = _orbitRadius / (20f + new Random().nextFloat() * 5f);
float _angle = com.fs.starfarer.api.util.Misc.getAngleInDegrees(_sys.getCenter().getLocation(), _fleet.getLocation());
_stable.setCircularOrbit(_sys.getCenter(), _angle, _orbitRadius, _orbitDays);
I'm using the latest hotfix (version 'wisp001') and artillery stations still spawn in new games when Spawn Artillery Stations is set to False and Spawn Chance is set to 0 in LunaSettings.
A week ago I had the bug caused by the monastic order that crashed my game. I got this bit of the log following the crash that I hope helps:
16105080 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.specs.HullVariantSpec.setHullSpec(Unknown Source)
<snip>
I'm getting a different CTD with 3.3c; right-clicking pets in cargo doesn't give a window or dialog, and on reloading a save after right-clicking a pet, I get this.
299082 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.ui.public.show(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.showInteractionDialog(Unknown Source)
at indevo.industries.petshop.item.PetItemPlugin$1.advance(PetItemPlugin.java:201)
<snip>
Seems to be a crash if TASC's Chameleon building is built on a Monastic order.
Hi, I just wanted to ask what kinda third industry you guys tend to put on a rural polity? I built Farming and Light Industry cause those seemed to be the "these are what you pick Rural Polity for", but I'm uncertain as to the third? I thought maybe Commerce?Mining usually.
So i installed a Fusion Lamp on a Hidden Arcology and discovered it gets stuck with a 10% Insufficient Volatiles Hazard malus because it simply won't try to get more than 8 volatiles (there's no shortage, it just has a demand of 8 instead of 10). Is that intentional?I had the same problem setting it to use the stockpile with a waystation works albeit at the higher upkeep cost.
Well, it resolved itself when the colony got up to 10 production (it was on a Gas giant), but it's still weird.So i installed a Fusion Lamp on a Hidden Arcology and discovered it gets stuck with a 10% Insufficient Volatiles Hazard malus because it simply won't try to get more than 8 volatiles (there's no shortage, it just has a demand of 8 instead of 10). Is that intentional?I had the same problem setting it to use the stockpile with a waystation works albeit at the higher upkeep cost.
mining is not considered a rural industry though, in fact I have no idea what is... and the penalty is rather heftyHi, I just wanted to ask what kinda third industry you guys tend to put on a rural polity? I built Farming and Light Industry cause those seemed to be the "these are what you pick Rural Polity for", but I'm uncertain as to the third? I thought maybe Commerce?Mining usually.
Whack. I was just thinking about what's classified as primary industry where I live.mining is not considered a rural industry though, in fact I have no idea what is... and the penalty is rather heftyHi, I just wanted to ask what kinda third industry you guys tend to put on a rural polity? I built Farming and Light Industry cause those seemed to be the "these are what you pick Rural Polity for", but I'm uncertain as to the third? I thought maybe Commerce?Mining usually.
Whack. I was just thinking about what's classified as primary industry where I live.mining is not considered a rural industry though, in fact I have no idea what is... and the penalty is rather heftyHi, I just wanted to ask what kinda third industry you guys tend to put on a rural polity? I built Farming and Light Industry cause those seemed to be the "these are what you pick Rural Polity for", but I'm uncertain as to the third? I thought maybe Commerce?Mining usually.
Mining should be listed down as Rural; mainly irl agriculture, hunting, forestry, and mining are usually noted to be considered rural industries.I can build both mining and extractive operation on the same planet. I don't think that's supposed to work like that, on top of being rather pointless.
Fishery /Aquaculture is rural, but then you can't get both farms and Fishery on same planet so that point is moot.
On a side note, the mod Ashes of the Domain reworked building industry so farms now have a third tier splint into two specializations and I can both build Artisan and Subsidized farming (idk if it was intended), so along with Consumer(Light) Industry I am able to get 3 rural industries on one planet, further maximizing rural polity utilization.
