Fractal Softworks Forum

Starsector => Mods => Topic started by: SirHartley on April 14, 2021, 03:23:45 PM

Title: [0.97a] Grand.Colonies 2.0.e - More Building Slots - Scrollbar Edition
Post by: SirHartley on April 14, 2021, 03:23:45 PM
(https://i.imgur.com/xb2DfcA.png)


Save Compatible


Download (https://bitbucket.org/SirHartley/grand.colonies/downloads/Grand.Colonies2.0.e.zip)
Pairs well with Industrial.Evolution (https://fractalsoftworks.com/forum/index.php?topic=18011)



This mod adds allows you to build more buildings on a colony. It has two modes: Scrolling (default) and Pages (legacy).
With the base settings, there is a 10% compounding upkeep penalty for every structure above 12 - this can be adjusted or disabled, check the FAQ.

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

This is safe to add to ongoing games, and it will break saves if removed.


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


{Default} Images - Scrollbar
(https://i.imgur.com/MLJ3cP9.png)
(https://i.imgur.com/VYnuFbJ.png)
(https://i.imgur.com/QzDaBaW.png)
[close]
{Legacy} Images - Colony pages
(https://i.imgur.com/2HtQJD2.png)
(https://i.imgur.com/R7ZPI3C.png)
(https://i.imgur.com/BDcy6lc.png)
[close]
Images - Conditions

"Current Building Page" condition only appears in Legacy Mode
(https://i.imgur.com/X1DNqwr.png)

Cramped Infrastructure appears in both modes unless disabled
(https://i.imgur.com/tAWNcsL.png)
[close]

{Default} FAQ

How does this work?
The mod adds a scrollbar to the industry screen. When you get to the last row, it'll be available to scroll down. Simple as!

What does "Cramped Infrastructure" do?
If you build more than 12 buildings in a colony, you will get an upkeep penalty. "Cramped Infrastructure" is the condition that tells you how much it is. Penalty applies to the total upkeep paid in the colony. This can be disabled or changed in the settings.

How does that penalty calculate?
Penalty ^ Amount of Buildings over the limit (example: penalty 10%, 5 buildings over the limit, 1.1^5 = 1.61, which is 61% more upkeep)

How do I disable the penalty?
Go to Grand.Colonies\data\config\settings.json and change GrandColonies_AddPenalty to "false". Do note that I personally found the penalty feature rather interesting, since it makes you re-think your placements on high hazard planets.
[close]
{Legacy} FAQ

How does this work?
When pressing Q (or whatever button you specified in settings.json), while docked at a colony, this will hide the buildings on the current page and "switch" to the next page.

Do my buildings vanish?
No, they are still there, just invisible.

How do I move a building to the next page?
Right click it, then click "move to next Page". That's it!

I can't toggle when remotely accessing the colony?
Yes, this is a vanilla limitation that I can not fix. The scrollbar will appear instead, so you can access all your buildings.

When does the third page appear?
The third page appears when you got 8 buildings on the second page.

When does the fourth page appear?
The fourth page appears when you got 8 buildings on the third page. See a pattern yet? No? I am so sorry.

How do I change the toggle button?
Go to Grand.Colonies\data\config\settings.json and change the key, it's self explanatory.

The icon turned into a small warning sign and pressing Q doesn't do anything.
You can not toggle between pages in when not docked at the colony. This is a vanilla limitation and I can't fix it, sorry! The scrollbar will be visible in this case, just scroll down.

The icon turned into a burning yellow warning sign! What!?
It does that if you can't toggle anymore because all the windows are filled with stuff that can't be hidden. Usually, it will go back to normal if you let the buildings be built, but if it does it while you have nothing in the build queue, please report it here.

The icon turned into a question mark?
How did you exceed 9 pages? How is your game not dying?

A building keeps showing up on both tabs?
This can happen if the building does not use the latest vanilla code for the "isHidden" method. Report it to the mod author and tell them to update their industries to the latest API implementation.
[close]

Change Log
2.0.e
  • Adjusted - Version Update

2.0.c
  • Fixed - Massive performance improvements, removing any noticeable stutter
  • Fixed - Cross-mod issue with Specialized Industries from IndEvo, causing them to become invisible

2.0.c
  • Added - Version Checker support
  • Fixed - Endless duplicated of CrampedCondition spawning
  • Fixed - Crash on Mac & Linux
  • Fixed - Some rare crashes (Page Full...)

2.0.b
  • Fixed - Default - Crash on certain systems

2.0.a
  • Added - Default - Adds a scrollbar to the industry list: No more Pages. (Made by Lukas04 - thank you!)
  • Added - Legacy - Pages are now "legacy", there is a setting to toggle the modes
  • Added - Legacy - Button to move building from one page to the next
  • Added - Legacy - Now displays the scrollbar when remotely accessing the colony so you can see all your stuff
  • Fixed - Legacy - Crash when abandoning a colony
  • Fixed - Legacy - Crash when opening colony at a governed planet
  • Fixed - Legacy - Buildings getting added to second page by default

1.1.a
  • Added - Can now have infinite pages (next page appears when 8 buildings are on the last one)
  • Added - Images for up to 9 pages and a dummy one from then onwards
  • Adjusted - Mod info for new version
  • Adjusted - fixed packages and class names
  • Adjusted - Condition now changes immediately to display status without needing a refresh

1.0.d
  • Adjusted - Mod info for new version

1.0.c
  • Added - Indicator showing if page toggle is possible
  • Adjusted - now also toggles the page if "Q" is pressed instead of "q"

1.0.b
  • Fixed - No longer crashes if a market is abandoned
  • Fixed - No longer crashes if a market is founded, changed, then transferred

1.0.a
  • Added - Initial Release
[close]
Attribution / Acknowledgement
Lukas04     Co-Author: Contributed the scripts for the scrolling panel which make up most of the mod today.
SirHartley     Co-Author: Made the initial mod, page mode, art ect.
[close]

(https://i.creativecommons.org/l/by-nc-nd/4.0/88x31.png) (http://creativecommons.org/licenses/by-nc-nd/4.0/)
Ask before using my code. Do not reuse or modify my images - see attribution!

(https://i.imgur.com/15oHa68.png) (https://ko-fi.com/sirhartley)
Title: Re: 0.95a Grand.Colonies - More Building Slots
Post by: Thaago on April 14, 2021, 03:26:40 PM
Oh very cool. Nicely done!
Title: Re: 0.95a Grand.Colonies - More Building Slots
Post by: Nerzhull_AI on April 14, 2021, 03:30:08 PM
Just wanted to say, this is exactly what i need! Thanks for making this mod.
Wish you luck and good day, Sir!
Title: Re: 0.95a Grand.Colonies - More Building Slots
Post by: 123nick on April 14, 2021, 03:31:09 PM
Will this support Boggleds terraforming and Industries? their updated too 0.95, but idk if they, as you say in the FAQ, use the latest API implementation.
Title: Re: 0.95a Grand.Colonies - More Building Slots
Post by: SirHartley on April 14, 2021, 03:34:14 PM
Will this support Boggleds terraforming and Industries? their updated too 0.95, but idk if they, as you say in the FAQ, use the latest API implementation.

I did not test it, but it probably will. It does support Industrial Evolution, even without update.
Title: Re: [0.95a] Grand.Colonies - More Building Slots
Post by: Revontulet on April 14, 2021, 03:40:52 PM
YAAAAAAAAAAAAAAAAAAAAAAAY THAAAAAAAAAANK YOOOOOUUUUU
Title: Re: 0.95a Grand.Colonies - More Building Slots
Post by: Jasticus on April 14, 2021, 03:43:07 PM
This looks interesting. Perhaps as an alternative to the compounding upkeep, there can be yet another building or option that lets you reroute some production to support the colony's dense infrastructure? Like a universal -1 to all production for every 4 structures added. (EDIT: starting with building 13)

Also - for those that choose to fiddle with settings that still allow colonies to get up to 10 pop, the increase in population could also offset the personnel shortage and reduce the upkeep by 1 or 2 for every level increase. So at 7 pop, building 17 would be ^3 rather than the 6 pop ^5.

It might be beyond the scope of what you intended, and money isn't usually an issue later, but it just got me thinking and I thought I would share. Thanks for the mod! Definitely gonna try it out.
Title: Re: [0.95a] Grand.Colonies - More Building Slots
Post by: Balefries on April 14, 2021, 05:39:39 PM
Ooh, this is a very neat and useful mod! I guess it's time to watch other factions invade my worlds with a planetary shield, heavy batteries, and high command, all improved and have alpha cores.
Title: Re: [0.95a] Grand.Colonies - More Building Slots
Post by: ShpunkY on April 14, 2021, 06:20:56 PM
welp guess i don't have to make it now
Title: Re: [0.95a] Grand.Colonies - More Building Slots
Post by: Timid on April 14, 2021, 10:27:32 PM
is this compatble with butter colony?
Title: Re: [0.95a] Grand.Colonies - More Building Slots
Post by: Chairman Suryasari on April 14, 2021, 10:41:06 PM
Thanks!
Title: Re: 0.95a Grand.Colonies - More Building Slots
Post by: SirHartley on April 15, 2021, 12:45:36 AM
This looks interesting. Perhaps as an alternative to the compounding upkeep, there can be yet another building or option that lets you reroute some production to support the colony's dense infrastructure? Like a universal -1 to all production for every 4 structures added. (EDIT: starting with building 13)

Also - for those that choose to fiddle with settings that still allow colonies to get up to 10 pop, the increase in population could also offset the personnel shortage and reduce the upkeep by 1 or 2 for every level increase. So at 7 pop, building 17 would be ^3 rather than the 6 pop ^5.

It might be beyond the scope of what you intended, and money isn't usually an issue later, but it just got me thinking and I thought I would share. Thanks for the mod! Definitely gonna try it out.

Will add a scaling option. Not a fan personally, since it should be the other way around (colonies make more money they larger they are, thus, gameplaywise, the mod should add more penalties the larger the colony is to balance that out).

is this compatble with butter colony?
Got any bread?
Title: Re: [0.95a] Grand.Colonies - More Building Slots
Post by: Michihiri on April 15, 2021, 12:59:34 AM
OMG... SOMEONE'S FINALLY DONE IT!!!!

