Fractal Softworks Forum

Starsector => Mods => Topic started by: Kaysaar on March 17, 2023, 04:49:10 AM

Title: [0.97a] Ashes of The Domain
Post by: Kaysaar on March 17, 2023, 04:49:10 AM
(https://i.imgur.com/EtdvmsL.png) (http://www.ashesofthedomain.info)



Title: Re: Cryosleeper 2.0 : Domain Electric Boogallo Edition
Post by: El Jojo on March 17, 2023, 04:56:48 AM
I think you may be missing a description here sir.
Title: Re: Cryosleeper 2.0 : Domain Electric Boogallo Edition
Post by: Kaysaar on March 17, 2023, 05:34:57 AM
I think you may be missing a description here sir.
I think now there is description but thanks for noticing ^^
Title: Re: [0.95.1a] Cryosleeper 2.0 : Domain Electric Boogallo Edition
Post by: RVG_Seven on March 17, 2023, 12:00:32 PM
Hey i got the cryosleeper parked in my planet but it doesn't seem to work? I got the icon that shows the +1 stability but my size 6 colony still doesn't show any growth and i can't build the cryorevival facility. This might be a clash with some of the mods i am running (40+ mods) but i wanted to report it anyway.
Title: Re: [0.95.1a] Cryosleeper 2.0 : Domain Electric Boogallo Edition
Post by: Kaysaar on March 17, 2023, 12:03:00 PM
Hey i got the cryosleeper parked in my planet but it doesn't seem to work? I got the icon that shows the +1 stability but my size 6 colony still doesn't show any growth and i can't build the cryorevival facility. This might be a clash with some of the mods i am running (40+ mods) but i wanted to report it anyway.
Strange, could you send me your mod list on dsc? Kaysaar#1181
Title: Re: [0.95.1a] Cryosleeper 2.0 : Domain Electric Boogallo Edition
Post by: power12359 on March 17, 2023, 04:40:29 PM
So does this mod improve the growth rate of colonies?
Title: Re: [0.95.1a] Cryosleeper 2.0 : Domain Electric Boogallo Edition
Post by: Kaysaar on March 17, 2023, 07:41:01 PM
So does this mod improve the growth rate of colonies?
It improves growth rate as normal Cryorevival Facility ( When you have Cryo in same system). Noramly game capsize the growth to size 6. By parking Cryosleeper on planet you enable it's population to grow to max size (10)
Title: Re: [0.95.1a] Cryosleeper 2.0 : Domain Electric Boogallo Edition
Post by: SpaceDrake on March 18, 2023, 01:30:19 AM
Feature request: it'd be nice to have something in modSettings that allows us to tweak the new population cap. Reaching 10^10 feels a bit silly to me, even with a cryosleeper, but I do really like the idea of getting to do a one-time relocation of the cryosleepers, especially in seeds where they end up in neighboring systems.
Title: Re: [0.95.1a] Cryosleeper 2.0 : Domain Electric Boogallo Edition
Post by: Kaysaar on March 18, 2023, 04:14:56 AM
Feature request: it'd be nice to have something in modSettings that allows us to tweak the new population cap. Reaching 10^10 feels a bit silly to me, even with a cryosleeper, but I do really like the idea of getting to do a one-time relocation of the cryosleepers, especially in seeds where they end up in neighboring systems.
I will add it with depletion mechanics, or if it took too long time i will release hotfix with modsettings for pop growth
Title: Re: [0.95.1a] Cryosleeper 2.0 : Domain Electric Boogallo Edition
Post by: Kaysaar on March 18, 2023, 01:18:02 PM
New patch has been released: Check Patch notes
Title: Re: [0.95.1a] Cryosleeper 2.0 : Domain Electric Boogallo Edition
Post by: Zarian on March 20, 2023, 08:01:22 AM
Ive got an idea, after you deplete Cryosleeper (or earlier if you want to have bigger population) you could turn it into a space station with unique defence structure for suporting Guardian drone. Maybe even add option to refit Guardian and upgrade him to Low Tech, Mid Tech or High Tech custom variants.
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on March 20, 2023, 11:58:00 PM
About the idea of using Cryosleeper as unique deffence structure, i think for now it won't be priority to do it
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: Requiemfang on March 21, 2023, 04:54:48 PM
just a bit curious about how this mod will interact with better colonies, grand colonies and Industrial Evolution. Some functions this mod adds seems to overlap or do the same things as some of the features those other mods have.
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on March 21, 2023, 05:05:45 PM
just a bit curious about how this mod will interact with better colonies, grand colonies and Industrial Evolution. Some functions this mod adds seems to overlap or do the same things as some of the features those other mods have.
As those are mods that in my playthroughs are essential, mod is working pretty well, to be honest i really recomend playing with those mods, to this date i didn't encountered and got reported any bug that would be caused by this mods. When i will finish core of this mod maybe i will add some interactions to those mods : P. I really love them, because of Industrial Evolution i decided to make that mod.
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: Zr0Potential on March 21, 2023, 06:09:32 PM
Oh wow I did say I'm looking forward for the future of the mod on Discord but I didn't think it'd be this massive, so again, looking forward to what you cook up bro  :o
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: Requiemfang on March 21, 2023, 06:25:07 PM
just a bit curious about how this mod will interact with better colonies, grand colonies and Industrial Evolution. Some functions this mod adds seems to overlap or do the same things as some of the features those other mods have.
As those are mods that in my playthroughs are essential, mod is working pretty well, to be honest i really recomend playing with those mods, to this date i didn't encountered and got reported any bug that would be caused by this mods. When i will finish core of this mod maybe i will add some interactions to those mods : P. I really love them, because of Industrial Evolution i decided to make that mod.

add good to hear, glad there isn't anything to be concerned about so far then. I have been playing with the mod installed but I grew concerned as the scope of the mod has expanded over the past few updates is all. Glad that those concerns aren't warranted and that you have plans to have future interactions with those other mods  ;D
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on March 24, 2023, 12:50:02 AM
Version 1.4.0 Dropped. Check new Patch Notes
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: Junker99 on March 24, 2023, 02:18:25 PM
def going to pay attention to this mod :D
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: Alyuna on March 24, 2023, 03:36:12 PM
Hey I'm curious about your future plan for Stella Manufactorium

I wonder how this feature will interact with Terraforming and Station Construction mod, which also introduces a way to craft your own special items. It can be disabled from that mod's config file, but I'm still worried about incompatibilities.
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on March 24, 2023, 04:28:22 PM
Hey I'm curious about your future plan for Stella Manufactorium

I wonder how this feature will interact with Terraforming and Station Construction mod, which also introduces a way to craft your own special items. It can be disabled from that mod's config file, but I'm still worried about incompatibilities.
As TASC is one of my favourite mod i can guarantee you that i will ensure that, if i will saw some incompability, i will work on correcting it
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: _YuukiFeya_ on March 24, 2023, 06:14:35 PM
Hi, in recent patch when I build a vanilla waystation its accessibility bonus become 50% instead of 10% which is equal to the Bureau of Logistic upgrade. Wouldn't that just make the upgrade redundant or is it just an unintended bug?

Apart from that I really like new industries, especially underworld district. Thanks for the mod!
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on March 25, 2023, 06:24:31 AM
Hi, in recent patch when I build a vanilla waystation its accessibility bonus become 50% instead of 10% which is equal to the Bureau of Logistic upgrade. Wouldn't that just make the upgrade redundant or is it just an unintended bug?

Apart from that I really like new industries, especially underworld district. Thanks for the mod!
It is a bug that i fixed actually and will be relesing with new patch but thanks for report ^^
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on March 25, 2023, 06:26:39 AM
DISCLAIMER IMPORTANT:
Next update is around the corner, new commodity is nearly setted, Electronics industry already implemented. But as much as i tried that update won't be save compatible, because i need to add industries to factions before sector generation ends, not after it. So i will release next patch in next week two, so you can end your playthroughs. As recompensation i want to add more industries that would be dependent on new commodity
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on March 25, 2023, 06:27:50 AM
DISCLAIMER IMPORTANT:
Next update is around the corner, new commodity is nearly setted, Electronics industry already implemented. But as much as i tried that update won't be save compatible, because i need to add industries to factions before sector generation ends, not after it. So i will release next patch in next week two, so you can end your playthroughs. As recompensation i want to add more industries that would be dependent on new commodity to somehow make do for not being save compatible
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on March 26, 2023, 03:57:28 PM
Cryosleeper 2.0: Domain Electric Boogallo Edition
Ashes of The Domain of Man
  NOT Save Compatible with prev version (1.4.0)
Download Latest version (1.5.0) (https://dl.orangedox.com/R7ik1CKvHPdPUqihhw)

For now mod has interactions with :
Substance.Abuse (https://fractalsoftworks.com/forum/index.php?topic=24378.0)

Have you always dreamed about restoring the Domain?
Have you always wanted to laugh at Chicomoztoc for having ONLY size 8 population?
Do you hate the current power balance in Persean Sector?
Say nothing more
Introducing Ashes of The Domain of Man

Description:
That mod focus on reworking mechanics of Cryosleeper and Cryorevival Facility, making Cryosleepers, even more valuable to look for
That mod has started as a rework of Cryosleeper mechanics, now it evolves into mod, with new industries, special items and missions, that would allow you to fully restore the Domain to it's former glory, as an endgame challenge
Mechanics Reworked/Done from Scratch
Spoiler
Cryosleeper, Cryorevival, and Cryoharvester Mechanics
First up: No more ten light year radius of Cryosleeper effect. Instead you are given option to repair Cryosleeper and park it on planet
Second of all: Now Cryorevival Facility can be builded only but only on planet, where you parked Cryosleeper.
Third of all: New Industry : Cryoharvesting Facility: Instead of population growth you get sick Organs for trading on Black Market
And the most impactful change. Now Cryorevival Facility allows to for population growth of planet past size 6 up to 10!
Growth rate, Max Population growth and number of organs produced by Cryoharvester can be changed in modSettings.json in Config file
[close]
Spoiler
New Basic Industries, available from start
  Underworld : A more profitable and shady version of Commerce, enables black market on Player's colony where is built, it will increase income, but it will give huge stability minuses
  Tourism Center: A center, where people from Sector can relax and forget for a brief moment about all struggeles. It will be only available to build on planets with mild climate
[close]
Spoiler
Additional Industries available after researching blueprint
  For now the list is small, because that would be one industry for now
  Electronic's Industry: Only few worlds in Peresean Sector maintaned industries capable of producing sophisticated Electronic's. With that industry a new commodity would be added, later   used mostly by Stella Manufactorium
  Bureau of Logistic: (Upgraded from Waystation) A logistical heart of every colony. It would massively increase market accesibility.
  Planetary Defence Force : A structure that generates soldiers in storage when you have too big argument with someone from Hegemony
[close]
Spoiler
Capital Building Mechanics
 There are total 5 new structures that are in Capital group. Those are representing power of your faction ( For now they gave all same bonuses i want to make every capital unique) You can only build them on size greater than 6 planets, when the total size of your markets is greater than 20. When you start building capital, basically you dedicate entire planet to be your capital;, there is no going back when you do it BE WARNED. As long as you control your capital you get +3 stab bonus in capital and +1 stab on everysingle one planet in your faciton but be carefull because *** is about happen when you lost your capital
[close]
Future Plans/WIP
Spoiler
Stella Manufactorium [WIP]
"There are always druken stories in bars about mysteries of Persean Sector, burried in Ruins of an old and forgotten past since Collapse, some say that there are massive ships, carrying milions uppon milions of people , who now slumbers in Cryosleep, some on the other hand claim that, on the far edges of sector , they have seen a planet covered in Red glow. Those are stories, but in every story there is always a little of truth. You ventured into space to look in ruins for treasuers, that would bring you wealth and fame, and yet you only finded specific blueprints for peculiar industry. You give them to your scientist to analyse the contents of your findings. To your supprise, you have just founded a Holy grail. A blueprint for advanced, sophisticated industry, capable of producing all special items, used in industries, that plans how to manufacture them have been lost to time. You know that this, this can really tip the balance of power in Persean Sector, of course if you willing to do so are you ? "
New : Stella Manufactorium that would produce special items like Pristine Nanofroge, and new special items that would allow you to upgrade every single one of your industry.
New item : Starforge - Special item that, with industry blueprint will be optainbale in specific questline, essential to make Stella Manufactorium Work.
[close]
Spoiler
Project: Theodosian's Revenge
REDACTED FOR NOW
[close]
Spoiler
Flavour Updates and Possible compability updates with another mod
I won't be hiding that, there were mods that inspired me to make that mod and if you as author of mod want to make compability patch between our mods feel free to write
[close]
Spoiler
New Winning Conditions ( Nexerlin will be required)
Like for example having specific blueprints, or build certian structures that will be in next point:
[close]
Spoiler
Additional Megastructure : Project Zeus
You heard me right. As a faction that want to restore Domain you will be able in your quest for power find new destroyed megastructure that you would be able to repair. It would spawn on one planet unique type of industry, impossible to be supported without the megastructure itself. What i can say, there is no industrial might withour rescources that would support it.
[close]
Patch Notes
Spoiler
Ver 1.5.0
new: Added new commodity, electronics, they are used in heavy industry
 new: Added  Capital Buildings and Capital mechanics: Basically Capital buildings are unique , you can only build one of them in entire faction. By building this you commit one Planet in sector  permamently to be capital of your new Empire. It gives bonuses to all planets but i don't recommend losing your capital. or leaving it so when you decide to build, build it being sure for 100%  that this place will be your capital
 new: Improved Vanila Industry Blueprints Mechanic : for now only 3 industries beside planetary shield use that mechanic. They can be find by using Techmining
 new: Planetary Defence Force structure, you need to find blueprint first to build it
 new: Added new industry : Electronics: To build them you need to find blueprint
 fix: Fixed Waysation bug, that had stats of Bureau of Logistic
 nerf: To build Bureau of Logistics you need to find blueprint for it first
Ver 1.4.0
  new:Underworld : A more profitable and shady version of Commerce, enables black market on Player's colony where is built, it will increase income, but it will give huge stability minuses
  new:Tourism Center: A center, where people from Sector can relax and forget for a brief moment about all struggeles. It will be only available to build on planets with mild climate
  new:Bureau of Logistic: (Upgraded from Waystation) A logistical heart of every colony. It would massively increase market accesibility.
  new: When Substance Abuse is enabled Tourism Industry demands alcohol to work properly
Ver 1.3.1
  fix:Fixed bug that sometimes Cryosleeper was somehow added to player's blueprint, allowing for producing it
  fix: Cryosleepers are no longer available from custom production.
  fix: You can't double park cryosleeper or double hide it on planet
  fix: Now Cryoharvester is working properly, not producing 22 organs on size 10 planet
Ver 1.3.0
  new: Added a second option when you park Cryosleeper, to hidden it on planet and start biggest organ harvesting opperation in Sector(That decision is pernament)
  new: Added a new industry : Cryoharvesting Facility
Ver 1.2.0
  new: Now you can relocate your Cryosleeper
  new: Depletion mechanic : with every time when colony grows past size 6 ( from 6 to 7, from 7 to 9 etc etc...) population in Cryosleeper depleets (There are 4 Stages), so you can
  relocate 4 times Cryosleeper to 4 different worlds to make them size 7 words, and then Cryosleeper is empty of people.
  new: When you have Cryosleeper in your fleet and named it, that name will be displayed on parcked cryosleeper
  new: there is modSetting.json in config file, where you can adjust the rate of growth and the max size of colony's growth
  fix: Now Cryosleeper is being put on orbit of designated planet, not their moon
Ver 1.1.0
  fix: Now Cryorevival Facility option to build shows properly
  feat: Now Cryosleeper is visible from orbit
Ver 1.0.1
  hotfix - Now cryosleeper is removed properly from fleet after deciding to put him on orbit
Ver 1.0.0
  Inital release
[close]
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: Thinggyblop on March 27, 2023, 01:02:28 PM
The cryosleepers description has a few spelling errors so i reworded it to sound more cohesive and fixed some spelling mistakes.
For the cryosleeper "A massive vessel, an relic of a kinder past which contains hundreds of millions of people who were put in cryosleep. The inhabitants were meant to be explorers, now they are a hope for the Persean Sector. This cryosleeper has been put in a stable orbit of the planet. It reminds all who live in the colony of might and technological wonders of Domain."

also production is mispelt is the electronics description and all industries descriptions could also do with a spell check, all in all good mod keep up the good work though tying electronics to heavy industry kinda feels like bloat
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on March 27, 2023, 04:03:47 PM
The cryosleepers description has a few spelling errors so i reworded it to sound more cohesive and fixed some spelling mistakes.
For the cryosleeper "A massive vessel, an relic of a kinder past which contains hundreds of millions of people who were put in cryosleep. The inhabitants were meant to be explorers, now they are a hope for the Persean Sector. This cryosleeper has been put in a stable orbit of the planet. It reminds all who live in the colony of might and technological wonders of Domain."

also production is mispelt is the electronics description and all industries descriptions could also do with a spell check, all in all good mod keep up the good work though tying electronics to heavy industry kinda feels like bloat
About that, i know what are you saying. That i will try to update it in past 4-5 days. not only cryosleeper description but all descriptions. And about electronics you know you have heavy_machinery and well heavy machinery needs electronics right? also i will add second new commodity, copper, that would be used in Refinery to smelt Copper wires and they would be used in electronics. I have many ideas, but not that much free time to implement them
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on March 28, 2023, 06:48:30 PM
Patch 1.5.1 dropped , check Patch notes for more info
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: Zanda on March 30, 2023, 11:56:48 AM
Code
            public void reportPlayerClosedMarket(MarketAPI market) {
                Misc.MAX_COLONY_SIZE = 6;

Causes issues if you've got a larger maxColonySize in settings.json, it disables hazard pay and doesn't tell you colony growth from the colonies menu when you're not at the planet.

Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on March 30, 2023, 04:14:32 PM
Code
            public void reportPlayerClosedMarket(MarketAPI market) {
                Misc.MAX_COLONY_SIZE = 6;

Causes issues if you've got a larger maxColonySize in settings.json, it disables hazard pay and doesn't tell you colony growth from the colonies menu when you're not at the planet.
Acutally i wanted and still want to somehow fix it but those are limitations for now. Hazard pay is reseting becuase its working with Misc.Max_Colony_Size, if i set it on 10 then all planets would eventually grow till size 10.  Moreover i need to change it so there would not be bugs everywhere. Its better to now see your colony growth than see that everyone can grow past size 6 up to 10
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: Zanda on March 30, 2023, 04:28:36 PM
Code
            public void reportPlayerClosedMarket(MarketAPI market) {
                Misc.MAX_COLONY_SIZE = 6;

Causes issues if you've got a larger maxColonySize in settings.json, it disables hazard pay and doesn't tell you colony growth from the colonies menu when you're not at the planet.
Acutally i wanted and still want to somehow fix it but those are limitations for now. Hazard pay is reseting becuase its working with Misc.Max_Colony_Size, if i set it on 10 then all planets would eventually grow till size 10.  Moreover i need to change it so there would not be bugs everywhere. Its better to now see your colony growth than see that everyone can grow past size 6 up to 10

Fair Enough, do planets still grow though?

I mean despite being set to max size 6, do planets with cryosleepers still account for growth?
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on March 30, 2023, 09:53:26 PM
Code
            public void reportPlayerClosedMarket(MarketAPI market) {
                Misc.MAX_COLONY_SIZE = 6;

Causes issues if you've got a larger maxColonySize in settings.json, it disables hazard pay and doesn't tell you colony growth from the colonies menu when you're not at the planet.
Acutally i wanted and still want to somehow fix it but those are limitations for now. Hazard pay is reseting becuase its working with Misc.Max_Colony_Size, if i set it on 10 then all planets would eventually grow till size 10.  Moreover i need to change it so there would not be bugs everywhere. Its better to now see your colony growth than see that everyone can grow past size 6 up to 10

Fair Enough, do planets still grow though?

I mean despite being set to max size 6, do planets with cryosleepers still account for growth?
Yes, what game does not tell you is that it still keeps tracking population growth after 6. When you see in vanilla game on Planets tab you can still see percenteges going up. Its becuase that is flag for max colony size. So when it is tracked that colony should grow because reached 100% and have Cryorevival Facility ( You need to somehow wake them up and there is entire validation in that industry), it manually changes size and number of pops. But now full explenation why it is soo hard to program plugin that would eneable seeing that growth. A:  I am in no way expierenced at Starsector modding. It is my first mod ever created, i am just programmer who has a one year expiernce in backend things. And B: Whenever you are interacting with market on your planet, the copy of market is created, if i could detect when player is doing sth like that, i could potentially also set value  as i am doing it in plugin. Of course if you know how to do it then i would be more than willingful to hear about it.
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: Coil on March 31, 2023, 07:09:53 PM
So, I really like your mod. But by adding integrated components, you make a conflict with Industrial Evolution. Ship components no longer have use and that makes the scrapyard no longer work... any chance you can undo that or make the two mods compatible?
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on March 31, 2023, 09:00:28 PM
So, I really like your mod. But by adding integrated components, you make a conflict with Industrial Evolution. Ship components no longer have use and that makes the scrapyard no longer work... any chance you can undo that or make the two mods compatible?
What you mean by that scrapyards are not working right now? I am always opened for feedback. From my perspective Integrated Components were always ment to be for Heavy machinery, few people at the time requested to me to change it so it would be for ships. You know for me most logical is IC for Heavy Machinery production. I mean how could you operate heavy machineries without those Ic's ?
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: Coil on April 01, 2023, 07:06:30 AM
So the scrap parts used in the scrapyard no longer have a user. There are sellers of ship components but no buyers, so they have no use since they were replaced with integrated components. I *think* this is the issue, but when I removed your mod the problem went away.
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on April 01, 2023, 07:50:27 AM
So the scrap parts used in the scrapyard no longer have a user. There are sellers of ship components but no buyers, so they have no use since they were replaced with integrated components. I *think* this is the issue, but when I removed your mod the problem went away.
Ohh strange, then i will fix it immidieatly , i think i will release patch today or next day
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: SirHartley on April 01, 2023, 11:11:58 AM
yeah, replacing the HI/OW industry class will break my mod since it does an instance check to apply additional outputs.
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: Fishbones on April 01, 2023, 11:27:16 PM
Loving this mod, really like growing past size 6 and being the Economic giant of the sector. now the problems I encountered.

1. My colony wont grow past size 8 after reaching 100% growth and stayed at 100% for an entire in game month despite having around 4% growth rate

2. I think the Condition of "Local Cryosleeper" is bugged, I think its because the condition is shared to all planets with a Cryosleeper on it, cause when I put a new Cryosleeper into one of my colonies it still had the status "Cryosleeper has been fully emptied from people. all have been awaken and for now it only serves as a statue in honor of old times". the Cryorevival structure still works fine but i'm not sure if the condition status affects my size 8 colony not growing to size 9.

3. Game Crashed soon after building Capital Buildings.
CODE:
Spoiler
18658057 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.scripts.plugins.AshesCapitalPlugin.capitalVa lidation(AshesCapitalPlugin.java:51)
   at com.fs.starfarer.api.impl.campaign.scripts.plugins.AshesCapitalPlugin.advance(AshesCapitalPlugin.java:78)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on April 02, 2023, 01:20:54 PM
Loving this mod, really like growing past size 6 and being the Economic giant of the sector. now the problems I encountered.

1. My colony wont grow past size 8 after reaching 100% growth and stayed at 100% for an entire in game month despite having around 4% growth rate

2. I think the Condition of "Local Cryosleeper" is bugged, I think its because the condition is shared to all planets with a Cryosleeper on it, cause when I put a new Cryosleeper into one of my colonies it still had the status "Cryosleeper has been fully emptied from people. all have been awaken and for now it only serves as a statue in honor of old times". the Cryorevival structure still works fine but i'm not sure if the condition status affects my size 8 colony not growing to size 9.

3. Game Crashed soon after building Capital Buildings.
CODE:
Spoiler
18658057 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.scripts.plugins.AshesCapitalPlugin.capitalVa lidation(AshesCapitalPlugin.java:51)
   at com.fs.starfarer.api.impl.campaign.scripts.plugins.AshesCapitalPlugin.advance(AshesCapitalPlugin.java:78)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]
Could you write me on Dsc Kaysaar#1181, i would investigate the error with cryosleeper, with capital error it has been fixed already and i will release it in next patch, but before that i want to flextape all issues that i have found/got reported
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: FreonRu on April 03, 2023, 10:25:23 AM
Hello.
Thank you so much for this mod. This is exactly what I have been looking for for a long time - the ability to use the cryosleeper was simply necessary.

I wish you good luck and further creative success
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on April 03, 2023, 11:03:48 PM
Patch 1.5.3 Dropped recently. Check Patch Notes for more info
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: JenkoRun on April 04, 2023, 06:55:44 AM
"Cryosleeper effect no longer applies in a ten light year radius. Instead you are given option to repair the Cryosleeper and park it on a specific planet."

Thank, you, so much for this! This has been the one thing I've been eager to see a mod do for some time, combined with TASC this allows for some golden planet setups that will finally let my game feel complete without editing the global max colony size (I never liked that method, it's very un-immersive).

This might just one of my new favorite mods for this alone, I look forward to seeing where you take the mod in the future :)

By the way, are you open to receiving modified text description files for the mod? I've noticed the English grammar is a bit off, I'd be happy to modify the descriptions for you to use if you'd like.

I also have 1 piece of feedback I'd like to suggest, the description of the Cryosleepers states that they contain only millions of people, which makes it a bit hard to believe that a single 1 can let you reach size 10. I'd like to instead suggest reducing the number of uses from 4 to 2, this way you can not only reach size 8 realistically, but size 10 as well at the cost of using both of the 2 sleepers that spawn in the sector, making it a more immersive experience. Up to you though.

Also, one question, when you deplete a sleeper can it still be landed on the planet and used for organ harvesting? I figure not but with coding you never know.
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on April 04, 2023, 10:10:53 PM
"Cryosleeper effect no longer applies in a ten light year radius. Instead you are given option to repair the Cryosleeper and park it on a specific planet."

Thank, you, so much for this! This has been the one thing I've been eager to see a mod do for some time, combined with TASC this allows for some golden planet setups that will finally let my game feel complete without editing the global max colony size (I never liked that method, it's very un-immersive).

This might just one of my new favorite mods for this alone, I look forward to seeing where you take the mod in the future :)

By the way, are you open to receiving modified text description files for the mod? I've noticed the English grammar is a bit off, I'd be happy to modify the descriptions for you to use if you'd like.

I also have 1 piece of feedback I'd like to suggest, the description of the Cryosleepers states that they contain only millions of people, which makes it a bit hard to believe that a single 1 can let you reach size 10. I'd like to instead suggest reducing the number of uses from 4 to 2, this way you can not only reach size 8 realistically, but size 10 as well at the cost of using both of the 2 sleepers that spawn in the sector, making it a more immersive experience. Up to you though.

Also, one question, when you deplete a sleeper can it still be landed on the planet and used for organ harvesting? I figure not but with coding you never know.
Why not i have one writter already who cooperates with me and i could use any help I can ^^, about suggestion, this is sth i was actually thinking and i want to add this as setting you can change in json files. So if you want to help join our dsc server https://discord.gg/VscSDmx8r7
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: YourLocalMairaaboo on April 06, 2023, 11:56:18 AM
So... Would it be possible to add settings for some more detailed effects for the criosleeper (Like a setting for market size in planets in the same system, and one for planets in the sector in general?) For example, if you set up several of the criosleepers, being able to have size 7 colonies be widespread, and size 8 or 9 in planets in the same system? Or would that be impossible?
Edit:NVM, just saw the detailed desc and realized I had no clue what I was saying.
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on April 12, 2023, 08:30:53 AM
Yes , i have come back with Milk and Bogdanoff approval, the 1.6 update is around the corner, giving justice to Capital Buildings ,as now every single capital beside global stab buff will give additional bonuses each unique to different capital. More info will be available when patch 1.6 will be released
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: FreonRu on April 12, 2023, 12:18:21 PM
Good day. Once again I want to note that this is an amazing mod. I hope that it will develop and bring a huge amount of positive emotions.

A small question - is there any plan to integrate with version checking? This is a pretty useful feature.
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on April 13, 2023, 02:01:37 PM
Good day. Once again I want to note that this is an amazing mod. I hope that it will develop and bring a huge amount of positive emotions.

A small question - is there any plan to integrate with version checking? This is a pretty useful feature.
I have not thought about it , i need to read about it first and then why not actually
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: ZeCaptain on April 19, 2023, 12:52:12 AM
It seems like this mod or this mod and nexerlin are replacing some industries that shouldn't be replaced.
Edit: I am dumb.