Any word on the detached fleets fix?likely gonna take until the next vanilla update because I desperately need some API hooks that will be available with it to make it stop breaking - sorry!Is it possible to spawn the watchtowers? I'm currently trying to build a custom system, but i have no idea what the command could be.one watchtower:CodeSectorEntityToken t = system.addCustomEntity(Misc.genUID(), faction.getDisplayName() + " Watchtower", "IndEvo_Watchtower", faction.getId(), null);
t.setOrbit(//Your preferred orbit);
magic method to spawn watchtowers in the default locations like they usually do:CodeIndEvo_ArtilleryStationPlacer.placeWatchtowers(starsystem, factionID);
console commands:Coderuncode com.fs.starfarer.api.plugins.derelicts.IndEvo_ArtilleryStationPlacer.placeWatchtowers(Global.getSector().getStarSystem("YOUR_STAR_SYSTEM_NAME"), "FACTION_ID");
The faction ID for the normal watchtowers/artillery station is "IndEvo_derelict".
1024822 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at indevo.industries.relay.industry.MilitaryRelay.addRightAfterDescriptionSection(MilitaryRelay.java:464)
at indevo.industries.relay.industry.MilitaryRelay.createTooltip(MilitaryRelay.java:735)
at com.fs.starfarer.campaign.ui.marketinfo.intnew$1.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
at com.fs.starfarer.ui.O0Oo.oÒ0000(Unknown Source)
at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.int.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.int.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.voidnew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Oh? Why's that? Not that I have any love for the industry and I almost never build it, but I'm genuinely curious as to why it's cancer from someone way more familiar with the mechanics of how the industries interact than I am.Three major reasons:
1) Commerce does not come with any gameplay opportunities or requirements.
It is the equivalent of a stat stick, making the numbers go up without furthering emergent gameplay or player choice. Disrupting it does nothing, having it does nothing.
With all other industries you get possible disruptions or deficits from accessibility, damaged trading fleets, fluctuations in other colony output and all the chances and risks that the commodity economy comes with (disrupt another colony for increased market share, intercept traders...). Commerce has nothing of that, it just exists.
2) It reduces your choices instead of increasing them.
Commerce increases the base income of colonies, overtaking the income of most other industries after colony size 5 just with that (if you build no other industry on a low access planet, commerce will still be the optimal choice at size 6 on average). As such, it actively detracts from your choices rather than adding to them, there is just no other option for industry after reaching a certain income, which is just dumb.
3) It compounds existing problems.
Colonies already suffer from removing opportunity from the game by making trading obsolete - why should I go around buy and sell things when my colony is giving me millions every month? Why search for ships and weapons when I can magic them into existence? Commerce compounds this issue to an incredible degree - you suddenly get more than double that money for zero risk. I'd understand if it was a station that triggers invasions on a regular scale, that, if destroyed, temporarily reduces colony size or something, but it's just an invulnerable stat mod without drawbacks.
So what?
The problem with that is that the game lives from being played.
Players are lazy creatures and will always optimize the fun out of any given opportunity if they can, simply because it is convenient.
Take the following example:
I no longer have to go trade -> I no longer encounter critical situations when smuggling -> I no longer lose ships I have to replace due to combat -> I no longer need the money so it stacks up -> I get frustrated because "there is nothing to do" and drop the playthrough.
and that is just one out of a hundred different situations that happen because the primary driving factor of the game is circumvented.
There is a line that I would like to leave my fellow players and modmakers with:
Any and all features of Starsector should lead the player into combat.
That is the single central gameplay driver. Commerce circumvents, disrupts and damages that driver, and is as such, is an active detriment to the game.
Commerce should be removed.
3.3.d |
|
230790 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error loading [indevo.utils.ModPlugin]
java.lang.RuntimeException: Error loading [indevo.utils.ModPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.ClassNotFoundException: indevo.utils.ModPlugin
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
at java.lang.ClassLoader.loadClass(ClassLoader.java:351)
... 2 more
ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: org.json.JSONException: JSONObject["Enable_IndEvo_minefields"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["Enable_IndEvo_minefields"] not found.
at com.fs.starfarer.settings.StarfarerSettings.?00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getBoolean(Unknown Source)
at scripts.kissa.LOST_SECTOR.nskr_modPlugin.onNewGameAfterTimePassGen(nskr_modPlugin.java:455)
at scripts.kissa.LOST_SECTOR.nskr_modPlugin.onNewGameAfterTimePass(nskr_modPlugin.java:441)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.public.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.L.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.?00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.W.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Caused by: org.json.JSONException: JSONObject["Enable_IndEvo_minefields"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getBoolean(JSONObject.java:422)
... 19 more
Tried to start a new game and got this error. Maybe LOST_SECTOR was set up to use the minefields from this mod? Not sure if this counts more as a LOST_SECTOR error or a IndEvo error.QuoteERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: org.json.JSONException: JSONObject["Enable_IndEvo_minefields"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["Enable_IndEvo_minefields"] not found.