(Btw is there anyway to have a 3rd or 4th panel? I wanna try and see how many industries I can fit in one planet with mods like Industrial Evo, DIY Planet, and Terraforming platforms)
Title: Re: [0.95a] Grand.Colonies - More Building Slots
Post by: n3xuiz on April 15, 2021, 01:20:07 AM
yes! i was hoping for something like this ever since i installed console commands to make a super colony with all the buildings. Let me just second the request of Michihiri for more than one page so that i can view everything.

thank you for making this!
Title: Re: [0.95a] Grand.Colonies - More Building Slots
Post by: SirHartley on April 15, 2021, 01:54:47 AM
Third page - maybe in the future, once I know how stable 2 pages are and if there are any issues with gameplay.

For now, it'll stay at two
Title: Re: [0.95a] Grand.Colonies - More Building Slots
Post by: evzhel on April 15, 2021, 03:19:21 AM
Really cool implementation. Thanks for the source included.
Title: Re: [0.95a] Grand.Colonies - More Building Slots
Post by: haxorebin on April 15, 2021, 06:23:08 AM
Awesome! Now, I am more interested in re-playing Starsector because of this mod. I really despise dealing with that cap - only 12 slots when there are more interesting buildings from other mods. This caused me to lost interest in Starsector so fast.

I am looking forward to seeing your next update on this mod - more than 3 pages would be lovely.  :-*
Title: Re: [0.95a] Grand.Colonies - More Building Slots
Post by: ChrysalisThe on April 15, 2021, 06:34:23 AM
I am looking forward to seeing your next update on this mod - more than 3 pages would be lovely.  :-*

i would be really interested in your list of mods... I don't have a single 10^10 sized colony with modified industry slots which would need more that 24 building slots...
Title: Re: [0.95a] Grand.Colonies - More Building Slots
Post by: IonDragonX on April 15, 2021, 10:06:18 AM
(https://fractalsoftworks.com/forum/index.php?action=dlattach;attach=6148;type=avatar)
i win, beeches
Title: Re: [0.95a] Grand.Colonies - More Building Slots
Post by: haxorebin on April 15, 2021, 10:28:30 AM
I am looking forward to seeing your next update on this mod - more than 3 pages would be lovely.  :-*

i would be really interested in your list of mods... I don't have a single 10^10 sized colony with modified industry slots which would need more that 24 building slots...
There are the faction buildings. I don't remember which mods having them cuz i haven't played Starsector in a while.
Title: Re: [0.95a] Grand.Colonies - More Building Slots
Post by: SirHartley on April 15, 2021, 10:54:59 AM
I'd be rather impressed if you manage to build a legit colony that needs more than 24 slots to feel complete.
Some people might need a third page if they go overboard on terraforming buildings, but I think it's mostly just "now that we have two, we can ask for three" thinking at this point.
Title: Re: [0.95a] Grand.Colonies 1.0.a - More Building Slots
Post by: Droll on April 15, 2021, 04:57:20 PM
My only gripe with this mod is that the additional pages do not work when you access the building menu remotely. So when you press D to view all your colonies and start projects that way, the second page is unavailable because it shares a hotkey with "return to colony list". So to use this mod you have to physically move to the planet you want to build stuff in.
Title: Re: [0.95a] Grand.Colonies 1.0.a - More Building Slots
Post by: thorkellthetall on April 15, 2021, 06:05:58 PM
This is pretty rad.
Title: Re: [0.95a] Grand.Colonies 1.0.a - More Building Slots
Post by: Xenthalus on April 15, 2021, 06:30:30 PM
Good lil floofy dog! You are bestest boy! I've been needing this for a very long time, glad someone finally figured out how to make it a thing.
Title: Re: [0.95a] Grand.Colonies 1.0.a - More Building Slots
Post by: captinjoehenry on April 15, 2021, 08:31:02 PM
Love this mod!  I usually end up going for OP planets and actually being able to see all the buildings I make is fantastic :D

Also having more than 2 pages would be awesome :D  It's stupid op but lots of mods add in so many building choices you end up using all the slots even on 2 pages fairly easily :P
Title: Re: [0.95a] Grand.Colonies 1.0.a - More Building Slots
Post by: 5ColouredWalker on April 15, 2021, 11:23:37 PM
My only gripe with this mod is that the additional pages do not work when you access the building menu remotely. So when you press D to view all your colonies and start projects that way, the second page is unavailable because it shares a hotkey with "return to colony list". So to use this mod you have to physically move to the planet you want to build stuff in.
Have you checked if rebinding Q works? But thanks bringing this up.
Title: Re: [0.95a] Grand.Colonies 1.0.a - More Building Slots
Post by: SirHartley on April 16, 2021, 02:46:48 AM
Hotkey issue

PLEASE read the FAQ, it does not work without being docked due to engine limitations, regardless of hotkey.
Title: Re: [0.95a] Grand.Colonies 1.0.a - More Building Slots
Post by: MDHansen on April 16, 2021, 08:18:01 AM
Greetings, fellow Starsectorans

I have but an issue, and at a loss to what is wrong. Please feel free to peruse through my log snapshot and handwritten list of mods. I am not a wizard, nor an apprentice as such, in these modding matters and the peculiar language used within the beforementioned paperlog.
I will add that the crash appeared after surveying a planet, hitting Q consequently crashed the game
At your pleasure, and if I may utter my humble meaning and opinion of this particular mod, I must say it is all awesome!


Spoiler
156638 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.conditions.GrandColonies_PageNumCo ndition.getCondition(GrandColonies_PageNumCondition.java:44)
   at com.fs.starfarer.api.plugins.GrandColonies_modPlugin.toggle(GrandColonies_modPlugin.java:109)
   at com.fs.starfarer.api.plugins.GrandColonies_modPlugin$ButtonPressListener.processCampaignInputPreCore(GrandColonies_modPlugin.java:89)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.processCampaignInputPreCor e(ListenerUtil.java:47)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Spoiler
(https://i.imgur.com/DnFlfgH.png)
[close]

Best regards
MDH
Title: Re: [0.95a] Grand.Colonies 1.0.a - More Building Slots
Post by: SirHartley on April 16, 2021, 12:25:29 PM
Thank you for the report! I fixed it in dev - no idea how you opened a colony that does not exist, but I'm not one to judge!

Am currently working on some more stuff, will push a fix sometimes this weekend!
Title: Re: [0.95a] Grand.Colonies 1.0.a - More Building Slots
Post by: Khornaar on April 17, 2021, 03:11:17 AM
CTD, possibly related to Grand colonies.
Spoiler
3632409 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.plugins.GrandColonies_modPlugin.resetMarket(GrandColonies_modPlugin.java:204)
   at com.fs.starfarer.api.plugins.GrandColonies_modPlugin.access$100(GrandColonies_modPlugin.java:21)
   at com.fs.starfarer.api.plugins.GrandColonies_modPlugin$PlayerOpenedMarketListener.reportPlayerClosedMarket(GrandColonies_modPlugin.java:59)
   at com.fs.starfarer.campaign.CampaignEngine.reportPlayerClosedMarket(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.newui.for.dismiss(Unknown Source)
   at com.fs.starfarer.ui.newui.V.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
3632589 [Thread-9] INFO  sound.O  - Creating streaming player for music with id [faction_generic_market_01_neutral_var01.ogg]
3632589 [Thread-9] INFO  sound.null  - Playing music with id [faction_generic_market_01_neutral_var01.ogg]
[close]
What i did:
Colonised a world, build a bunch of buildings with most resources demands (cryosleeper + Lamp), transferred it to Indies (Nexx), after i tried to leave - CTD.
There was less than 12 buildings. 8 or 9, at best.
Title: Re: [0.95a] Grand.Colonies 1.0.b - More Building Slots
Post by: SirHartley on April 17, 2021, 07:53:24 AM
(https://i.imgur.com/UWWd7Su.png)



Download (https://bitbucket.org/SirHartley/grand.colonies/downloads/Grand.Colonies1.0.b.zip)
Pairs well with Industrial.Evolution (https://fractalsoftworks.com/forum/index.php?topic=18011)



Fixed some crashes.


Change Log
1.0.b
  • Fixed - No longer crashes if a market is abandoned
  • Fixed - No longer crashes if a market is founded, changed, then transferred
[close]
Title: Re: [0.95a] Grand.Colonies 1.0.b - More Building Slots
Post by: Dostya on April 17, 2021, 10:21:09 AM
I like this a lot, with mods adding more cool structures this takes the pressure off of what gets the spotlight this playthrough. One QOL note, when playing with SpeedUp one may leave capslock on when exiting a battle whether due to forgetfulness or to save time next battle. The page turn currently doesn't work if the shortcut key is set in lowercase and you forget to turn capslock off. This made a lot of sense in retrospect, but it was a bit of a mystery to figure out the first time since the vanilla shortcuts don't care about capitalisation.
Title: Re: [0.95a] Grand.Colonies 1.0.b - More Building Slots
Post by: SirHartley on April 17, 2021, 10:52:31 AM
Thank you for the input, I made a note and will fix that for the next update!
Title: Re: [0.95a] Grand.Colonies 1.0.b - More Building Slots
Post by: jablonowski on April 17, 2021, 11:18:08 AM
Great mod  ;)
Title: Re: [0.95a] Grand.Colonies 1.0.b - More Building Slots
Post by: megabot on April 19, 2021, 01:29:20 PM
so umm...I do not know if it is just me but, if i try to press Q to change pages I just get sent into the command menu. I am currently not at the colony itself. is that Intended or..?
Title: Re: [0.95a] Grand.Colonies 1.0.b - More Building Slots
Post by: SirHartley on April 19, 2021, 01:42:40 PM
(https://i.imgur.com/bBFh1pU.png)
Title: Re: [0.95a] Grand.Colonies 1.0.b - More Building Slots
Post by: megabot on April 19, 2021, 03:43:50 PM
(https://i.imgur.com/bBFh1pU.png)
i am only sad now that there is no donkey/dum dum emoji
anyways, thank you...i will go back to crawling into moloch's nest now...
Title: Re: [0.95a] Grand.Colonies 1.0.b - More Building Slots
Post by: SirHartley on April 19, 2021, 03:58:46 PM
:P

I'll be adding functionality that changes the icon into a small warning sign when under remote access, you are not the only one asking this and I think it'll alleviate some confusion.
Title: Re: [0.95a] Grand.Colonies 1.0.c - More Building Slots
Post by: SirHartley on April 20, 2021, 03:28:51 PM
(https://i.imgur.com/UWWd7Su.png)


Save compatible with any prior version.