That cleanroom probably shouldn't be there and seems to be replacing another industry that is unique to this location.
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on April 19, 2023, 02:48:27 AM
It seems like this mod or this mod and nexerlin are replacing some industries that shouldn't be replaced.
(https://i.imgur.com/d1hEUdo.png)

That cleanroom probably shouldn't be there and seems to be replacing another industry that is unique to this location.
Check your settings.json , probably you have eneabled Random_sector, as in vanilla play i only change vanilla planets of vanilla factions
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: FreonRu on April 19, 2023, 11:25:09 AM
Good day. Are there any plans to add the ability to build your own gates (also part of the domain era)?
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: JenkoRun on April 19, 2023, 12:28:20 PM
Good day. Are there any plans to add the ability to build your own gates (also part of the domain era)?
I'd recommend using TASC for that.
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on April 19, 2023, 12:47:10 PM
Good day. Are there any plans to add the ability to build your own gates (also part of the domain era)?
Yea sa Jenko Said, use TASC, i really don't want to do sth that already exists in other mod ( At least i try )
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: ZeCaptain on April 19, 2023, 08:29:02 PM
Check your settings.json , probably you have eneabled Random_sector, as in vanilla play i only change vanilla planets of vanilla factions

You are right I am dumb.
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on April 22, 2023, 05:54:08 PM
1.6 Update has been finally released. Here i would like you first apologize all modders of Starsector Community, but why ? Here is ful explanation of entire situation
 As many have you seen i have been replacing all graphics in patch 1.6 and i feel that now it is a good time to reveal the main reason behind that decision. With  rapid mod development i was i need of graphics like in real need to progress, so i commisioned my brother/cousin to do all the work, you know , i pay less and i let my  cousin have some money, as he was drawing before. After 4 days when he finished all graphics and i released them i was contacted by one of mod authors, as he contacted me privattely i won't reveal who contacted me revealed not only that my  brother used Stable Diffusion ( To which i would not be ***) but moreover he used assets from other mods. without asking , or any perrmision. I also condemn such situations as those are someone assets createed/commisioned by someone who probably paid his money to get it.  That also reason why i rush 1.6 update, as i want to replace all the graphics of everything that has been. For now there is 90% already done as i am speaking only one grahpic is in need of replacement. So if there is a modder here, i apologize for that situation. I know that  this situation could have consequences  echoed through community, and i don't want to hide it either. I am fan of Starsector, someone who loves the game, community and mods to the core and now i also want to bring some joy to players by creating  AoD. i know that nothing will ammend that , and some of you won't belive that story.  So as kind of appology all images from 1.6 Update used by me will be Open Sourced (What i mean you can grab it , use it and don't need to tell me about it ), you can use it to your own will but never ever claim that those are your images as they were commisioned and i only own them, own as i can use them, not claim that they are mine. So to end this. I apologize to every Mod Author as i don't know how much assets beside from that one author have been used.
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: MrNage on April 22, 2023, 08:47:39 PM
With Nex, can you sell/transfer capital planets to other factions?
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on April 22, 2023, 08:50:05 PM
With Nex, can you sell capital planets to other factions?
Well you can but i don't recommend it like really don't recommend it
As it will cause that you technically lost capital and -5 stab penalty on all your planets will be as long as that capital planet is in other faction's hand
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on April 22, 2023, 09:16:25 PM
And you can only remove it once you retake capital
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: MrNage on April 22, 2023, 09:21:52 PM
Can you built capital buildings on places you only have governorship on? What if the capital decivilizes?
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on April 23, 2023, 03:02:11 AM
Can you built capital buildings on places you only have governorship on? What if the capital decivilizes?
Tbh i did not tested the first one , second well i dunno how you gonna decivilize size greater than 6 colony but if you do so you just need to recolonize it
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: Kithawk on April 23, 2023, 08:33:12 AM
i got an error
Fata;" com/fs/starfarer/api/impl/campaign/rulecmd/CA_repairCryosleeper:
Unsuported major.minor version 52.0

any ideas whats causing this
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on April 24, 2023, 09:21:54 PM
i got an error
Fata;" com/fs/starfarer/api/impl/campaign/rulecmd/CA_repairCryosleeper:
Unsuported major.minor version 52.0

any ideas whats causing this
Fixed : Somehow project was for higher versions and it was working for most so no one pointed to me that untill now , so everything should now work
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.1
Post by: Kaysaar on April 24, 2023, 09:42:19 PM
Plans for the next udpate :  I don't know if it will be 1.7 or 2.0 depending on how much will be done
Spoiler
Rework of Commodities
 Basically i would add more commodities to the game besides Integrated Components which they wil be interacting with below what i wrote

Industry Tech Tree and Industry Variations
 Yes, our team currently works on deving how that tree would look like, how progression would work etc , and we are working on how item dependecies would look like with introducing industry tiers and new commodities. For now we plan to create custom interface where you could choose what you can research
Tech tree will be unlocked once you contact Galatia and hear some dialouges how factions of the sector cut their funds , and they would ask if you want to support them, which it will unlock Tech Tree and new structure that will help you in researching new things
For Now :
I contacted TASC author and with his permission the TASC structures will be included in Tech Tree if TASC and AoD together enabled
 For more info i would suggest join Ashes of The Domain dsc server
https://discord.gg/VscSDmx8r7
[close]
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.1
Post by: Telae on April 25, 2023, 09:56:57 PM
I'm not sure if it's just me, but after the most recent update it seems that none of the markets that are meant to spawn with the industry to create components are doing so, judging by the total 0 exports on the market breakdown
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.1
Post by: Kaysaar on April 25, 2023, 10:09:47 PM
I'm not sure if it's just me, but after the most recent update it seems that none of the markets that are meant to spawn with the industry to create components are doing so, judging by the total 0 exports on the market breakdown
I already investigated that issue for now use Random_Sector = true in modsetting.json , somehow it s an rng , that method that sets Cleanroom industry does not get the list of planets before loading the game. I wanted to make it modular but it seems i need to hard code it ;-;. Fix will be released with patch 1.6.2 and as i dont want to spam with hotfixes there will be a little small update that will add some interaction with some Gas Station mod : P I just wait for art as code is already done. I hope max 2 days will take it ( It will be save compatible as nothing game breaking is changing with it )
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.1
Post by: Poxil on April 26, 2023, 10:11:57 AM
There's a problem with the Planetary Defense Force, it just cut my colony's ground defense strength by half rather than increase it.

Edit: I don't know if this is also a bug or not, but it doesn't seem to provide local defense bonus to colonies in a star system.
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.1
Post by: Kaysaar on April 26, 2023, 10:45:00 AM
There's a problem with the Planetary Defense Force, it just cut my colony's ground defense strength by half rather than increase it.

Edit: I don't know if this is also a bug or not, but it doesn't seem to provide local defense bonus to colonies in a star system.
You are playing on latest version yes ? If so then i will investigate that bug and also fix it in next hotfix that i hope i can release anytime soon. I would love to do it today, but i am just a student with job and well kinda i need to catch up with few things.I apologize for bug of course and it will be fixed soon
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.1
Post by: FreonRu on April 26, 2023, 11:17:36 AM
Good day. A couple of questions:
1 Somewhat earlier in the future plans were to make an industry that would produce rare items of the domain. Are there more such plans?
2 Any plans for a cryoshunt? Now there is an opportunity to move the cryosleeper - it's just great, thanks again. But what about the cryoshunt? If not move, then at least increase the radius of its action

Thanks in advance for your reply
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.1
Post by: Kaysaar on April 26, 2023, 11:37:52 AM
Good day. A couple of questions:
1 Somewhat earlier in the future plans were to make an industry that would produce rare items of the domain. Are there more such plans?
2 Any plans for a cryoshunt? Now there is an opportunity to move the cryosleeper - it's just great, thanks again. But what about the cryoshunt? If not move, then at least increase the radius of its action

Thanks in advance for your reply
1 Yes this is still in plan but i feel that with more industries and Special items it will be more intresting to release it later, moreover the 0.96 update release sth that will make easy to implement Tech Tree. What i can say i am already prepearing for 0.96 as i want to literally release update asap
2. What is Cryoshunt?
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.1
Post by: JenkoRun on April 26, 2023, 12:04:55 PM
Good day. A couple of questions:
1 Somewhat earlier in the future plans were to make an industry that would produce rare items of the domain. Are there more such plans?
2 Any plans for a cryoshunt? Now there is an opportunity to move the cryosleeper - it's just great, thanks again. But what about the cryoshunt? If not move, then at least increase the radius of its action

Thanks in advance for your reply
1 Yes this is still in plan but i feel that with more industries and Special items it will be more intresting to release it later, moreover the 0.96 update release sth that will make easy to implement Tech Tree. What i can say i am already prepearing for 0.96 as i want to literally release update asap
2. What is Cryoshunt?
I think they mean the Hypershunt and asking if the radius can be moved or have its range increased. Though personally I'd just use TASC to build one.
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.1
Post by: Kaysaar on April 27, 2023, 01:48:09 AM
About changes to coronal, Yes there will be some changes , maybe i will slightly increase the range , i dunno for now i am fully focusing on Industry Tech Tree as i want to make it good
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.1
Post by: Poxil on April 27, 2023, 05:41:58 AM
There's a problem with the Planetary Defense Force, it just cut my colony's ground defense strength by half rather than increase it.

Edit: I don't know if this is also a bug or not, but it doesn't seem to provide local defense bonus to colonies in a star system.
You are playing on latest version yes ? If so then i will investigate that bug and also fix it in next hotfix that i hope i can release anytime soon. I would love to do it today, but i am just a student with job and well kinda i need to catch up with few things.I apologize for bug of course and it will be fixed soon
Unfortunately I'm using the 1.5.3 version, which I downloaded recently before I knew about the new update so I'll trying playing the latest mod in a new game and see if the problem is solved.
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.1
Post by: YourLocalMairaaboo on April 27, 2023, 08:36:33 AM
Uh, just a question. I thought that ANY spaceport with a fullerene spool was a space elevator? Is the Space Elevator capital supposed to be a better version of that sort of facility at the cost of no longer being possible to pack up?
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.1
Post by: Vundaex on April 27, 2023, 05:02:18 PM
Just discovered this mod, that sounds exciting!
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.1
Post by: Darrow on April 28, 2023, 09:13:35 AM
Would love if this expanded beyond just basic buildings and colony improvements.

Questline, or more features that promote "Roleplay" to move towards reforming "The Domain" would be awesome.

I know you can basically do that on your own with the current mechanics, but a nice streamline, questline or unique spawns/system that promotes this would be awesome.
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.1
Post by: Kaysaar on April 28, 2023, 10:20:41 AM
Uh, just a question. I thought that ANY spaceport with a fullerene spool was a space elevator? Is the Space Elevator capital supposed to be a better version of that sort of facility at the cost of no longer being possible to pack up?
That was a mistake, i missed that Fullerene spool autoatically makes megaport into space elevator. I will change name and descpr
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.1
Post by: Kaysaar on April 28, 2023, 10:21:02 AM
Just discovered this mod, that sounds exciting!
Yay ^^
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.1
Post by: Kaysaar on April 28, 2023, 10:22:44 AM
Would love if this expanded beyond just basic buildings and colony improvements.

Questline, or more features that promote "Roleplay" to move towards reforming "The Domain" would be awesome.

I know you can basically do that on your own with the current mechanics, but a nice streamline, questline or unique spawns/system that promotes this would be awesome.
As i said that mod is still WIP , for now i want to introduce the mechanics of Industry progression via tech tree, as you would have a ground where you could research sth, which would enable another update that would add that roleplay side, just give the time to  this mod, there is a reason why i call it work in progress. If i establish tech tree of industries, then i can easly add blueprints of Domain Era industries, that would be needed in next researches, moreover i have in plans quests but tbh, i need spriters, as i can't make unique ships on my own. So as i don't have means of doing quest right now i do what i would done later, to not waste time. And well what are quests without unique rewards : P
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.1
Post by: Kaysaar on April 29, 2023, 01:22:01 AM
Future Plans
As  a teaser i can happly announce , that works on Tech Tree have begin to move , slowly , as i am designing the in game UI. I spoke with authors of Tasc and Ind Evo ans those two mods will be included in AoD Tech Tree, as a fruitfull cooperation that will enhance all mods together without being dependent on each other. Also i would really want you feedback in terms of balance as with new big update all ascpets of AoD will go through balancing.
Moreover with 2.0 release AoD will be split into smaller mods , so everyone will decide which piece of cake they want
AoD- Cryosleeper Module
AoD - Capital Module
AoD - Industry and Tech Tree Module
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.1
Post by: Mosterdzaadje on May 02, 2023, 05:20:38 AM
Hi, I'm having some trouble with the Integrated Components. When generating a sector with no Cleanroom Manufactory industry is being generated on any of the planets mentioned (Jangala, Eochu Bres, Madeira, Skathi), thus creating a global deficit with no supply (see attached image). Any idea what could cause this?

Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.1
Post by: Kaysaar on May 02, 2023, 05:57:36 AM
Hi, I'm having some trouble with the Integrated Components. When generating a sector with no Cleanroom Manufactory industry is being generated on any of the planets mentioned (Jangala, Eochu Bres, Madeira, Skathi), thus creating a global deficit with no supply (see attached image). Any idea what could cause this?
I know what causing it , for now if you don't want to wait jsut set Random_sector to true, but i will be releasing hotfix in next 6 hours or 8
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.1
Post by: Kaysaar on May 02, 2023, 06:18:54 PM
Hi, I'm having some trouble with the Integrated Components. When generating a sector with no Cleanroom Manufactory industry is being generated on any of the planets mentioned (Jangala, Eochu Bres, Madeira, Skathi), thus creating a global deficit with no supply (see attached image). Any idea what could cause this?
I know what causing it , for now if you don't want to wait jsut set Random_sector to true, but i will be releasing hotfix in next 6 hours or 8
Yea took me while but 1.6.2 Has been released
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2
Post by: WMGreywind on May 02, 2023, 10:20:20 PM
Fun update. I approve. And I should really get back into working on my mod more.  :)
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2
Post by: Hexallium on May 03, 2023, 11:33:23 AM
Areodynamics Center?
I am hoping this isn't a typo.
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2
Post by: Kaysaar on May 03, 2023, 02:25:29 PM
Areodynamics Center?
I am hoping this isn't a typo.
Ffs somehow it slipped through my eyes when i was updating (It was Placeholder for New Space Elevator name as many were complainint that sth like this alredy exists)
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2 0.96 HOTFIX!
Post by: Kaysaar on May 05, 2023, 10:51:31 AM
Hotfix for 0.96 released for everyone who just can't wait for their mod to be stable enough. I left prev version link to everybody that sticks for 0.95.a. For now , The Settings.json file is not working , so in that hotfix nothing is customizable.

Correction It is Customizable Yet again YAY

Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2 0.96 HOTFIX!
Post by: Kaysaar on May 10, 2023, 03:32:59 AM
Hi everyone, as progress is well on going i want to announce that in next 2 days i will be releasing protoype of Industry Tech Tree ( Research Mechanics as this is not yet tree in UI terms). This prototype  will only cover Farming side of industry for now .  If you want to help me with releasing 2.0 update then join the discord server and test the prototype, as for now what i need the most is a feedback , what can be done better, etc etc so if you want to help then join dsc server https://discord.gg/VscSDmx8r7
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2 0.96 HOTFIX!
Post by: Kaysaar on May 11, 2023, 06:24:32 PM
The Beta Ver of 2.0.0 Update has been released. Now go grab it test it and give me that reports of NullpointerExceptions Download Link https://drive.google.com/file/d/1r78zz3Gvpf-jrgLZyvJiEvPdFsgT0bu2/view?usp=sharing
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2 0.96 HOTFIX!
Post by: Damexius on May 12, 2023, 08:47:17 AM
This mod has a lot of potential, I'm looking forward Kaysaar  ;D ;D ;D ;D ;D
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2 0.96 HOTFIX!
Post by: Sottom on May 13, 2023, 09:28:22 AM
Awesome mod with good amount of content!
Is it possible to add the number of charges the Cryo has (for above level 6) onto the config file?
As well as having an option for it to be System wide instead of just for the planet it is orbiting?

Thanks a bunch for the mod!
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2 0.96 HOTFIX!
Post by: Kaysaar on May 14, 2023, 09:11:50 AM
This mod has a lot of potential, I'm looking forward Kaysaar  ;D ;D ;D ;D ;D
Glad to hear that ^^
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2 0.96 HOTFIX!
Post by: Kaysaar on May 14, 2023, 09:17:55 AM
Awesome mod with good amount of content!
Is it possible to add the number of charges the Cryo has (for above level 6) onto the config file?
As well as having an option for it to be System wide instead of just for the planet it is orbiting?

Thanks a bunch for the mod!
Hi tbh i think it wont be possible as adding additional charges would mean more descrp etc etc , and for now i am only planning to add option to reduce from 4 to 2 charges in settings.json And well i think i wont make it system wide, my idea was that one Cryosleeper per one planet , to not breed size 10 world's and i think it will stay as it is. Glad you enjoy mod ^^
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2 0.96 HOTFIX!
Post by: Sottom on May 14, 2023, 09:22:38 AM
Ok. No problem  ;)

Keep up the great work!
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2 0.96 HOTFIX!
Post by: TalRaziid on May 14, 2023, 08:24:53 PM
Do settings allow us to opt out of the new cryosleeper mechanics?
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2 0.96 HOTFIX!
Post by: Kaysaar on May 14, 2023, 10:32:50 PM
Do settings allow us to opt out of the new cryosleeper mechanics?
You can adjust max size that cryosleepers allows to grow and growth speed from cryosleeper those are in settings
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2 0.96 HOTFIX!
Post by: Kaysaar on May 17, 2023, 02:22:08 PM
Second Beta Version is around the Corner, aprrox on Friday or even faster will be released new beta version
Changes :
Research Facility now have option to toggle UI of Research facility rather than only biding it to CTRL+T
Changed how Upgrades are shown, instead of 2-5 buttons you got 1 which will display all possible upgrades
Added Aqua and Partially mining branch of tech
Adjusted food demand in sector , to justify new farms, and make it harder to supply past size 6 worlds
Added Water Commodity
Fix: Now there are no 2 upgrade buttons - Vanilla button and Ashes button
Fix :Scrollbar of research options now does not reset after choosing what tech you want to research
Main goal for next patch
:Fixing ui bug where titles are dislocated on certain resolutions
:Making the same changes to Swtich buttons like with upgrades, to save space
:Making some upgrades of vanila industries using their special item
:Releasing new Comodity: Research Materials
:New Mechanic : Research Bonus Speed - More Research Facilites - More research speed
:New Mechanic : Skip Research - As mentioned new commodity will be added, that when you will leave on special market type (Research Facility Storage) then can be used to skip research, an option for players who likes to combat and explore much, and  dont want to sit for another 6 hours waiting for techs to research
Additional Goals that i want to achive to next patch
:Item requierement to start research (Paying once for starting Research)

I hope you enjoyed the new mechanics , feel free to write feedback, as it will help me develop Ashes of Domain faster ^^
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2 0.96 HOTFIX!
Post by: Sottom on May 18, 2023, 09:56:20 AM
Is there somewhere I can read up on what this research feature does?

And if not, can I get an explanation?
 Do you discover blueprints? Do you enhance industries? Etc.
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2 0.96 HOTFIX!
Post by: Kaysaar on May 18, 2023, 10:00:56 AM
Is there somewhere I can read up on what this research feature does?

And if not, can I get an explanation?

 Do you discover blueprints? Do you enhance industries? Etc.
Od course i will write full explanation once i got home in quick descrp : It is not by Blueprints you need to build Research Facility Strucutre and Access from it new Research Interface
From there you can choose what you want to research , and when research end you get option to built researched Industry
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2 0.96 HOTFIX!
Post by: DanzyDanz on May 18, 2023, 10:14:50 AM
any chance of the update being compatible with ver 0.95.1a of SS?  :'(
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2 0.96 HOTFIX!
Post by: Kaysaar on May 18, 2023, 10:18:44 AM
any chance of the update being compatible with ver 0.95.1a of SS?  :'(
I can give it gry tbh
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2 0.96 HOTFIX!
Post by: Kaysaar on May 18, 2023, 04:10:52 PM
any chance of the update being compatible with ver 0.95.1a of SS?  :'(
I can give it gry tbh
Pardon Danzy wont be available as i now remember that in this update there is very important plugin introduced that is a core of how Upgrade button works sorry
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2 0.96 HOTFIX!
Post by: DrTechman42 on May 19, 2023, 12:24:53 PM
Cool stuff overall, really wanted something like this in vanilla (Kenshi vibes by the way).
One thing so far: please reconsider the cost of cleanroom blueprint. First I found one and researched it and then it dropped a second time and those 5 million (!) that I've got from selling it on open market (!!) paid me for an entire multiplanetary colony with a bunch of terraforming structures from TASC.
I believe it just shouldn't be able to find the blueprint more than once, but even if this breaks, it shouldn't give the player so much money.

And maybe consider gating these blueprints behind an exploration/fighting combo like the Red Planet? It's in Starsector's nature to always loop back to fighting and it feels more fair compared to ruin-mining lottery.
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2 0.96 HOTFIX!
Post by: Kaysaar on May 19, 2023, 01:24:08 PM
Cool stuff overall, really wanted something like this in vanilla (Kenshi vibes by the way).
One thing so far: please reconsider the cost of cleanroom blueprint. First I found one and researched it and then it dropped a second time and those 5 million (!) that I've got from selling it on open market (!!) paid me for an entire multiplanetary colony with a bunch of terraforming structures from TASC.
I believe it just shouldn't be able to find the blueprint more than once, but even if this breaks, it shouldn't give the player so much money.

And maybe consider gating these blueprints behind an exploration/fighting combo like the Red Planet? It's in Starsector's nature to always loop back to fighting and it feels more fair compared to ruin-mining lottery.
Yea about blueprint of industries , they will be removed for sth different in future, i know that they are an issue as tbh i don;t have yet any expierience in making quests. But in 2.0.0 they will be removed for sake of research mechanics ,where i have much much more freedom to choose. Especially that i plan to add new items releated to research , like items that would eneable you skip research(Rewarding players that fights and explores more). Required Items to research futher , etc etc. I have too many plans to execute with one swing : P
Speaking of Kenshi Hey hey People Sseth here
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2 0.96 HOTFIX!
Post by: DanzyDanz on May 20, 2023, 10:36:21 AM
any chance of the update being compatible with ver 0.95.1a of SS?  :'(
I can give it gry tbh
Pardon Danzy wont be available as i now remember that in this update there is very important plugin introduced that is a core of how Upgrade button works sorry

That's a shame but oh well. Thanks for your hard work!

Also, my game crashed when trying to add pagsm_fuel_bp. Running 0.96 latest version as well as PAGSM
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2 0.96 HOTFIX!
Post by: Kaysaar on May 20, 2023, 10:59:30 AM
any chance of the update being compatible with ver 0.95.1a of SS?  :'(
I can give it gry tbh
Pardon Danzy wont be available as i now remember that in this update there is very important plugin introduced that is a core of how Upgrade button works sorry

That's a shame but oh well. Thanks for your hard work!

Also, my game crashed when trying to add pagsm_fuel_bp. Running 0.96 latest version as well as PAGSM
For now i have disabled Blast Processing Unit , as it will go on different rework, as i have handeled industry upgrades in different way , now that i have knowldege of doing it in more efficient way i want to have every single Industry that i have introduced, work on same prinicipal
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2 0.96 HOTFIX!
Post by: DrTechman42 on May 21, 2023, 12:23:58 PM
Speaking of Kenshi Hey hey People Sseth here
We are all here thanks to one man aren't we?

Back to the topic, what do you mean by "skipping research"? If it's simply not waiting then I'm not sure. Unless the time is so significant that it becomes the only way of getting research done in a reasonable amount of time, but in turn some other questions rise. Unlocking, however, seems more appropriate (Kenshi vibes strikes again).

And, if thinking about a utopia is appropriate, I really wish there was a way to prolong exploration content in a cleaner way than that old mod that spawned new systems via gates. Once you check all the Motherships and Survey ships, derelicts just disappear. It would be fun to see them again as guardians to something.
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2 0.96 HOTFIX!
Post by: Kaysaar on May 21, 2023, 02:13:09 PM
Speaking of Kenshi Hey hey People Sseth here
We are all here thanks to one man aren't we?

Back to the topic, what do you mean by "skipping research"? If it's simply not waiting then I'm not sure. Unless the time is so significant that it becomes the only way of getting research done in a reasonable amount of time, but in turn some other questions rise. Unlocking, however, seems more appropriate (Kenshi vibes strikes again).

And, if thinking about a utopia is appropriate, I really wish there was a way to prolong exploration content in a cleaner way than that old mod that spawned new systems via gates. Once you check all the Motherships and Survey ships, derelicts just disappear. It would be fun to see them again as guardians to something.
About skipping reseach, sometimes there are playres who are focussing mostly on battle, rather than waiting for few months for research, so to reward players that explore and fight derelicts/remanants then you got special item "Research Materials" which certain amount will be able to skip research , sth like paying for example 30 units of that cargo to end 15 days researching of sth. Then both, peaceful and players focused on combat will benefit from it
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2 0.96 HOTFIX!
Post by: Terran Allias on May 21, 2023, 08:01:58 PM
Hey, I hope I'm not being pushy, but is there a reason why I can't mine transplutonics?

Nevermind I used my brain, it's the research thing
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2 0.96 HOTFIX!
Post by: Kaysaar on May 24, 2023, 12:24:12 AM
Hey Hey People , i would like to say that in next 2-3 days will be next beta patch featuring new mechanics to Research, covering refining and Light Industry of tech tree and also AoD will be splitted into 3 Modules as i said Month ago , so everybody will get the piece of cake which they want
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2 0.96 HOTFIX!
Post by: Ragnarok101 on May 24, 2023, 07:26:50 AM
Hey Hey People , i would like to say that in next 2-3 days will be next beta patch featuring new mechanics to Research, covering refining and Light Industry of tech tree and also AoD will be splitted into 3 Modules as i said Month ago , so everybody will get the piece of cake which they want

Y'know, I think I have the original cryosleeper mechanics file, I posted a thread about it lol. Someone said it was what grew into this mod. Glad to see it seems to be thriving. Will be using those cryosleeper and capital modules.
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2 0.96 HOTFIX!
Post by: FreonRu on May 24, 2023, 10:31:41 AM
Hello.
A couple of questions/suggestions:
1 When this modification will be divided into three separate ones - will these be three distant pages of modifications? Will you still be able to download the full modification kit?
2 Now technology research looks very promising - are there any artifacts planned for morphed industries or will vanilla artifacts work? Is it planned to make a choice in which way to improve the buildings or is the gradation linear?
3 The mod adds a lot of new resources - are there any plans to use vanilla resources or are the newly introduced resources badly needed (the resource production window looks like we're in factorio trying to launch a rocket)?
4 Do you have a plan to create an artifact for the research center?

Thanks again for the mod, it brings elements that I couldn't find in other mods.
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2 0.96 HOTFIX!
Post by: Kaysaar on May 24, 2023, 10:53:59 AM
Hello.
A couple of questions/suggestions:
1 When this modification will be divided into three separate ones - will these be three distant pages of modifications? Will you still be able to download the full modification kit?
2 Now technology research looks very promising - are there any artifacts planned for morphed industries or will vanilla artifacts work? Is it planned to make a choice in which way to improve the buildings or is the gradation linear?
3 The mod adds a lot of new resources - are there any plans to use vanilla resources or are the newly introduced resources badly needed (the resource production window looks like we're in factorio trying to launch a rocket)?
4 Do you have a plan to create an artifact for the research center?

Thanks again for the mod, it brings elements that I couldn't find in other mods.
1. All links will be here and i decided that there will be only modules not entire mod , the reason for it is A Players now can choose what they want and B It is easier for me to develop them seperatley , should Bugs occured
2. For now some vanila will works , sometimes ( In new patch ) to upgrade higher special Item wil be needed to be installed, and once starting upgrade this Item will be consumed
Yes you can choose the Path you want , the most seen by this will be in Heavy Industry and Mining ( That one will be soon) it wont be just upgrade liniear.
3. There are plans of using both vanila and new resources as you progress higher you will start to need also more sophisitacted resources, as you need to prepeare Infrastructure first to support new Industries
4 Maybe for now i want to finish what I wanted , then i will think on future research development, maybe but i dont Guarantees
5 Glad you like the mod ^^
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2 0.96 HOTFIX!
Post by: Valikdu on May 24, 2023, 04:13:17 PM
Repairable cryosleeper?? THIS IS EXACTLY WHAT I WAS LOOKING FOR!
Title: Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2 0.96 HOTFIX!
Post by: Kaysaar on May 27, 2023, 12:30:43 AM
From this day (  I really need now to redo modpage) Ashes  of the Domain has been splited into 3 modules
Ashes of The Domain - Seat of Power : Capital Buildings and Mechanics content
Ashes of The Domain - Vaults of Knowledge ( Beta) New Research mechanics and a lot of new industries (The link shall be posted once i got descrp so in few hours)
Ashes of The Domain - The Sleeper : Rework of Cryosleeper mechanics
All modules are standalone, they don't need any other module to work, but highly recommended to play with all modules

DISCLAIMER: ASHES OF THE DOMAIN FOLDER MUST BE DELETED, TO MAKE IT ALL WORK
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Meeplet on May 27, 2023, 11:18:14 AM
Heya, after deleting the original mod and installing the 3 modules, attempting to run the other two without the sleeper results in the following error:

67173 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.plugins.AshesOfDomainModPlugin]
java.lang.RuntimeException: Error loading [data.plugins.AshesOfDomainModPlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
Caused by: java.lang.ClassNotFoundException: data.plugins.AshesOfDomainModPlugin
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:351)
   ... 2 more

Seems to work fine with all 3, but seems like they're still some dependencies between them, hopefully you can figure this out, cheers
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on May 27, 2023, 11:48:26 AM
Heya, after deleting the original mod and installing the 3 modules, attempting to run the other two without the sleeper results in the following error:

67173 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.plugins.AshesOfDomainModPlugin]
java.lang.RuntimeException: Error loading [data.plugins.AshesOfDomainModPlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
Caused by: java.lang.ClassNotFoundException: data.plugins.AshesOfDomainModPlugin
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:351)
   ... 2 more

Seems to work fine with all 3, but seems like they're still some dependencies between them, hopefully you can figure this out, cheers
Hi i thought that i removed all dependencies , well i will investigate that
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Arkmagus on May 27, 2023, 03:29:41 PM
Hi, I really like this mod. Is it compatible with governed colonies from Nexerelin? I wanted to do a Mayasuran Navy-only run and the theme of this mod really fit with making Mairaath great again after its fall, but from my tests the game was always crashing when clicking any of the options in the menu of the research facility built in Mairaath while it wasn't from the player faction (player acts as governor with a commission). The crash didn't occur when I used console commands mod to transfer the market to player faction.
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Ritch on May 27, 2023, 04:26:08 PM
Hello!