at com.fs.starfarer.settings.StarfarerSettings.?00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getBoolean(Unknown Source)
at scripts.kissa.LOST_SECTOR.nskr_modPlugin.onNewGameAfterTimePassGen(nskr_modPlugin.java:455)
at scripts.kissa.LOST_SECTOR.nskr_modPlugin.onNewGameAfterTimePass(nskr_modPlugin.java:441)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.public.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.L.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.?00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.W.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Caused by: org.json.JSONException: JSONObject["Enable_IndEvo_minefields"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getBoolean(JSONObject.java:422)
... 19 more
Not sure if it's a bug or something else, but the Supercomputer building burns AI Cores at a rate of 1 per day, rather than them lasting for a while. Even using the Mod Settings or editing the Settings file didn't fix it.Noticed the same issue, supercomputer chewed through tens of cores in a matter of moments.
- Fixed crash when pet is broken and right-clicking it crashes the game. (did not fix pet getting broken)
Lovely mod but for some reason it got bugged after several cycles. I can no longer change goverments on any of my colonies and I cant build a commence on my size 6 colony. It has the industry slot but when I start building it it allows me to add items or ai to it mid building, and when it finishes building it it restarts the 90 day proccess saying "90 more days required". And I can build stuff on other planets just not on this for some reason. Im also using grand.colonies but I can add here my whole modlist if that would help.
It should just straight-up not allow you to build a second, though, not make it break when it finishes.Lovely mod but for some reason it got bugged after several cycles. I can no longer change goverments on any of my colonies and I cant build a commence on my size 6 colony. It has the industry slot but when I start building it it allows me to add items or ai to it mid building, and when it finishes building it it restarts the 90 day proccess saying "90 more days required". And I can build stuff on other planets just not on this for some reason. Im also using grand.colonies but I can add here my whole modlist if that would help.
Were you building another Commerce in the same system? It was changed to only one per system now.
As for the government types has the colony grown past size 3? I believe you can't change that after that.
Thx that would explain the goverment but not the commence tho, cuz its the first i would build in any of my coloniesLovely mod but for some reason it got bugged after several cycles. I can no longer change goverments on any of my colonies and I cant build a commence on my size 6 colony. It has the industry slot but when I start building it it allows me to add items or ai to it mid building, and when it finishes building it it restarts the 90 day proccess saying "90 more days required". And I can build stuff on other planets just not on this for some reason. Im also using grand.colonies but I can add here my whole modlist if that would help.
Were you building another Commerce in the same system? It was changed to only one per system now.
As for the government types has the colony grown past size 3? I believe you can't change that after that.
Hi, this is my first time playing since the Governance Types were introduced, i made a colony on a class V planet, a really good one, and since i want as much money as possible (lmao) i've changed it to Corporate Governance. However this in turn instantly made my stability go to 0 resulting in negative income. I've built 3 industries and a lot more buildings to support the growth of the colony which never went in positive, and it resulted in even more negative income since the stability is still 0, so it literally can't go in positive, resulting in the stability remaining at 0 since that's the perk of the governance type. Then after a couple of months the planet rebelled and "died", i couldn't save it even if i cheated in 4k heavy armanents.It is wery realistic. You can never trust corporation just like in real life they will take your money and screw you over. I think mod author integrated this feature perfectly ;)
I played around with cheats and set the market size to 5 before the rebellion happened (reverted save), this resulted in exponentially more negative income and stability is STILL 0. Changing the governance type to vanilla, it worked as intended (a lot more positive growth and positive income). Am i in the wrong or is this not supposed to happen?
EVERYONE I found the solution to the commence bug, to finish the commence you need to have the original administrator of the planet when the building would finish, so you can just quickly switch it to the last 3 days and do fine. And since by default the player is the original first administrator of every colony you must reenact yourself as the administrator if the bug happens with you.Thx that would explain the goverment but not the commence tho, cuz its the first i would build in any of my coloniesLovely mod but for some reason it got bugged after several cycles. I can no longer change goverments on any of my colonies and I cant build a commence on my size 6 colony. It has the industry slot but when I start building it it allows me to add items or ai to it mid building, and when it finishes building it it restarts the 90 day proccess saying "90 more days required". And I can build stuff on other planets just not on this for some reason. Im also using grand.colonies but I can add here my whole modlist if that would help.