Download (https://bitbucket.org/SirHartley/grand.colonies/downloads/Grand.Colonies1.0.c.zip)
Pairs well with Industrial.Evolution (https://fractalsoftworks.com/forum/index.php?topic=18011)



Implemented QOL Feedback, there is now an indicator if toggle is possible, and caps lock doesn't matter anymore.
(https://i.imgur.com/AEtOFMR.png)


Change Log
1.0.c
  • Added - Indicator showing if page toggle is possible
  • Adjusted - now also toggles the page if "Q" is pressed instead of "q"
[close]
Title: Re: [0.95a] Grand.Colonies 1.0.c - More Building Slots
Post by: Reza on April 22, 2021, 09:40:01 AM
hey cool mod, really useful, but i ran into a problem unfortunately,
when i invade a colony for the first time, i get to own the colony no problem, but when it gets recaptured by any faction, i get mad, normal right?
so i rush to recapture it, but when i destroy the planet's starstation the game immediately crashes, so i checked the log, and scrolled down, and i found this:



java.lang.NullPointerException
   at com.fs.starfarer.api.plugins.GrandColonies_modPlugin.resetMarket(GrandColonies_modPlugin.java:204)
   at com.fs.starfarer.api.plugins.GrandColonies_modPlugin.access$100(GrandColonies_modPlugin.java:21)
   at com.fs.starfarer.api.plugins.GrandColonies_modPlugin$PlayerOpenedMarketListener.reportPlayerClosedMarket(GrandColonies_modPlugin.java:59)
   at com.fs.starfarer.campaign.CampaignEngine.reportPlayerClosedMarket(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.newui.for.dismiss(Unknown Source)
   at com.fs.starfarer.ui.newui.V.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)



i can upload the log if that helps, thanks for the mod.
Title: Re: [0.95a] Grand.Colonies 1.0.c - More Building Slots
Post by: tsoods on April 22, 2021, 11:27:55 AM
Hey, yall, i have encountered a problem. The Persian League conquered one of my planets and when i leave the colony interaction menu of said once owned-colony, the game crashes. The .log file points to the Grand Colonies mod.

4328256 [Thread-9] INFO  sound.null  - Playing music with id [faction_generic_market_01_hostile_var01.ogg]
4349590 [Thread-3] INFO  sound.O  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
4349591 [Thread-3] INFO  sound.O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
4349592 [Thread-7] INFO  sound.O  - Cleaning up music with id [faction_generic_market_01_hostile_var01.ogg]
4349782 [Thread-9] INFO  sound.O  - Creating streaming player for music with id [faction_generic_market_01_hostile_var01.ogg]
4349783 [Thread-9] INFO  sound.null  - Playing music with id [faction_generic_market_01_hostile_var01.ogg]
4349845 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.plugins.GrandColonies_modPlugin.resetMarket(GrandColonies_modPlugin.java:204)
   at com.fs.starfarer.api.plugins.GrandColonies_modPlugin.access$100(GrandColonies_modPlugin.java:21)
   at com.fs.starfarer.api.plugins.GrandColonies_modPlugin$PlayerOpenedMarketListener.reportPlayerClosedMarket(GrandColonies_modPlugin.java:59)
   at com.fs.starfarer.campaign.CampaignEngine.reportPlayerClosedMarket(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.newui.for.dismiss(Unknown Source)
   at com.fs.starfarer.ui.newui.V.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.95a] Grand.Colonies 1.0.c - More Building Slots
Post by: SirHartley on April 22, 2021, 01:15:37 PM
both of you are probably on an old version of the mod, please update it. If the error persists, let me know.
thanks.
Title: Re: [0.95a] Grand.Colonies 1.0.c - More Building Slots
Post by: Arazach on April 25, 2021, 04:03:37 AM
currently if you switch to an empty and then open build menu and mouse over a any building the cramped infrastructure will appear reporting 1 extra building. the modifier does not persist so it disappears after closing colony window
Title: Re: [0.95a] Grand.Colonies 1.0.c - More Building Slots
Post by: SirHartley on April 28, 2021, 01:22:17 PM
Yup, I know - can't fix it though, no way to detect if an industry is added for a build check only, or if it's in queue.

it doesn't affect anything, do I'm not too concerned.
Title: Re: [0.95a] Grand.Colonies 1.0.c - More Building Slots
Post by: darkond2100 on May 01, 2021, 05:49:29 AM
Maybe a Spore-like game. We just need some earlier stages!
Title: Re: [0.95a] Grand.Colonies 1.0.c - More Building Slots
Post by: Bucket on May 09, 2021, 08:21:15 AM
both of you are probably on an old version of the mod, please update it. If the error persists, let me know.
thanks.
It still persists even on the new version. Crashes when I attempt to check the market for Kapteyn Starworks pirate base.
Code
1788085 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: independent
1789504 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [faction_pirate_market_02_hostile_var01.ogg]
1789504 [Thread-9] INFO  sound.OooO  - Playing music with id [faction_pirate_market_02_hostile_var01.ogg]
1800254 [Thread-3] INFO  sound.oo0O  - Cleaning up music with id [FearMachine.ogg]
1800254 [Thread-3] INFO  sound.oo0O  - Cleaning up music with id [nebula.ogg]
1800261 [Thread-7] INFO  sound.oo0O  - Cleaning up music with id [faction_pirate_market_02_hostile_var01.ogg]
1800443 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.ui.marketinfo.S$o.getIconName(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.ooOO.setNumIcons(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.l.autoSizeTo(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.l.autoSizeWithAdjust(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.intnew.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.L.setSize(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.L.setSize(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.O0o0.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.L.setSize(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.OoOo.showOverview(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.OoOo.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.L.setSize(Unknown Source)
at com.fs.starfarer.campaign.ui.E.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.L.setSize(Unknown Source)
at com.fs.starfarer.ui.o00O.setSize(Unknown Source)
at com.fs.starfarer.coreui.k.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.L.setSize(Unknown Source)
at com.fs.starfarer.ui.o00O.setSize(Unknown Source)
at com.fs.starfarer.ui.newui.K$5.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newui.K.setCurrentTab(Unknown Source)
at com.fs.starfarer.ui.newui.K.setCurrentTab(Unknown Source)
at com.fs.starfarer.ui.newui.Stringsuper.showCoreInternal(Unknown Source)
at com.fs.starfarer.ui.newui.Stringsuper.showCore(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:40)
at com.fs.starfarer.ui.newui.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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.newnew.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.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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)
1800510 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [faction_pirate_market_02_hostile_var01.ogg]
1800511 [Thread-9] INFO  sound.OooO  - Playing music with id [faction_pirate_market_02_hostile_var01.ogg]
Title: Re: [0.95a] Grand.Colonies 1.0.c - More Building Slots
Post by: SirHartley on May 30, 2021, 03:16:05 AM
Since this has been here for some time without answer - the above report has nothing to do with Grand.Colonies. It was an issue with industrial evolution that's been fixed some time ago.
Title: Re: [0.95a] Grand.Colonies 1.0.c - More Building Slots
Post by: ASSIMKO on May 31, 2021, 04:54:30 PM
Finally someone did what many wanted, including me. #thanks.
Title: Re: [0.95a] Grand.Colonies 1.0.c - More Building Slots
Post by: Alexander86 on June 13, 2021, 06:36:08 AM
Absolutely love your mod! Total game changer. As others have requested though would love to have another page if possible. Keep up the great work!
Title: Re: [0.95a] Grand.Colonies 1.0.c - More Building Slots
Post by: Yunru on June 13, 2021, 06:39:36 AM
An insta-include for me!
Title: Re: [0.95a] Grand.Colonies 1.0.c - More Building Slots
Post by: Master Troano on June 14, 2021, 02:30:20 AM
This is a must-use indeed. I'm using it along with Industrial Evolution and TASC, and would never be able to play without this mod.
Title: Re: [0.95a] Grand.Colonies 1.0.c - More Building Slots
Post by: kittymr on August 09, 2021, 07:58:47 AM
Hi there, My game crashes when I click on a colony after I installed this mod. I don't have any other mods installed however this save is not new. The error that came from the Log report is below:
Code
251779 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.econ.Industry.setHidden(Z)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.econ.Industry.setHidden(Z)V
at com.fs.starfarer.api.plugins.GrandColonies_modPlugin.updateUnhideableCountAndCondition(GrandColonies_modPlugin.java:205)
at com.fs.starfarer.api.plugins.GrandColonies_modPlugin.initPages(GrandColonies_modPlugin.java:176)
at com.fs.starfarer.api.plugins.GrandColonies_modPlugin.access$100(GrandColonies_modPlugin.java:21)
at com.fs.starfarer.api.plugins.GrandColonies_modPlugin$PlayerOpenedMarketListener.reportPlayerOpenedMarket(GrandColonies_modPlugin.java:56)
at com.fs.starfarer.campaign.CampaignEngine.reportPlayerOpenedMarket(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
This happens when I click on any one of my colonies from my ship. If I access the colony via the command tab it doesn't break, just when I click on a colony (be it orbital station or a planet). Could it be that I have installed the mod wrong? I just placed the grand colonies mod folder inside the starsector mods folder but this is my first time installing a mod so I don't know if this is the correct way (the game does detect the mod however, so I assumed I was doing something right).