I have been following your mod since the first post of the cryosleeper facility on discord and I have not tested your mod yet, because I was in middle of a playthrough and then start a vanilla run since the 0.96 come out. But I want to say that your mod is what was missing in vanilla, all of your content, mainly this new research feature is awesome from what i could read in the forum. Keep the good work and I'm looking forward for what you are planning for the mod!

One question, about all this capital options, the npcs factions will construct this buildings too? Thank you again for the hard work!
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on May 27, 2023, 04:33:47 PM
Hi, I really like this mod. Is it compatible with governed colonies from Nexerelin? I wanted to do a Mayasuran Navy-only run and the theme of this mod really fit with making Mairaath great again after its fall, but from my tests the game was always crashing when clicking any of the options in the menu of the research facility built in Mairaath while it wasn't from the player faction (player acts as governor with a commission). The crash didn't occur when I used console commands mod to transfer the market to player faction.
Hi unfortunatley it is not compatible with governed colonies from Nexerlin ;/
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on May 27, 2023, 04:34:30 PM
Heya, after deleting the original mod and installing the 3 modules, attempting to run the other two without the sleeper results in the following error:

67173 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.plugins.AshesOfDomainModPlugin]
java.lang.RuntimeException: Error loading [data.plugins.AshesOfDomainModPlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
Caused by: java.lang.ClassNotFoundException: data.plugins.AshesOfDomainModPlugin
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:351)
   ... 2 more

Seems to work fine with all 3, but seems like they're still some dependencies between them, hopefully you can figure this out, cheers
I fixed this just go to mod_settings.json of Seat of Power module and replace modPlugin field with this data.plugins.AoDCapitalsModPlugin
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on May 27, 2023, 04:35:14 PM
Hello!

I have been following your mod since the first post of the cryosleeper facility on discord and I have not tested your mod yet, because I was in middle of a playthrough and then start a vanilla run since the 0.96 come out. But I want to say that your mod is what was missing in vanilla, all of your content, mainly this new research feature is awesome from what i could read in the forum. Keep the good work and I'm looking forward for what you are planning for the mod!

One question, about all this capital options, the npcs factions will construct this buildings too? Thank you again for the hard work!
Not yet i plan that capitals will be used by AI
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: YourLocalMairaaboo on May 27, 2023, 08:24:04 PM
Hello!

I have been following your mod since the first post of the cryosleeper facility on discord and I have not tested your mod yet, because I was in middle of a playthrough and then start a vanilla run since the 0.96 come out. But I want to say that your mod is what was missing in vanilla, all of your content, mainly this new research feature is awesome from what i could read in the forum. Keep the good work and I'm looking forward for what you are planning for the mod!

One question, about all this capital options, the npcs factions will construct this buildings too? Thank you again for the hard work!
Not yet i plan that capitals will be used by AI
Maybe it would be best to have the AI capital be preset, unless they are an "upstart" faction like the ones in Vayra's Sector?
Chicomoztoc for hege, Kazeron for the League, Sindria for the Diktat, Eochu Bres for TT, Gilead for the church, pirates and pathers get none. (If they must have it, Kanta's Den and Chalcedon.)
If it represents the military capital instead of the administrative one, swap Chicomoztoc for Jangala, Gilead for Hesperus, Eochu Bres for Culann, Chalcedon for Epiphany.
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on May 27, 2023, 08:26:15 PM
Hello!

I have been following your mod since the first post of the cryosleeper facility on discord and I have not tested your mod yet, because I was in middle of a playthrough and then start a vanilla run since the 0.96 come out. But I want to say that your mod is what was missing in vanilla, all of your content, mainly this new research feature is awesome from what i could read in the forum. Keep the good work and I'm looking forward for what you are planning for the mod!

One question, about all this capital options, the npcs factions will construct this buildings too? Thank you again for the hard work!
Not yet i plan that capitals will be used by AI
Maybe it would be best to have the AI capital be preset, unless they are an "upstart" faction like the ones in Vayra's Sector?
Chicomoztoc for hege, Kazeron for the League, Sindria for the Diktat, Eochu Bres for TT, Gilead for the church, pirates and pathers get none. (If they must have it, Kanta's Den and Chalcedon.)
If it represents the military capital instead of the administrative one, swap Chicomoztoc for Jangala, Gilead for Hesperus, Eochu Bres for Culann, Chalcedon for Epiphany.
As with new upgrade and my knowledge of programming increased drasticly in time after releasing capitals they will be reworked again, as i want really unique buildings , and now only Nova does that
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: 123nick on May 27, 2023, 09:28:17 PM
Help! i have a crash when using all 3 AOTD modules. i got the most recent download from here: https://drive.google.com/drive/folders/17sMJKsVbf1WEU8CRu0H7a4Ohv90qLJ27 , at like 10am 5/27/2023, incase there was a update previously that shouldve fixed it.

Heres my log: https://gist.github.com/321nick/78e847907099789123493ef751c136f5
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on May 28, 2023, 03:09:03 AM
Help! i have a crash when using all 3 AOTD modules. i got the most recent download from here: https://drive.google.com/drive/folders/17sMJKsVbf1WEU8CRu0H7a4Ohv90qLJ27 , at like 10am 5/27/2023, incase there was a update previously that shouldve fixed it.

Heres my log: https://gist.github.com/321nick/78e847907099789123493ef751c136f5
Fixed , update has been posted
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Arkmagus on May 28, 2023, 06:52:41 AM
quick report: raiding water is giving millions in loot in a single raid, even if you can't carry all of it you can do something like stabilize cargo pods and return to the market a month later and sell all to the market you raided to become instant millionaire (you can already do this with other commodities but you don't get so much money in a single raid even if the colony has surplus).

edit: fixed with new version
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: justanotherjoe on May 29, 2023, 10:08:24 AM
either the description of the mod is wrong or something is broke, for capitals it says the planet needs to be size 6 OR greater however once reaching 30 faction pop all of my size sig planets just keep saying "too small to be capital". somebody in discord told me to needed to find a cryosleeper and bring the planet up to 7 pop, if this is the case maybe change the mod description
?
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on May 29, 2023, 10:10:44 AM
either the description of the mod is wrong or something is broke, for capitals it says the planet needs to be size 6 OR greater however once reaching 30 faction pop all of my size sig planets just keep saying "too small to be capital". somebody in discord told me to needed to find a cryosleeper and bring the planet up to 7 pop, if this is the case maybe change the mod description
?
Do you use old ver ?
from .95?
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: TalRaziid on May 29, 2023, 11:26:23 AM
Will everything work if we add the cryo-sleeper module after starting a new save?
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on May 29, 2023, 11:37:35 AM
Will everything work if we add the cryo-sleeper module after starting a new save?
It should work
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: justanotherjoe on May 29, 2023, 01:39:47 PM
either the description of the mod is wrong or something is broke, for capitals it says the planet needs to be size 6 OR greater however once reaching 30 faction pop all of my size sig planets just keep saying "too small to be capital". somebody in discord told me to needed to find a cryosleeper and bring the planet up to 7 pop, if this is the case maybe change the mod description
?
Do you use old ver ?
from .95?
no im using the latest version
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on May 29, 2023, 01:42:40 PM
either the description of the mod is wrong or something is broke, for capitals it says the planet needs to be size 6 OR greater however once reaching 30 faction pop all of my size sig planets just keep saying "too small to be capital". somebody in discord told me to needed to find a cryosleeper and bring the planet up to 7 pop, if this is the case maybe change the mod description
?
Do you use old ver ?
from .95?
no im using the latest version
You mean one of modules ? As i checked ang this is the value in program     public static int MIN_SIZE = 6 , but wait do you mean that list of capitals is empty? Because if it is empty it is bug , hotfix will be in 1-2 days as i am waitin for TASC update
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: justanotherjoe on May 29, 2023, 02:08:36 PM
either the description of the mod is wrong or something is broke, for capitals it says the planet needs to be size 6 OR greater however once reaching 30 faction pop all of my size sig planets just keep saying "too small to be capital". somebody in discord told me to needed to find a cryosleeper and bring the planet up to 7 pop, if this is the case maybe change the mod description
?
Do you use old ver ?
from .95?
no im using the latest version
You mean one of modules ? As i checked ang this is the value in program     public static int MIN_SIZE = 6 , but wait do you mean that list of capitals is empty? Because if it is empty it is bug , hotfix will be in 1-2 days as i am waitin for TASC update
yea im using the latest version of the capitals module, cant even open the list even on size 6 planets after reaching 30 faction wide pop. oh well ig.
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Tigasboss on May 29, 2023, 02:47:25 PM
I thought this crash was from tasc because the game crashed when i opened the industry builder but only on a station, but the mod author directed me here.

The log is as follows:

Spoiler
[campaign_noncore_part1.ogg]
87797 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.industry.KaysaarCapital.isAvailableToBuild(KaysaarCapital.java:43)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.updateTable(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.createUI(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I think this has something to do with the rc-10 update because it worked fine before i updated

Also the terminus doesn't seem to restock supplies and fuel, had to downgrade it back into a waystation.
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on May 29, 2023, 03:01:09 PM
I thought this crash was from tasc because the game crashed when i opened the industry builder but only on a station, but the mod author directed me here.

The log is as follows:

Spoiler
[campaign_noncore_part1.ogg]
87797 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.industry.KaysaarCapital.isAvailableToBuild(KaysaarCapital.java:43)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.updateTable(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.createUI(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I think this has something to do with the rc-10 update because it worked fine before i updated

Also the terminus doesn't seem to restock supplies and fuel, had to downgrade it back into a waystation.
Hi what ver you are playing .95 or .96 of  game?
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Fantastic Chimni on May 29, 2023, 03:25:51 PM
Getting a consistent crash on new game start in random sector generation despite having "RANDOM_SECTOR": true in VoK module. Do other modules need to be treated in a similar way?

Spoiler
262222 [Thread-3] WARN  org.magiclib.util.MagicSettings  - unable to find aod_core in modSettings.json
262237 [Thread-7] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [miscallenous_main_menu.ogg]
262526 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.plugins.AoDCoreModPlugin.setIndustryOnPlanet(AoDCoreModPlugin.java:41)
   at data.plugins.AoDCoreModPlugin.onGameLoad(AoDCoreModPlugin.java:199)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.public.dismiss(Unknown Source)
   at com.fs.starfarer.ui.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.title.TitleScreenState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on May 29, 2023, 03:43:03 PM
Getting a consistent crash on new game start in random sector generation despite having "RANDOM_SECTOR": true in VoK module. Do other modules need to be treated in a similar way?

Spoiler
262222 [Thread-3] WARN  org.magiclib.util.MagicSettings  - unable to find aod_core in modSettings.json
262237 [Thread-7] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [miscallenous_main_menu.ogg]
262526 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.plugins.AoDCoreModPlugin.setIndustryOnPlanet(AoDCoreModPlugin.java:41)
   at data.plugins.AoDCoreModPlugin.onGameLoad(AoDCoreModPlugin.java:199)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.public.dismiss(Unknown Source)
   at com.fs.starfarer.ui.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.title.TitleScreenState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]
Nope only Vaults Of Knowledge wont be able to run on Random_Sector , its just impossible ,as Vok still have leftover settings when ashes did not influence industries that much, for random sector is literally impossible to balance mod
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on May 29, 2023, 05:26:12 PM
New update of Vaults of Knowledge has been released , with TASC collab, to avoid crashes with newest ver of TASC you need  to donwload fourth beta release of Vaults Of Knowledge
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Duloth on May 29, 2023, 09:03:10 PM
Huh. Got the latest version of all 3, using 0.96.10, and when I get a colony big enough, the 'Capitals' menu.... is empty. No options.
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on May 29, 2023, 09:08:01 PM
Huh. Got the latest version of all 3, using 0.96.10, and when I get a colony big enough, the 'Capitals' menu.... is empty. No options.
Hi could you download again ? Probably Google Drive done to me Fucky wacky ;/
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Duloth on May 29, 2023, 09:46:36 PM
Yup, fixed it! Thought I was doing something wrong, even used console commands to forcibly spawn Nova Exploraria on my capital only for it to bug at the end of the month and die.

Well, I say that. Apparently now I can actually build Nova Exploraria; it still bugs out and dies at the end of the month.
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Erlkonig on May 29, 2023, 10:30:42 PM
For some reason, I'm not allowed to upgrade my fishery to aquaculture: it says that it requires farmland, despite it being impossible for a water world to possess it.
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: RandomGuy87 on May 30, 2023, 02:09:18 AM
Hey, I noticed that when I did the research in the research facility and reloaded a save, the research would completely reset. I decided to load up a smaller list of mods to see if it would still occur and it still did.
the enabled mods are here:
{"enabledMods": [
  "aod_capital",
  "Cryo_but_better",
  "aod_core",
  "lw_console",
  "lw_lazylib",
  "MagicLib",
  "nexerelin",
  "speedUp",
  "Terraforming & Station Construction",
  "shaderLib",
  "G1GC_Hide_Leak_Message"
]}
I was going to attach screenshots but they were too big to send. The screenshots showed a nexerellin colony start that I did to see if the research resets each save, the first one shows how the colony started. The second showed that I researched Domain Archeology. The third showed I deleted light industry to build domain archeology. The fourth is where I loaded a save with it still building, deleted the military base to show in the same screen domain archeology was building, and I was able to research domain archeology again. Deleting the domain archeology that was under construction also resulted in me being unable to build it btw.
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Tigasboss on May 30, 2023, 02:09:25 AM
I thought this crash was from tasc because the game crashed when i opened the industry builder but only on a station, but the mod author directed me here.

The log is as follows:

Spoiler
[campaign_noncore_part1.ogg]
87797 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.industry.KaysaarCapital.isAvailableToBuild(KaysaarCapital.java:43)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.updateTable(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.createUI(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I think this has something to do with the rc-10 update because it worked fine before i updated

Also the terminus doesn't seem to restock supplies and fuel, had to downgrade it back into a waystation.
Hi what ver you are playing .95 or .96 of  game?

Im playing 0.96-rc10
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on May 30, 2023, 02:12:27 AM
Hey, I noticed that when I did the research in the research facility and reloaded a save, the research would completely reset. I decided to load up a smaller list of mods to see if it would still occur and it still did.
the enabled mods are here:
{"enabledMods": [
  "aod_capital",
  "Cryo_but_better",
  "aod_core",
  "lw_console",
  "lw_lazylib",
  "MagicLib",
  "nexerelin",
  "speedUp",
  "Terraforming & Station Construction",
  "shaderLib",
  "G1GC_Hide_Leak_Message"
]}
I was going to attach screenshots but they were too big to send. The screenshots showed a nexerellin colony start that I did to see if the research resets each save, the first one shows how the colony started. The second showed that I researched Domain Archeology. The third showed I deleted light industry to build domain archeology. The fourth is where I loaded a save with it still building, deleted the military base to show in the same screen domain archeology was building, and I was able to research domain archeology again. Deleting the domain archeology that was under construction also resulted in me being unable to build it btw.
Did you save before reload ?
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on May 30, 2023, 02:12:52 AM
Yup, fixed it! Thought I was doing something wrong, even used console commands to forcibly spawn Nova Exploraria on my capital only for it to bug at the end of the month and die.

Well, I say that. Apparently now I can actually build Nova Exploraria; it still bugs out and dies at the end of the month.
Can i got logs for it?
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on May 30, 2023, 02:13:49 AM
I thought this crash was from tasc because the game crashed when i opened the industry builder but only on a station, but the mod author directed me here.

The log is as follows:

Spoiler
[campaign_noncore_part1.ogg]
87797 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.industry.KaysaarCapital.isAvailableToBuild(KaysaarCapital.java:43)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.updateTable(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.createUI(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I think this has something to do with the rc-10 update because it worked fine before i updated

Also the terminus doesn't seem to restock supplies and fuel, had to downgrade it back into a waystation.
Hi what ver you are playing .95 or .96 of  game?

Im playing 0.96-rc10
Please download newewst ver if it still occurs then i will investigate that
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: RandomGuy87 on May 30, 2023, 02:17:15 AM
Hey, I noticed that when I did the research in the research facility and reloaded a save, the research would completely reset. I decided to load up a smaller list of mods to see if it would still occur and it still did.
the enabled mods are here:
{"enabledMods": [
  "aod_capital",
  "Cryo_but_better",
  "aod_core",
  "lw_console",
  "lw_lazylib",
  "MagicLib",
  "nexerelin",
  "speedUp",
  "Terraforming & Station Construction",
  "shaderLib",
  "G1GC_Hide_Leak_Message"
]}
I was going to attach screenshots but they were too big to send. The screenshots showed a nexerellin colony start that I did to see if the research resets each save, the first one shows how the colony started. The second showed that I researched Domain Archeology. The third showed I deleted light industry to build domain archeology. The fourth is where I loaded a save with it still building, deleted the military base to show in the same screen domain archeology was building, and I was able to research domain archeology again. Deleting the domain archeology that was under construction also resulted in me being unable to build it btw.
Did you save before reload ?
Yeah I saved it at the point I had domain Archeology researched and was building domain archeology. I loaded that save, had the ability to research domain archeology again and when I stopped the construction, I couldn't build it again.
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Tigasboss on May 30, 2023, 02:17:48 AM

Please download newewst ver if it still occurs then i will investigate that
[/quote]

I was about to do that but i have a question, the version i have is the one with all the modules put together, do i only download the vaults of knowledge one and if yes do i put it inside the ashes of domain folder or do i just put it in the mods folder.
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on May 30, 2023, 02:19:44 AM

Please download newewst ver if it still occurs then i will investigate that

I was about to do that but i have a question, the version i have is the one with all the modules put together, do i only download the vaults of knowledge one and if yes do i put it inside the ashes of domain folder or do i just put it in the mods folder.
[/quote]
Its Seat Of Power module , of what you want and only that , delete file and replace
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on May 30, 2023, 02:20:35 AM
Hey, I noticed that when I did the research in the research facility and reloaded a save, the research would completely reset. I decided to load up a smaller list of mods to see if it would still occur and it still did.
the enabled mods are here:
{"enabledMods": [
  "aod_capital",
  "Cryo_but_better",
  "aod_core",
  "lw_console",
  "lw_lazylib",
  "MagicLib",
  "nexerelin",
  "speedUp",
  "Terraforming & Station Construction",
  "shaderLib",
  "G1GC_Hide_Leak_Message"
]}
I was going to attach screenshots but they were too big to send. The screenshots showed a nexerellin colony start that I did to see if the research resets each save, the first one shows how the colony started. The second showed that I researched Domain Archeology. The third showed I deleted light industry to build domain archeology. The fourth is where I loaded a save with it still building, deleted the military base to show in the same screen domain archeology was building, and I was able to research domain archeology again. Deleting the domain archeology that was under construction also resulted in me being unable to build it btw.
Did you save before reload ?
Yeah I saved it at the point I had domain Archeology researched and was building domain archeology. I loaded that save, had the ability to research domain archeology again and when I stopped the construction, I couldn't build it again.
This bug have top priority as breaks entire research mechanics, i will fix it immidieatly
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on May 30, 2023, 02:39:01 AM
Hey, I noticed that when I did the research in the research facility and reloaded a save, the research would completely reset. I decided to load up a smaller list of mods to see if it would still occur and it still did.
the enabled mods are here:
{"enabledMods": [
  "aod_capital",
  "Cryo_but_better",
  "aod_core",
  "lw_console",
  "lw_lazylib",
  "MagicLib",
  "nexerelin",
  "speedUp",
  "Terraforming & Station Construction",
  "shaderLib",
  "G1GC_Hide_Leak_Message"
]}
I was going to attach screenshots but they were too big to send. The screenshots showed a nexerellin colony start that I did to see if the research resets each save, the first one shows how the colony started. The second showed that I researched Domain Archeology. The third showed I deleted light industry to build domain archeology. The fourth is where I loaded a save with it still building, deleted the military base to show in the same screen domain archeology was building, and I was able to research domain archeology again. Deleting the domain archeology that was under construction also resulted in me being unable to build it btw.
Did you save before reload ?
Yeah I saved it at the point I had domain Archeology researched and was building domain archeology. I loaded that save, had the ability to research domain archeology again and when I stopped the construction, I couldn't build it again.
I have fixed it but due to fact that this is like 5th time i upload new mod i will wait for more bug reports to not spam with updates
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Tigasboss on May 30, 2023, 02:40:43 AM
Quote
Quote
I was about to do that but i have a question, the version i have is the one with all the modules put together, do i only download the vaults of knowledge one and if yes do i put it inside the ashes of domain folder or do i just put it in the mods folder.
Its Seat Of Power module , of what you want and only that , delete file and replace

I did this and now cant load my save. i also tried to delete the main mod and replace it with all the separate modules and now it crashes when i load.

Its alright, my station was fully built already and it probably works if i start a new save. Thanks for your help anyway. :)
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on May 30, 2023, 02:41:33 AM
Quote
Quote
I was about to do that but i have a question, the version i have is the one with all the modules put together, do i only download the vaults of knowledge one and if yes do i put it inside the ashes of domain folder or do i just put it in the mods folder.
Its Seat Of Power module , of what you want and only that , delete file and replace

I did this and now cant load my save. i also tried to delete the main mod and replace it with all the separate modules and now it crashes when i load.

Its alright, my station was fully built already and it probably works if i start a new save. Thanks for your help anyway. :)
Np sorry that i have not updated it on core ver and probably by this destroying save ;/
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on May 30, 2023, 02:48:53 AM
For some reason, I'm not allowed to upgrade my fishery to aquaculture: it says that it requires farmland, despite it being impossible for a water world to possess it.
This bug has also been fixed , once i test everything not just brutforce update patch will be available
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on May 30, 2023, 02:49:36 AM
Yup, fixed it! Thought I was doing something wrong, even used console commands to forcibly spawn Nova Exploraria on my capital only for it to bug at the end of the month and die.

Well, I say that. Apparently now I can actually build Nova Exploraria; it still bugs out and dies at the end of the month.
I have also fixed that , once tested patch will be coming
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Duloth on May 30, 2023, 05:16:43 AM
While I can get you the log file, it probably isn't needed; this is the error message that pops when Nova Explorarium tries to spawn things.

Fatal: No drop data found for drop group [ashes_of_domain], probably an error in drop_groups.csv
Check starsector.log for more info.
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on May 30, 2023, 07:58:18 AM
While I can get you the log file, it probably isn't needed; this is the error message that pops when Nova Explorarium tries to spawn things.

Fatal: No drop data found for drop group [ashes_of_domain], probably an error in drop_groups.csv
Check starsector.log for more info.
As i said fixed but, i kinda want to wait for more bug reports and not post updates  every single day
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: DrTechman42 on May 30, 2023, 08:47:49 AM
Something causes my research to reset. I research Farming, Subsidized and Artisanal and after that I can once again research all of them (and lose access to building them). I've only noticed such loop with the farming chain, but I'll keep looking.
It's all modules+TASC.
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on May 30, 2023, 08:56:00 AM
Something causes my research to reset. I research Farming, Subsidized and Artisanal and after that I can once again research all of them (and lose access to building them). I've only noticed such loop with the farming chain, but I'll keep looking.
It's all modules+TASC.
It is bug , please redownload Vaults of Knowledge it Has been fixed as this was gamebreaking bug
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Duloth on May 30, 2023, 08:56:45 AM
Have you considered putting Heavy Industry into the research system? I could definitely envision the same tiered approach, where you can end up with domain-era heavy industry; such as starting with default HI, then you have to research to get orbital works, then you have another tier(perhaps you need to sacrifice a corrupted nanoforge to research, or to build?) that's just Domain-Tech Orbital Works, and then a final Advanced Manufacturing Center(that might need a pristine nanoforge to research or build) or Advanced Shipyard(Same; but while one ups production of goods and thus income, the other improves local fleet size/quality and your custom production total), representing climbing back up to the peak of domain-era manufacturing ability.

Or possibly an integration with TASC; you can research essentially standalone versions of the heavy industry/refinery; a true 'orbital works' platform that handles large-scale manufacturing/refining and is built off on its own, a cramped(stuck at 4 max size market) facility with an enormous production bonus.

Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on May 30, 2023, 09:21:54 AM
Have you considered putting Heavy Industry into the research system? I could definitely envision the same tiered approach, where you can end up with domain-era heavy industry; such as starting with default HI, then you have to research to get orbital works, then you have another tier(perhaps you need to sacrifice a corrupted nanoforge to research, or to build?) that's just Domain-Tech Orbital Works, and then a final Advanced Manufacturing Center(that might need a pristine nanoforge to research or build) or Advanced Shipyard(Same; but while one ups production of goods and thus income, the other improves local fleet size/quality and your custom production total), representing climbing back up to the peak of domain-era manufacturing ability.

Or possibly an integration with TASC; you can research essentially standalone versions of the heavy industry/refinery; a true 'orbital works' platform that handles large-scale manufacturing/refining and is built off on its own, a cramped(stuck at 4 max size market) facility with an enormous production bonus.
Hi as i said this is beta for a reason, all branches of industries will be covered Heavy industry , military but for now i am just takin break for 4 weeks like development was already fast , and i need break , to slow down a bit , my main goal which was makinig research cross mod available has been
done
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Tigasboss on May 30, 2023, 10:51:38 AM
Hi, id like to report that if you use all 3 modules separately you get portrait duplication
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on May 30, 2023, 10:54:11 AM
Hi, id like to report that if you use all 3 modules separately you get portrait duplication
Hi i will fix that bug , strange but okay
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Tigasboss on May 30, 2023, 10:56:36 AM
Hi, id like to report that if you use all 3 modules separately you get portrait duplication
Hi i will fix that bug , strange but okay

If it helps, it only happens with the vaults of knowledge, the other modules are fine.
Title: Re: [0.96a] [WIP] Ashes of The Domain of Man
Post by: Kaysaar on May 30, 2023, 11:19:41 AM
Hi, id like to report that if you use all 3 modules separately you get portrait duplication
Hi i will fix that bug , strange but okay

If it helps, it only happens with the vaults of knowledge, the other modules are fine.
Its always useful to have that info , thanks!
Title: Re: [0.96a] [WIP] Ashes of The Domain
Post by: Fantastic Chimni on May 30, 2023, 09:50:02 PM
Same bug as everyone else - research keeps resetting, locking me to the lowest tier of buildings. Makes the game unplayable.
Title: Re: [0.96a] [WIP] Ashes of The Domain
Post by: Kaysaar on May 30, 2023, 10:41:18 PM
Same bug as everyone else - research keeps resetting, locking me to the lowest tier of buildings. Makes the game unplayable.
I am releasing Hotfix right now
Title: Re: [0.96a] [WIP] Ashes of The Domain
Post by: sebseb on May 31, 2023, 05:11:56 AM
Hi can this mod be enabled mid campaign? looks very interesting.
Title: Re: [0.96a] [WIP] Ashes of The Domain
Post by: uhbyr1 on May 31, 2023, 07:08:53 AM
Hi can this mod be enabled mid campaign? looks very interesting.