Were you building another Commerce in the same system? It was changed to only one per system now.
As for the government types has the colony grown past size 3? I believe you can't change that after that.
runcode Global.getSector().getMemoryWithoutUpdate().unset("$petBoxActive");
Is it by design or a technical difficulty that a detachment can't be set to return as an escort to our fleet? This would open up a vast number of new possibilities. Deposit stuff somewhere, and return back!That's a design limitation. The supply and cargo space mechanics force you to do some inventory management in the sense that you have to choose what to take with you, what to abandon, and when to return to the core worlds, and a courier service would render that meaningless. The current system already toes the line and I'm not super happy with how it is implemented.
Hey there, I've really enjoyed playing with the mod but this recent update has given me some issues with the addition of the minefields. The error given is: Fatal: org.json.JSONException: JSONObject[Enable_IndEvo_minefields"] not found.I am also having this issue. However, it went away the moment I disabled Lost_Sector.
Cause:JSONObject["Enable_IndEvo_minefields"] not found.
If there is anything I need to do on my end please let me know but I've reinstalled to no effect. Thinking some entry needs to be edited, would be much appreciated for some assisstance. Thanks a lot!
Your LOST_SECTOR is outdated.Hey there, I've really enjoyed playing with the mod but this recent update has given me some issues with the addition of the minefields. The error given is: Fatal: org.json.JSONException: JSONObject[Enable_IndEvo_minefields"] not found.I am also having this issue. However, it went away the moment I disabled Lost_Sector.
Cause:JSONObject["Enable_IndEvo_minefields"] not found.
If there is anything I need to do on my end please let me know but I've reinstalled to no effect. Thinking some entry needs to be edited, would be much appreciated for some assisstance. Thanks a lot!
Read it, thanks, it makes a lot of sense.Is it by design or a technical difficulty that a detachment can't be set to return as an escort to our fleet? This would open up a vast number of new possibilities. Deposit stuff somewhere, and return back!That's a design limitation. The supply and cargo space mechanics force you to do some inventory management in the sense that you have to choose what to take with you, what to abandon, and when to return to the core worlds, and a courier service would render that meaningless. The current system already toes the line and I'm not super happy with how it is implemented.
That is also the reason there is no option to bring stuff from a colony to you in this mod, even though it would be easy to implement - it would circumvent a core gameplay driver (supply management!). See the last point of here (https://fractalsoftworks.com/forum/index.php?topic=18011.msg388281#msg388281) ("So What?") as to why that is bad!
Is the offer donating to your Ko-Fi for a pet still up?yeah, it is, though I'll be moving pets to their own mod and bolster it with some content for them in the (semi-) near future.
I seem to get a CTD when hovering over the Frontier industry (Alpha AI installed) on the colony screen, mod is up to date, however it was happening in 3.3.c.that is very nice but since this mod does not contain that industry (and I do not know where it is from) you might have more luck fixing it elsewhere!
Running jre 8.362 at the moment, however happened in 8.271.
Last line of Log:
170822 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
at data.scripts.industry.acs_industry_frontier_protocol.addAlphaCoreDescription(acs_industry_frontier_protocol.java:258)
anyone getting the issue with pets not being assignable after using them once: [...]
1293392 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: exerelin.campaign.intel.groundbattle.plugins.IndEvoMinefieldPlugin.getCondition()Lcom/fs/starfarer/api/campaign/econ/MarketConditionAPI;
java.lang.NoSuchMethodError: exerelin.campaign.intel.groundbattle.plugins.IndEvoMinefieldPlugin.getCondition()Lcom/fs/starfarer/api/campaign/econ/MarketConditionAPI;
at exerelin.campaign.intel.groundbattle.plugins.IndEvoMinefieldPlugin.apply(IndEvoMinefieldPlugin.java:48)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.reapply(GroundBattleIntel.java:796)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.init(GroundBattleIntel.java:292)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:115)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:836)
at exerelin.campaign.ai.action.fleet.OffensiveFleetAction.generate(OffensiveFleetAction.java:47)
at exerelin.campaign.ai.concern.BaseStrategicConcern.initAction(BaseStrategicConcern.java:262)
at exerelin.campaign.ai.concern.BaseStrategicConcern.fireBestAction(BaseStrategicConcern.java:196)
at exerelin.campaign.ai.ExecutiveAIModule.actOnConcerns(ExecutiveAIModule.java:100)
at exerelin.campaign.ai.StrategicAI.update(StrategicAI.java:151)
at exerelin.campaign.ai.StrategicAI.advanceImpl(StrategicAI.java:133)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
I'm new here. How exactly do I train marines with the Monastic Order government type? Does this feature work?