EDIT: I solved the problem, I was on the wrong game version lol.
Title: Re: [0.95a] Grand.Colonies 1.0.c - More Building Slots
Post by: megabot on August 09, 2021, 08:08:59 AM
is this combat extended compatible?

wait ***, wrong game
Title: Re: [0.95a] Grand.Colonies 1.0.c - More Building Slots
Post by: Frosterus on September 13, 2021, 11:02:36 AM
It's not really a big deal besides being a bit confusing, but 1.0.c shows up as 1.0.b in the in-game mod menu.
Title: Re: [0.95a] Grand.Colonies 1.0.c - More Building Slots
Post by: geminitiger on September 16, 2021, 01:32:43 AM
Thanks for this mod too.  ;D
Title: Re: [0.95a] Grand.Colonies 1.0.c - More Building Slots
Post by: McTrigger on September 16, 2021, 09:20:40 PM
is this combat extended compatible?

wait ***, wrong game

 ;D
Title: Re: [0.95a] Grand.Colonies 1.0.c - More Building Slots
Post by: geminitiger on September 26, 2021, 05:39:41 AM
If you have building on page 2 and delete and building on page 1, it doesn't remove the "cramped penalty" for having too many buildings. (Something I didn't realize about this mod lol) Anyways, I had to delete an a building on page 1, so that it was 1 under max on the first page before the penalty for being cramped went away, after that I rebuilt the last building on page one and it was ok.
Title: Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
Post by: SirHartley on December 11, 2021, 04:26:19 AM
(https://i.imgur.com/UWWd7Su.png)


Save compatible with any prior version.


Download (https://bitbucket.org/SirHartley/grand.colonies/downloads/Grand.Colonies1.0.d.zip)
Pairs well with Industrial.Evolution (https://fractalsoftworks.com/forum/index.php?topic=18011)


Adusted mod info for new game version.
If it aint broke...


[/spoiler]
Change Log
1.0.d
  • Adjusted - Mod info for new version
[close]
Title: Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
Post by: Junius Lux on December 21, 2021, 12:47:47 PM
Greetings. Can't switch to the second page while docked on the planet. The first and last building on the second page was the AI battle station. What could be the problem?
Title: Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
Post by: SirHartley on December 21, 2021, 01:59:25 PM
Greetings. Can't switch to the second page while docked on the planet. The first and last building on the second page was the AI battle station. What could be the problem?
Easiest way to figure that out is if you post a screenshot of the condition tooltip :)
Title: Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
Post by: n3xuiz on December 22, 2021, 09:03:55 AM
any chance for a third page? in the beginning you said you might add one eventually if the mod is stable.
Title: Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
Post by: SirHartley on December 22, 2021, 12:46:44 PM
any chance for a third page? in the beginning you said you might add one eventually if the mod is stable.
extremely unlikely - I've checked a good amount of screenshots and asked people, none of them ever came close to filling out two entire pages even without the penalty.

Considering the amount of time I'd have to put into that (it would need a full re-write of the mod), it is not worth it for 95% of use cases.
Title: Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
Post by: Yunru on December 22, 2021, 03:53:50 PM
I've come close, but that was both on worlds that needed heavy terraforming and was still only close.
Title: Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
Post by: Junius Lux on December 23, 2021, 08:26:38 AM
Greetings. Can't switch to the second page while docked on the planet. The first and last building on the second page was the AI battle station. What could be the problem?
Easiest way to figure that out is if you post a screenshot of the condition tooltip :)
There was the usual display with a prompt to press a hotkey. But at the moment it worked when I tried to switch the page after three months in inventory mode. If the error suddenly reproduces itself, I will report and send a screenshot :)
P.S. Thank you for your efforts
Title: Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
Post by: EdisonTrent on January 06, 2022, 05:43:55 PM
It's been quite a few months since I last played and this was actually one of the big reasons why (industrial revolution was a must have). I had planets that I really wanted more stuff on and just could properly use/install/access the industries because they would get shoved off screen and I couldn't reorder them or find any mods that let me see them.

So thank you very much for this.
Title: Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
Post by: Sunnyko on April 06, 2022, 09:33:21 PM
Quote
A building keeps showing up on both tabs?
This can happen if the building does not use the latest vanilla code for the "isHidden" method. Report it to the mod author and tell them to update their industries to the latest API implementation.

Sorry to bother you but I am going to have to update one myself, I know how to do java-script and compiling and the like so I need no help there...

But what is the latest API implementation for "isHidden" any way, I tried taking a look at the source code for other mods to figure it out, but I can't seem to find it, sorry.
Title: Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
Post by: SirHartley on April 07, 2022, 04:01:10 AM
Code: java
protected Boolean hiddenOverride = null;
public boolean isHidden() {
if (hiddenOverride != null) return hiddenOverride;
return false;
}

If the industry class contains something like
Code
public boolean isHidden() {
return false;
}
just delete the entire method, recompile and it will work.
Title: Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
Post by: Sunnyko on April 07, 2022, 04:12:42 AM
Worked perfectly, thankyou for the help.
Title: Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
Post by: Fakalljakall on June 11, 2022, 03:44:25 AM
"Return to colony" is the same button as the "switch page" (Q). Is there any way for me to change the button you use for this mod?

Title: Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
Post by: SirHartley on June 11, 2022, 04:07:48 AM
"Return to colony" is the same button as the "switch page" (Q). Is there any way for me to change the button you use for this mod?
All of that is explained in very readable letters on the mod page, under the FAQ section.
You can only use the mod to switch pages when you are directly docked at the colony. It doesn't work with the remote UI.
Title: Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
Post by: Fakalljakall on June 11, 2022, 04:23:55 AM
I'm a lazy dumb*ss. Thanks for the info and sorry for wasting time. Great mod, love it.  ;D
Title: Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
Post by: SirHartley on June 11, 2022, 06:31:13 AM
you are not alone, everyone is :P
thanks!
Title: Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
Post by: aurafort on June 12, 2022, 09:03:20 PM
Thank you for this Mod, after the Industrial Mod & Terraform Mod this addition makes things just heavenly!

Title: Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
Post by: speeder on June 25, 2022, 06:59:10 AM
I need a feature here:

my mod has a "superhabitable" planet, it is a planet that is much larger than Earth but with only slightly higher gravity, making it extremely fertile and have ludicrous amounts of space and construction materials...


Is there a way:
1. make that planet an exception for "cramped conditions" ?
2. (very optional this one) add third page?
Title: Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
Post by: Aldazar on August 19, 2022, 11:26:52 PM
Really nice actually. Two pages is enough for all the interactive buildings. And if you fancy doing a super op colony with commands you only need to fiddle with the index number for placement.
Title: Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
Post by: Oya on September 04, 2022, 02:38:04 PM
Hello, first thank you immensely for this beautiful mod. I read through the replies and saw you weren't interested in making more than 2 pages for the building slots. If it isn't any trouble, I am trying to make a mod similar to yours for my personal use but to make extra pages for the building slots other than the 2, can you point me in the right direction or offer any insight to help me in this endeavor? I would appreciate it greatly. Again, thank you for this wonderful mod.
Title: Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
Post by: SirHartley on September 05, 2022, 09:29:10 AM
the source is packed with the mod, feel free to look at it.
Title: Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
Post by: n3xuiz on September 05, 2022, 09:39:41 AM
if you actually manage it i'd be very interested in a version with more pages.
Title: Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
Post by: SirHartley on September 05, 2022, 10:07:01 AM
The thing with the third page is that in almost all cases, when asked "Why do you need a third page", the answer is "I don't know, I just want one".
The time required to re-write the mod to accommodate the "want, not need" is better spent making more cool stuff for my other mods.
Title: Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
Post by: n3xuiz on September 05, 2022, 10:10:45 AM
i don't mean to sound ungrateful. your mod is a must when using additional modded structures/industries. i understand not wanting to spend lots of time on a re-write for a few edge cases.
Title: Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
Post by: Gundamfan on September 19, 2022, 04:04:44 PM
Can you add 16 slots instead of 12?
Title: Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
Post by: SirHartley on September 20, 2022, 08:38:35 AM
I give up lol
Title: Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
Post by: Lone_Ape on December 20, 2022, 09:30:03 AM
Could you please add more pages?
Title: Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
Post by: bibigun23 on December 20, 2022, 10:05:20 AM
The thing with the third page is that in almost all cases, when asked "Why do you need a third page", the answer is "I don't know, I just want one".
The time required to re-write the mod to accommodate the "want, not need" is better spent making more cool stuff for my other mods.
Great mod @SirHartley. Thanks for your work and you are right, it does n't need another page since there are many buildings from mods, that placing conflicted outcome and other circumstances if you study the effects. Cram up every building in 1 planet is a huge mistake so, it's rather better to occupy a system with more planets or, add new ones and edit them with console commands in order to make the best out of your faction.

 One thing i should mention though is, that i face some strange behaviors some times and while visiting my colonies at random times, i see random buildings missing from the pages and after changing back and forth they reappear. not sure what it cause it, but if i don't keep track of them i might end up building more nonsense and cause some random one to go invisible lol (i changed from settings my limits to 30 buildings).
Title: Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
Post by: AdtrL on December 20, 2022, 03:10:50 PM
"Site can't be reached" error preventing download.
Title: Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
Post by: NikoTheGuyDude on December 20, 2022, 04:32:17 PM
"Site can't be reached" error preventing download.

Judging by how youve said this in 5 different threads, it's a you problem
Title: Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
Post by: AdtrL on December 21, 2022, 02:23:13 AM
"Site can't be reached" error preventing download.

Judging by how youve said this in 5 different threads, it's a you problem
Ok. 5? This site only says I've made 4 posts. (At the current time.)
Title: Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
Post by: not a luddic path member on February 01, 2023, 05:37:16 PM
Hello great mod. Can you make it possible for AI colonies to also take advantage of the second page? Currently if you go into dev mode and try to access the second building page, nothing happens. If its not possible that's okay too.
Title: Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
Post by: SirHartley on February 03, 2023, 12:23:48 PM
noted- might take a while, but is not an issue.
Title: Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
Post by: StriderGunship on February 04, 2023, 04:05:30 PM
Thanks for the mod. Cramped infrastructure should be disabled by default imo, or make penalties smaller.
Title: Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
Post by: StriderGunship on February 05, 2023, 05:18:38 AM
For some reason, after I set the penalties to false it wouldn't let me switch pages, I restarted the game and it didn't help, but after I opened the settings file with the game running it started to work again :/
Title: Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
Post by: SirHartley on February 05, 2023, 09:53:54 AM
Thanks for the mod. Cramped infrastructure should be disabled by default imo, or make penalties smaller.
Thanks for the feedback, that's a hard disagree from me, though.