Would not recommend. New industries and commodities need to be generated during sector creation. A lot of it would be bricked, with demands existing and no production at all. Even if you'll load the mod in the first place
Title: Re: [0.96a] [WIP] Ashes of The Domain
Post by: Arkmagus on May 31, 2023, 02:21:40 PM
report: I found a planet with stellar reflector array, not sure if because of another mod or if this is vanilla behaviour. After colonizing it, the bonus to food production from the structure only applied to the food commodity and for the farming building (no bonuses when using artisanal/subsidised farm or after switching production to biotics or rectificates). If you play with TASC I think you can also build the arrays, so you may end up with this happening more often. I didn't find other planets with this condition in my next playthroughs so I didn't test it again.
Title: Re: [0.96a] [WIP] Ashes of The Domain
Post by: YourLocalMairaaboo on May 31, 2023, 02:30:18 PM
report: I found a planet with stellar reflector array, not sure if because of another mod or if this is vanilla behaviour. After colonizing it, the bonus to food production from the structure only applied to the food commodity and for the farming building (no bonuses when using artisanal/subsidised farm or after switching production to biotics or rectificates). If you play with TASC I think you can also build the arrays, so you may end up with this happening more often. I didn't find other planets with this condition in my next playthroughs so I didn't test it again.
The condition hasn't been altered yet. No food buffs from conditions apply, but neither do debuffs.
Also, Artisanal and Subsidized are also bugged into not altering the production of biotics and rectificates, so you are better off using your more marginal farm worlds for it.
The patch will take a long time, so for now, just remember that Industrial Planning and Soil Nanites DO work.
Title: Re: [0.96a] [WIP] Ashes of The Domain
Post by: Kaysaar on May 31, 2023, 03:11:01 PM
report: I found a planet with stellar reflector array, not sure if because of another mod or if this is vanilla behaviour. After colonizing it, the bonus to food production from the structure only applied to the food commodity and for the farming building (no bonuses when using artisanal/subsidised farm or after switching production to biotics or rectificates). If you play with TASC I think you can also build the arrays, so you may end up with this happening more often. I didn't find other planets with this condition in my next playthroughs so I didn't test it again.
The condition hasn't been altered yet. No food buffs from conditions apply, but neither do debuffs.
Also, Artisanal and Subsidized are also bugged into not altering the production of biotics and rectificates, so you are better off using your more marginal farm worlds for it.
The patch will take a long time, so for now, just remember that Industrial Planning and Soil Nanites DO work.
Those two commodtieis that are with switches, they will take me time to patch as switches needs to be redone from scratch and with farming production i will fix it but this is minor bug so unless there wont be gamebreaking bug i will eventualy post  fix in maybe 4-5 weeks time
Title: Re: [0.96a] [WIP] Ashes of The Domain
Post by: paulogabbi on May 31, 2023, 04:11:42 PM
(https://cdn.discordapp.com/attachments/526502885521883137/1113605465713152022/image.png) for some reason  my fracking is producing extra resources.

i am using the lastest patch from the discord

also where do i get compound? no one sells it
Title: Re: [0.96a] [WIP] Ashes of The Domain
Post by: Kaysaar on May 31, 2023, 04:14:44 PM
(https://cdn.discordapp.com/attachments/526502885521883137/1113605465713152022/image.png) for some reason  my fracking is producing extra resources.

i am using the lastest patch from the discord

also where do i get compound? no one sells it
Sublimation Industry , and probably most likely i need to check if improvement also makes this bug

with next patch this will probably be fixed as i am rewriting few things
Title: Re: [0.96a] [WIP] Ashes of The Domain
Post by: paulogabbi on June 01, 2023, 04:09:48 PM
(https://cdn.discordapp.com/attachments/526502885521883137/1113967273963696240/image.png) you sure ? this is a level 6 planets and it produce nothing
Title: Re: [0.96a] [WIP] Ashes of The Domain
Post by: Kaysaar on June 01, 2023, 04:11:09 PM
(https://cdn.discordapp.com/attachments/526502885521883137/1113967273963696240/image.png) you sure ? this is a level 6 planets and it produce nothing
ehh okey i will test it also as i am still releasing hotfix today
Title: Re: [0.96a] [WIP] Ashes of The Domain
Post by: Kaysaar on June 01, 2023, 04:25:44 PM
(https://cdn.discordapp.com/attachments/526502885521883137/1113967273963696240/image.png) you sure ? this is a level 6 planets and it produce nothing
ohh its another bug of rather not of non production but because there are no conditions that are used by this industry
Title: Re: [0.96a] [WIP] Ashes of The Domain
Post by: Cyan Leader on June 01, 2023, 05:19:12 PM
Can this mod be added mid save?
Title: Re: [0.96a] [WIP] Ashes of The Domain
Post by: Kaysaar on June 01, 2023, 05:48:03 PM
Can this mod be added mid save?
Tbh i have not tested it , maybe but i am 100% sure it can't be added to save With Derelict Empire or Random Sector start from Nexerlin
Title: Re: [0.96a] [WIP] Ashes of The Domain
Post by: Ryxsen1421 on June 01, 2023, 11:06:03 PM
Hi, I got recommended by my fans to check out this cool new mod which rumored to be an extension to colony building and goes well with Indevo but so far - there's also others whom told me its pretty buggy and tend to crash often. How stable is the current build and do you recommend I should try it out now or wait a couple versions? I plan to stream it as well, so I'd appreciate if its all clear and wouldnt crash often.
Title: Re: [0.96a] [WIP] Ashes of The Domain
Post by: Kaysaar on June 01, 2023, 11:24:56 PM
Hi, I got recommended by my fans to check out this cool new mod which rumored to be an extension to colony building and goes well with Indevo but so far - there's also others whom told me its pretty buggy and tend to crash often. How stable is the current build and do you recommend I should try it out now or wait a couple versions? I plan to stream it as well, so I'd appreciate if its all clear and wouldnt crash often.
Hi tbh i would recommend waiting for week, two if eventual gamebreaking bugs will occur, yes i need to admit that  in past 3 days it has been very buggy mess , due to the fact that my private beta testers did not reported gamebreaking bugs, and i was releasing hotfixes every day as i gathered like 2-3 bug reports per day. I really would give an eye and teeth to avoid those bugs before release but that s why i was patching every single day, its called Beta for a reason. When i will be sure that it has no gamebreaking issues in that period of time i will message you about it on forms. As with third hotfix i have patched all gamebreaking bugs reported to me , and now i just wait , to see if yet again sth would be found that will break the game. And if you want more info or more direct contact i recommend messaging me on dsc. I usually answer in 10 -20 minutes Kaysaar#1181
Title: Re: [0.96a] [WIP] Ashes of The Domain
Post by: DrTechman42 on June 02, 2023, 09:03:34 AM
Kaysaar, a thing about biotics and retifi…. Blue ball box commodity. These markets, despite having huge consumption, have only a handful of producers. Thus, when you make a farming colony, you can set it to biotics right away and possibly produce around 100k a month with just a size 3 colony due to it immediately becoming a major producer (currently the case with a subsidized+item size 4 with no other industries). It feels moderately wrong. Maybe add minor production to any farming industry and make it so that choosing a specialization just changes the main export? Like 60:20:20 with main and two secondaries?
Title: Re: [0.96a] [WIP] Ashes of The Domain
Post by: Kaysaar on June 02, 2023, 12:08:51 PM
Kaysaar, a thing about biotics and retifi…. Blue ball box commodity. These markets, despite having huge consumption, have only a handful of producers. Thus, when you make a farming colony, you can set it to biotics right away and possibly produce around 100k a month with just a size 3 colony due to it immediately becoming a major producer (currently the case with a subsidized+item size 4 with no other industries). It feels moderately wrong. Maybe add minor production to any farming industry and make it so that choosing a specialization just changes the main export? Like 60:20:20 with main and two secondaries?
I was thinking of sth else but but this idea id much more intresting as i wanted to Ask modders for permission to place AotD industries on their planets. I know that this is especially na issue with modded gameplay but for now this was not highest priority
Title: Re: [0.96a] [WIP] Ashes of The Domain
Post by: rigidjelly on June 03, 2023, 05:20:00 AM
Very cool set of features. Research in particular makes player colonies a much slower "I win" scenario while still providing benefits.

Minor Bug - Vaults of Knowledge has the entire vanilla player.faction instead of just the single entry for the new portrait.

Minor Bug - Stellar Arrays dont boost the various farm type yields. IMO if it works on aquaculture it should work on all the farms.

Not actually tested - Interstellar Imperium mod adds wine to Farming similar to how lobsters are added to aquaculture. When/if it updates it should at least work with artisanal farming so that when I conquer liberate Byzantium I can upgrade their farms.

Unavoidable Balance Issue - Supply and demand of new goods is wonky. In addition to upgrades having something like a 60/20/20 production split as suggested by DrTechman42, a similar consumption split might help.

UI Issue - Capital Structures only have flavor text and not their benefits in the construction menu.

Suggestion - Specific config option for number of Cryosleeper uses in addition to max population size.
Title: Re: [0.96a] [WIP] Ashes of The Domain
Post by: Spacegoat on June 03, 2023, 07:01:31 PM
Really liking these modules so far. I'm waiting off on the research module until you're happy with it. That concept of rediscovering lostech and how it synergizes with Terraforming and Station Construction is great for roleplay runs.


Stuff I noticed so far:

- Seats of Power: At the moment the various capital monuments don't say what bonuses they give exactly. I tab over to this thread to read their descriptions each time I choose.

- Vaults of Knowledge: Commissioned playthroughs in Nexelrin can't take advantage of the module, and they just get locked out of research entirely. There's a restriction when you go to build research centers on governed worlds belonging to other factions. It would be helpful to have a settings.json option to disable that restriction so that even if it's not lore-friendly it's accommodating to RP playthroughs. You can just forcibly add the building via console commands but it crashes the game if you try to interact with the tech tree.
Title: Re: [0.96a] [WIP] Ashes of The Domain
Post by: Kaysaar on June 03, 2023, 07:34:06 PM
Really liking these modules so far. I'm waiting off on the research module until you're happy with it. That concept of rediscovering lostech and how it synergizes with Terraforming and Station Construction is great for roleplay runs.


Stuff I noticed so far:

- Seats of Power: At the moment the various capital monuments don't say what bonuses they give exactly. I tab over to this thread to read their descriptions each time I choose.

- Vaults of Knowledge: Commissioned playthroughs in Nexelrin can't take advantage of the module, and they just get locked out of research entirely. There's a restriction when you go to build research centers on governed worlds belonging to other factions. It would be helpful to have a settings.json option to disable that restriction so that even if it's not lore-friendly it's accommodating to RP playthroughs. You can just forcibly add the building via console commands but it crashes the game if you try to interact with the tech tree.
Hi with seats of power this issue will be soon fixed , and about second one i have dissabled it also as i had very specific reason, as Research mechanics are breaking appart once you start research on AI world. For now this is not my priority to fix due to having finals, once i finished finals i will probably revisit this idea and for 90% add this option once i dealt with this issue
Title: Re: [0.96a] [WIP] Ashes of The Domain
Post by: Kaysaar on June 03, 2023, 07:36:08 PM
Very cool set of features. Research in particular makes player colonies a much slower "I win" scenario while still providing benefits.

Minor Bug - Vaults of Knowledge has the entire vanilla player.faction instead of just the single entry for the new portrait.

Minor Bug - Stellar Arrays dont boost the various farm type yields. IMO if it works on aquaculture it should work on all the farms.

Not actually tested - Interstellar Imperium mod adds wine to Farming similar to how lobsters are added to aquaculture. When/if it updates it should at least work with artisanal farming so that when I conquer liberate Byzantium I can upgrade their farms.

Unavoidable Balance Issue - Supply and demand of new goods is wonky. In addition to upgrades having something like a 60/20/20 production split as suggested by DrTechman42, a similar consumption split might help.

UI Issue - Capital Structures only have flavor text and not their benefits in the construction menu.

Suggestion - Specific config option for number of Cryosleeper uses in addition to max population size.
First bug will be fixed as it is easy
Second bug i already fixed as we are speaking
Third one well then i will wait for updated ver , then we will see how it goes
And yea the fourth one , once i finish heavy industry branch i will contact mod authors about placing AoTD industries on their planets
And once all will be done  1.0.0 Official Release will be launched
Title: Re: [0.96a] [WIP] Ashes of The Domain
Post by: tovarichcookie on June 05, 2023, 07:43:58 PM
Planet does not seem to grow beyond size 6 even with a cryosleeper and cryorevival facility installed.

https://i.imgur.com/ai3fKpk.png
Title: Re: [0.96a] [WIP] Ashes of The Domain
Post by: Kaysaar on June 06, 2023, 12:04:42 AM
Planet does not seem to grow beyond size 6 even with a cryosleeper and cryorevival facility installed.

https://i.imgur.com/ai3fKpk.png
Hi do you check it remotley or when visiting planet ?
Title: Re: [0.96a] [WIP] Ashes of The Domain
Post by: Crywolf641 on June 06, 2023, 06:31:19 AM
I got an error for NullPointerException in AoDCoreModPlugin.setIndustryOnPlanet
This happened when I enabled Derelict Empire.
Works normally in normal mode.
Title: Re: [0.96a] [WIP] Ashes of The Domain
Post by: Kaysaar on June 06, 2023, 06:47:17 AM
I got an error for NullPointerException in AoDCoreModPlugin.setIndustryOnPlanet
This happened when I enabled Derelict Empire.
Works normally in normal mode.
I have a question do you read  especially the first sentence on page? There is a reason why i posted big read text as first sentence to avoid unnecessary bug reports
Title: Re: [0.96a] [WIP] Ashes of The Domain
Post by: Kaysaar on June 06, 2023, 07:54:41 AM
A final Beta ver has been released. Now the only thing left is balancing issues , two missing descriptions , minor bugfixes and fixing issue with biotics and recitificates markets. Before someone will report this as a bug. I intentionally gave Heavy Industry only 2-3 days to test all issues with Heavy Industry. Same goes with not removing items when paid research.
Title: Re: [0.96a] [WIP] Ashes of The Domain
Post by: Damexius on June 09, 2023, 02:16:04 AM
Your mod is incredible and has a lot of possibilities. I have a lot of ideas for your mod, such as AI-generated landscapes. Keep doing this mod on each structure and industry.
Title: Re: [0.96a] Ashes of The Domain
Post by: FreonRu on June 09, 2023, 05:31:55 AM
Thanks a lot for the modification.  I am very glad that you made it, it gives something that is very lacking.  A few questions:
1 When will it be displayed in the list of modifications? 
2 What else is in the plans for the development of the modification? 
3 Are new artifacts planned (for new industries and structures)? 
4 I don't want to be annoying, but the question is important - will there be support for Verston Checker and Lunalib (these are trite convenient and pleasant functions)?

Thank you for your answer
Title: Re: [0.96a] Ashes of The Domain
Post by: FreonRu on June 09, 2023, 05:32:03 AM
Special thanks for integration with TASC
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 09, 2023, 05:47:01 AM
Thanks a lot for the modification.  I am very glad that you made it, it gives something that is very lacking.  A few questions:
1 When will it be displayed in the list of modifications? 
2 What else is in the plans for the development of the modification? 
3 Are new artifacts planned (for new industries and structures)? 
4 I don't want to be annoying, but the question is important - will there be support for Verston Checker and Lunalib (these are trite convenient and pleasant functions)?

Thank you for your answer
Hi to answer all of your questions
1. Today i have messaged modderators to move this thread to mods section and if possible on mod index to Miscellaneous Mods literally all depends on time when they answer and when they do it so please be patinent ^^
2. Okey , here dont take as guarantee that will be in future but for now i am 100% sure that 4th Module of Ashes of The Domain will be touching thing of megastrucutres in Persean Sector , mostly about adding one maybe two that you can restore to full glory like with Hypershunt.  That does not mean that any module now will be abandoned. For closests updates i plan QoL updates including support of Console Commands, more settings , and of course bugfixes. And not gonna lie the favourite module for me is Vaults of Knowledge due to introducing something new , never seen in Starsector community on that scale
3. Tbh i have not thought about it yet, finals are taking a lot of brain space
4. With version checker there was support but then we did little splitin and everything went sour , for now i want to finish my finals , but knowing me i will include both mods options
Title: Re: [0.96a] Ashes of The Domain
Post by: Damexius on June 09, 2023, 08:54:33 AM
Thanks a lot for the modification.  I am very glad that you made it, it gives something that is very lacking.  A few questions:
1 When will it be displayed in the list of modifications? 
2 What else is in the plans for the development of the modification? 
3 Are new artifacts planned (for new industries and structures)? 
4 I don't want to be annoying, but the question is important - will there be support for Verston Checker and Lunalib (these are trite convenient and pleasant functions)?

Thank you for your answer
Hi to answer all of your questions
1. Today i have messaged modderators to move this thread to mods section and if possible on mod index to Miscellaneous Mods literally all depends on time when they answer and when they do it so please be patinent ^^
2. Okey , here dont take as guarantee that will be in future but for now i am 100% sure that 4th Module of Ashes of The Domain will be touching thing of megastrucutres in Persean Sector , mostly about adding one maybe two that you can restore to full glory like with Hypershunt. Some part of my team works on Hostile Faction which i call "Bio Weapon thing went rouge " That does not mean that any module now will be abandoned. For closests updates i plan QoL updates including support of Console Commands, more settings , and of course bugfixes. And not gonna lie the favourite module for me is Vaults of Knowledge due to introducing something new , never seen in Starsector community on that scale
3. Tbh i have not thought about it yet, finals are taking a lot of brain space
4. With version checker there was support but then we did little splitin and everything went sour , for now i want to finish my finals , but knowing me i will include both mods options


 ;)
Title: Re: [0.96a] [WIP] Ashes of The Domain
Post by: Kaysaar on June 09, 2023, 09:11:53 AM
Your mod is incredible and has a lot of possibilities. I have a lot of ideas for your mod, such as AI-generated landscapes. Keep doing this mod on each structure and industry.
If you are willing to help then i will never reject someones help ^^ Message me on Dsc Kaysaar#1181
Title: Re: [0.96a] Ashes of The Domain
Post by: axeapollo on June 09, 2023, 03:05:58 PM
Hello, Is there a way to remove the research system?

edit: thanks  ;D
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 09, 2023, 03:23:05 PM
Hello, Is there a way to remove the research system?
Yes just dont install Vaults of Knowledge :3
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 09, 2023, 04:05:55 PM
I have updated Commodities Section in Vaults of Knowledge so i hope that information about new items is now much more clean than it was
Title: Re: [0.96a] Ashes of The Domain
Post by: Tigasboss on June 10, 2023, 03:55:25 AM
Im glad to see this mod finally got an official release :)
I've only been playing with the first two modules since the knowledge one was still very experimental( and killed my save lol), but once im done with this playthrough the next one will include this for sure!
Title: Re: [0.96a] Ashes of The Domain
Post by: Sottom on June 10, 2023, 04:37:54 AM
Hey. Everytime I'm closing the game, it resetss my research. Any info on htis problem? Might it be a mod incompability?
I've researched mining 3 times at this point and getting some progression is getting harder and harder.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 10, 2023, 04:45:47 AM
Hey. Everytime I'm closing the game, it resetss my research. Any info on htis problem? Might it be a mod incompability?
I've researched mining 3 times at this point and getting some progression is getting harder and harder.
Hmmm you are on official version newest yes? As this was an issue of Third Beta Release
I have literally tested now and saved the game then closed then boot up again and everything is saving
Title: Re: [0.96a] Ashes of The Domain
Post by: 5ColouredWalker on June 10, 2023, 04:58:33 AM
Does the capitals feature interact with factions at all? Or are there intentions for it to?
Title: Re: [0.96a] Ashes of The Domain
Post by: Sottom on June 10, 2023, 05:02:56 AM
Hmmm you are on official version newest yes? As this was an issue of Third Beta Release
I have literally tested now and saved the game then closed then boot up again and everything is saving

I just saw on Ko-fi that an update was made yesterday. I'm going to update all the AOTD modules and check with you. And I'm sorry in advance if it ends up being a mistake on my part (which it probably was)

EDIT: I had indeed not updated and as such it is working correctly now. Thank you for the help and sorry for the bother.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 10, 2023, 05:05:07 AM
Does the capitals feature interact with factions at all? Or are there intentions for it to?
They are actually when i figure out and tell AI not to destroy Capital Buildings. Between modules is easly to see how much knowledge i had , as tbh i had little expierience while making Capitals but as i said i will revisit them as i plan to rework them. Like it is 2 months since i began modding in starsector : P
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 10, 2023, 05:16:40 AM
Ashes of Domain - Hotfixes and Quality of Life updates

Vaults of Knowledge - Patch 1.0.1

Save Compatible
Spoiler
fix: Fixed issue with Unknown Skies with Farms not being able to built on Archipelago Worlds
fix: Fixed random issue with crashing the game with a lot of factions
Updated mod Page to be more clear with information
[close]

The Sleeper - Patch 1.1.0

Not Save Compatible
Spoiler
QoL : Fixed eternal bug with not being able to see colony growth past size 6 remotley thanks to Lukas04 script that i have reversed enginniered
[close]
Title: Re: [0.96a] Ashes of The Domain
Post by: Sottom on June 10, 2023, 05:21:13 AM
Guess I'll redownload again hahahaha.
Title: Re: [0.96a] Ashes of The Domain
Post by: Sottom on June 10, 2023, 05:58:49 AM
Hey. Me again. Different problem this time though.
The new hotfix is crashing the game when I try to access my inventory.
Here's the crash log:

360435 [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 data.scripts.CryoShowGrowthListener.advance(CryoShowGrowthListener.kt:99)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 10, 2023, 05:59:58 AM
Hey. Me again. Different problem this time though.
The new hotfix is crashing the game when I try to access my inventory.
Here's the crash log:

360435 [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 data.scripts.CryoShowGrowthListener.advance(CryoShowGrowthListener.kt:99)
   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)
Yea i know which one IT is , its Cryosleeper one, i will fix it
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 10, 2023, 06:01:55 AM
Hey. Me again. Different problem this time though.
The new hotfix is crashing the game when I try to access my inventory.
Here's the crash log:

360435 [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 data.scripts.CryoShowGrowthListener.advance(CryoShowGrowthListener.kt:99)
   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)
Are you playing on Linux ?
Title: Re: [0.96a] Ashes of The Domain
Post by: Sottom on June 10, 2023, 06:08:30 AM
Nope. Good ol Windows.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 10, 2023, 06:10:08 AM
Nope. Good ol Windows.
Can you try again now download?
Title: Re: [0.96a] Ashes of The Domain
Post by: Sottom on June 10, 2023, 06:19:38 AM
Can you try again now download?

All in working order now. No crash.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 10, 2023, 09:08:59 AM
Some of you posted me that T0 industries are still visible on menu even if they counterparts  or higher upgrades are on the planet. In next hour there will be special hotfix both for Cryosleeper ( Ahh damn you ColonyUI) and Vaults of Knowledge. I have managed to block that duplication, but because somehow when you want to downgrade industry it is checked also if you can build it , and guess what ? The only way of stopping the dup is blocking ability to build beginning industry if there is an upgraded ver on planet , which also dissables downgrade to  beginning industry. Sorry fellas this thing is in game limitation ;-;. Edit : I was soo wrong , it is possible and it is done that nothing is dissabled
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 10, 2023, 02:51:30 PM
Ashes of Domain - Hotfixes and yea mainly bug extermination

Vaults of Knowledge - Patch 1.0.2

Partially Save Compatible
Spoiler
fix: Fixed issue with beginning industries popping up being available to build even if there is already existing , upgraded instance of industry
fix: Fixed Soldiers marching to your magazine bug
fix: Water trading nerfed to the ground by using ample amount of Semibreve
fix:Added new script that is runned shortly after Nexerlin Colony start that downgrades all industries included in AoTD tech tree to avoid industry duplications
[close]

The Sleeper - Patch 1.1.1

Save Compatible with ver 1.1.0
Spoiler
fix: Finally fixed all ColonyUI shenanigans.
[close]
Title: Re: [0.96a] Ashes of The Domain
Post by: Eloda on June 11, 2023, 01:18:31 AM
Hello !
I have a little bug with the "Sleeper" mod. When i have it activated it gives me this bug that prevents me from having my mouse hover over colonie icons, it just keeps repeating the sound it makes when you hover over an interactable icon.
So i can't interact with colonies or colonies infrastructures.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 11, 2023, 01:20:05 AM
Hello !
I have a little bug with the "Sleeper" mod. When i have it activated it gives me this bug that prevents me from having my mouse hover over colonie icons, it just keeps repeating the sound it makes when you hover over an interactable icon.
So i can't interact with colonies or colonies infrastructures.
Noted , probably i have not noticed it as sound in my version of game is broken, will fix that today
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 11, 2023, 01:27:33 AM
Hello !
I have a little bug with the "Sleeper" mod. When i have it activated it gives me this bug that prevents me from having my mouse hover over colonie icons, it just keeps repeating the sound it makes when you hover over an interactable icon.
So i can't interact with colonies or colonies infrastructures.
Strange its is for ver 1.1.1 ?
Title: Re: [0.96a] Ashes of The Domain
Post by: Eloda on June 11, 2023, 03:21:26 AM
Yes the 1.1.1 version of the mod. Also maybe to note i'm using java 8 because i heard it was more stable for mods and such.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 11, 2023, 03:23:15 AM
Yes the 1.1.1 version of the mod. Also maybe to note i'm using java 8 because i heard it was more stable for mods and such.
Well i only tested for java7 , like you are the only one so far that reported me this bug. Btw are you using latest hotfix for Grand Colonies?
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 11, 2023, 04:41:19 AM
Vaults of Knowledge - Patch 1.0.3

Save Compatible with 1.0.2 - This patch is for few people that had issue with Monoculture Industry upgrade
Spoiler
fix:Monoculture upgrade is now properly assigned
fix:Perfected nexerlin script that it instantly triggers after choosing industries to planet
[close]
I am sorry for all those missed bugs but i am only human i only fix what i find or you find , at least i try to fix it asap
Title: Re: [0.96a] Ashes of The Domain
Post by: Eloda on June 11, 2023, 05:39:41 AM
Yes you are only human NOW QUICKLY FIX THIS MODE THAT YOU ARE PROVIDING ME FOR FREE !!!
Yes you see that would be a bit ridiculous that i would be mad for that. I m just letting you know because i thought you wanted to know.
Good mod
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 11, 2023, 08:04:33 AM
If someone have issues with Cryosleeper Module , download again Google decided to do funky wacky , now there should be no Bugs related to smashing your ears
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 11, 2023, 10:28:52 AM
Vaults of Knowledge - Patch 1.0.4

Save Compatible with 1.0.2 and 1.0.3 - This patch is for few people that had issue with beginning industries upgrades not working and reseting
Spoiler
fix: Now industries upgrades do not reset for beginning industries
[close]

Title: Re: [0.96a] Ashes of The Domain
Post by: Re-Search-er on June 11, 2023, 06:39:30 PM
Tried starting an Own Faction Game start, and the game crashed after picking the starting bonuses. Also, this was a regular sector, not randomized core worlds
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.startUpgrading(BaseIndustry.java:572)
   at exerelin.world.factionsetup.AddOrUpgradeIndustry.apply(AddOrUpgradeIndustry.java:27)
   at exerelin.world.factionsetup.FactionSetupHandler.applyItems(FactionSetupHandler.java:198)
   at exerelin.campaign.ui.OwnFactionSetupScript$FactionSetupDialog$1.pickedCargo(OwnFactionSetupScript.java:100)
   at com.fs.starfarer.ui.newui.intsuper.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.public.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.W.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.R.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.R.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.96a] Ashes of The Domain
Post by: Spacegoat on June 11, 2023, 08:25:23 PM
Hey Kaysaar, I'm testing the research module for the first time. I'm using ConsoleCommands to teleport around and check ruins for drop rates. Here's what I've noticed thus far:

- Accessing research centers works well with Grand.Colonies' new scrollbar. Research can be started from across the map no matter how many buildings you own.

- Raiding planets for faction-specific research data (like Culann's) works with Nex.

- Unique research databanks (ex. Chico and Culann) aren't guaranteed drops from their ruins if they decivilize. The only way to acquire the data if this happens would be a console command mod? Is there a contingency plan in place for this?

- Research Databanks currently feel a bit rare when combined with TASC's additional demand.

Sample Test: Searched all ruins and stations in a randomly-chosen grid. Search area was made by dividing the sector into 3x3 square grid (core worlds made up the center). Chose a random square made of ~13.4% of total non-core systems in the sector.

Results
- Research Stations (6): 1 from initial search, 1 from searching the same station's debris field
- Orbital Stations (4): 0
- Mining Stations (5): 1 from debris field search
- Ruins (22): 0

Core World Test:Decivilized Chico, Culann, and then other vanilla colonies with DestroyColony command.
- Chico (Vast Ruins): 0
- Culann (Vast Ruins): 0
- 6 other colonies (Vast Ruins): 0


This might reflect the loot pool being diluted by other mods' items. I haven't and probably won't test tech mining tonight. Would you say this is where you want the RNG drop rates to be? I'll end up needing around 20 total with TASC. Research stations might need a guaranteed drop of at least one databank. I can't confirm if ruin drops are viable.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 11, 2023, 10:07:28 PM
Tried starting an Own Faction Game start, and the game crashed after picking the starting bonuses. Also, this was a regular sector, not randomized core worlds
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.startUpgrading(BaseIndustry.java:572)
   at exerelin.world.factionsetup.AddOrUpgradeIndustry.apply(AddOrUpgradeIndustry.java:27)
   at exerelin.world.factionsetup.FactionSetupHandler.applyItems(FactionSetupHandler.java:198)
   at exerelin.campaign.ui.OwnFactionSetupScript$FactionSetupDialog$1.pickedCargo(OwnFactionSetupScript.java:100)
   at com.fs.starfarer.ui.newui.intsuper.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.public.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.W.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.R.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.R.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Letmme guess you tried to Pick heavy industry yes?
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 11, 2023, 10:12:43 PM
Hey Kaysaar, I'm testing the research module for the first time. I'm using ConsoleCommands to teleport around and check ruins for drop rates. Here's what I've noticed thus far:

- Accessing research centers works well with Grand.Colonies' new scrollbar. Research can be started from across the map no matter how many buildings you own.

- Raiding planets for faction-specific research data (like Culann's) works with Nex.

- Unique research databanks (ex. Chico and Culann) aren't guaranteed drops from their ruins if they decivilize. The only way to acquire the data if this happens would be a console command mod? Is there a contingency plan in place for this?

- Research Databanks currently feel a bit rare when combined with TASC's additional demand.

Sample Test: Searched all ruins and stations in a randomly-chosen grid. Search area was made by dividing the sector into 3x3 square grid (core worlds made up the center). Chose a random square made of ~13.4% of total non-core systems in the sector.