marines gain experience while stationed here
marines gain experience while stationed hereI don't understand the meaning of the word "stationed" in this case. Should the Marines be left in storage? Are the ones in the Resource Stockpile tab getting the training? Should a detachment with marines orbit the planet?
How the Watchtower detection mechanism work exactly? It seems that it bypasses the Sensor algorithm entirely? Meaning that even if going dark, at a range of 3000 from them, you end up being spotted.
How the Watchtower detection mechanism work exactly? It seems that it bypasses the Sensor algorithm entirely? Meaning that even if going dark, at a range of 3000 from them, you end up being spotted.
Dont know if anyone has been having the same issue with Supercomputers since the new patch but maybe someone knows the solution, my supercomputer keeps eating IA cores every single day, the tooltip says that it only has 0 months remaining. Anyone know a fix for this?
Tx in advance!
Finish assigning your current pet to activate this!See https://fractalsoftworks.com/forum/index.php?topic=18011.msg420033#msg420033
I have no other pet. The last one died some months ago in a catastrophic battle.
Remove and rebuild the supercomputer - it's a problem caused by the update. Sorry!Dont know if anyone has been having the same issue with Supercomputers since the new patch but maybe someone knows the solution, my supercomputer keeps eating IA cores every single day, the tooltip says that it only has 0 months remaining. Anyone know a fix for this?
Tx in advance!
Ive been getting the same problem. I have tried changing the Core usage time in the main menu settings and I am still getting the bug.
So I tried experimenting with Corporate Goverment and it seems this type is only viable for planets which can have +30 Population growth without the Hazard Pay. On less habitable planets as soon as the market reaches its maximum size the Hazard Pay gets turned off and the growth can become negative, the market will shrink in a couple of days, then it becomes a swinging pendulum of growth to 6 with Hazard Pay and shrinking to 5.
That happened? Mine stopped any grow/degrow on size 6 even with Corpo.
Got this bug from the quest when i tried to loot the planet after beating a fleet garding itThat's from AotD. It's still a bug as the quest shouldn't be triggering to begin with.
Tanks, gona ignore the quest then, sorry for posting here.Got this bug from the quest when i tried to loot the planet after beating a fleet garding itThat's from AotD. It's still a bug as the quest shouldn't be triggering to begin with.
Has anyone found a work-around for building the hypershunt rig from DiY Planets mod? I have seen several people say that the dialogue option to build the hypershunt won't appear because of changes the IndEvo makes to star interactions. Would it be possible to add the dialogue from DiY Planets to IndEvo to resolve the issue?
3.3.e |
|
@Override
public boolean isAvailableToBuild() {
return super.isAvailableToBuild() &&
market.getPrimaryEntity() instanceof PlanetAPI && /*has to be planet, ok fine*/
!market.getPrimaryEntity().hasTag(Tags.GAS_GIANT) && /*Can't be a gas giant, ok fine*/
((PlanetAPI) market.getPrimaryEntity()).getTypeId().contains("lava"); /*has to be a lava planet ?? this seems to be not correct as per line 112*/
}
@Override
public String getUnavailableReason() {
if (!(market.getPrimaryEntity() instanceof PlanetAPI)) return "Unavailable on stations";
if (market.getPrimaryEntity().hasTag(Tags.GAS_GIANT)) return "Unavailable on gas giants";
if (market.getPrimaryEntity().hasTag(Tags.GAS_GIANT)) return "Can not build a bunker in lava";/*this should be base on typeId().contains("lava")? and not the gas_gaint Tag*/
return super.getUnavailableReason();
}
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)
2573027 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: org.json.JSONException: JSONObject["dryDock"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["dryDock"] not found.