For some reason, after I set the penalties to false it wouldn't let me switch pages, I restarted the game and it didn't help, but after I opened the settings file with the game running it started to work again :/
Weird issue, thank you for the report!
I don't think that it's something caused by the mod though - penalties are completely detached from the page switching mechanism codewise.
Title: Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
Post by: StriderGunship on February 17, 2023, 07:03:27 AM
It happened again.
Title: Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
Post by: SirHartley on February 17, 2023, 01:09:08 PM
Cool! My answer remains the same!
It might be another issue causing you to be unable to switch pages, like you being in remote view mode for the colony, but it has nothing to do with the setting.
Title: Re: [0.96a] Grand.Colonies 1.1.a - More Building Slots
Post by: SirHartley on May 28, 2023, 03:33:10 PM
(https://i.imgur.com/UWWd7Su.png)


NOT COMPATIBLE WITH PRIOR VERSION.


Download (https://bitbucket.org/SirHartley/grand.colonies/downloads/Grand.Colonies1.1.a.zip)
Pairs well with Industrial.Evolution (https://fractalsoftworks.com/forum/index.php?topic=18011)


Infinite pages. Yes, I re-wrote the entire mod.
Next page appears when there are 8 buildings present on the current one. Check the FAQ.
Condition is no longer jank and immediately changes to display issues.


Changelog
1.1.a
  • Added - Can now have infinite pages (next page appears when 8 buildings are on the last one)
  • Added - Images for up to 9 pages and a dummy one from then onwards
  • Adjusted - Mod info for new version
  • Adjusted - fixed packages and class names
  • Adjusted - Condition now changes immediately to display status without needing a refresh
[close]
Title: Re: [0.96a] Grand.Colonies 1.1.a - More Building Slots
Post by: Christelissa D-021227 on May 28, 2023, 04:31:31 PM
Great mod as always!!! And thank you... I hope industrial evolution is soon to be release... Love that one complimenting this mod...
Title: Re: [0.96a] Grand.Colonies 1.1.a - More Building Slots
Post by: swatmore on May 28, 2023, 07:42:31 PM
Welp after I updated the mod and interacted with one of my colony it instantly freezed my game, other colonies are fine but some have the penalty despite they haven't exceed the industry penalty threshold. I also found out that some industries only show up at the second page even if the first page still have some slots left, and sadly revert to the prior version of this mod broke my current save...
Does anyone else encounter these problems as well ?
Title: Re: [0.96a] Grand.Colonies 1.1.a - More Building Slots
Post by: n3xuiz on May 28, 2023, 11:07:06 PM
omg you actually did it. you sir are a hero!

edit: like swatmore i had a savegame with the previous version and more than one page (possibly more than two) of industries/buildings. once i press q the game freezes up. it doesn't crash and from what i can see doesn't write anything helpful into the log file.

rolling back to the old version worked but i will test today if with a new savegame the same problem happens again.


edit2: i use the Adversary mod to pregenerate my starsystem (including a size 6 colony with 13 industries) when i start a new savegame and try and dock with said colony the game freezes.
Title: Re: [0.96a] Grand.Colonies 1.1.a - More Building Slots
Post by: SoulEater on May 30, 2023, 10:43:22 AM
Freezes when you press Q.
Title: Re: [0.96a] Grand.Colonies 1.1.a - More Building Slots
Post by: YourLocalMairaaboo on May 30, 2023, 10:57:59 AM
So, getting a bug where certain TASC and Ashes buildings jump straight to page 2, though without the maintenance cost increase, and only on the actual planet view, not the remote ones.
I would talk with both Boggled and Kaisaar.
Title: Re: [0.96a] Grand.Colonies 1.1.a - More Building Slots
Post by: SoulEater on June 01, 2023, 01:37:10 AM
Tested with only this mod and console commands, still freezes when I press Q.
Please fix.
Title: Re: [0.96a] Grand.Colonies 1.1.a - More Building Slots
Post by: SleepingZi on June 02, 2023, 09:39:09 AM
Hi there, I like this mod so far. However I seem to have found a bug when your colonies are handed over to another faction, causing the game to crash when exiting that colony screen. Here is the stacktrace.
Code
1316272 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at grandcolonies.memory.Page.display(Page.java:40)
at grandcolonies.memory.PageMemory.resetVisibility(PageMemory.java:142)
at grandcolonies.listeners.PlayerOpenedMarketListener.reportPlayerClosedMarket(PlayerOpenedMarketListener.java:51)
at com.fs.starfarer.campaign.CampaignEngine.reportPlayerClosedMarket(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.public.dismiss(Unknown Source)
at com.fs.starfarer.ui.newui.do.dismiss(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)
Title: Re: [0.96a] Grand.Colonies 1.1.a - More Building Slots
Post by: Sunshader on June 02, 2023, 11:25:18 AM
Hi there, I like this mod so far. However I seem to have found a bug when your colonies are handed over to another faction, causing the game to crash when exiting that colony screen. Here is the stacktrace.
Code
1316272 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at grandcolonies.memory.Page.display(Page.java:40)
at grandcolonies.memory.PageMemory.resetVisibility(PageMemory.java:142)
at grandcolonies.listeners.PlayerOpenedMarketListener.reportPlayerClosedMarket(PlayerOpenedMarketListener.java:51)
at com.fs.starfarer.campaign.CampaignEngine.reportPlayerClosedMarket(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.public.dismiss(Unknown Source)
at com.fs.starfarer.ui.newui.do.dismiss(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)
Can confirm, I'm getting the same error. but in my case the faction took my colony.
Title: Re: [0.96a] Grand.Colonies 1.1.a - More Building Slots
Post by: ParaNautic on June 02, 2023, 01:27:46 PM
I hope the scrolling down UI works out, I want to see all my buildings in one page.
Title: Re: [0.96a] Grand.Colonies 1.1.a - More Building Slots
Post by: Shinobi on June 04, 2023, 12:24:35 AM
So little tip if you're a cheater like me ::) go into your starsector settings file and change

# story point costs for things that cost more than one point
   "historianSpecialItemBase":1, # doubles for each successive item
   "industryImproveBase":2,  <------Change this to 0
   "createStableLocation":5

Or, the story points will get to a ridiculous number and temporarily lock the game up as the system tries to figure out how you got three billion story points for that upgrade and attempts to have a stroke. But if you wait long enough, and don't click any buttons, the game will bounce back. Just change the value if you want to upgrade all the things.
Title: Re: [0.96a] Grand.Colonies 1.1.a - More Building Slots
Post by: tovarichcookie on June 04, 2023, 09:12:47 PM
Crash when using Grand Colonies 1.1.a, when exiting a colony screen into space after initiating a planetary invasion using Nexerelin. It has bricked my save and I cannot figure out what to do =(

sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [faction_pirate_market_02_hostile_var01.ogg]
160343 [Thread-9] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [faction_pirate_market_02_hostile_var01.ogg]
160343 [Thread-9] INFO  sound.H  - Playing music with id [faction_pirate_market_02_hostile_var01.ogg]
160387 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at grandcolonies.memory.Page.display(Page.java:40)
   at grandcolonies.memory.PageMemory.resetVisibility(PageMemory.java:142)
   at grandcolonies.listeners.PlayerOpenedMarketListener.reportPlayerClosedMarket(PlayerOpenedMarketListener.java:51)
   at com.fs.starfarer.campaign.CampaignEngine.reportPlayerClosedMarket(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.public.dismiss(Unknown Source)
   at com.fs.starfarer.ui.newui.do.dismiss(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:750)
Title: Re: [0.96a] Grand.Colonies 1.1.a - More Building Slots
Post by: MikroPik on June 06, 2023, 11:44:56 AM
832124 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Spawning officers/admins at dalar's_star_hq
832124 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     officerProb: 0.25
832124 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     additionalProb: 0.1
832124 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     mercProb: 0.25
832124 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     adminProb: 0.1
832125 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -
833851 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at grandcolonies.memory.Page.display(Page.java:40)
   at grandcolonies.memory.PageMemory.resetVisibility(PageMemory.java:142)
   at grandcolonies.listeners.PlayerOpenedMarketListener.reportPlayerClosedMarket(PlayerOpenedMarketListener.java:51)
   at com.fs.starfarer.campaign.CampaignEngine.reportPlayerClosedMarket(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.public.dismiss(Unknown Source)
   at com.fs.starfarer.ui.newui.do.dismiss(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(Unknown Source)


It seem like this issue is connected with autonomus colonies but happenes after reload. As long as you grant autonomy and avoid reloading you'll be safe to interact with them. After reload you need to revoke and optionaly grant autonomy again to exit such colony without crashing.
Title: Re: [0.96a] Grand.Colonies 2.0.a - More Building Slots - Scrollbar Edition
Post by: SirHartley on June 06, 2023, 01:48:22 PM
(https://i.imgur.com/xb2DfcA.png)


Save Compatible


Download (https://bitbucket.org/SirHartley/grand.colonies/downloads/Grand.Colonies2.0.a.zip)
Pairs well with Industrial.Evolution (https://fractalsoftworks.com/forum/index.php?topic=18011)



Now comes with a scrollbar instead of pages  thanks to Lukas04, who contributed that entire script. He's now listed as co-author.

Pages are still available as "Legacy Mode" via settings.json toggle.
In Legacy, you can now move buildings from one page to the next with a button, and all buildings are accessible in Page Mode in remote access thanks to the scrollbar.

The FAQ and images on the main post (https://fractalsoftworks.com/forum/index.php?topic=20986.msg318341#msg318341) have been updated.