Results
- Research Stations (6): 1 from initial search, 1 from searching the same station's debris field
- Orbital Stations (4): 0
- Mining Stations (5): 1 from debris field search
- Ruins (22): 0

Core World Test:Decivilized Chico, Culann, and then other vanilla colonies with DestroyColony command.
- Chico (Vast Ruins): 0
- Culann (Vast Ruins): 0
- 6 other colonies (Vast Ruins): 0


This might reflect the loot pool being diluted by other mods' items. I haven't and probably won't test tech mining tonight. Would you say this is where you want the RNG drop rates to be? I'll end up needing around 20 total with TASC. Research stations might need a guaranteed drop of at least one databank. I can't confirm if ruin drops are viable.
Thank you for this amazing feedback about drop rates i will definitley look into this. I can assure you for now drop rates are such that on research stations you have 5 Rolls for Databanks with 60% chane of getting said Databank , on Techmining and Ruins Research Databanks are treated with same rarity as Special Items. If you would have suggesttions about drop rates i am more than willing to hear some feedback ^^
Title: Re: [0.96a] Ashes of The Domain
Post by: Spacegoat on June 12, 2023, 05:11:05 AM
Sure! I'll play around with drop chances tomorrow. Until then I tried to understand the procgen for databanks spawning.

Current Unmodified Drop Settings in 1.0.4 (in drop_groups.csv)

research_databank,rare_tech,30
nothing,rare_tech,50%
research_databank,ashes_research,40%
nothing,ashes_research,60%
nothing,rare_tech_low,90%


- The format for those values in the vanilla listings are already in frequency (10=10%, 50=50%) so will the % added work? Could having the % character be goofing with the intended drop value? I haven't seen it used before in a mod.

- In drop_groups.csv your chances for nothing or a research databank are listed as "60%" and "40%", respectively. I'm guessing "nothing" is an entry that creates a chance for nothing at all?


I removed the percent signs from the three values and set research_databank to 100 to test. I wanted to see how well a Research Station-only source of Databanks would feel, if ruins are so unlikely to drop them. Then went looking for research stations in a new game. Just searched a few black holes and neutron stars this time.

Config Setting Used:
research_databank,ashes_research,100
nothing,ashes_research,60


Results:
- First research station: 2 databanks, 1 databank in the debris
- Second research station: 4 databanks, 1 databank in the debris

- 10 ruins: 0 databanks

It really just comes down to whether you're using TASC. Without it this is overkill. But it's about right with TASC which requires 49 databanks to complete all research projects that require them. I'm not sure how to balance this yet. Exploring half of the map might be the upper limit of what a player will be okay with to find all needed databanks.
Title: Re: [0.96a] Ashes of The Domain
Post by: Re-Search-er on June 12, 2023, 05:29:55 AM
Tried starting an Own Faction Game start, and the game crashed after picking the starting bonuses. Also, this was a regular sector, not randomized core worlds
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.startUpgrading(BaseIndustry.java:572)
   at exerelin.world.factionsetup.AddOrUpgradeIndustry.apply(AddOrUpgradeIndustry.java:27)
   at exerelin.world.factionsetup.FactionSetupHandler.applyItems(FactionSetupHandler.java:198)
   at exerelin.campaign.ui.OwnFactionSetupScript$FactionSetupDialog$1.pickedCargo(OwnFactionSetupScript.java:100)
   at com.fs.starfarer.ui.newui.intsuper.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.public.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.W.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.R.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.R.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Letmme guess you tried to Pick heavy industry yes?
Yes I did. And it wasn't mentioned in the first post not to do that or else I'd not have done it.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 12, 2023, 05:51:03 AM
Tried starting an Own Faction Game start, and the game crashed after picking the starting bonuses. Also, this was a regular sector, not randomized core worlds
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.startUpgrading(BaseIndustry.java:572)
   at exerelin.world.factionsetup.AddOrUpgradeIndustry.apply(AddOrUpgradeIndustry.java:27)
   at exerelin.world.factionsetup.FactionSetupHandler.applyItems(FactionSetupHandler.java:198)
   at exerelin.campaign.ui.OwnFactionSetupScript$FactionSetupDialog$1.pickedCargo(OwnFactionSetupScript.java:100)
   at com.fs.starfarer.ui.newui.intsuper.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.public.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.W.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.R.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.R.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Letmme guess you tried to Pick heavy industry yes?
Yes I did. And it wasn't mentioned in the first post not to do that or else I'd not have done it.
Yea i need to also write it on frist place. Bug occurs only and only heavy industry is already on that planet as  you can see you have planet view option in nexerlin colony start , see if there is heavy industry
Title: Re: [0.96a] Ashes of The Domain
Post by: Darenkel on June 12, 2023, 10:37:35 AM
I'm running into a weird bug where the combat screen is always completely blacked out ONLY when I'm running all 3 AoTD modules. I've run every combination of the 3 modules and it looks like The Sleeper module may be part of the problem, for some reason. When paired with The Seat Of Power module, it does start combat with a black screen, but it goes away after hitting space (which unfortunately doesn't seem to happen when I run all 3 modules).
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 12, 2023, 10:39:50 AM
I'm running into a weird bug where the combat screen is always completely blacked out ONLY when I'm running all 3 AoTD modules. I've run every combination of the 3 modules and it looks like The Sleeper module may be part of the problem, for some reason. When paired with The Seat Of Power module, it does start combat with a black screen, but it goes away after hitting space (which unfortunately doesn't seem to happen when I run all 3 modules).
Strange try redownload Cryosleeper module as i have not encountered such issues, also update Grand Colonies as they both are influencing in game ui to some point.
Title: Re: [0.96a] Ashes of The Domain
Post by: Darenkel on June 12, 2023, 10:49:07 AM
-snip-
Strange try redownload Cryosleeper module as i have not encountered such issues, also update Grand Colonies as they both are influencing in game ui to some point.

I redownloaded all the modules and Grand Colonies (which apparently updated) and that fixed it.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 12, 2023, 11:00:06 AM
-snip-
Strange try redownload Cryosleeper module as i have not encountered such issues, also update Grand Colonies as they both are influencing in game ui to some point.

I redownloaded all the modules and Grand Colonies (which apparently updated) and that fixed it.
Glad it helped
Title: Re: [0.96a] Ashes of The Domain
Post by: Darenkel on June 12, 2023, 12:03:57 PM
-snip-
Quote
Glad it helped

And yet, I got black screen again (which doesn't want to go away), in the middle of a fight (instead of right at the beginning).
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 12, 2023, 12:46:55 PM
-snip-
Quote
Glad it helped

And yet, I got black screen again (which doesn't want to go away), in the middle of a fight (instead of right at the beginning).
Well tbh i have never encountered such bug in my playthough though and i am fighitng a lot
Title: Re: [0.96a] Ashes of The Domain
Post by: Darenkel on June 12, 2023, 02:50:45 PM
-snip-
Quote
Glad it helped

And yet, I got black screen again (which doesn't want to go away), in the middle of a fight (instead of right at the beginning).
Well tbh i have never encountered such bug in my playthough though and i am fighitng a lot

Maybe it has something to do with my using nearly all of the mods (Only the Hivers and Hazard Mining Incorporated factions tho) that are updated for 0.96a.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 12, 2023, 02:58:26 PM
Vaults of Knowledge - Patch 1.0.5 -

Not Save Compatible - tried to make it 
Spoiler
fix: Somehow for people that still managed to copy industries now it is now available even on AI worlds , unfortunate , this also means that you can't downgrade heavy industry , light industry , farming etc into beginning industries , unitll you research them. A small compromise to not totally ban you ability to downgrade to beginning tier but also to block you from copying industries. What can i say basiaclly limitations of game
fix: Fixed performance issues for Linux Enjoyers
new: Added Console Command Support - Command - FinishResearch - instantly researches you currently researched option
new: Databanks now also drops from Survey Ship and Mothership
Easter egg - Type on planet testring to get new cosmetic for planet - Small teaser for 4th Module
buff: Buffed Hegemony Quality to recompensate for losing Prisitne Nanoforge for highest tier of Heavy Industry

[close]
Title: Re: [0.96a] Ashes of The Domain
Post by: Soviet Tom Bombadil on June 12, 2023, 06:58:29 PM
this mod is starting to feel like a sincere DLC that belongs in the vanilla game. I see you busting ass on it almost every day.
Title: Re: [0.96a] Ashes of The Domain
Post by: Re-Search-er on June 12, 2023, 07:57:04 PM
I like this mod, but there's something that needs to be said. It's causing massive framerate drops about a third of the way through a playthrough. I'm giving the game 6 gb ram, about Half my system's memory, and it's still running sluggish with your mod, while previously it was pretty fast and bearable even with four new minor factions and ship packs. For the record, I think it's something to do with the increased trade fleets your mod adds for trading the new commodities, which are actually integrated Properly unlike how HMI handled it: As in new industries that make them and new industries that use them. I like that.

I just want to get to the bottom of this insane slowdown to 10 fps.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 12, 2023, 08:37:15 PM
I like this mod, but there's something that needs to be said. It's causing massive framerate drops about a third of the way through a playthrough. I'm giving the game 6 gb ram, about Half my system's memory, and it's still running sluggish with your mod, while previously it was pretty fast and bearable even with four new minor factions and ship packs. For the record, I think it's something to do with the increased trade fleets your mod adds for trading the new commodities, which are actually integrated Properly unlike how HMI handled it: As in new industries that make them and new industries that use them. I like that.

I just want to get to the bottom of this insane slowdown to 10 fps.
Message me on dsc Kaysaar#1181 we will get to the bottom of this and look at this enourmous lag you are mentioning. Could you try only playthorugh with Vaults of Knowledge? Then we will be sure that this module is causing this
Title: Re: [0.96a] Ashes of The Domain
Post by: Arkmagus on June 12, 2023, 09:05:04 PM
12629028 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.plugins.AoDUtilis.checkForFamilyIndustryInstance(AoDUtilis.java:250)
   at data.scripts.industry.KaysaarFishery.isAvailableToBuild(KaysaarFishery.java:43)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:1092)
   at com.fs.starfarer.campaign.ui.marketinfo.intnew$1.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.oÒ0000(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

context: after a bit of missions, exploration and fighting the hegemony for my persean league commission, I decided to colonize a water world I found early in the game using through nexerelin's fleet request. The world was colonized normally, but after I opened its building menu I think I clicked at the fishery option and it crashed, not sure if this is helpful but hope it is.

Also, not talking about this crash but I often get generous amounts of research databanks from mission constellation exploration, I just need to choose some missions that usually lead to loot filled areas (many missions in same place), or I can follow big salvager fleets from the core worlds to their destinations to find some systems with derelict ships, ruins and blueprints. I don't even need to accept missions to know where some good stuff is located, as just by taking note of where they are spawning while I'm busy trading commodities already shows to me where should I go to instead of trying to explore all systems blindly.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 12, 2023, 09:32:50 PM
12629028 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.plugins.AoDUtilis.checkForFamilyIndustryInstance(AoDUtilis.java:250)
   at data.scripts.industry.KaysaarFishery.isAvailableToBuild(KaysaarFishery.java:43)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:1092)
   at com.fs.starfarer.campaign.ui.marketinfo.intnew$1.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.oÒ0000(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

context: after a bit of missions, exploration and fighting the hegemony for my persean league commission, I decided to colonize a water world I found early in the game using through nexerelin's fleet request. The world was colonized normally, but after I opened its building menu I think I clicked at the fishery option and it crashed, not sure if this is helpful but hope it is.

Also, not talking about this crash but I often get generous amounts of research databanks from mission constellation exploration, I just need to choose some missions that usually lead to loot filled areas (many missions in same place), or I can follow big salvager fleets from the core worlds to their destinations to find some systems with derelict ships, ruins and blueprints. I don't even need to accept missions to know where some good stuff is located, as just by taking note of where they are spawning while I'm busy trading commodities already shows to me where should I go to instead of trying to explore all systems blindly.
Strange with crash, but probably i know what causing it , about second one could you elaborate becuase from one side i hear they are rare from other that they are abbundant those research_databanks
Title: Re: [0.96a] Ashes of The Domain
Post by: Re-Search-er on June 12, 2023, 11:01:46 PM
I like this mod, but there's something that needs to be said. It's causing massive framerate drops about a third of the way through a playthrough. I'm giving the game 6 gb ram, about Half my system's memory, and it's still running sluggish with your mod, while previously it was pretty fast and bearable even with four new minor factions and ship packs. For the record, I think it's something to do with the increased trade fleets your mod adds for trading the new commodities, which are actually integrated Properly unlike how HMI handled it: As in new industries that make them and new industries that use them. I like that.

I just want to get to the bottom of this insane slowdown to 10 fps.
Message me on dsc Kaysaar#1181 we will get to the bottom of this and look at this enourmous lag you are mentioning. Could you try only playthorugh with Vaults of Knowledge? Then we will be sure that this module is causing this

I just started the new play-through (own faction), no lag yet, but a new bug showed up. The tooltips that normally show up on mouse hover over industries don't show up anymore, just an endless kkkkkkkkkkk sound. Most strange.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 13, 2023, 12:00:18 AM
I like this mod, but there's something that needs to be said. It's causing massive framerate drops about a third of the way through a playthrough. I'm giving the game 6 gb ram, about Half my system's memory, and it's still running sluggish with your mod, while previously it was pretty fast and bearable even with four new minor factions and ship packs. For the record, I think it's something to do with the increased trade fleets your mod adds for trading the new commodities, which are actually integrated Properly unlike how HMI handled it: As in new industries that make them and new industries that use them. I like that.

I just want to get to the bottom of this insane slowdown to 10 fps.
Message me on dsc Kaysaar#1181 we will get to the bottom of this and look at this enourmous lag you are mentioning. Could you try only playthorugh with Vaults of Knowledge? Then we will be sure that this module is causing this

I just started the new play-through (own faction), no lag yet, but a new bug showed up. The tooltips that normally show up on mouse hover over industries don't show up anymore, just an endless kkkkkkkkkkk sound. Most strange.
What i can arleady tell you dont have recent ver of Cryosleeeper , download it and remember delete ALL Files
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 13, 2023, 12:57:15 AM
I like this mod, but there's something that needs to be said. It's causing massive framerate drops about a third of the way through a playthrough. I'm giving the game 6 gb ram, about Half my system's memory, and it's still running sluggish with your mod, while previously it was pretty fast and bearable even with four new minor factions and ship packs. For the record, I think it's something to do with the increased trade fleets your mod adds for trading the new commodities, which are actually integrated Properly unlike how HMI handled it: As in new industries that make them and new industries that use them. I like that.

I just want to get to the bottom of this insane slowdown to 10 fps.
After Investigation i have come to conclusion that Ashes of The Domain by themself does not cause this lag as i looked into memory usage and it uses from 9 to 15 % with 10 modded factions on Large sector
Title: Re: [0.96a] Ashes of The Domain
Post by: Tigasboss on June 13, 2023, 01:29:35 PM
whats the difference between all the orbital works? (besides the demands they require)
isnt normal orbital works with pristine nanoforge better than the fleetworks and skunkworks?
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 13, 2023, 06:03:30 PM
whats the difference between all the orbital works? (besides the demands they require)
isnt normal orbital works with pristine nanoforge better than the fleetworks and skunkworks?
Fleetworks got scalebale bonus to fleet size globally so all planets got 25% fleet size increase and skunkworks gives chance for patrol fleets to spawn with  fom 0 to 2 or even sometiems 3 smods
Title: Re: [0.96a] Ashes of The Domain
Post by: Arkmagus on June 13, 2023, 09:52:54 PM
Strange with crash, but probably i know what causing it , about second one could you elaborate becuase from one side i hear they are rare from other that they are abbundant those research_databanks

Well, I made a test run here with 1 buffalo, 1 dram and 2 lashers using navigation and bulk transport, and the result was this (omitting normal domain-era probes, found a lot of those):

cycle 206:
mar - 01 (game start at random planet)
somewhere between (found cryosleeper and close habitable worlds, found some cool ships like aurora(d) and salvaged them)
jul - 19 (+1 beta core, +1 gamma core, 2 research databanks, 1 fullerene spool, 1 mothership location)-> from domain-era survey ship
somewhere between (+1 gamma core, found hypershunt, found domain-era mothership following a suspicious hyperspace ghost)
oct - 03 (+1 beta core, +1 gamma core, 2 research databanks) -> from domain-era survey ship
dec - 29 (+1 Pegasus blueprint , +1 Valkyrie Blueprint +some modspecs and lpcs from equip cache, base value 320k of all)
cycle 207:
jan - 03 (+ 1 longbow blueprint, some lpcs, base value of 40k of all)
jan - 13 (found another Hypershunt, 24 light years from the first)
feb - 08 (achieved 289 points of hyperspace topography, most from black holes and gas giants)
feb - 22 (found a level 5 officer with elite skill)
mar - 04 (decided to finish my blind exploration as 1 year has passed)

the images of the loot and the final exploration map:
https://imgur.com/a/ThxdwBa (https://imgur.com/a/ThxdwBa)

This was a small test of 1 year of blind exploration with few ships and how much loot it gives (I didn't survey most of the ruins I found as well as I didn't have crew), it can vary depending on your luck, but for me it was 4 research databanks from 2 survey ships, sometimes you can find research stations that gives you much more of them, in this case I didn't find any. Usually what I do is stay in the core worlds stacking missions that lead to the same area while trading, and instapicking research station missions, and then when I go to the mission systems I find loads of stuff and get hundreds of thousands of credits while at it, in a single trip.
Title: Re: [0.96a] Ashes of The Domain
Post by: Tigasboss on June 14, 2023, 02:34:02 AM
whats the difference between all the orbital works? (besides the demands they require)
isnt normal orbital works with pristine nanoforge better than the fleetworks and skunkworks?
Fleetworks got scalebale bonus to fleet size globally so all planets got 25% fleet size increase and skunkworks gives chance for patrol fleets to spawn with  fom 0 to 2 or even sometiems 3 smods
Oh thats pretty cool
Title: Re: [0.96a] Ashes of The Domain
Post by: Xechran on June 14, 2023, 11:02:12 AM
Is it possible to use Stellar Reflectors to increase a planets temperature from hot to extreme heat? Still working up the industry tree and havent been able to try it first hand. Would expand the options for the Cryoarthimetic engine.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 14, 2023, 11:06:33 AM
Is it possible to use Stellar Reflectors to increase a planets temperature from hot to extreme heat? Still working up the industry tree and havent been able to try it first hand. Would expand the options for the Cryoarthimetic engine.
Stellar reflectors are the TASC thing , i am just only provider of Research Mechanics : P
Title: Re: [0.96a] Ashes of The Domain
Post by: Xechran on June 14, 2023, 12:51:28 PM
Ah point.Too many new mods installed at once. Thanks.
Title: Re: [0.96a] Ashes of The Domain
Post by: Spacegoat on June 14, 2023, 05:24:48 PM
Heya Kaysaar, I'm on the latest versions of each module. So far I've had no issues or performance problems. I'm getting plenty of research databanks from research stations now - it looks like removing the % character in drop_groups solved the issues and I see you bumped the chances too to freq=80. I think there's one more "nothing" entry in that file with a % still.

Initial Industries in Nexerelin
I'm guessing the fix for the duplication glitch keeps most mod-added planets from being downgraded at the start of a new campaign like before. Before in "Own Faction" starts on Nexerelin you'd start with your own planet with some industries. Initially they'd spawn with vanilla industry (heavy industry, farming, mining), and then within a few seconds they'd automatically downgrade to your starting versions (heavy production, monoculture, extraction operation). It may have applied to mod faction worlds too, but I can't say for sure without rolling back to a previous version.


Performance:
Using the JRE 8 method (replacing Starsector's jre folder [which is JRE 7] to JRE 8 v271 from Oracle) and the following system specs it runs like butter on my system. No frame drops, no memory issues, no crashing, and no commodity trader lag.

Spoiler
System info:
---------------
Game version: Starsector 0.96a-RC10
Game resolution: 5120x1440 (240hz, 32bpp, fullscreen)
Java version: Java(TM) SE Runtime Environment 1.8.0_271-b09 (Java HotSpot(TM) 64-Bit Server VM)
Platform: Windows (64-bit)
JVM RAM: 1,850.09 MB / 8,078.00 (6,227.91 MB free, 8,078.00 MB allocatable)
System RAM: 20,883.99 MB remaining, 32,668.18 MB total
Launch args: -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms8192m -Xmx8192m -Xss2048k -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=.

 Graphics card info:
---------------------
GPU Model: NVIDIA GeForce RTX 3080
Vendor: NVIDIA Corporation
Driver version: 4.6.0 NVIDIA 535.98
Free VRAM: 6,544.55 MB
Dedicated VRAM: 10,240.00 MB
Maximum VRAM:   10,240.00 MB

 Active mod list:
------------------
Regular mods (35):
 -  Phillip Andrada: Gas Station Manager 1.12.0 by WMGreywind
 - Adversary 4.3.1 by Tranquility
 - Amazigh's Ship Foundry 0.11.1 by Amazigh
 - AoTD - Seat of Power 1.0.2 by Kaysaar
 - AoTD - The Sleeper 1.1.1 by Kaysaar
 - AoTD - Vaults of Knowledge 1.0.5 by Kaysaar
 - Arulite Starworks 0.2b hullmod hotfix by SKYLORD ZERO
 - Content Unlocking Missions 1.13 by Timid
 - Diktat Enhancement 1.2.1h by JAL28
 - Fleet Journal 1.0.8 by Ontheheavens
 - Forge Production 1.1.3 by Ontheheavens
 - Foxy's Quality Of Life  192.168.0.6 by Foxy
 - Grand.Colonies 2.0.b1 by SirHartley & Lukas04
 - Hazard Mining Incorporated 0.3.5i by King Alfonzo
 - Hyper Diving 0.0.4 by gabs
 - Hyperdrive 2.4.0 by Sundog
 - Illustrated.Entities 1.1.a by SirHartley
 - Industrial.Evolution 3.2.c UNOFFICIAL by SirHartley
 - Kadur Remnant 3.2.3support7 by Vayra
 - Mayasuran Navy 10.0.0 RC2 by Knight Chase
 - More Military Missions 0.1.1 by LngA7Gw
 - Nexerelin 0.11.0 by Histidine (original by Zaphide)
 - Planetary Shield: Access Control 1.5 by Wyvern
 - Progressive S-Mods 0.10.1 by qcwxezda
 - Salvage Ship Expansion 0.2 by Gopsky
 - Secrets of the Frontier 0.13.2 by Inventor Raccoon
 - Ship/Weapon Pack 1.14.0 by DarkRevenant
 - Starship Legends 2.3.0 by Sundog
 - Tahlan Shipworks 1.2.1 by Nia Tahl
 - Terraforming & Station Construction 8.4.1 by boggled
 - Transparent planetary shield - clear 1.1 by Mondaymonkey
 - Tri-Tac Special Circumstances 0.4 by Dazs
 - United Aurora Federation 0.7.4a1 by Created by CY / Milkydromeda, Co-developed by Vermillion, Assisted by Yimie, Naggy, Nova Sunshine and Tim & Selkie N Co'!
 - Unknown Skies 1.0.0rc2 by Tartiflette
 - WhichMod 1.2.2 by theDragn
Utility mods (22):
 - A New Level of Confidence 40 3.1 Fast by Panteradactyl
 - Autosave 1.2b by LazyWizard
 - Barbershop 0.2.1 by frakern
 - Combat Chatter 1.13.2 by Histidine
 - Combat Misc Utils 0.4.0 by tomatopaste
 - Combat Radar 3.0 by LazyWizard
 - Console Commands 2023.5.05 by LazyWizard
 - D-MOD Services 0.4.0 by Tranquility
 - Fuel Siphoning 1.3.0 by Sundog
 - Hexagonal Shieldidgeridoos 1.3.1 by tomatopaste
 - Hostile Intercept (and Autopause!) 1.3.3 by SafariJohn
 - LazyLib 2.8 by LazyWizard
 - Leading Pip 1.9.2 by DarkRevenant
 - Logistics Notifications 1.4.5 by SafariJohn
 - LunaLib 1.7.7 by Lukas04
 - MagicLib 1.1.3-rc01 by Modding Community: Dark.Revenant, LazyWizard, Nicke, Originem, Rubi, Schaf-Unschaf, Snrasha, Tartiflette, Wisp, Wyvern...
 - More Bar Missions 0.0.1 by LngA7Gw
 - Ship Browser 1.1 by itBeABruhmoment
 - SpeedUp 1.0.0 by DarkRevenant
 - Stellar Networks 3.1.2 by Jaghaimo
 - zz GraphicsLib 1.7.0 by DarkRevenant
 - ~Ship Catalogue / Variant Editor 1.8.1 by rubi
[close]

Java 8 vs. Java 7
I use JRE 8 v.271 because it completely eliminates frame-drops after battles, stops the memory crashes and warnings entirely for Starsector, and lets you play constant 60+ FPS for hours without having to restart the program. It also happens to fix a lot of JRE 7's problems which are attributed to "too many mods" during mod thread feedback.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 14, 2023, 09:08:01 PM
Heya Kaysaar, I'm on the latest versions of each module. So far I've had no issues or performance problems. I'm getting plenty of research databanks from research stations now - it looks like removing the % character in drop_groups solved the issues and I see you bumped the chances too to freq=80. I think there's one more "nothing" entry in that file with a % still.

Initial Industries in Nexerelin
I'm guessing the fix for the duplication glitch keeps most mod-added planets from being downgraded at the start of a new campaign like before. Before in "Own Faction" starts on Nexerelin you'd start with your own planet with some industries. Initially they'd spawn with vanilla industry (heavy industry, farming, mining), and then within a few seconds they'd automatically downgrade to your starting versions (heavy production, monoculture, extraction operation). It may have applied to mod faction worlds too, but I can't say for sure without rolling back to a previous version.


Performance:
Using the JRE 8 method (replacing Starsector's jre folder [which is JRE 7] to JRE 8 v271 from Oracle) and the following system specs it runs like butter on my system. No frame drops, no memory issues, no crashing, and no commodity trader lag.

Spoiler
System info:
---------------
Game version: Starsector 0.96a-RC10
Game resolution: 5120x1440 (240hz, 32bpp, fullscreen)
Java version: Java(TM) SE Runtime Environment 1.8.0_271-b09 (Java HotSpot(TM) 64-Bit Server VM)
Platform: Windows (64-bit)
JVM RAM: 1,850.09 MB / 8,078.00 (6,227.91 MB free, 8,078.00 MB allocatable)
System RAM: 20,883.99 MB remaining, 32,668.18 MB total
Launch args: -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms8192m -Xmx8192m -Xss2048k -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=.