at com.fs.starfarer.settings.StarfarerSettings.Ô00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getBoolean(Unknown Source)
at data.scripts.world.systems.KadurGehennaSystem.generateRequiem(KadurGehennaSystem.java:323)
at data.scripts.world.systems.KadurGehennaSystem.generate(KadurGehennaSystem.java:217)
at data.scripts.world.KadurGen.generate(KadurGen.java:18)
at data.scripts.KadurModPlugin.genKadur(KadurModPlugin.java:241)
at data.scripts.KadurModPlugin.onNewGame(KadurModPlugin.java:133)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.public.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
at com.fs.starfarer.ui.int.processInput(Unknown Source)
at com.fs.starfarer.ui.W.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: org.json.JSONException: JSONObject["dryDock"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getBoolean(JSONObject.java:422)
... 22 more
Get the updated .jar from the Kadur Remnant thread.Code2573027 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: org.json.JSONException: JSONObject["dryDock"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["dryDock"] not found.
at com.fs.starfarer.settings.StarfarerSettings.Ô00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getBoolean(Unknown Source)
at data.scripts.world.systems.KadurGehennaSystem.generateRequiem(KadurGehennaSystem.java:323)
at data.scripts.world.systems.KadurGehennaSystem.generate(KadurGehennaSystem.java:217)
at data.scripts.world.KadurGen.generate(KadurGen.java:18)
at data.scripts.KadurModPlugin.genKadur(KadurModPlugin.java:241)
at data.scripts.KadurModPlugin.onNewGame(KadurModPlugin.java:133)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.public.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
at com.fs.starfarer.ui.int.processInput(Unknown Source)
at com.fs.starfarer.ui.W.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: org.json.JSONException: JSONObject["dryDock"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getBoolean(JSONObject.java:422)
... 22 more
im getting this erro all the time "JSONObject["dryDock"] not found."
Wondering if there are any plans to add specialization to industry, too.Not currently planned due to the janky problems the specializations are causing - maybe after their rework.
Anyone know how marines getting xp in Monasteries work? Like how much xp do marines actually gain when stationed there and is there a way to change it?is bugged, sorry!
My detachment has vanished from "lay in course" and I cannot find it. Is there a way to force-delete the detachment?is also bugged, double sorry! open the console via the console command mod, paste the following line:
runcode for (int i = 1, i < 4, i++) {indevo.abilities.splitfleet.mergeDetachment(i);}
Noob here - are the consumables in the same drop table as other rares? I prefer to explore and I find myself constantly getting consumables I barely use and not getting many of the usual rares like AI cores & colony items with this mod installed (could be another mod but think it's this one, pls advise if im wrong).ALL IndEvo drops are on entirely separate loot tables and are added in addition to the vanilla loot through scripts. Industrial evolution does not affect vanilla loot at all. If you are getting bad drops that's bad luck, not this mod.
Not sure if the drops are just nerfed or not but it feels like they're just replaced by these items. If they are in the same drop table, any way for me to disable it easily or where the option to disable it is located?
Have a question, how to i apply pets to my fleet?, I right click the pet item and nothing happens, just boots me out of the cargo screen
My detachment has vanished from "lay in course" and I cannot find it. Is there a way to force-delete the detachment?is also bugged, double sorry! open the console via the console command mod, paste the following line:Codeand press enter. That'll merge all detachments (and their cargo) back into your fleet.runcode for (int i = 1, i < 4, i++) {indevo.abilities.splitfleet.mergeDetachment(i);}
ClassCastException: class com.fs.starfarer.campaign.fleet.CampaignFleet cannot be cast to class com.fs.starfarer.api.campaign.PlanetAPI (com.fs.campaign.fleet.CampaignFleet and com.fs.starfarer.api.campaign.PlanetAPI are in unnamed module of loader 'app'
Do Centralization bureau work with other modded industry? Mine doesn't.Has to be added to the whitelist under \data\config\indEvo to work, it runs off a whitelist to prevent breaking other mods.
Specifically the AOTD industry upgrade.
Have a question, how to i apply pets to my fleet?, I right click the pet item and nothing happens, just boots me out of the cargo screenAppears to also be broken, very sorry. Couldn't replicate that issue yet, but am working on a fix.
Anyone else have an issue where the transplutonic focused refinery doesn't get the production bonus from the catalytic core? I story pointed and placed an alpha core to try getting a hypershunt tap in, but the specialization made it worse.Aha! I knew of that one, but it's elusive. Sorry, for now, all I can do is work on fixing it cause there is no workaround. Sometimes it works like it should, and sometimes it refuses to recognize the item.