Change Log
2.0.a
  • Added - Default - Adds a scrollbar to the industry list: No more Pages. (Made by Lukas04 - thank you!)
  • Added - Legacy - Pages are now "legacy", there is a setting to toggle the modes
  • Added - Legacy - Button to move building from one page to the next
  • Added - Legacy - Now displays the scrollbar when remotely accessing the colony so you can see all your stuff
  • Fixed - Legacy - Crash when abandoning a colony
  • Fixed - Legacy - Crash when opening colony at a governed planet
  • Fixed - Legacy - Buildings getting added to second page by default
[close]
Title: Re: [0.96a] Grand.Colonies 2.0.a - More Building Slots - Scrollbar Edition
Post by: jamitron on June 06, 2023, 03:31:50 PM
Getting a crash on loading with this new version:

Code
113589 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.campaign.CampaignState.getEncounterDialog()Lcom/fs/starfarer/ui/newui/classsuper;
java.lang.NoSuchMethodError: com.fs.starfarer.campaign.CampaignState.getEncounterDialog()Lcom/fs/starfarer/ui/newui/classsuper;
        at grandcolonies.listeners.IndustryPanelReplacer.advance(IndustryPanelReplacer.kt: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.super(Unknown Source)
        at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
        at java.lang.Thread.run(Thread.java:745)
Title: Re: [0.96a] Grand.Colonies 2.0.a - More Building Slots - Scrollbar Edition
Post by: T2C2 on June 06, 2023, 10:57:33 PM
Getting a crash on loading with this new version:

Code
113589 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.campaign.CampaignState.getEncounterDialog()Lcom/fs/starfarer/ui/newui/classsuper;
java.lang.NoSuchMethodError: com.fs.starfarer.campaign.CampaignState.getEncounterDialog()Lcom/fs/starfarer/ui/newui/classsuper;
        at grandcolonies.listeners.IndustryPanelReplacer.advance(IndustryPanelReplacer.kt: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.super(Unknown Source)
        at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
        at java.lang.Thread.run(Thread.java:745)



Yup, im getting the same issue
Title: Re: [0.96a] Grand.Colonies 2.0.a - More Building Slots - Scrollbar Edition
Post by: Dadada on June 06, 2023, 11:03:20 PM
>Now comes with a scrollbar instead of pages thanks to Lukas04
Thank you and thank Lukas04, I was waiting for that QoL, awesome!
Title: Re: [0.96a] Grand.Colonies 2.0.a - More Building Slots - Scrollbar Edition
Post by: TimeDiver on June 07, 2023, 12:22:57 AM
Getting a crash on loading with this new version:

Code
113589 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.campaign.CampaignState.getEncounterDialog()Lcom/fs/starfarer/ui/newui/classsuper;
java.lang.NoSuchMethodError: com.fs.starfarer.campaign.CampaignState.getEncounterDialog()Lcom/fs/starfarer/ui/newui/classsuper;
        at grandcolonies.listeners.IndustryPanelReplacer.advance(IndustryPanelReplacer.kt: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.super(Unknown Source)
        at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
        at java.lang.Thread.run(Thread.java:745)



Yup, im getting the same issue
Suggestion: change 'GrandColonies_LegacyMode' from FALSE to TRUE in the 'Grand.Colonies2.0a\data\config\settings.json' file.
Title: Re: [0.96a] Grand.Colonies 2.0.b - More Building Slots - Scrollbar Edition
Post by: SirHartley on June 08, 2023, 02:41:29 PM
(https://i.imgur.com/xb2DfcA.png)


Save Compatible


Download (https://bitbucket.org/SirHartley/grand.colonies/downloads/Grand.Colonies2.0.b.zip)
Pairs well with Industrial.Evolution (https://fractalsoftworks.com/forum/index.php?topic=18011)


Crashfix for the above

Change Log
2.0.b
  • Fixed - Default - Crash on certain systems
[close]
Title: Re: [0.96a] Grand.Colonies 2.0.b - More Building Slots - Scrollbar Edition
Post by: Geekin88 on June 08, 2023, 07:57:05 PM
231459 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.campaign.CampaignState.getEncounterDialog()Lcom/fs/starfarer/ui/newui/classsuper;
java.lang.NoSuchMethodError: com.fs.starfarer.campaign.CampaignState.getEncounterDialog()Lcom/fs/starfarer/ui/newui/classsuper;
   at grandcolonies.listeners.IndustryPanelReplacer.advance(IndustryPanelReplacer.kt:76)
   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)

Still happening. gonna set legacy mode again
Title: Re: [0.96a] Grand.Colonies 2.0.b - More Building Slots - Scrollbar Edition
Post by: Solar Mechanis on June 08, 2023, 08:07:16 PM
So I'm still having the same problem as the above post too. I even changed it to Legacy. I'm playing on Linux with JRE8. I updated to the latest version as well.

Code
201062 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.campaign.CampaignState.getEncounterDialog()Lcom/fs/starfarer/ui/newui/classsuper;
java.lang.NoSuchMethodError: com.fs.starfarer.campaign.CampaignState.getEncounterDialog()Lcom/fs/starfarer/ui/newui/classsuper;
at grandcolonies.listeners.IndustryPanelReplacer.advance(IndustryPanelReplacer.kt:76)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
Title: Re: [0.96a] Grand.Colonies 2.0.b - More Building Slots - Scrollbar Edition
Post by: Geekin88 on June 08, 2023, 08:11:04 PM
still triggering even in legacy mode. loaded new campaign just to check and soon as i open ship browser through the console command it crashes. i hadnt interacted with any markets as yet.
Title: Re: [0.96a] Grand.Colonies 2.0.b - More Building Slots - Scrollbar Edition
Post by: Lukas04 on June 09, 2023, 01:19:04 AM
231459 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.campaign.CampaignState.getEncounterDialog()Lcom/fs/starfarer/ui/newui/classsuper;
java.lang.NoSuchMethodError: com.fs.starfarer.campaign.CampaignState.getEncounterDialog()Lcom/fs/starfarer/ui/newui/classsuper;
   at grandcolonies.listeners.IndustryPanelReplacer.advance(IndustryPanelReplacer.kt:76)
   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)

Still happening. gonna set legacy mode again
still triggering even in legacy mode. loaded new campaign just to check and soon as i open ship browser through the console command it crashes. i hadnt interacted with any markets as yet.

So I'm still having the same problem as the above post too. I even changed it to Legacy. I'm playing on Linux with JRE8. I updated to the latest version as well.

Code
201062 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.campaign.CampaignState.getEncounterDialog()Lcom/fs/starfarer/ui/newui/classsuper;
java.lang.NoSuchMethodError: com.fs.starfarer.campaign.CampaignState.getEncounterDialog()Lcom/fs/starfarer/ui/newui/classsuper;
at grandcolonies.listeners.IndustryPanelReplacer.advance(IndustryPanelReplacer.kt:76)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)

Made a build of the mod that should potentialy fix it, please respond back on if it crashes or not, and if it crashes, please include the log!
If it works il get hartley to integrate the fix in to the main release.

Download Here (https://cdn.discordapp.com/attachments/619635013201428481/1116604436463239238/Grand.Colonies2.0.b.zip)

Not sure why the code would still be running in legacy mode though, i think thats on hartleys side to fix.
Title: Re: [0.96a] Grand.Colonies 2.0.b - More Building Slots - Scrollbar Edition
Post by: Magallanis on June 09, 2023, 07:01:36 AM
530397 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at grandcolonies.listeners.PageMovingOptionProvider.getIndustryOptions(PageMovingOptionProvider.java:45)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.getIndustryOptions(ListenerUtil.java:372)
   at com.fs.starfarer.campaign.ui.marketinfo.c.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.intnew.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.intnew.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.campaign.ui.marketinfo.IndustryListPanel.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.voidnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

you have fix for this?
Title: Re: [0.96a] Grand.Colonies 2.0.b - More Building Slots - Scrollbar Edition
Post by: 6chad.noirlee9 on June 09, 2023, 12:38:03 PM
sorry to add to the issues but i got this on save generation of a new game
Spoiler
1232364 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.campaign.CampaignState.getEncounterDialog()Lcom/fs/starfarer/ui/newui/classsuper;
java.lang.NoSuchMethodError: com.fs.starfarer.campaign.CampaignState.getEncounterDialog()Lcom/fs/starfarer/ui/newui/classsuper;
   at grandcolonies.listeners.IndustryPanelReplacer.advance(IndustryPanelReplacer.kt: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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
530397 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at grandcolonies.listeners.PageMovingOptionProvider.getIndustryOptions(PageMovingOptionProvider.java:45)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.getIndustryOptions(ListenerUtil.java:372)
   at com.fs.starfarer.campaign.ui.marketinfo.c.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.intnew.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.intnew.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.campaign.ui.marketinfo.IndustryListPanel.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.voidnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

you have fix for this?
[close]
Title: Re: [0.96a] Grand.Colonies 2.0.b - More Building Slots - Scrollbar Edition
Post by: Lukas04 on June 09, 2023, 08:39:04 PM
sorry to add to the issues but i got this on save generation of a new game
Spoiler
1232364 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.campaign.CampaignState.getEncounterDialog()Lcom/fs/starfarer/ui/newui/classsuper;
java.lang.NoSuchMethodError: com.fs.starfarer.campaign.CampaignState.getEncounterDialog()Lcom/fs/starfarer/ui/newui/classsuper;
   at grandcolonies.listeners.IndustryPanelReplacer.advance(IndustryPanelReplacer.kt: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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
530397 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at grandcolonies.listeners.PageMovingOptionProvider.getIndustryOptions(PageMovingOptionProvider.java:45)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.getIndustryOptions(ListenerUtil.java:372)
   at com.fs.starfarer.campaign.ui.marketinfo.c.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.intnew.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.intnew.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.campaign.ui.marketinfo.IndustryListPanel.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.voidnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

you have fix for this?
[close]

Download this Fix (https://cdn.discordapp.com/attachments/1115970734926336081/1116936461749596171/Grand.Colonies2.0.b-hotfix2.zip)
Also updated the fix, it fixes a rare crash in addition to making it work on mac and linux.
Title: Re: [0.96a] Grand.Colonies 2.0.b - More Building Slots - Scrollbar Edition
Post by: Lukas04 on June 10, 2023, 11:51:15 AM
Time for another Hotfix, Dowload here (https://cdn.discordapp.com/attachments/1115970734926336081/1117163680371585155/Grand.Colonies2.0.b-hotfix3.zip)
For once, one that isnt a direct fault of the scrollbar.