 Graphics card info:
---------------------
GPU Model: NVIDIA GeForce RTX 3080
Vendor: NVIDIA Corporation
Driver version: 4.6.0 NVIDIA 535.98
Free VRAM: 6,544.55 MB
Dedicated VRAM: 10,240.00 MB
Maximum VRAM:   10,240.00 MB

 Active mod list:
------------------
Regular mods (35):
 -  Phillip Andrada: Gas Station Manager 1.12.0 by WMGreywind
 - Adversary 4.3.1 by Tranquility
 - Amazigh's Ship Foundry 0.11.1 by Amazigh
 - AoTD - Seat of Power 1.0.2 by Kaysaar
 - AoTD - The Sleeper 1.1.1 by Kaysaar
 - AoTD - Vaults of Knowledge 1.0.5 by Kaysaar
 - Arulite Starworks 0.2b hullmod hotfix by SKYLORD ZERO
 - Content Unlocking Missions 1.13 by Timid
 - Diktat Enhancement 1.2.1h by JAL28
 - Fleet Journal 1.0.8 by Ontheheavens
 - Forge Production 1.1.3 by Ontheheavens
 - Foxy's Quality Of Life  192.168.0.6 by Foxy
 - Grand.Colonies 2.0.b1 by SirHartley & Lukas04
 - Hazard Mining Incorporated 0.3.5i by King Alfonzo
 - Hyper Diving 0.0.4 by gabs
 - Hyperdrive 2.4.0 by Sundog
 - Illustrated.Entities 1.1.a by SirHartley
 - Industrial.Evolution 3.2.c UNOFFICIAL by SirHartley
 - Kadur Remnant 3.2.3support7 by Vayra
 - Mayasuran Navy 10.0.0 RC2 by Knight Chase
 - More Military Missions 0.1.1 by LngA7Gw
 - Nexerelin 0.11.0 by Histidine (original by Zaphide)
 - Planetary Shield: Access Control 1.5 by Wyvern
 - Progressive S-Mods 0.10.1 by qcwxezda
 - Salvage Ship Expansion 0.2 by Gopsky
 - Secrets of the Frontier 0.13.2 by Inventor Raccoon
 - Ship/Weapon Pack 1.14.0 by DarkRevenant
 - Starship Legends 2.3.0 by Sundog
 - Tahlan Shipworks 1.2.1 by Nia Tahl
 - Terraforming & Station Construction 8.4.1 by boggled
 - Transparent planetary shield - clear 1.1 by Mondaymonkey
 - Tri-Tac Special Circumstances 0.4 by Dazs
 - United Aurora Federation 0.7.4a1 by Created by CY / Milkydromeda, Co-developed by Vermillion, Assisted by Yimie, Naggy, Nova Sunshine and Tim & Selkie N Co'!
 - Unknown Skies 1.0.0rc2 by Tartiflette
 - WhichMod 1.2.2 by theDragn
Utility mods (22):
 - A New Level of Confidence 40 3.1 Fast by Panteradactyl
 - Autosave 1.2b by LazyWizard
 - Barbershop 0.2.1 by frakern
 - Combat Chatter 1.13.2 by Histidine
 - Combat Misc Utils 0.4.0 by tomatopaste
 - Combat Radar 3.0 by LazyWizard
 - Console Commands 2023.5.05 by LazyWizard
 - D-MOD Services 0.4.0 by Tranquility
 - Fuel Siphoning 1.3.0 by Sundog
 - Hexagonal Shieldidgeridoos 1.3.1 by tomatopaste
 - Hostile Intercept (and Autopause!) 1.3.3 by SafariJohn
 - LazyLib 2.8 by LazyWizard
 - Leading Pip 1.9.2 by DarkRevenant
 - Logistics Notifications 1.4.5 by SafariJohn
 - LunaLib 1.7.7 by Lukas04
 - MagicLib 1.1.3-rc01 by Modding Community: Dark.Revenant, LazyWizard, Nicke, Originem, Rubi, Schaf-Unschaf, Snrasha, Tartiflette, Wisp, Wyvern...
 - More Bar Missions 0.0.1 by LngA7Gw
 - Ship Browser 1.1 by itBeABruhmoment
 - SpeedUp 1.0.0 by DarkRevenant
 - Stellar Networks 3.1.2 by Jaghaimo
 - zz GraphicsLib 1.7.0 by DarkRevenant
 - ~Ship Catalogue / Variant Editor 1.8.1 by rubi
[close]

Java 8 vs. Java 7
I use JRE 8 v.271 because it completely eliminates frame-drops after battles, stops the memory crashes and warnings entirely for Starsector, and lets you play constant 60+ FPS for hours without having to restart the program. It also happens to fix a lot of JRE 7's problems which are attributed to "too many mods" during mod thread feedback.
In 1.0.4 this script that was downgrading Nexerlin colony start industires to block colony dump , which was also Sometimes cause of lag. In 1.0.5 this script Has been removed safely as there is no need for it
Title: Re: [0.96a] Ashes of The Domain
Post by: Spacegoat on June 14, 2023, 09:55:26 PM
Great! Good to know it's intended.  8)
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 15, 2023, 03:29:46 AM
Vaults of Knowledge - Patch 1.0.6 - Higly Recommend to upgrade to this version
If you have 1.0.6 redownload as someone at last minute changed one id in csv file that causes crashes , this person has been yeeted to outerspace

Save Compatbile with 1.0.5 , 1.0.4 , 1.0.3 and 1.0.2 
Thanks to writing special clean up script this patch can be applied practically to all versions of Ashes , expect 1.0.1 and 1.0.0 as i had no way of testing those
Spoiler
fix: fixed occasional Fishery crash
fix: Removed properly script that caused massive lags because one script that was meant to remove it after start was not working and my computer did not noticed it lol
new: Random Sector Compability Patch - Yes bois you can enjoy your freaking Ashes on Random sector now. Occasional crashes may occur during generation but you need to wait for Nexerlin Patch
fix: Fix potential bugs that would occur with some mod that is evolutionary and it is industrial  : P
change : water now takes 10 cargo space
adjusted cost for special items in Random Sector due to Culann and Chicomoztoc simply not existing
buff to Chicomoztoc heavy industry quality
this can be added to middle save if ashes was prev eneabled

[close]
Title: Re: [0.96a] Ashes of The Domain
Post by: DaLintyGuy on June 15, 2023, 03:55:39 PM
Having tried to return to this mod after the module split, I have been hit by a "Error loading [data.plugins.AshesOfDomainModPlugin]". Where do I go for the thing it is asking for?
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 15, 2023, 04:10:57 PM
Having tried to return to this mod after the module split, I have been hit by a "Error loading [data.plugins.AshesOfDomainModPlugin]". Where do I go for the thing it is asking for?
Probably this save used one of Old versions of one of modules or even predates splitting mod , sorry but due to being it in beta i have not kept any versions beside now from 1.0.0. I mean i specified this mod was in beta
Title: Re: [0.96a] Ashes of The Domain
Post by: DaLintyGuy on June 15, 2023, 04:20:59 PM
Having tried to return to this mod after the module split, I have been hit by a "Error loading [data.plugins.AshesOfDomainModPlugin]". Where do I go for the thing it is asking for?
Probably this save used one of Old versions of one of modules or even predates splitting mod , sorry but due to being it in beta i have not kept any versions beside now from 1.0.0. I mean i specified this mod was in beta
I don't know what I fiddled with, or maybe it thought its way through it, but a second try has successfully launched a game.

Thank you for replying though.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 15, 2023, 04:30:48 PM
Having tried to return to this mod after the module split, I have been hit by a "Error loading [data.plugins.AshesOfDomainModPlugin]". Where do I go for the thing it is asking for?
Probably this save used one of Old versions of one of modules or even predates splitting mod , sorry but due to being it in beta i have not kept any versions beside now from 1.0.0. I mean i specified this mod was in beta
I don't know what I fiddled with, or maybe it thought its way through it, but a second try has successfully launched a game.

Thank you for replying though.
np always here to answer all questions , hope you will enjoy mod ^^
Title: Re: [0.96a] Ashes of The Domain
Post by: Valikdu on June 15, 2023, 05:01:44 PM
The Nova Exploratoria capital building seems kind of OP (I'm playing the 0.95.1 version, so this may have been addressed already?)

I think that it gives too many of the super rare Doman artifacts like nanoforges and cyclotrons.

Granted, by the time I built it I'd already salvaged almost as many as I needed manually from ruins..
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 16, 2023, 01:00:04 AM
The Nova Exploratoria capital building seems kind of OP (I'm playing the 0.95.1 version, so this may have been addressed already?)

I think that it gives too many of the super rare Doman artifacts like nanoforges and cyclotrons.

Granted, by the time I built it I'd already salvaged almost as many as I needed manually from ruins..
Tbh Nova Exploratoria was meant to be overpowered , also as i said , Captails and Vaults Of Knoweldge show how much skills i lacked simply back then between amount of content with vaults of knowledge and seats of power. Once i will have i am definitley gonna rework capitals from ground up
Title: Re: [0.96a] Ashes of The Domain
Post by: caekdaemon on June 16, 2023, 01:49:50 AM
I'm still on an older version as I'm in the middle of a campaign and it probably isn't a good idea to update without a fresh start, but I love this mod and to give some thoughts...
The Nova Exploratoria capital building seems kind of OP (I'm playing the 0.95.1 version, so this may have been addressed already?)

I think that it gives too many of the super rare Doman artifacts like nanoforges and cyclotrons.

Granted, by the time I built it I'd already salvaged almost as many as I needed manually from ruins..
Tbh Nova Exploratoria was meant to be overpowered , also as i said , Captails and Vaults Of Knoweldge show how much skills i lacked simply back then between amount of content with vaults of knowledge and seats of power. Once i will have i am definitley gonna rework capitals from ground up
...I actually kinda like the overpowered nature of the capital buildings - it makes them into absolute monsters with genuine game changing impacts, and that's kinda what I feel that they should be. They're meant to be the big, crown jewel of your entire colony enterprise, the thing that shows that you've grown up to become one of the big boys of the sector. That's a major part of the story of the player faction, I feel, and the strength of the capital building sort of combines gameplay and story together at that point.

That said, I did have a thought as to the nature of the power of these things, and that it can feel that it is too easy to actually get this thing down. It has a lengthy construction time and a high cost to build, but that's about it. Again, I'm on an old version, so forgivem e if I'm a bit out of date here with a feature that might've already been added, but if I could make a suggestion as to how the capital building works, I'd actually give it tiers - kinda like how you have extractive operations > mining > fracking, capital buildings should probably go through various stages of construction, possibly even being gated to the population size of a planet if that's possible.

So, rather than just building the current Nova Exploratoria, you'd have something that goes like Technoarchaeology Institute > Expeditionary Dockyard > Nova Exploratoria, with each one being upgraded from the one that came before. That gives you a ramp up to a building that should be very strong, increases the kind of investment that building a capital takes, and even gives some value to the idea of building the capital earlier to get some of the smaller bonuses before getting up to the bigger ones.  If this is gated to population, then it'd probably have the first tier of capital available at population 8, the next at 9 and the last at 10, where it's very powerful nature can easily be explained by how the colony that has it is the largest one in the sector. To make it feel more part of the setting, it could even be that the major faction capitals like Chicomoztoc might have faction unique capitals or something, like, say, a TriTachyon Central Business District, or a Chicomoztoc Superforge Complex, things that show that the player alone isn't the only one with such fancy toys.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 16, 2023, 02:03:52 AM
I'm still on an older version as I'm in the middle of a campaign and it probably isn't a good idea to update without a fresh start, but I love this mod and to give some thoughts...
The Nova Exploratoria capital building seems kind of OP (I'm playing the 0.95.1 version, so this may have been addressed already?)

I think that it gives too many of the super rare Doman artifacts like nanoforges and cyclotrons.

Granted, by the time I built it I'd already salvaged almost as many as I needed manually from ruins..
Tbh Nova Exploratoria was meant to be overpowered , also as i said , Captails and Vaults Of Knoweldge show how much skills i lacked simply back then between amount of content with vaults of knowledge and seats of power. Once i will have i am definitley gonna rework capitals from ground up
...I actually kinda like the overpowered nature of the capital buildings - it makes them into absolute monsters with genuine game changing impacts, and that's kinda what I feel that they should be. They're meant to be the big, crown jewel of your entire colony enterprise, the thing that shows that you've grown up to become one of the big boys of the sector. That's a major part of the story of the player faction, I feel, and the strength of the capital building sort of combines gameplay and story together at that point.

That said, I did have a thought as to the nature of the power of these things, and that it can feel that it is too easy to actually get this thing down. It has a lengthy construction time and a high cost to build, but that's about it. Again, I'm on an old version, so forgivem e if I'm a bit out of date here with a feature that might've already been added, but if I could make a suggestion as to how the capital building works, I'd actually give it tiers - kinda like how you have extractive operations > mining > fracking, capital buildings should probably go through various stages of construction, possibly even being gated to the population size of a planet if that's possible.

So, rather than just building the current Nova Exploratoria, you'd have something that goes like Technoarchaeology Institute > Expeditionary Dockyard > Nova Exploratoria, with each one being upgraded from the one that came before. That gives you a ramp up to a building that should be very strong, increases the kind of investment that building a capital takes, and even gives some value to the idea of building the capital earlier to get some of the smaller bonuses before getting up to the bigger ones.  If this is gated to population, then it'd probably have the first tier of capital available at population 8, the next at 9 and the last at 10, where it's very powerful nature can easily be explained by how the colony that has it is the largest one in the sector. To make it feel more part of the setting, it could even be that the major faction capitals like Chicomoztoc might have faction unique capitals or something, like, say, a TriTachyon Central Business District, or a Chicomoztoc Superforge Complex, things that show that the player alone isn't the only one with such fancy toys.
Tbh i actually like this idea, and about that i said , capitals were and will be always meant to be overpowered, but they lack sth compared to Vaults of Knowledge, i kinda like this idea, and about capitals for AI factions, if i will figure out to tell them not to destroy capital , then yea AI will also be included in those mechanics. For now I am just having finals so i am not physically possible to sit down on reworking captials, as i wanted always to expand Goverment system, give player with capitals not only stability bonus, but also some new mechanics like i gave in Vaults Of Knowledge a lot of industries, some of them OP but you need to research them first , like literally Vaults Of Knowledge introduce somekind progression to colonies , rather than 3 M investment
Title: Re: [0.96a] Ashes of The Domain
Post by: Hexallium on June 16, 2023, 09:14:41 AM
Playing a fresh start and I am struggling to make money with new colony, I found Research Facility upkeep cost at 44k is a bit extreme.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 16, 2023, 09:21:12 AM
Playing a fresh start and I am struggling to make money with new colony, I found Research Facility upkeep cost at 44k is a bit extreme.
My intention was making colonies harder , not easier , for me colonies were simply " I put 3Milion money and i have money printer" thing. No my intention was making colonies a investment that in long run pays you
Title: Re: [0.96a] Ashes of The Domain
Post by: Tigasboss on June 16, 2023, 03:37:17 PM
Will this mod be compatible with unknown skies? Right now i have an archipelago world which has adequate farmland, but i cant upgrade past monoculture plots because it says it requires farmland, im guessing its because the mod reads the archipelago world as a water world.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 16, 2023, 03:40:29 PM
Will this mod be compatible with unknown skies? Right now i have an archipelago world which has adequate farmland, but i cant upgrade past monoculture plots because it says it requires farmland, im guessing its because the mod reads the archipelago world as a water world.
Yea probably is  because of how planetype works, i will probably include hotfix to block monoculture and instead let fishery there
Title: Re: [0.96a] Ashes of The Domain
Post by: Tigasboss on June 16, 2023, 03:55:32 PM
Will this mod be compatible with unknown skies? Right now i have an archipelago world which has adequate farmland, but i cant upgrade past monoculture plots because it says it requires farmland, im guessing its because the mod reads the archipelago world as a water world.
Yea probably is  because of how planetype works, i will probably include hotfix to block monoculture and instead let fishery there
Shouldnt it be the other way around? The planet has the farmland condition.
Edit: Or maybe include both?
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 16, 2023, 04:03:59 PM
Will this mod be compatible with unknown skies? Right now i have an archipelago world which has adequate farmland, but i cant upgrade past monoculture plots because it says it requires farmland, im guessing its because the mod reads the archipelago world as a water world.
Yea probably is  because of how planetype works, i will probably include hotfix to block monoculture and instead let fishery there
Shouldnt it be the other way around? The planet has the farmland condition.
Edit: Or maybe include both?
not i am not overwriting vanila files so to not make it brick i need to disable monoculture and instead go with fishery
Title: Re: [0.96a] Ashes of The Domain
Post by: Hexallium on June 16, 2023, 10:43:16 PM
I have settle on a planet with tectonic activity and this will not allow me to build Cleanroom Manufactory because of tectonic activity. Using TASC mod I have build Harmonic Damper to suppress tectonic activity, wondering will you willing to change the build requirements for the Cleanroom Manufactory to allow construction if tectonic activity is suppressed?

PS: Notice a typo on Chicomoztoc Industrial Databank and Culann Industrial Databank item description - Contains the technological specifications needed to futher research. <-- futher instead of further
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 16, 2023, 11:38:53 PM
I have settle on a planet with tectonic activity and this will not allow me to build Cleanroom Manufactory because of tectonic activity. Using TASC mod I have build Harmonic Damper to suppress tectonic activity, wondering will you willing to change the build requirements for the Cleanroom Manufactory to allow construction if tectonic activity is suppressed?

PS: Notice a typo on Chicomoztoc Industrial Databank and Culann Industrial Databank item description - Contains the technological specifications needed to futher research. <-- futher instead of further
Aaaaaa Minor Spelling Mistake my greatest enemy uuuughh , thanks for reporting , i shall fix that typo
Title: Re: [0.96a] Ashes of The Domain
Post by: rigidjelly on June 17, 2023, 12:20:42 AM
Is it possible to use Stellar Reflectors to increase a planets temperature from hot to extreme heat? Still working up the industry tree and havent been able to try it first hand. Would expand the options for the Cryoarthimetic engine.

If you use the mod that removes industry item requirements (it still works in .96) you can use orbital lamps to increase planet temp conditions anywhere.
Stellar reflector/shade only normalizes planet temp, though you could make a request in TASC thread to maybe split them. Probably too niche though.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 17, 2023, 09:17:42 AM
Hi you all shmucks who play AoTD
I will be unable to hotfix /update AoTD  for period of two -three weeks due to working 10 hours per day and also having university on my head with finals as even with my high tolerance for stress and work this begans to be too much. I hope you will enjoy you all my mod and have nice day/ night
Title: Re: [0.96a] Ashes of The Domain
Post by: Tigasboss on June 18, 2023, 04:34:34 AM
Hi you all shmucks who play AoTD
I will be unable to hotfix /update AoTD  for period of two -three weeks due to working 10 hours per day and also having university on my head with finals as even with my high tolerance for stress and work this begans to be too much. I hope you will enjoy you all my mod and have nice day/ night
Okay, hope it goes well, good luck on your finals.
Title: Re: [0.96a] Ashes of The Domain
Post by: Aleverette on June 19, 2023, 02:03:16 AM
Hi Id like to make a typo report

It seems even both the tooltip and mod description state that capital buildings require player faction to reach a market size of 20, but in actual game it requires player faction to reach size 30 to unlock those buildings

Also I only installed the first two components without the R&D one, Im not sure if thats the cause, but hopefully it could help!
Title: Re: [0.96a] Ashes of The Domain
Post by: Spacegoat on June 19, 2023, 03:47:20 AM
Hey Kaysaar, good luck on finals! You've been working really hard on your mods, and you deserve time to destress.

I'll keep looking for bugs.

Don't read until after finals!
Spoiler
I think I found a bug related to heavy production upgrades and how/when pollution applies. I'm getting pollution on my station colonies when that shouldn't be possible. Seems related to upgrading that industry?

At first I noticed it on colonies without nanoforges. I thought it was fracking and I just didn't know other things produced pollution. But I do see that right after upgrading an orbital work with a pristine nanoforge into a fleetwork, it applied the pollution condition.

Not sure yet if AoD causes this yet.
[close]

Possible Features:
Spoiler
- TASC compatibility: Fleetworks and Skunkworks have incorporated pristine nanoforges. They don't currently count as "orbital work with pristine nanoforge" with TASC's domain artifact crafting.

- Long-term Industry Upgrade Preview: Testing out industries with a friend. We each had confusion over how to start making the special refining metals. We both agree that it was because the step from Refining to a Specialized Refining produces no purified metal in the third tier. And we both think to look at the production as the "preview" for what the building does.

Maybe the Tier 3 industry could produce a single refined metal in addition to the vanilla metal it now produces? That might preview the eventual surplus of refined metal that comes from Tier 4.
[close]
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 19, 2023, 05:18:50 AM
Hey Kaysaar, good luck on finals! You've been working really hard on your mods, and you deserve time to destress.

I'll keep looking for bugs.

Don't read until after finals!
Spoiler
I think I found a bug related to heavy production upgrades and how/when pollution applies. I'm getting pollution on my station colonies when that shouldn't be possible. Seems related to upgrading that industry?

At first I noticed it on colonies without nanoforges. I thought it was fracking and I just didn't know other things produced pollution. But I do see that right after upgrading an orbital work with a pristine nanoforge into a fleetwork, it applied the pollution condition.

Not sure yet if AoD causes this yet.
[close]
Shame ,  I already did , i have now break as i passed 3 exams so i have like breath ground for 3 hours maybe to that time i will cook sth
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 19, 2023, 10:35:31 AM
Hey Kaysaar, good luck on finals! You've been working really hard on your mods, and you deserve time to destress.

I'll keep looking for bugs.

Don't read until after finals!
Spoiler
I think I found a bug related to heavy production upgrades and how/when pollution applies. I'm getting pollution on my station colonies when that shouldn't be possible. Seems related to upgrading that industry?

At first I noticed it on colonies without nanoforges. I thought it was fracking and I just didn't know other things produced pollution. But I do see that right after upgrading an orbital work with a pristine nanoforge into a fleetwork, it applied the pollution condition.

Not sure yet if AoD causes this yet.
[close]

Possible Features:
Spoiler
- TASC compatibility: Fleetworks and Skunkworks have incorporated pristine nanoforges. They don't currently count as "orbital work with pristine nanoforge" with TASC's domain artifact crafting.

- Long-term Industry Upgrade Preview: Testing out industries with a friend. We each had confusion over how to start making the special refining metals. We both agree that it was because the step from Refining to a Specialized Refining produces no purified metal in the third tier. And we both think to look at the production as the "preview" for what the building does.

Maybe the Tier 3 industry could produce a single refined metal in addition to the vanilla metal it now produces? That might preview the eventual surplus of refined metal that comes from Tier 4.
[close]
Btw could you message me Kaysaar#1181 as on dsc is much easier to reply for me. I want to talk about those ideas
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 19, 2023, 05:26:52 PM
Ashes of The Domain - Vaults of Knowledge Patch 1.1.0  Save compatible for ver higher than 1.0.2 Kaysaar Take your medication pls Edition
Spoiler
new: New Brand Options for Research UI , i have added three options that are for sorting research options , Show Researched, Show Able To Research and Show Unable To research in quick telling
new: Now for Research Options descrp bellow if industry is being an upgrade it will tell you that form example Fracking upgrades from Mining
new: Now you can see your researched technologies if you want to quickly revision production, or from what that industry upgrades from
fix: Fixed bug with Monoculture on Archipelago Worlds
fix: Fixed that sometimes Chicomoztoc and Culann Industrial Databanks can be found elswwhere than on respective worlds
fix: Fixed minor spelling mistakes
nerf: Nerfed Prices of Recitificates and Biotics
[close]


Ashes of The Domain -Seats Of Power 1.0.3 Save Compatible Quick Fixing Edition
Spoiler
fix: fixed bug of size 30 of entire faction being req , now its 20 as it shoud be
fix: Minor spelling mistakes fixed yet again yay
[close]

Ashes of The Domain - The Sleeeper 1.1.2 Save Compatbile  Balance Police Edition
Spoiler
new: New option added to settings.json :  "MORE_CHARGES_MODE":false - > basically it limites chargres from cryosleeper from 4 to 2 , dont recommending changing this parameter during campaign , it will be by default false so normally it will be only 2 charges instead of 4
fix: Now Orbiting Cryosleeprs should not appear for contract to investigate them
[close]
Literally i made those updates during in between work and university studies so if there are any bugs then contact me
Title: Re: [0.96a] Ashes of The Domain
Post by: Arghy on June 19, 2023, 08:51:41 PM
When you install the hot fix should i just delete the entire folder or overwrite it in the mods folder?
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 19, 2023, 11:08:04 PM
When you install the hot fix should i just delete the entire folder or overwrite it in the mods folder?
Always the best cause of action is deleting folder then replacing it
Title: Re: [0.96a] Ashes of The Domain
Post by: memedos on June 19, 2023, 11:57:44 PM
Literally i made those updates during in between work and university studies so if there are any bugs then contact me
Dude does the impossible again, one of the few modders that manage to keep their creations afloat even with lotsa stuff going on irl; Good luck with your studies mate.
Title: Re: [0.96a] Ashes of The Domain
Post by: Sarix on June 20, 2023, 06:11:23 AM
Howdy, good luck with exams!
I think I have encountered a bug with polycrystalizer:on player colonies it doesn't produce anything,while the said industry does work fine on Coatl.Can you look at it when you have the free time?
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 20, 2023, 06:12:14 AM
Howdy, good luck with exams!
I think I have encountered a bug with polycrystalizer:on player colonies it doesn't produce anything,while the said industry does work fine on Coatl.Can you look at it when you have the free time?
Its not bug but my bad that i have not gave info that it produces only materials on markets greater or equal size than 5
Title: Re: [0.95.1a] Cryosleeper 2.0 : Domain Electric Boogallo Edition
Post by: Kaysaar on June 20, 2023, 06:49:59 AM
Feature request: it'd be nice to have something in modSettings that allows us to tweak the new population cap. Reaching 10^10 feels a bit silly to me, even with a cryosleeper, but I do really like the idea of getting to do a one-time relocation of the cryosleepers, especially in seeds where they end up in neighboring systems.
After All those years this request has been realised
Title: Re: [0.96a] Ashes of The Domain
Post by: cghhj on June 21, 2023, 03:26:51 AM
(https://i.imgur.com/Ap7pZRh.png)
Personal opinion: Maybe the icons of new basic resources could be smaller. In original game, the artifacts and blueprints have obviously larger icons. I even made my own edit to make your new resources have better view in my gaming... So they looks more like normal items, not something really rare and special.

I also feel some of your icon become too brightness...
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 22, 2023, 03:01:56 PM
Ashes of The Domain - Vaults of Knowledge Patch 1.1.1  Save compatible for ver higher than 1.0.2   AoTD - Interstellar Imperium Collab
Spoiler
for full content of this collab you need to wait for Interstellar Imperium to Patch
new : Added Stella Castelum to Research Tech tree as part of AoTD - Interstellar Imperium Collab
new : Byzantium Starfortress Databank , necessary to research Stella Castellum  as far as i know only this one station has beeen added so there is no research of Imperial stations
new : Constructing this station requieres Tier 2 Metals to build soo i very recommend setuping some basic supply chain as if there will be deficit construction wont progress!!
new : Improvments to UI basically  telling info about production on size 6 world in Research UI and in upgradeUI when it does not produce anything there is suggestion that market is too small or resources to sparse
fix: Fixed minor spelling mistakes
nerf sligtly Recitificates and Biotcs
buff slightly water prices
[close]
Title: Re: [0.96a] Ashes of The Domain
Post by: Spacegoat on June 22, 2023, 08:16:50 PM
Heya Kaysaar! Two compatibility reports:

Bug Report #1: Vaults of Knowledge & TASC Incompatibility

Spoiler
Details: All forms of TASC stations (Mining Station, Astropolis, Gas Siphons) are unable to build new Commerce industry with the message "Requires functional spaceport." Affects functional Starports and Megaports. Disabling AoD:VoK stops the behavior.

Version: Vaults of Knowledge 1.1.1
[close]


Bug Report #2: The Sleeper & Nexerelin Incompatibility

Spoiler
Details: Unable to use cryosleepers on governed worlds of other factions. Transferring the colony to the player faction with SetMarketOwner allows it to be placed in orbit. Transferring the colony back via the command is the current workaround.

Version: The Sleeper 1.1.2
[close]
Title: Re: [0.96a] Ashes of The Domain
Post by: Hansag on June 25, 2023, 12:17:27 PM
Interesting mod, though there might be some incompatibilities with the mods I use. Anyway, interesting to see how this develops.

Each unit of water seems to weigh 10x


Title: Re: [0.96a] Ashes of The Domain
Post by: Arghy on June 25, 2023, 02:10:44 PM
So question regarding research, i have 2 farm research options seemingly with the same output yet 1 required a databank. I assume there's a difference and just researched both of them anyways but it'd be nice to have further documentation like whether or not its just fluff or it'll have an actual result.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 25, 2023, 02:12:32 PM
So question regarding research, i have 2 farm research options seemingly with the same output yet 1 required a databank. I assume there's a difference and just researched both of them anyways but it'd be nice to have further documentation like whether or not its just fluff or it'll have an actual result.
Hi on new version of Ashes its shown the difference of outputs of industries , as ui has been made in way to imitate supply /demand on size 6 world with no bonus conditions
(https://i.imgur.com/Xd12WuQ.png)
Title: Re: [0.96a] Ashes of The Domain
Post by: Arghy on June 25, 2023, 08:46:21 PM
I found the difference out once i researched them, one was the artisanal one that gave me money but less output the other was the subsided one. Seeing as it was free to research it wasn't too big of a deal but it did seem confusing.

You also might want to include a hint to toggle the unresearched techs because i didn't realize i had to put more cores and other things into the research storage seeing as i already had options from the start without requiring me to put items in. I went over a cycle with nothing researching because i thought i had to build the industry to unlock them before i clicked through them all and realized i had to put more items in the storage.
Title: Re: [0.96a] Ashes of The Domain
Post by: 702982 on June 27, 2023, 01:41:18 AM
i get a Crash the moment i try to open up the research tab for the first time saying

Fatal:
com.fs.starfarer.api.ui.TooltipMakerAPI.addCheckbox(FFLjava/land/String;Ljava/lang/Object;Lcom/fs/starfarer/api/ui/ButtonAPI$UICheckboxSize;F)Lcom/fs/starefarer/api/ui/ButtonAPI;

I for the love of god can't find the issue in the starsector.log, can't even find where the issue is in the log. been on this for 4 hours straight but im losing hope, do you guys possibly know the reason?
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 27, 2023, 01:48:47 AM
i get a Crash the moment i try to open up the research tab for the first time saying

Fatal:
com.fs.starfarer.api.ui.TooltipMakerAPI.addCheckbox(FFLjava/land/String;Ljava/lang/Object;Lcom/fs/starfarer/api/ui/ButtonAPI$UICheckboxSize;F)Lcom/fs/starefarer/api/ui/ButtonAPI;

I for the love of god can't find the issue in the starsector.log, can't even find where the issue is in the log. been on this for 4 hours straight but im losing hope, do you guys possibly know the reason?
Redownload Starsector i dont know why but for someone  this is an issue and redownloading starsector helps
Title: Re: [0.96a] Ashes of The Domain
Post by: Godofchaos on June 27, 2023, 04:44:52 AM
Hello, so there is a strange bug when i'm pointing my High tech battelstation in the UI of my first planet while doing a research of the autonomous AI starbase, here what the log say :

84619 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: dorasSurvey
99300 [Thread-3] WARN  org.magiclib.util.MagicSettings  - unable to find aod_core in modSettings.json
104174 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.ui._.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.m.o00000(Unknown Source)
   at com.fs.starfarer.ui.n.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.MarketConditionsWidget.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.float.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.class.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.public.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.public.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.do.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

it seem it's a problem with magiclib not finding aod_core ?