Hi,IndEvo uses scripts to add onto the rare_tech pool. On a technical level, it listens to when loot gets generated, and, after the loot generation is done, checks if the rare_tech and rare_tech_low groups were present, and if they are, it will roll on the ind.evo specific loot tables and add the loot to the output that is displayed. At no point does the mod edit, dilute, change or in any other way influence vanilla drop behaviour.
I am doing tests with loot pools in my game. I am trying to add "rare_tech:10" and "terraforms_tech:10" (from DIY terraforming) pool drops in pre collapse facilities from Aotd.
I don't know how but when the pool is drawn indEvo items are like 6-8 items of the pool and almost nothing appears from DIY terraforming. Checking the IndEvo pool definition doesn't seem to have any rare_tech definition but then I don't find on the mod where the looteable elements are defined (so I assume is integrated somewhere more obscure).
In any case, is it normal that indEvo loot pools are messed with rare_tech pool?
Thanks in advance
Not sure if this is intentional or not but I can't build a Super Computer on my Ice Giant. When you're in the industry and structure menu the Super Computer isn't buildable and it thinks my Ice Giant is a Gas Giant.Ice Giants are Gas Giants.
Not sure if this is intentional or not but I can't build a Super Computer on my Ice Giant. When you're in the industry and structure menu the Super Computer isn't buildable and it thinks my Ice Giant is a Gas Giant.Ice Giants are Gas Giants.
Starsector crashes on startup when loading both "Industrial evolution" (3.3e) and "Terraforming and Station Construction" (9.0.4).
{"enabledMods": [
"IndEvo",
"lw_lazylib",
"lunalib",
"MagicLib",
"Terraforming & Station Construction"
]}
I got my planet polluted. Is there a way to remove the pollution without using commands? Pretty new to this mod so wanted to ask ^u^Don't use nanoforges on habitables.
Hi, I have really weird bug when trying to approach Artillery Station which apparently contained in fleet Exodus_Sinister wing from mod Valhalla Starworks it threw this warning error.
BTW I checked all files from Valhalla Starworks and wing itself works but somehow Industrial Evo trying to "spawn" it marks it as non-existent - also why would there be "[" just before Exodus? no wonder game can't find it since there is no "[" in ID of this wing. Maybe you can provide some insight onto that? Also yes I talked to Valhalla Starworks author and he said it was tested before release and wing works fine - also second person on VS discord confirmed that and after that I spawned this wing myself and it worked like a charm.
Please see attachment since I can't post error here since this forum is OUTDATED by decade and it throws me error....
Hi, I have really weird bug when trying to approach Artillery Station which apparently contained in fleet Exodus_Sinister wing from mod Valhalla Starworks it threw this warning error.
BTW I checked all files from Valhalla Starworks and wing itself works but somehow Industrial Evo trying to "spawn" it marks it as non-existent - also why would there be "[" just before Exodus? no wonder game can't find it since there is no "[" in ID of this wing. Maybe you can provide some insight onto that? Also yes I talked to Valhalla Starworks author and he said it was tested before release and wing works fine - also second person on VS discord confirmed that and after that I spawned this wing myself and it worked like a charm.
Please see attachment since I can't post error here since this forum is OUTDATED by decade and it throws me error....
Get a new copy of the mod perhaps?
Is there anyway to add the Automated Shipyard to a star with either Console Commands or with Custom Star Systems?
I tried to place it with CSS and the game crashed when I attempted to spin the gatcha.
You can't do that with CSS like "AddAutmatedShipyard" since it is not prepared in such way to be added by simple mean, I already talked to SirHartley to implement easy way to add it to a star ;) but it will have to wait :/ So basically it is not possible with Custom Star System and most likely not by Console Command ;)
SectorEntityToken starsystem_artillery = system.addCustomEntity(com.fs.starfarer.api.util.Misc.genUID(),
"Artillery Station",
"IndEvo_ArtilleryStation",
"IndEvo_derelict",
null);
starsystem_artillery.setCircularOrbitPointingDown(planet3, 180, 300, 20);
The page description says MagicLib is required, but it's outdated.
What should we do?
The page description says MagicLib is required, but it's outdated.
What should we do?