Fixes:
-> Fixes infinitly stacking Cramped Infrastructure, will not fix colonies with the issue, your best bet is to probably disable cramped on existing saves if you had the issue.
-> Fixes crash on Mac & Linux
-> Fixes rare crash
Title: Re: [0.96a] Grand.Colonies 1.1.a - More Building Slots
Post by: ayylmao4lulz on June 25, 2023, 10:18:25 AM
Crash when using Grand Colonies 1.1.a, when exiting a colony screen into space after initiating a planetary invasion using Nexerelin. It has bricked my save and I cannot figure out what to do =(

sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [faction_pirate_market_02_hostile_var01.ogg]
160343 [Thread-9] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [faction_pirate_market_02_hostile_var01.ogg]
160343 [Thread-9] INFO  sound.H  - Playing music with id [faction_pirate_market_02_hostile_var01.ogg]
160387 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at grandcolonies.memory.Page.display(Page.java:40)
   at grandcolonies.memory.PageMemory.resetVisibility(PageMemory.java:142)
   at grandcolonies.listeners.PlayerOpenedMarketListener.reportPlayerClosedMarket(PlayerOpenedMarketListener.java:51)
   at com.fs.starfarer.campaign.CampaignEngine.reportPlayerClosedMarket(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.public.dismiss(Unknown Source)
   at com.fs.starfarer.ui.newui.do.dismiss(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:750)

Did you ever figure this out? I also have a bricked save.
Title: Re: [0.96a] Grand.Colonies 1.1.a - More Building Slots
Post by: Lukas04 on June 25, 2023, 11:08:14 AM
Crash when using Grand Colonies 1.1.a, when exiting a colony screen into space after initiating a planetary invasion using Nexerelin. It has bricked my save and I cannot figure out what to do =(

sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [faction_pirate_market_02_hostile_var01.ogg]
160343 [Thread-9] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [faction_pirate_market_02_hostile_var01.ogg]
160343 [Thread-9] INFO  sound.H  - Playing music with id [faction_pirate_market_02_hostile_var01.ogg]
160387 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at grandcolonies.memory.Page.display(Page.java:40)
   at grandcolonies.memory.PageMemory.resetVisibility(PageMemory.java:142)
   at grandcolonies.listeners.PlayerOpenedMarketListener.reportPlayerClosedMarket(PlayerOpenedMarketListener.java:51)
   at com.fs.starfarer.campaign.CampaignEngine.reportPlayerClosedMarket(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.public.dismiss(Unknown Source)
   at com.fs.starfarer.ui.newui.do.dismiss(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:750)

Did you ever figure this out? I also have a bricked save.

Try disabling the page system and make sure you are on the latest hotfix i posted. There is a bug that both the new and old system are active at once when you have the legacy page system enabled, which is likely causing that crash.
Title: Re: [0.96a] Grand.Colonies 1.1.a - More Building Slots
Post by: FadingEchoes11 on June 27, 2023, 07:47:14 AM
Crash when using Grand Colonies 1.1.a, when exiting a colony screen into space after initiating a planetary invasion using Nexerelin. It has bricked my save and I cannot figure out what to do =(

sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [faction_pirate_market_02_hostile_var01.ogg]
160343 [Thread-9] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [faction_pirate_market_02_hostile_var01.ogg]
160343 [Thread-9] INFO  sound.H  - Playing music with id [faction_pirate_market_02_hostile_var01.ogg]
160387 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at grandcolonies.memory.Page.display(Page.java:40)
   at grandcolonies.memory.PageMemory.resetVisibility(PageMemory.java:142)
   at grandcolonies.listeners.PlayerOpenedMarketListener.reportPlayerClosedMarket(PlayerOpenedMarketListener.java:51)
   at com.fs.starfarer.campaign.CampaignEngine.reportPlayerClosedMarket(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.public.dismiss(Unknown Source)
   at com.fs.starfarer.ui.newui.do.dismiss(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:750)

Did you ever figure this out? I also have a bricked save.

Try disabling the page system and make sure you are on the latest hotfix i posted. There is a bug that both the new and old system are active at once when you have the legacy page system enabled, which is likely causing that crash.

Enabling the old page systems actually seems to fix it
Title: Re: [0.96a] Grand.Colonies 2.0.c - More Building Slots - Scrollbar Edition
Post by: SirHartley on June 29, 2023, 02:37:40 PM
(https://i.imgur.com/xb2DfcA.png)


Save Compatible


Download (https://bitbucket.org/SirHartley/grand.colonies/downloads/Grand.Colonies2.0.c.zip)
Pairs well with Industrial.Evolution (https://fractalsoftworks.com/forum/index.php?topic=18011)


Fixes to the above crashes, cramped infrastructure fix, version checker support (it only took like two years)

Change Log
2.0.c
  • Added - Version Checker support
  • Fixed - Endless duplicated of CrampedCondition spawning
  • Fixed - Crash on Mac & Linux
  • Fixed - Some rare crashes (Page Full...)
[close]
Title: Re: [0.96a] Grand.Colonies 2.0.c - More Building Slots - Scrollbar Edition
Post by: justnewaccount3131 on June 29, 2023, 03:20:51 PM
thank you for the update!
Title: Re: [0.96a] Grand.Colonies 2.0.c - More Building Slots - Scrollbar Edition
Post by: Hisoka on July 15, 2023, 08:15:50 PM
I'm 100% sure this mod causes fps drops in market when buying or moving stuffs, figured it out after testing +40 mods aside.
Title: Re: [0.96a] Grand.Colonies 2.0.c - More Building Slots - Scrollbar Edition
Post by: Hisoka on July 29, 2023, 02:39:23 AM
FPS issues seems to be gone after launching the game with Java 8.
Title: Re: [0.96a] Grand.Colonies 2.0.c - More Building Slots - Scrollbar Edition
Post by: TacoRain on July 30, 2023, 04:45:02 PM
Not sure what is going on but I am still capped at 4 industries but I haven't encountered any errors that can point to the problem
Title: Re: [0.96a] Grand.Colonies 2.0.c - More Building Slots - Scrollbar Edition
Post by: Lukas04 on July 30, 2023, 11:48:27 PM
Not sure what is going on but I am still capped at 4 industries but I haven't encountered any errors that can point to the problem

This mod only lets you build more than 12 structures, its not about the industry limit.
If you want to change how many industries you can build, go to starsector/starsector-core/data/config/settings.json, in the file look for "maxIndustries", you can edit that to change how many industries can be build per size of colony.
Title: Re: [0.96a] Grand.Colonies 2.0.c - More Building Slots - Scrollbar Edition
Post by: Deathkorps12 on August 01, 2023, 05:14:40 AM
Hey sorry to bother you but whenever I try to download Grand Colonies I get an error message saying that the site can't provide a secure connection and gives me an error code that says ERR_SSL_PROTOCOL_ERROR. If you could help me with this problem that would be great.
Title: Re: [0.96a] Grand.Colonies 2.0.c - More Building Slots - Scrollbar Edition
Post by: zastava on August 05, 2023, 04:29:26 AM
I have a problem. Crash after load the game...
Log:
sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
92831 [Thread-9] INFO  sound.H  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
92840 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: org/lazywizard/lazylib/MathUtils
java.lang.NoClassDefFoundError: org/lazywizard/lazylib/MathUtils
   at grandcolonies.listeners.IndustryPanelReplacer.advance(IndustryPanelReplacer.kt:50)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: org.lazywizard.lazylib.MathUtils
   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)
   ... 9 more
 Could you help me with this?
Title: Re: [0.96a] Grand.Colonies 2.0.c - More Building Slots - Scrollbar Edition
Post by: MedwedxXx on August 05, 2023, 04:58:18 AM
I have a problem. Crash after load the game...
Log:
sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
92831 [Thread-9] INFO  sound.H  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
92840 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: org/lazywizard/lazylib/MathUtils
java.lang.NoClassDefFoundError: org/lazywizard/lazylib/MathUtils
   at grandcolonies.listeners.IndustryPanelReplacer.advance(IndustryPanelReplacer.kt:50)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: org.lazywizard.lazylib.MathUtils
   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)
   ... 9 more
 Could you help me with this?

If i understand the error correctly, you dont installed the needed mods for it (lazylib) but i´m not an expert in this.
Title: Re: [0.96a] Grand.Colonies 2.0.c - More Building Slots - Scrollbar Edition
Post by: zastava on August 05, 2023, 06:10:51 AM

If i understand the error correctly, you dont installed the needed mods for it (lazylib) but i´m not an expert in this.

Thank you for the help!  I dont know as this mod is requires any other mods.
Title: Re: [0.96a] Grand.Colonies 2.0.c - More Building Slots - Scrollbar Edition
Post by: Lupin III. on August 15, 2023, 08:15:05 AM
Industrial Evolution and this mod are essential for every playthrough! Thank you!

Would it be possible to base the "cramped infrastructure" modifier on planet size? And by that I mean the size of the planet on the map, not the colony size. The "Terraforming and Station Construction" mod (also a must), does something like that with not allowing stations to be built around small planets, so a planet size seems to be at least somewhere in the game (I don't know why it isn't used anywhere in the base game).

Of course colony size itself could also influence the cramped infrastructure limit. Like going from 5 to 8 to 11 to 14 to 17 to 20 "slots" (on respective colony sizes 3 to 8) before the cramped infrastructure kicks in.

Combine the two:
Every planet has a base of 5 at colony size 3 and depending on planet size "slots" are added every time the colony grows.
A small planet adds one per colony size (5 base + 1 x 3 = 8 slots a colony size 6)
A medium planet adds two per colony size (5 base + 2 x 3 = 11 @ 6)
A large planet adds three per colony size (5 base + 3 x 3 = 14 @ 6)

Not only would that give planet size some use, but it would also make cryosleepers (together with the "Ashes of the Domain" mod) more valuable, as on a large planet grown to colony size 8 "cramped infrastructure" would only kick in after 20 buildings.

The numbers can of course be tweaked. And I don't know how planet sizes are represented in the game (e.g. if there are fixed sizes or they are continous), so maybe we can even have some in-betweens (like 2.5 slots per colony size, but rounded down).

I hope you consider the idea!
Title: Re: [0.96a] Grand.Colonies 2.0.c - More Building Slots - Scrollbar Edition
Post by: SirHartley on August 20, 2023, 07:37:34 AM
(https://i.imgur.com/xb2DfcA.png)


Save Compatible


Download (https://bitbucket.org/SirHartley/grand.colonies/downloads/Grand.Colonies2.0.d.zip)
Pairs well with Industrial.Evolution (https://fractalsoftworks.com/forum/index.php?topic=18011)


Massive performance improvements courtesy of Lukas04, and a fix for the vanishing specialized industries with IndEvo.

Change Log
2.0.c
  • Fixed - Massive performance improvements, removing any noticeable stutter
  • Fixed - Cross-mod issue with Specialized Industries from IndEvo, causing them to become invisible
[close]
Title: Re: [0.96a] Grand.Colonies 2.0.c - More Building Slots - Scrollbar Edition
Post by: Solidus667 on August 21, 2023, 05:39:06 AM
(https://i.imgur.com/xb2DfcA.png)


Save Compatible


Download (https://bitbucket.org/SirHartley/grand.colonies/downloads/Grand.Colonies2.0.d.zip)
Pairs well with Industrial.Evolution (https://fractalsoftworks.com/forum/index.php?topic=18011)


Massive performance improvements courtesy of Lukas04, and a fix for the vanishing specialized industries with IndEvo.