Update : okay it was not the when pointing the UI of the battlestation but when i try selecting the downgrade button

Update 2 : after verification it seem to apply to all the button "downgrade building" for every buildding possible

Update 3 : okay that's really weird, the bug only apply from my first planet not the other one, so now im confused

Update 4 : so it seem that i found the problem, i was in command console and i write "RemoveCondition " to see what was on my planet than i couldn't see and i saw like 20 "GrandColonies_CrampedCondition" and  i removed them and i removed a "terran" condition because the planet was not a terran planet but me just wanted to see if the planet changed if i added the condition terran but forget to remove it after that everything work correctly
Title: Re: [0.96a] Ashes of The Domain
Post by: hope1243 on June 27, 2023, 08:21:53 AM
Hi! I'm really enjoying the researching part of the mod, but how do you actually get the data bank for researching the Stella Castellum from II? I assume you raid them for the data bank. I spawned the item via console and am confused by the lack of research options to actually get the Stella Castellum. Can you elaborate on the process?
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 27, 2023, 02:35:55 PM
Hi! I'm really enjoying the researching part of the mod, but how do you actually get the data bank for researching the Stella Castellum from II? I assume you raid them for the data bank. I spawned the item via console and am confused by the lack of research options to actually get the Stella Castellum. Can you elaborate on the process?
Someone reporter me this as bug as apperantly there is no research_options.csv in new versions of Interstellar Imperium, message me on dsc Kaysaar #1181. Once i finish UI update i will also include in csv research for Stella Castelum on my side to be sure
Title: Re: [0.96a] Ashes of The Domain
Post by: n3xuiz on June 27, 2023, 06:09:55 PM
hey Kaysaar thx for this amazing mod. great with the new grandcolonies with the unlimited space. just wanted to report that i also have the issue of the grandcolonies_crampedcondition duplicating since i added your mod. so far i have not had any crashes because i noticed the condition icons becoming tiny in time so i deleted the condition like Godofchaos described.

edit: it might happen if i go into research screen or finish a research don't know which
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 27, 2023, 07:24:59 PM
hey Kaysaar thx for this amazing mod. great with the new grandcolonies with the unlimited space. just wanted to report that i also have the issue of the grandcolonies_crampedcondition duplicating since i added your mod. so far i have not had any crashes because i noticed the condition icons becoming tiny in time so i deleted the condition like Godofchaos described.

edit: it might happen if i go into research screen or finish a research don't know which
Is it only appearing on one planet ?
Title: Re: [0.96a] Ashes of The Domain
Post by: 702982 on June 27, 2023, 08:53:36 PM
thanks for the help and quick comment kaysaar. sorry it toke so long for the reply, and yes it did fix the issue.
Title: Re: [0.96a] Ashes of The Domain
Post by: n3xuiz on June 28, 2023, 12:00:28 AM
@Kaysaar i only have one planet atm but i'll go colonize more see what happens. i've finished all research now though so we will see.

edit: after colonizing a second world and docking, ordering some building to be built, and docking again i have three cramped conditions to remove.

edit2: if you need me to do anything (like sending logs, my savegame, or uploading my mod folder etc) i'd be happy to.

edit3: i disabled the whole cramped colony mechanic in grand colonies but the duplication of the planetary condition still happens every time i dock.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 28, 2023, 07:32:45 AM
@Kaysaar i only have one planet atm but i'll go colonize more see what happens. i've finished all research now though so we will see.

edit: after colonizing a second world and docking, ordering some building to be built, and docking again i have three cramped conditions to remove.

edit2: if you need me to do anything (like sending logs, my savegame, or uploading my mod folder etc) i'd be happy to.

edit3: i disabled the whole cramped colony mechanic in grand colonies but the duplication of the planetary condition still happens every time i dock.
What ver ?
Title: Re: [0.96a] Ashes of The Domain
Post by: n3xuiz on June 28, 2023, 07:34:36 AM
newest of everything as of yesterday.

edit: i just checked and after removing duplicate conditions for a few hours with console commands now it seems to have stopped for the moment.

another thing: i like to use TASC to remove pollution (even if it might be unbalanced etc) but some industries of yours keep adding it back in? i have the genelab in a loop cleaning it out and it just comes back. is there a way to have it stay clean?
Title: Re: [0.96a] Ashes of The Domain
Post by: Noble Klaxon on June 28, 2023, 10:38:42 AM
Is there any hope for compatibility between Industrial Revolution's Centralization Bureau building and the higher/lower tiers of production buildings from this mod?

Given that Industrial Revolution hasn't received an official .96 update yet, I'm going to assume the answer is "no," but I figured I'd ask just in case.

Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 28, 2023, 11:08:20 AM
Is there any hope for compatibility between Industrial Revolution's Centralization Bureau building and the higher/lower tiers of production buildings from this mod?

Given that Industrial Revolution hasn't received an official .96 update yet, I'm going to assume the answer is "no," but I figured I'd ask just in case.
For Bootleg no , but for new version there are plans for Ind Evo - AoTD collab
Title: Re: [0.96a] Ashes of The Domain
Post by: Noble Klaxon on June 28, 2023, 12:33:08 PM
For Bootleg no , but for new version there are plans for Ind Evo - AoTD collab

Well that just made my whole day better!
Title: Re: [0.96a] Ashes of The Domain
Post by: Hansag on June 28, 2023, 03:21:55 PM
Just curious. The framework you have developed here for researching buildings etc.

Would it enable the player to start with knowledge of just Low-Tech orbitals, and then enable the player to research and upgrade them to Mid-Tech or Hi-Tech? (same with Battlestations and Star Fortress)

Also, would it enable the unlocking of ships and weapons etc.?
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 28, 2023, 04:46:25 PM
Just curious. The framework you have developed here for researching buildings etc.

Would it enable the player to start with knowledge of just Low-Tech orbitals, and then enable the player to research and upgrade them to Mid-Tech or Hi-Tech? (same with Battlestations and Star Fortress)

Also, would it enable the unlocking of ships and weapons etc.?
With stations i have no idea tbh , with weapons ships etc. They would need to be tied up to some industry i mean they are to produce once research for example i dunno Auroran Experimental Ship Line. As for now only industries are included in API
Title: Re: [0.96a] Ashes of The Domain
Post by: Arghy on June 29, 2023, 01:03:16 AM
I've noticed some of the higher end research requiring things like a 'culann database' and is likely from another mod but i wanted to double check before i raided culann for a database haha. I love things like the planetary defense building mostly because it eats the drone replicator but it also helps out other colonies too! I'd love to see more ways to break down duplicate items, in my current play through i got 3 of those items that only work on gas giants. I'd love to break one down to improve my volatile yield on other planets.
Title: Re: [0.96a] Ashes of The Domain
Post by: uhbyr1 on June 29, 2023, 06:56:34 AM
I've noticed some of the higher end research requiring things like a 'culann database' and is likely from another mod but i wanted to double check before i raided culann for a database haha. I love things like the planetary defense building mostly because it eats the drone replicator but it also helps out other colonies too! I'd love to see more ways to break down duplicate items, in my current play through i got 3 of those items that only work on gas giants. I'd love to break one down to improve my volatile yield on other planets.

Nah, Cullan andHegy ones are AotD specific - they are just challedge for your late game, as you'll have to raid very well-defended places in an effort to get the best stuff
Title: Re: [0.96a] Ashes of The Domain
Post by: Hansag on June 29, 2023, 02:53:43 PM
Just curious. The framework you have developed here for researching buildings etc.

Would it enable the player to start with knowledge of just Low-Tech orbitals, and then enable the player to research and upgrade them to Mid-Tech or Hi-Tech? (same with Battlestations and Star Fortress)

Also, would it enable the unlocking of ships and weapons etc.?
With stations i have no idea tbh , with weapons ships etc. They would need to be tied up to some industry i mean they are to produce once research for example i dunno Auroran Experimental Ship Line. As for now only industries are included in API

Thank you.
I figured if farms and mines etc. were possible to downgrade in terms of starting knowledge, stations might be similar. But I guess then Infrastructure, Spaceport and Stations might be coded differently ::hmmm::
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 29, 2023, 08:10:22 PM
Just curious. The framework you have developed here for researching buildings etc.

Would it enable the player to start with knowledge of just Low-Tech orbitals, and then enable the player to research and upgrade them to Mid-Tech or Hi-Tech? (same with Battlestations and Star Fortress)

Also, would it enable the unlocking of ships and weapons etc.?
With stations i have no idea tbh , with weapons ships etc. They would need to be tied up to some industry i mean they are to produce once research for example i dunno Auroran Experimental Ship Line. As for now only industries are included in API

Thank you.
I figured if farms and mines etc. were possible to downgrade in terms of starting knowledge, stations might be similar. But I guess then Infrastructure, Spaceport and Stations might be coded differently ::hmmm::
I mean i can only limit the level 2 and 3 without big overwriting , not level 1 station,and i want to avoid overwriting as much as i can
Title: Re: [0.96a] Ashes of The Domain
Post by: Leob70 on June 30, 2023, 03:12:50 PM
So I upgraded subsidized farming  and switched it to rectificates production and I'm not 100% sure but it seems to be what put pollution onto my colony as I have no manufacturing on it otherwise.  Are some industries configured to put pollution onto worlds and if so could there be more clear labelling so that I can better assess the costs/benefits before upgrading to a particular industry or not? thanks.
Title: Re: [0.96a] Ashes of The Domain
Post by: justnewaccount3131 on June 30, 2023, 03:29:45 PM
does anything in this mod remove farmland and add pollution?

I started the playthrough with adequate farmland, now it vanished and I had pollution added.

I do not have a nanoforge, no heavy industry and it's really early in game and I am 1000% sure my colony was never bombarded.

I am playing with nexerelin, and a lot of mods, but none of them seem candidates for that. (I can give a lost though, but it's 51 though and I do not want to spam the thread)

it seems my trouble started when I started researching my first items. around that month, I lost my farmland. I do not have a save for that exact time unfortunately. but it must have been at that time.

So I upgraded subsidized farming  and switched it to rectificates production and I'm not 100% sure but it seems to be what put pollution onto my colony as I have no manufacturing on it otherwise.  Are some industries configured to put pollution onto worlds and if so could there be more clear labelling so that I can better assess the costs/benefits before upgrading to a particular industry or not? thanks.

we seem to have the same problem... but I had not even switched to anything yet when I lost my farmland on my colony.

pollution is such a BS mechanic... anyone know a mod that gets rid of it?
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on June 30, 2023, 03:52:06 PM
does anything in this mod remove farmland and add pollution?

I started the playthrough with adequate farmland, now it vanished and I had pollution added.

I do not have a nanoforge, no heavy industry and it's really early in game and I am 1000% sure my colony was never bombarded.

I am playing with nexerelin, and a lot of mods, but none of them seem candidates for that. (I can give a lost though, but it's 51 though and I do not want to spam the thread)

it seems my trouble started when I started researching my first items. around that month, I lost my farmland. I do not have a save for that exact time unfortunately. but it must have been at that time.

So I upgraded subsidized farming  and switched it to rectificates production and I'm not 100% sure but it seems to be what put pollution onto my colony as I have no manufacturing on it otherwise.  Are some industries configured to put pollution onto worlds and if so could there be more clear labelling so that I can better assess the costs/benefits before upgrading to a particular industry or not? thanks.

we seem to have the same problem... but I had not even switched to anything yet when I lost my farmland on my colony.

pollution is such a BS mechanic... anyone know a mod that gets rid of it?
You both play on new versions ? And switch causes pollution ?
Title: Re: [0.96a] Ashes of The Domain
Post by: justnewaccount3131 on June 30, 2023, 05:14:12 PM
I play the most current version, yes.
can't tell reliably, but I suddenly got pollution and I lost farmland. first farmland was gone -- noticed far too late and had no save at that exact time, but it was about that time I started researching imho
then a few months later, I got pollution.

it could be that I had added the mod back when I lost the farmland. I thought it was earlier, but now I am not so sure. I added the mod after start though I think. if it matters, I'll check

{"enabledMods": [
  "PAGSM",
  "yunrutechmining",
  "$$$_lightshow_nc",
  "$$$_trailermoments",
  "Adjusted Sector",
  "A_S-F",
  "Angry Periphery",
  "anotherportraitpack",
  "aod_capital",
  "Cryo_but_better",
  "aod_core",
  "apex_design",
  "lw_autosave",
  "timid_admins",
  "better_variants",
  "CaptainsLog",
  "CFT",
  "CJHM",
  "clearCommands",
  "combatactivators",
  "chatter",
  "cmutils",
  "DetailedCombatResults",
  "diableavionics_ornate",
  "diableavionics",
  "Diktat Enhancement",
  "Everybody loves KoC",
  "lyr_ehm",
  "fqol",
  "GrandColonies",
  "HexShields",
  "illustrated_entities",
  "immersionFriendlyPortraitPack",
  "Imperium",
  "JYD",
  "largerZoomOut",
  "lw_lazylib",
  "luddenhance",
  "luddenhanceied",
  "lunalib",
  "MagicLib",
  "Mayasuran Navy",
  "more_hullmods",
  "nexerelin",
  "officerExtension",
  "pn",
  "wisp_perseanchronicles",
  "planet_search",
  "portrait_changer",
  "portrait",
  "pt_qolpack",
  "rotcesrats",
  "scalartech",
  "swp",
  "speedUp",
  "sun_starship_legends",
  "stelnet",
  "scf",
  "tahlan",
  "Terraforming & Station Construction",
  "timid_tmi",
  "transfer_all_items",
  "TTSC",
  "underworld",
  "uaf",
  "US",
  "vic",
  "vanidad",
  "variants_lib",
  "lw_version_checker",
  "whichmod",
  "whichtmi",
  "wowp",
  "XhanEmpire",
  "audio_plus",
  "shaderLib",
  "G1GC_Hide_Leak_Message"
]}
if that helps. I run Linux, the safe 8gb java 8. (not that I think it's relevant, but just in case)
Title: Re: [0.96a] Ashes of The Domain
Post by: justnewaccount3131 on June 30, 2023, 05:26:42 PM
ok. I sped up time and located the issue... I'm an idiot btw.. I had a safe file from shortly before... I mixed things up.

I had all your mods at start of game, but added terraforming and station construction later.

then when I built the research station (after adding Terraforming station mod), no weird things yet.

but right when I click to research farming, I lose my "adequate farmland" on my planet. - meaning the planet description does not list it any more and when I shut down the farm, I can not rebuild it because I have no farmland
I had already a farm there when I started any research. maybe this is a lot more helpful.

I am unsure what triggers the pollution atm

------------
edit:
I can't reproduce the pollution...
Title: Re: [0.96a] Ashes of The Domain
Post by: Luaro on July 01, 2023, 04:30:28 AM
Hello, i have 1 question - the cryosleeper cannot be parked around the planet of governed colony... is this intentional?
I dont want to start my own faction in my current playthrough and dedicated myself to Mayasura, but i cannot park cryosleeper anywhere, but as soon as i started my own colony for test - i was able to park it.
Title: Re: [0.96a] Ashes of The Domain
Post by: Leob70 on July 01, 2023, 07:10:29 AM
Yeah I am using the latest version, and I also just ran into the disappearing farmland bug a second time too, I didn't even think of it before the other person mentioned it.  The first time was when I just had the most basic version of farming from this mod, at some point the farmland just disappeared from the planet but that was on a different save.   Just a little bit after I posted about the pollution I downgraded my farmland from Subsidized to normal but still producing rectificates, the farmland eventually disappeared however a project from terraforming and station construction was ongoing to improve the farmland and interestingly enough when it finished it brought it back as the worst type poor farmland when before it was adequate.

I posted here because I searched for the pollution bug on every mod I knew and this is the only one where I got any sort of hit, it's definitely a newish bug and it also could be some sort of complex mod interaction, if anyone is using a smaller load order and runs into it I would love for them to speak up so the conditions can be narrowed down.

The other person is saying it might be related to the research interface, I hit research a lot of times without that specific thing triggering but it could be dependent on things like if you remotely access it or other things.

Edit: Alright so I messed around with the research interface and i think I know what is happening, by cycling through all the research options not reasearching them just looking at them I was able to get the pollution to appear and the farmland to disappear, it seems like whatever method it uses it's using to display the potential output or whatever else is for some reason acting as if the planet has those industries on them and causing effects, this could be because of interference from another mod preventing it from undoing whatever it does but the end result is permanent changes to the planet.  If those industries aren't supposed to cause these effects then that makes it weirder.

Edit 2: More testing, it appears there is a third factor in what causes it to delete deposits and apply pollution but it's kind of hard to find, reloading a fresh save before incident = no deletion at least in my current save, however I noticed that it didn't just delete farmland but all deposits on the planet when the bug occured.  If this is something that only happens from data that's cleared when the game is restarted and a save loaded I feel like debugging this is going to be nearly impossible, I'll keep looking into it, sorry to trouble you if it turns out to be nothing on your end but hopefully whatever is causing it can be figured out.
Title: Re: [0.96a] Ashes of The Domain
Post by: justnewaccount3131 on July 01, 2023, 02:31:04 PM
Yeah I am using the latest version, and I also just ran into the disappearing farmland bug a second time too, I didn't even think of it before the other person mentioned it.  The first time was when I just had the most basic version of farming from this mod, at some point the farmland just disappeared from the planet but that was on a different save.   Just a little bit after I posted about the pollution I downgraded my farmland from Subsidized to normal but still producing rectificates, the farmland eventually disappeared however a project from terraforming and station construction was ongoing to improve the farmland and interestingly enough when it finished it brought it back as the worst type poor farmland when before it was adequate.

I posted here because I searched for the pollution bug on every mod I knew and this is the only one where I got any sort of hit, it's definitely a newish bug and it also could be some sort of complex mod interaction, if anyone is using a smaller load order and runs into it I would love for them to speak up so the conditions can be narrowed down.

The other person is saying it might be related to the research interface, I hit research a lot of times without that specific thing triggering but it could be dependent on things like if you remotely access it or other things.

Edit: Alright so I messed around with the research interface and i think I know what is happening, by cycling through all the research options not reasearching them just looking at them I was able to get the pollution to appear and the farmland to disappear, it seems like whatever method it uses it's using to display the potential output or whatever else is for some reason acting as if the planet has those industries on them and causing effects, this could be because of interference from another mod preventing it from undoing whatever it does but the end result is permanent changes to the planet.  If those industries aren't supposed to cause these effects then that makes it weirder.

Edit 2: More testing, it appears there is a third factor in what causes it to delete deposits and apply pollution but it's kind of hard to find, reloading a fresh save before incident = no deletion at least in my current save, however I noticed that it didn't just delete farmland but all deposits on the planet when the bug occured.  If this is something that only happens from data that's cleared when the game is restarted and a save loaded I feel like debugging this is going to be nearly impossible, I'll keep looking into it, sorry to trouble you if it turns out to be nothing on your end but hopefully whatever is causing it can be figured out.


can you check what mods you have that I have too? my list is above
Title: Re: [0.96a] Ashes of The Domain
Post by: Leob70 on July 01, 2023, 04:22:01 PM



{
  "enabledMods": [
    "more_hullmods",
    "spacetruckin",
    "CJHM",
    "tahlan",
    "kayse_phaseships",
    "logisticsNotifications",
    "keruvim_shipyards",
    "scalartech",
    "progressiveSMods",
    "swp",
    "pn",
    "stelnet",
    "secretsofthefrontier",
    "advanced_gunnery_control_dbeaa06e",
    "ArkLeg",
    "yunrucore",
    "UNSC",
    "variants_lib",
    "hte",
    "Mayasuran Navy",
    "portrait_changer",
    "ungp",
    "fqol",
    "Imperium",
    "timid_tmi",
    "uaf",
    "CFT",
    "officerExtension",
    "yunruhullmods",
    "forge_production",
    "lyr_ehm",
    "yunruindustries",
    "lunalib",
    "pt_qolpack",
    "chatter",
    "assortment_of_things",
    "IndEvo",
    "lw_autosave",
    "aod_capital",
    "wyv_planetaryShieldAccessControl",
    "lw_console",
    "star_federation",
    "mayu_specialupgrades",
    "MagicLib",
    "yunruHullModsLib",
    "pantera_ANewLevel40R",
    "leadingPip",
    "Terraforming & Station Construction",
    "edshipyard",
    "exshippack",
    "furryPortraits",
    "lw_lazylib",
    "CaptainsLog",
    "alcoholism",
    "aod_core",
    "Cryo_but_better",
    "combatactivators",
    "armaa",
    "scan_those_gates",
    "yunruLooseFiles",
    "lw_radar",
    "speedUp",
    "apex_design",
    "GrandColonies",
    "nexerelin",
    "luddenhance",
    "shaderLib"
  ]
}

is my list,  there's a decent amount different there so it might be easier to narrow down, this mod as far as I can tell is what does the final thing though.
Title: Re: [0.96a] Ashes of The Domain
Post by: lttorch on July 01, 2023, 10:24:57 PM
Hi, I wanted to report a bug that applies pollution to planets with research facilities.

I have determined that when previewing following facilities in the research menu:
Orbital Skunkworks Facility
Orbital Fleetwork Facility

Whenever I preview the requirements to research for either of those industries it will apply the pollution modifier to the planet that I accessed the research facility through.

I hope this helps you narrow down the issue.
Title: Re: [0.96a] Ashes of The Domain
Post by: ttds flat-d major on July 01, 2023, 11:57:26 PM
thx for your brilliant work.
A tiny misfeature may it be there though about artefacts.
If you order an upgrade from an orbital work to a more advanced one of either kind, the forge in it is consumed as expected. Yet you CAN install another forge into the upgrade-in-progress OW.
Once completing upgrade, however, the forge can't be install into it nor unistall from it if there is one.
The same goes with benefication (with bore and dynamo)
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on July 02, 2023, 06:22:35 AM
Hi, I wanted to report a bug that applies pollution to planets with research facilities.

I have determined that when previewing following facilities in the research menu:
Orbital Skunkworks Facility
Orbital Fleetwork Facility

Whenever I preview the requirements to research for either of those industries it will apply the pollution modifier to the planet that I accessed the research facility through.

I hope this helps you narrow down the issue.
Omg indeed they are doing this i can finally narrow it down , thanks a lot , question why when looking at menu does that ? To extract info about production i need to place industry first , but well , doing so with those 2 caused to have permamennt poullution gonna fix that thx ^^
Title: Re: [0.96a] Ashes of The Domain
Post by: justnewaccount3131 on July 02, 2023, 06:24:46 AM
Hi, I wanted to report a bug that applies pollution to planets with research facilities.

I have determined that when previewing following facilities in the research menu:
Orbital Skunkworks Facility
Orbital Fleetwork Facility

Whenever I preview the requirements to research for either of those industries it will apply the pollution modifier to the planet that I accessed the research facility through.

I hope this helps you narrow down the issue.
Omg indeed they are doing this i can finally narrow it down , thanks a lot , question why when looking at menu does that ? To extract info about production i need to place industry first , but well , doing so with those 2 caused to have permamennt poullution gonna fix that thx ^^

I never even saw these two options and I still got pollution and lost farmland.

so it's more than that
Title: Re: [0.96a] Ashes of The Domain
Post by: Ludoal on July 02, 2023, 12:40:24 PM
Hi,

First playthrough with this mod (and Nexerelin).
I noticed that my faction is the only one to produce Rectificates, giving me a lot of income...
Other factions produce Biotics though, so AI uses Farming alternative production.
Is that normal ?
Title: Re: [0.96a] Ashes of The Domain
Post by: Leob70 on July 02, 2023, 01:22:33 PM
Hi, I wanted to report a bug that applies pollution to planets with research facilities.

I have determined that when previewing following facilities in the research menu:
Orbital Skunkworks Facility
Orbital Fleetwork Facility

Whenever I preview the requirements to research for either of those industries it will apply the pollution modifier to the planet that I accessed the research facility through.

I hope this helps you narrow down the issue.
Omg indeed they are doing this i can finally narrow it down , thanks a lot , question why when looking at menu does that ? To extract info about production i need to place industry first , but well , doing so with those 2 caused to have permamennt poullution gonna fix that thx ^^

That's great that you found the reason for it doing that for the pollution, although I really have no idea what allows it to outright remove farmland and other deposits from planets. I'm not completely sure which building could be doing that, maybe some of the aquatic ones?  Best of luck, you really have made a really great mod ^.^

Edit: AHA! I found it, at least the one for farmland, it is probably related to terraforming and station construction but it may not be, whenever I upgrade the planet to have adequate farmland and then select any research option, that is, any, it appears to delete the farmland entirely, I am currently on a desert planet when testing this.

Edit 2: sorry for constant edits, further testing show some kind of weird behavior, I put a research station on another planet with good farmland to see if it would happen on something untouched by the terraforming mod and when I opened the research interface and selected something it didn't delete anything on the new planet but rather the planet I built the original research station on, i was able to reproduce this several times, I will now strip all mods except a couple and see if I can get it to delete farmland on a planet to see if it's an innate issue with the research center and not any sort of outside interaction
Title: Re: [0.96a] Ashes of The Domain
Post by: justnewaccount3131 on July 02, 2023, 01:26:04 PM

That's great that you found the reason for it doing that for the pollution, although I really have no idea what allows it to outright remove farmland and other deposits from planets. I'm not completely sure which building could be doing that, maybe some of the aquatic ones?  Best of luck, you really have made a really great mod ^.^

do you or anyone reading this know how I can "edit" my farmland back in?
Title: Re: [0.96a] Ashes of The Domain
Post by: n3xuiz on July 02, 2023, 01:31:48 PM
@justnewaccount3131

use console commands mod -> open console while docked at planet -> list conditions farmland to see the variants -> addcondition farmland_bountiful or whatever version you want
Title: Re: [0.96a] Ashes of The Domain
Post by: justnewaccount3131 on July 02, 2023, 01:41:57 PM
@justnewaccount3131

use console commands mod -> open console while docked at planet -> list conditions farmland to see the variants -> addcondition farmland_bountiful or whatever version you want

thank you, good Sir!
Title: Re: [0.96a] Ashes of The Domain
Post by: Leob70 on July 02, 2023, 03:08:43 PM
Alright, I did more testing, cut the load order down alot, I couldn't do exactly everything the same although I tried but so far I can't seem to replicate the behavior of farmlands disappearing with a cut down modlist both with and without terraforming and station construction.   I could replicate the behavior consistently on my original save in the state it was in but there wasn't really anything in the logs that said anything that seemed close to  relevant except that it couldn't read settings from ashes of the domain core but that's probably unrelated.

So far it seems that the behavior is related to whatever place the research station is built on so I will simply build it on an astropolis station from now on as a workaround, with the pollution bug to be fixed in the next release I think it will be enough to play mostly without any headache. 
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on July 03, 2023, 05:21:52 AM
Ashes of The Domain - Vaults of Knowledge Patch 1.2.0  Save compatible for ver higher than 1.0.2   UI Rework and much much more
Spoiler
Highly recommend this patch as for there is new UI
new : Total rework of research UI , including visualization of your progression in reseach
new : Researcher mechanics , for now only one researcher has been added , what i can say watch for white haired lady in bar
new : FAQ and help also is included in UI
new: Industrial Synergies mechanic ( Unlocks with 10 or more researched technologies ) rewards you for having certain industries together , recommend for example Sublimation x Cascade Reprocessor
fix : Fixed bug when you could install special item on industry before upgrade and that special item was left on industry that should not have it that caused for example fracking to produce 16 units of ore
fix : Fixed bug with missing farmaland and sudden pollution on the  planet caused by previous research interface
[close]
Title: Re: [0.96a] Ashes of The Domain
Post by: justnewaccount3131 on July 03, 2023, 05:49:03 AM
Ashes of The Domain - Vaults of Knowledge Patch 1.2.0  Save compatible for ver higher than 1.0.2   UI Rework and much much more
Spoiler
Highly recommend this patch as for there is new UI
new : Total rework of research UI , including visualization of your progression in reseach
new : Researcher mechanics , for now only one researcher has been added , what i can say watch for white haired lady in bar
new : FAQ and help also is included in UI
new: Industrial Synergies mechanic ( Unlocks with 10 or more researched technologies ) rewards you for having certain industries together , recommend for example Sublimation x Cascade Reprocessor
fix : Fixed bug when you could install special item on industry before upgrade and that special item was left on industry that should not have it that caused for example fracking to produce 16 units of ore
fix : Fixed bug with missing farmaland and sudden pollution on the  planet caused by previous research interface
[close]

thank you!!!!

that new UI is a million times better by the way. well done
Title: Re: [0.96a] Ashes of The Domain
Post by: justnewaccount3131 on July 03, 2023, 06:29:17 AM
Ashes of The Domain - Vaults of Knowledge Patch 1.2.0  Save compatible for ver higher than 1.0.2   UI Rework and much much more
Spoiler
Highly recommend this patch as for there is new UI
new : Total rework of research UI , including visualization of your progression in reseach
new : Researcher mechanics , for now only one researcher has been added , what i can say watch for white haired lady in bar
new : FAQ and help also is included in UI
new: Industrial Synergies mechanic ( Unlocks with 10 or more researched technologies ) rewards you for having certain industries together , recommend for example Sublimation x Cascade Reprocessor
fix : Fixed bug when you could install special item on industry before upgrade and that special item was left on industry that should not have it that caused for example fracking to produce 16 units of ore
fix : Fixed bug with missing farmaland and sudden pollution on the  planet caused by previous research interface
[close]

research does not progress. it just stays where it is. I tried to research mining and it never progressed. it stays at 20 days remaining
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on July 03, 2023, 08:32:11 AM
Ashes of The Domain - Vaults of Knowledge Patch 1.2.0  Save compatible for ver higher than 1.0.2   UI Rework and much much more
Spoiler
Highly recommend this patch as for there is new UI
new : Total rework of research UI , including visualization of your progression in reseach
new : Researcher mechanics , for now only one researcher has been added , what i can say watch for white haired lady in bar
new : FAQ and help also is included in UI
new: Industrial Synergies mechanic ( Unlocks with 10 or more researched technologies ) rewards you for having certain industries together , recommend for example Sublimation x Cascade Reprocessor
fix : Fixed bug when you could install special item on industry before upgrade and that special item was left on industry that should not have it that caused for example fracking to produce 16 units of ore
fix : Fixed bug with missing farmaland and sudden pollution on the  planet caused by previous research interface
[close]

research does not progress. it just stays where it is. I tried to research mining and it never progressed. it stays at 20 days remaining
I dont know how this bug occured gonna hotfix very soon Already hotfixed version 1.2.1
Title: Re: [0.96a] Ashes of The Domain
Post by: ttds flat-d major on July 03, 2023, 11:03:12 AM
is it this mod that make my custom producted ship be born with s-mod, especially my Doom with s-modded STABLIZIED SHIELD?
Title: Re: [0.96a] Ashes of The Domain
Post by: justnewaccount3131 on July 03, 2023, 11:14:28 AM

I dont know how this bug occured gonna hotfix very soon Already hotfixed version 1.2.1

research progresses now with 1.2.1.

thanks!
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on July 03, 2023, 11:19:06 AM
is it this mod that make my custom producted ship be born with s-mod, especially my Doom with s-modded STABLIZIED SHIELD?
Not really i only apply this to faction fleets who have special industry Orbital Skunkworks Facility
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on July 04, 2023, 07:59:31 AM
Ashes of The Domain - Vaults of Knowledge Patch 1.2.2  Save compatible for ver higher than 1.0.2   UI Rework and much much more
Spoiler
fix: Fixed very rare bug of NullPointerExpection when player wants to see info about upgrade of indstury when game transitions upgrade and its non existing
[close]
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on July 04, 2023, 08:33:26 PM
Ashes of The Domain - Vaults of Knowledge Patch 1.2.3  Save compatible for ver higher than 1.0.2  Version Checker support update
Spoiler
fix : fixed bug with new ui crashsing with TASC building more info option
fix : fixed some Industry synergies
new : Added version checker support
[close]
Title: Re: [0.96a] Ashes of The Domain
Post by: Arghy on July 06, 2023, 01:42:10 AM
I can't put the light industry item into the consumer industry, it was in there before i patched but afterwards i can see the option but it just refuses to go inside it. What exactly do the synergies do? I can't see anything on the surface but i don't really know what i'm supposed to build on the same planet though. Can you only get water from a water planet?
Title: Re: [0.96a] Ashes of The Domain
Post by: Unknown602Knowm? on July 06, 2023, 03:17:09 AM
I can't put the light industry item into the consumer industry, it was in there before i patched but afterwards i can see the option but it just refuses to go inside it. What exactly do the synergies do? I can't see anything on the surface but i don't really know what i'm supposed to build on the same planet though. Can you only get water from a water planet?