Change Log
2.0.c
  • Fixed - Massive performance improvements, removing any noticeable stutter
  • Fixed - Cross-mod issue with Specialized Industries from IndEvo, causing them to become invisible
[close]

For some reason i cant get to download it. The download link just sends me to a error page.
Title: Re: [0.96a] Grand.Colonies 2.0.d - More Building Slots - Scrollbar Edition
Post by: Arazach on September 08, 2023, 01:25:20 PM
Latest versions breaks the build queue
u cannot swap the position of items in queue as the game think you clicked the last item
same problem with canceling i think (u can only give order to cancel the last item)
but if you give order to cancel it will cancel the first thing in queue
Title: Re: [0.96a] Grand.Colonies 2.0.d - More Building Slots - Scrollbar Edition
Post by: koko17 on September 30, 2023, 05:40:00 AM
I added the mod to an existing save but nothing happened, i dont see any new structures that i can build.
Same problem when i start a new game. Do i need to do anything to enable the mod?

Is this mod incompatible with Nex?
Title: Re: [0.96a] Grand.Colonies 2.0.d - More Building Slots - Scrollbar Edition
Post by: Kadatherion on September 30, 2023, 06:03:44 AM
I added the mod to an existing save but nothing happened, i dont see any new structures that i can build.
Same problem when i start a new game. Do i need to do anything to enable the mod?

Is this mod incompatible with Nex?

This mod adds no new structures. It only allows you to build more than 12 on a planet, by adding a scroll bar, and that's it. If you want actual new structures to play with, you'll want to look into this mod's much bigger brother, Industrial Evolution (for which it was basically made, given the 12 slots limit is fine in vanilla, but it feels cramped when you throw new modded industries and structures at it, like IndEvo does).
Title: Re: [0.96a] Grand.Colonies 2.0.d - More Building Slots - Scrollbar Edition
Post by: koko17 on September 30, 2023, 06:56:03 AM
I added the mod to an existing save but nothing happened, i dont see any new structures that i can build.
Same problem when i start a new game. Do i need to do anything to enable the mod?

Is this mod incompatible with Nex?

This mod adds no new structures. It only allows you to build more than 12 on a planet, by adding a scroll bar, and that's it. If you want actual new structures to play with, you'll want to look into this mod's much bigger brother, Industrial Evolution (for which it was basically made, given the 12 slots limit is fine in vanilla, but it feels cramped when you throw new modded industries and structures at it, like IndEvo does).

I see... I thought that the new structures were from this mod.
Thanks for clarifying :)
Title: Re: [0.96a] Grand.Colonies 2.0.d - More Building Slots - Scrollbar Edition
Post by: AngerMittens on October 31, 2023, 07:34:14 PM
Does this mod increase the industry cap on a planet or just the building limit?
I took it as increasing the industry limit as well, but after rechecking a few times I believe I may have misunderstood what this mod does?
Title: Re: [0.96a] Grand.Colonies 2.0.d - More Building Slots - Scrollbar Edition
Post by: Uther Phobos on November 10, 2023, 05:16:45 PM
Does this mod increase the industry cap on a planet or just the building limit?
I took it as increasing the industry limit as well, but after rechecking a few times I believe I may have misunderstood what this mod does?

This mod only increases how many structures in general you can build. If you want to change the industry limit, you'll have to look elsewhere. Or edit the game settings.
Title: Re: [0.96a] Grand.Colonies 2.0.d - More Building Slots - Scrollbar Edition
Post by: Eikioma on November 29, 2023, 06:10:40 PM
Hi, I'm using the default version and the click to delete ou click to swap is broken but don't crash the game.
The delete one don't delete the correct one but the previous one in the queue, and swap don't work at all.
Title: Re: [0.96a] Grand.Colonies 2.0.d - More Building Slots - Scrollbar Edition
Post by: unsc-reach on December 26, 2023, 07:09:55 AM
My colony upkeep multiplier goes wrong when I'm building the 13th building. For somehow it believes that I have about 13 bulidings above the limit and therefore offers a 1.1^13 bonus. That is about 10 times! I tried to turn off the penalty through settings.json, but it doesn't work.

I wonder if there is a bug or something I'm not awared.

PS:I'm also using AOTD, Ind Evo. and Terra Transforming.
Title: Re: [0.97a] Grand.Colonies 2.0.e - More Building Slots - Scrollbar Edition
Post by: SirHartley on February 03, 2024, 03:13:25 PM
(https://i.imgur.com/xb2DfcA.png)


Save Compatible


Download (https://bitbucket.org/SirHartley/grand.colonies/downloads/Grand.Colonies2.0.e.zip)
Pairs well with Industrial.Evolution (https://fractalsoftworks.com/forum/index.php?topic=18011)



Simple version change. Why fix what's perfect?


Change Log
2.0.e
  • Adjusted - Version Update
[/list]
[close]

(https://i.imgur.com/15oHa68.png) (https://ko-fi.com/sirhartley)
Title: Re: [0.97a] Grand.Colonies 2.0.e - More Building Slots - Scrollbar Edition
Post by: Skyaaqq on February 08, 2024, 03:27:29 AM
Thank you for creating the game mod. Since some other mods haven't been updated to the latest version, I'm still playing version 0.95.1a of Starsector. I've been trying to use the Grand Colonies 2.0.e version with a scrollbar on this version. It runs fine when starting the game, but I encounter a CTD when trying to access the market on the planet interface, with the error message:

'ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.getExternalScroller()Lcom/fs/starfarer/api/ui/ScrollPanelAPI; java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.getExternalScroller()Lcom/fs/starfarer/api/ui/ScrollPanelAPI;'

Is there any way to use the scrollbar version of the mod on version 0.95.1a?
Title: Re: [0.97a] Grand.Colonies 2.0.e - More Building Slots - Scrollbar Edition
Post by: Mytre on February 25, 2024, 11:04:32 AM
Hello, ran into an error , seems to be between this mod and maybe Industrial Evolution?

java.lang.NullPointerException
   at boggled.scripts.BoggledTerraformingRequirement$RequirementContext.<init>(BoggledTerraformingRequirement.java:80)
   at boggled.campaign.econ.industries.BoggledCommonIndustry.<init>(BoggledCommonIndustry.java:170)
   at boggled.campaign.econ.industries.BoggledBaseIndustry.init(BoggledBaseIndustry.java:29)
   at grandcolonies.listeners.IndustryPanelReplacer.getWidgetIndustry(IndustryPanelReplacer.kt:374)
   at grandcolonies.listeners.IndustryPanelReplacer.getAllWidgets(IndustryPanelReplacer.kt:340)
   at grandcolonies.listeners.IndustryPanelReplacer.advance(IndustryPanelReplacer.kt:156)
   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(Thread.java:748)

Trying to find a fix, this is with the latest version
Title: Re: [0.97a] Grand.Colonies 2.0.e - More Building Slots - Scrollbar Edition
Post by: Roxaryz on February 25, 2024, 11:07:09 AM
Hello, ran into an error , seems to be between this mod and maybe Industrial Evolution?

java.lang.NullPointerException
   at boggled.scripts.BoggledTerraformingRequirement$RequirementContext.<init>(BoggledTerraformingRequirement.java:80)
   at boggled.campaign.econ.industries.BoggledCommonIndustry.<init>(BoggledCommonIndustry.java:170)
   at boggled.campaign.econ.industries.BoggledBaseIndustry.init(BoggledBaseIndustry.java:29)
   at grandcolonies.listeners.IndustryPanelReplacer.getWidgetIndustry(IndustryPanelReplacer.kt:374)
   at grandcolonies.listeners.IndustryPanelReplacer.getAllWidgets(IndustryPanelReplacer.kt:340)
   at grandcolonies.listeners.IndustryPanelReplacer.advance(IndustryPanelReplacer.kt:156)
   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(Thread.java:748)

Trying to find a fix, this is with the latest version
There seems to be an incompatibility between this and TASC 9.0.0
Title: Re: [0.97a] Grand.Colonies 2.0.e - More Building Slots - Scrollbar Edition
Post by: SirHartley on February 25, 2024, 01:12:47 PM
Here as well - go to settings.json and switch grand colonies to legacy mode to stop it from crashing. You'll lose the nice scrollbar, but you can play the game.

We'll have to wait until boggled can patch, since this is an unfortunate cross-mod interaction.
Title: Re: [0.97a] Grand.Colonies 2.0.e - More Building Slots - Scrollbar Edition
Post by: RonEverson on April 16, 2024, 09:18:00 PM
Well i stumbled into a problem. unsure what causes it.
I have few mods re colonisation installed.
(DIYPlanets, Industrial Evolution, Terraforming and Station Construction & Grand Colonies)
Since I added Grand Colonies - it shows ....a loooong list as pop up box when you hover over  INDUSTRIES counter of maximum colony size to 100 but keeping 4 as maximum industries on the list.
It also does NOT allow to build extra industries over 4.
Im not as versed in checking files for settings - i looked through basic ones but I dont see anywhere a correlation indicaing it locks down the slots to 4.

Are the listed mods compatible? Should I drop any of them off to make it work?
Title: Re: [0.97a] Grand.Colonies 2.0.e - More Building Slots - Scrollbar Edition
Post by: Uther Phobos on April 17, 2024, 10:10:27 AM
Well i stumbled into a problem. unsure what causes it.
I have few mods re colonisation installed.
(DIYPlanets, Industrial Evolution, Terraforming and Station Construction & Grand Colonies)
Since I added Grand Colonies - it shows ....a loooong list as pop up box when you hover over  INDUSTRIES counter of maximum colony size to 100 but keeping 4 as maximum industries on the list.
It also does NOT allow to build extra industries over 4.
Im not as versed in checking files for settings - i looked through basic ones but I dont see anywhere a correlation indicaing it locks down the slots to 4.

Are the listed mods compatible? Should I drop any of them off to make it work?
None of those mods should even affect that at all. Might be an issue with Astral Ascension.