Sir pls check the Descriptions of some items and you might have some answers
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on July 06, 2023, 05:08:27 AM
I can't put the light industry item into the consumer industry, it was in there before i patched but afterwards i can see the option but it just refuses to go inside it. What exactly do the synergies do? I can't see anything on the surface but i don't really know what i'm supposed to build on the same planet though. Can you only get water from a water planet?
First one probably that one industry also uses plugin that disables item which should not (plugin has been made so people wont have items on industries where items should not be )  , synergies i left not written and i wont for while because i want you to explore not to simply read to optimize , you discover synergies and i will leave them as it is for now , to discover  , and about water and other commodities , there is a whole help section called "New Commodties " which i bothered to do in game UI please use it because i had put a lot of work there not to hear questions that are answered there
Title: Re: [0.96a] Ashes of The Domain
Post by: Arghy on July 06, 2023, 12:07:54 PM
It's the biofactory embyro and it say's 'consumer industry' on the description as well as 'light industry', is that just another name from light industry because i have consumer light industry and it cannot take the item even though there's an option to install it. I know other new industries that don't take items won't even have the option so i assumed it was a bug.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on July 07, 2023, 09:24:52 PM
Ashes of The Domain - Vaults of Knowledge Patch 1.3.0 Partially Save compatible for ver higher than 1.0.2    More Scientist and Quality of Life Improvments
Spoiler
The partially part is about new resaercher added
fix : Fixed bug with Biofactory not being able to be mount on Consumer Industry
buff : Decreased upkeep for most industries
buff : Terminus now consumes less resources
new: Dynamic upkeep for research facilities depending on what you currently research : if there is no research then cost is  very cheap
New Scienntist with skill - Seeker of Knowledge - Basically nullifies need for databanks like Chicomoztoc Databank , but increases cost of research 3 times ( days) , how you get him ? Well suggestion , be nice when doing quests
Added 6 new Industry Synergies : Current List of synergies

Terminus x Militarized Heavy industry
Terminus x Civilian Heavy Industry
Benefication x Policrystalizator
Sublimation x Cascade Reprocessor
Cascade Reprocessor x Orbital Skunkworks Facility
Policrystalizator x Orbital Fleetwork Facility
Consumer Industry x Resort
Artisinal Farming x Resort
Underworld x Resort
Terminus x Resort

:Underworld now reduces stability by -5 not -6
new: Now every 30 days you will get reminder if you have not researched anything , this reminder will pop up 3 times 30 ,60 , 90 days after you finished research and did not start
new : On left of UI you will see what you currently research in Progression tree so you dont need to go to REsearch center to see how much time till research is complete is left
[close]
Title: Re: [0.96a] Ashes of The Domain
Post by: NaokiP on July 08, 2023, 11:56:33 AM
Placing a cryosleeper in the orbit of a siphon station from Terraforming & Station Construction mod gives a null error when confirmed, and the game crashes when mousing over the cryorevival facility in the build menu. I'm also running a few other mods that could affect it like the bootleg IndEvo and the latest version of Grand Colonies.

The log didn't seem to print anything relevant, the last two entries are

Code
134826 [Thread-3] INFO  net.andylizi.starsector.planetsearch.CoreUIWatchScript  - CoreUI changed
134826 [Thread-3] INFO  net.andylizi.starsector.planetsearch.CoreUIWatchScript  - CoreUI injected
Title: Re: [0.96a] Ashes of The Domain
Post by: Akekho on July 08, 2023, 01:04:01 PM
Hello i really like this mod. But i really dislike certain item textures (cough, cough Electronics) soo i decided to make a new texture. I place them here for download. (along other textures adjusted and/or changed more to my taste.) I would be honored if the mod creator uses any of them. :)
Title: Re: [0.96a] Ashes of The Domain
Post by: SolariumOnTheMoon on July 08, 2023, 04:58:27 PM
Love the mod but is the head researcher meant to affect this 'decrease the initial research value by one' this removes research requirements like the nanoforge from Militarized heavy industry? 
Title: Re: [0.96a] Ashes of The Domain
Post by: Nalesh on July 08, 2023, 08:58:28 PM
Newest version seems to have the first green talent be a blank talent named Resourcefull, what does this do(if anything)?
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on July 08, 2023, 10:48:57 PM
Placing a cryosleeper in the orbit of a siphon station from Terraforming & Station Construction mod gives a null error when confirmed, and the game crashes when mousing over the cryorevival facility in the build menu. I'm also running a few other mods that could affect it like the bootleg IndEvo and the latest version of Grand Colonies.

The log didn't seem to print anything relevant, the last two entries are

Code
134826 [Thread-3] INFO  net.andylizi.starsector.planetsearch.CoreUIWatchScript  - CoreUI changed
134826 [Thread-3] INFO  net.andylizi.starsector.planetsearch.CoreUIWatchScript  - CoreUI injected
If you tried to use Cryosleeper on TASC stations then It s gonna cause crashes
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on July 08, 2023, 10:49:32 PM
Hello i really like this mod. But i really dislike certain item textures (cough, cough Electronics) soo i decided to make a new texture. I place them here for download. (along other textures adjusted and/or changed more to my taste.) I would be honored if the mod creator uses any of them. :)
I am gonna use all 4 of them ^^ but with Integrated Components better would be looking if you depict one instead of 3
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on July 08, 2023, 10:50:36 PM
Love the mod but is the head researcher meant to affect this 'decrease the initial research value by one' this removes research requirements like the nanoforge from Militarized heavy industry?
This is intentional behaviour , but only this is if you have Head Of Research Facility
Title: Re: [0.96a] Ashes of The Domain
Post by: Arghy on July 09, 2023, 03:01:07 PM
Hey i got sublimation on a colony with trace volatiles and i'm not getting any compounds from it just the crystal looking stuff. I terraformed it so i don't know if maybe it was built before i improved the volatiles from 0 but it'd be odd to let me build it in the first place if i couldn't get all of the resources needed.

I noticed that you needed a mantle bore for some of the endgame resources and seeing how punishing RNG can be for items i think this isn't a good idea. I have about ~20ish systems left to explore with about 9-13 high threat systems i haven't gotten into and not a single mantle bore has dropped, nor a pristine nanoforge. Unless i console command myself some items it's very likely i won't get the items i need. I really liked your solution with the farms where i could swap production on them, it'd probably be a lot more cleaner to collapse mining/heavy/light production then allow you to swap between output. The high end resources could also be very limited unless you had a mantle bore to increase their output instead of requiring a mantle bore to build in the first place.

Mod compatibility question: does RAT(random assortment of things) work with this mod? I really like having more systems to explore haha and you're mod had kinda become a lynch pin to my load order.
Title: Re: [0.96a] Ashes of The Domain
Post by: Akekho on July 10, 2023, 02:11:19 AM
Hello i really like this mod. But i really dislike certain item textures (cough, cough Electronics) soo i decided to make a new texture. I place them here for download. (along other textures adjusted and/or changed more to my taste.) I would be honored if the mod creator uses any of them. :)
I am gonna use all 4 of them ^^ but with Integrated Components better would be looking if you depict one instead of 3

Im glad you like it enough to add them to the mod :). Heres the (sharpened) single electronic texture, as well as the (sharpened) triple image since i felt like it.
Its your mod soo its your choice witch one to use, i personaly prefer 3 becouse it fells like you carry/produce/trade larger quantities (witch i assume is the quantities needed for spaceship construction, but hey i never built one soo i cant be sure). But in the end thats just my preference.
Title: Re: [0.96a] Ashes of The Domain
Post by: Akekho on July 10, 2023, 02:23:26 AM
One more thing. The new "resourcefull" skill in the leadership tree. I assume its the skill that researcher has and it does nothing for the player. If thats not the case i apologize for a mistake. But if i am right and player isnt suposed to have acces to it (like hypercognition skill for alpha AI) you need to add ("npc_only") tag to the skill_data file like so.

aotd_resourceful,Resourcefull,25990,0,,,,,FALSE,FALSE,FALSE,"npc_only",graphics/icons/skills/surveying.png,

At least i think thats how it works. I did it to my mod file and after short testing it seems to work fine. (it doesnt appear in the skill tree and i think it works, but i havent got a chance to see it in game yet) But you are probably better off to test it since im not really a modder and i figured it out by copying the way vanilla hypercognition skill is implemented.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on July 11, 2023, 12:06:22 AM
Ashes of The Domain - Vaults of Knowledge Patch 1.3.1  Partially Save compatible for ver higher than 1.0.2    Bugs Extermination
Spoiler
fix : Fixed bug with Resourceful skill
fix : Fixed bug with notification comming even if you could not research anything
new : small icon replacment : P thanks to Akekho
[close]
Ashes of The Domain - Lost Glory - 0.0.1  Alpha  (Save to add to ongoing playthrough but i recommend making backup first !!!)   Megastructures (For now only Hypershunt rework)  Vaults of Knowledge requiered for this version to work
Spoiler
new: New mechanic : Automatic Rebuidling : Now you dont need to bring materials by yourself , faction can do it for you, of course you still can and only that will speed up main rebuilding process
new : Hypershunt Control Center : Here now entire magic will be done
new : Coronal Energetic Hub : Well you need to find out what it does but what i can say - op  : P
new : Coronal tap is now used in Coronal Energetic Hub
new Bonuses from repearing fully hypershunt
[close]
Title: Re: [0.96a] Ashes of The Domain
Post by: justnewaccount3131 on July 11, 2023, 07:09:22 AM
crash in Linux:  (I only updated vaults of knowledge. switching back to 1.3.0 makes it load successfully)



15465 [Thread-9] ERROR com.fs.graphics.for  - Error loading [graphics/icons/items/biotics.png] resource, not found in ... 

( I deleted that massive wall of error message. it is just a case of a file name being capitalized that should not have been. at least in Linux I got a crash from that. I renamed the file to (small b) biotics and it works now.

but the mod is not updated yet, and anyone reading this and using the 1.3.1 version (1.3.0 runs without issues) has to know all you gotta do is rename the file.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on July 11, 2023, 08:46:46 AM
crash in Linux:  (I only updated vaults of knowledge. switching back to 1.3.0 makes it load successfully)



15465 [Thread-9] ERROR com.fs.graphics.for  - Error loading [graphics/icons/items/biotics.png] resource, not found in [/home/sequbiorp/Gaming/Starsector/./mods/PAGSM v1.12,/home/sequbiorp/Gaming/Starsector/./mods/Slightly Better Techmining,/home/sequbiorp/Gaming/Starsector/./mods/Lightshow,/home/sequbiorp/Gaming/Starsector/./mods/trailer-moments,/home/sequbiorp/Gaming/Starsector/./mods/Adjusted Sector v0.5.1,/home/sequbiorp/Gaming/Starsector/./mods/A_S-F,/home/sequbiorp/Gaming/Starsector/./mods/Angry Periphery v1.5,/home/sequbiorp/Gaming/Starsector/./mods/Another Portrait Pack,/home/sequbiorp/Gaming/Starsector/./mods/Ashes of  The Domain -Capital Module,/home/sequbiorp/Gaming/Starsector/./mods/Ashes of  The Domain - Cryosleeper Module,/home/sequbiorp/Gaming/Starsector/./mods/Ashes of  The Domain- Vaults of Knowledge,/home/sequbiorp/Gaming/Starsector/./mods/Apex Design Collective,/home/sequbiorp/Gaming/Starsector/./mods/Autosave,/home/sequbiorp/Gaming/Starsector/./mods/Better Colonies,/home/sequbiorp/Gaming/Starsector/./mods/BetterVariants,/home/sequbiorp/Gaming/Starsector/./mods/CaptainsLog,/home/sequbiorp/Gaming/Starsector/./mods/Carter's Freetraders 1.7,/home/sequbiorp/Gaming/Starsector/./mods/Carter's Junk Hull Mods 0.4.1,/home/sequbiorp/Gaming/Starsector/./mods/ClearCommands1.0.e,/home/sequbiorp/Gaming/Starsector/./mods/Combat-Activators-v1.0.5,/home/sequbiorp/Gaming/Starsector/./mods/Combat Chatter,/home/sequbiorp/Gaming/Starsector/./mods/CMUtils,/home/sequbiorp/Gaming/Starsector/./mods/Console Commands,/home/sequbiorp/Gaming/Starsector/./mods/DetailedCombatResults,/home/sequbiorp/Gaming/Starsector/./mods/DiableAvionics_ornate,/home/sequbiorp/Gaming/Starsector/./mods/DIABLEAVIONICS,/home/sequbiorp/Gaming/Starsector/./mods/Diktat Enhancement 1.2.2,/home/sequbiorp/Gaming/Starsector/./mods/+Ko 1.04.42a,/home/sequbiorp/Gaming/Starsector/./mods/Experimental Hull Modifications,/home/sequbiorp/Gaming/Starsector/./mods/Foxy's Quality Of Life,/home/sequbiorp/Gaming/Starsector/./mods/Grand.Colonies2.0.c,/home/sequbiorp/Gaming/Starsector/./mods/HexShields,/home/sequbiorp/Gaming/Starsector/./mods/Illustrated.Entities1.2.a,/home/sequbiorp/Gaming/Starsector/./mods/Immersion Friendly Portrait Pack_White,/home/sequbiorp/Gaming/Starsector/./mods/Interstellar Imperium,/home/sequbiorp/Gaming/Starsector/./mods/Junk Yard Dogs 2.8,/home/sequbiorp/Gaming/Starsector/./mods/Larger Zoom Out,/home/sequbiorp/Gaming/Starsector/./mods/LazyLib,/home/sequbiorp/Gaming/Starsector/./mods/Luddic_Enhancement,/home/sequbiorp/Gaming/Starsector/./mods/Luddic_Enhancement_IED,/home/sequbiorp/Gaming/Starsector/./mods/LunaLib,/home/sequbiorp/Gaming/Starsector/./mods/MagicLib,/home/sequbiorp/Gaming/Starsector/./mods/Mayasuran Navy,/home/sequbiorp/Gaming/Starsector/./mods/More HullMods,/home/sequbiorp/Gaming/Starsector/./mods/Nexerelin,/home/sequbiorp/Gaming/Starsector/./mods/Officer Extension,/home/sequbiorp/Gaming/Starsector/./mods/pn56,/home/sequbiorp/Gaming/Starsector/./mods/Persean-Chronicles-3.0.6,/home/sequbiorp/Gaming/Starsector/./mods/PlanetSearch,/home/sequbiorp/Gaming/Starsector/./mods/PortraitChanger,/home/sequbiorp/Gaming/Starsector/./mods/Portrait pack,/home/sequbiorp/Gaming/Starsector/./mods/QoLPack,/home/sequbiorp/Gaming/Starsector/./mods/Random-Assortment-of-Things,/home/sequbiorp/Gaming/Starsector/./mods/RotcesRats,/home/sequbiorp/Gaming/Starsector/./mods/scalartech-solutions-0.9,/home/sequbiorp/Gaming/Starsector/./mods/Ship and Weapon Pack,/home/sequbiorp/Gaming/Starsector/./mods/SpeedUp,/home/sequbiorp/Gaming/Starsector/./mods/Starship Legends,/home/sequbiorp/Gaming/Starsector/./mods/stelnet,/home/sequbiorp/Gaming/Starsector/./mods/Super Cool Faction Flags,/home/sequbiorp/Gaming/Starsector/./mods/tahlan-shipworks-1.2.4,/home/sequbiorp/Gaming/Starsector/./mods/Terraforming and Station Construction,/home/sequbiorp/Gaming/Starsector/./mods/Too Much Information,/home/sequbiorp/Gaming/Starsector/./mods/Transfer All Items,/home/sequbiorp/Gaming/Starsector/./mods/Tri-Tac Special Circumstances 0.4.6,/home/sequbiorp/Gaming/Starsector/./mods/Underworld,/home/sequbiorp/Gaming/Starsector/./mods/UAF,/home/sequbiorp/Gaming/Starsector/./mods/UnknownSkies,/home/sequbiorp/Gaming/Starsector/./mods/VIC,/home/sequbiorp/Gaming/Starsector/./mods/VAO,/home/sequbiorp/Gaming/Starsector/./mods/VariantsLib,/home/sequbiorp/Gaming/Starsector/./mods/Version Checker,/home/sequbiorp/Gaming/Starsector/./mods/WhichMod,/home/sequbiorp/Gaming/Starsector/./mods/WhichTMI-1.1.0,/home/sequbiorp/Gaming/Starsector/./mods/Wow Portraits,/home/sequbiorp/Gaming/Starsector/./mods/XhanEmpire,/home/sequbiorp/Gaming/Starsector/./mods/Audio Plus,/home/sequbiorp/Gaming/Starsector/./mods/GraphicsLib,/home/sequbiorp/Gaming/Starsector/./mods/G1GC Hide Message,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/icons/items/biotics.png] resource, not found in [/home/sequbiorp/Gaming/Starsector/./mods/PAGSM v1.12,/home/sequbiorp/Gaming/Starsector/./mods/Slightly Better Techmining,/home/sequbiorp/Gaming/Starsector/./mods/Lightshow,/home/sequbiorp/Gaming/Starsector/./mods/trailer-moments,/home/sequbiorp/Gaming/Starsector/./mods/Adjusted Sector v0.5.1,/home/sequbiorp/Gaming/Starsector/./mods/A_S-F,/home/sequbiorp/Gaming/Starsector/./mods/Angry Periphery v1.5,/home/sequbiorp/Gaming/Starsector/./mods/Another Portrait Pack,/home/sequbiorp/Gaming/Starsector/./mods/Ashes of  The Domain -Capital Module,/home/sequbiorp/Gaming/Starsector/./mods/Ashes of  The Domain - Cryosleeper Module,/home/sequbiorp/Gaming/Starsector/./mods/Ashes of  The Domain- Vaults of Knowledge,/home/sequbiorp/Gaming/Starsector/./mods/Apex Design Collective,/home/sequbiorp/Gaming/Starsector/./mods/Autosave,/home/sequbiorp/Gaming/Starsector/./mods/Better Colonies,/home/sequbiorp/Gaming/Starsector/./mods/BetterVariants,/home/sequbiorp/Gaming/Starsector/./mods/CaptainsLog,/home/sequbiorp/Gaming/Starsector/./mods/Carter's Freetraders 1.7,/home/sequbiorp/Gaming/Starsector/./mods/Carter's Junk Hull Mods 0.4.1,/home/sequbiorp/Gaming/Starsector/./mods/ClearCommands1.0.e,/home/sequbiorp/Gaming/Starsector/./mods/Combat-Activators-v1.0.5,/home/sequbiorp/Gaming/Starsector/./mods/Combat Chatter,/home/sequbiorp/Gaming/Starsector/./mods/CMUtils,/home/sequbiorp/Gaming/Starsector/./mods/Console Commands,/home/sequbiorp/Gaming/Starsector/./mods/DetailedCombatResults,/home/sequbiorp/Gaming/Starsector/./mods/DiableAvionics_ornate,/home/sequbiorp/Gaming/Starsector/./mods/DIABLEAVIONICS,/home/sequbiorp/Gaming/Starsector/./mods/Diktat Enhancement 1.2.2,/home/sequbiorp/Gaming/Starsector/./mods/+Ko 1.04.42a,/home/sequbiorp/Gaming/Starsector/./mods/Experimental Hull Modifications,/home/sequbiorp/Gaming/Starsector/./mods/Foxy's Quality Of Life,/home/sequbiorp/Gaming/Starsector/./mods/Grand.Colonies2.0.c,/home/sequbiorp/Gaming/Starsector/./mods/HexShields,/home/sequbiorp/Gaming/Starsector/./mods/Illustrated.Entities1.2.a,/home/sequbiorp/Gaming/Starsector/./mods/Immersion Friendly Portrait Pack_White,/home/sequbiorp/Gaming/Starsector/./mods/Interstellar Imperium,/home/sequbiorp/Gaming/Starsector/./mods/Junk Yard Dogs 2.8,/home/sequbiorp/Gaming/Starsector/./mods/Larger Zoom Out,/home/sequbiorp/Gaming/Starsector/./mods/LazyLib,/home/sequbiorp/Gaming/Starsector/./mods/Luddic_Enhancement,/home/sequbiorp/Gaming/Starsector/./mods/Luddic_Enhancement_IED,/home/sequbiorp/Gaming/Starsector/./mods/LunaLib,/home/sequbiorp/Gaming/Starsector/./mods/MagicLib,/home/sequbiorp/Gaming/Starsector/./mods/Mayasuran Navy,/home/sequbiorp/Gaming/Starsector/./mods/More HullMods,/home/sequbiorp/Gaming/Starsector/./mods/Nexerelin,/home/sequbiorp/Gaming/Starsector/./mods/Officer Extension,/home/sequbiorp/Gaming/Starsector/./mods/pn56,/home/sequbiorp/Gaming/Starsector/./mods/Persean-Chronicles-3.0.6,/home/sequbiorp/Gaming/Starsector/./mods/PlanetSearch,/home/sequbiorp/Gaming/Starsector/./mods/PortraitChanger,/home/sequbiorp/Gaming/Starsector/./mods/Portrait pack,/home/sequbiorp/Gaming/Starsector/./mods/QoLPack,/home/sequbiorp/Gaming/Starsector/./mods/Random-Assortment-of-Things,/home/sequbiorp/Gaming/Starsector/./mods/RotcesRats,/home/sequbiorp/Gaming/Starsector/./mods/scalartech-solutions-0.9,/home/sequbiorp/Gaming/Starsector/./mods/Ship and Weapon Pack,/home/sequbiorp/Gaming/Starsector/./mods/SpeedUp,/home/sequbiorp/Gaming/Starsector/./mods/Starship Legends,/home/sequbiorp/Gaming/Starsector/./mods/stelnet,/home/sequbiorp/Gaming/Starsector/./mods/Super Cool Faction Flags,/home/sequbiorp/Gaming/Starsector/./mods/tahlan-shipworks-1.2.4,/home/sequbiorp/Gaming/Starsector/./mods/Terraforming and Station Construction,/home/sequbiorp/Gaming/Starsector/./mods/Too Much Information,/home/sequbiorp/Gaming/Starsector/./mods/Transfer All Items,/home/sequbiorp/Gaming/Starsector/./mods/Tri-Tac Special Circumstances 0.4.6,/home/sequbiorp/Gaming/Starsector/./mods/Underworld,/home/sequbiorp/Gaming/Starsector/./mods/UAF,/home/sequbiorp/Gaming/Starsector/./mods/UnknownSkies,/home/sequbiorp/Gaming/Starsector/./mods/VIC,/home/sequbiorp/Gaming/Starsector/./mods/VAO,/home/sequbiorp/Gaming/Starsector/./mods/VariantsLib,/home/sequbiorp/Gaming/Starsector/./mods/Version Checker,/home/sequbiorp/Gaming/Starsector/./mods/WhichMod,/home/sequbiorp/Gaming/Starsector/./mods/WhichTMI-1.1.0,/home/sequbiorp/Gaming/Starsector/./mods/Wow Portraits,/home/sequbiorp/Gaming/Starsector/./mods/XhanEmpire,/home/sequbiorp/Gaming/Starsector/./mods/Audio Plus,/home/sequbiorp/Gaming/Starsector/./mods/GraphicsLib,/home/sequbiorp/Gaming/Starsector/./mods/G1GC Hide Message,../starfarer.res/res,CLASSPATH]
   at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
   at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.String(Unknown Source)
   at com.fs.graphics.for.class(Unknown Source)
   at com.fs.graphics.for.?00000(Unknown Source)
   at com.fs.graphics.for$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
15471 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/items/electronics.png (using cast)
15471 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/items/water.png (using cast)
15502 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/icons/items/biotics.png] resource, not found in [/home/sequbiorp/Gaming/Starsector/./mods/PAGSM v1.12,/home/sequbiorp/Gaming/Starsector/./mods/Slightly Better Techmining,/home/sequbiorp/Gaming/Starsector/./mods/Lightshow,/home/sequbiorp/Gaming/Starsector/./mods/trailer-moments,/home/sequbiorp/Gaming/Starsector/./mods/Adjusted Sector v0.5.1,/home/sequbiorp/Gaming/Starsector/./mods/A_S-F,/home/sequbiorp/Gaming/Starsector/./mods/Angry Periphery v1.5,/home/sequbiorp/Gaming/Starsector/./mods/Another Portrait Pack,/home/sequbiorp/Gaming/Starsector/./mods/Ashes of  The Domain -Capital Module,/home/sequbiorp/Gaming/Starsector/./mods/Ashes of  The Domain - Cryosleeper Module,/home/sequbiorp/Gaming/Starsector/./mods/Ashes of  The Domain- Vaults of Knowledge,/home/sequbiorp/Gaming/Starsector/./mods/Apex Design Collective,/home/sequbiorp/Gaming/Starsector/./mods/Autosave,/home/sequbiorp/Gaming/Starsector/./mods/Better Colonies,/home/sequbiorp/Gaming/Starsector/./mods/BetterVariants,/home/sequbiorp/Gaming/Starsector/./mods/CaptainsLog,/home/sequbiorp/Gaming/Starsector/./mods/Carter's Freetraders 1.7,/home/sequbiorp/Gaming/Starsector/./mods/Carter's Junk Hull Mods 0.4.1,/home/sequbiorp/Gaming/Starsector/./mods/ClearCommands1.0.e,/home/sequbiorp/Gaming/Starsector/./mods/Combat-Activators-v1.0.5,/home/sequbiorp/Gaming/Starsector/./mods/Combat Chatter,/home/sequbiorp/Gaming/Starsector/./mods/CMUtils,/home/sequbiorp/Gaming/Starsector/./mods/Console Commands,/home/sequbiorp/Gaming/Starsector/./mods/DetailedCombatResults,/home/sequbiorp/Gaming/Starsector/./mods/DiableAvionics_ornate,/home/sequbiorp/Gaming/Starsector/./mods/DIABLEAVIONICS,/home/sequbiorp/Gaming/Starsector/./mods/Diktat Enhancement 1.2.2,/home/sequbiorp/Gaming/Starsector/./mods/+Ko 1.04.42a,/home/sequbiorp/Gaming/Starsector/./mods/Experimental Hull Modifications,/home/sequbiorp/Gaming/Starsector/./mods/Foxy's Quality Of Life,/home/sequbiorp/Gaming/Starsector/./mods/Grand.Colonies2.0.c,/home/sequbiorp/Gaming/Starsector/./mods/HexShields,/home/sequbiorp/Gaming/Starsector/./mods/Illustrated.Entities1.2.a,/home/sequbiorp/Gaming/Starsector/./mods/Immersion Friendly Portrait Pack_White,/home/sequbiorp/Gaming/Starsector/./mods/Interstellar Imperium,/home/sequbiorp/Gaming/Starsector/./mods/Junk Yard Dogs 2.8,/home/sequbiorp/Gaming/Starsector/./mods/Larger Zoom Out,/home/sequbiorp/Gaming/Starsector/./mods/LazyLib,/home/sequbiorp/Gaming/Starsector/./mods/Luddic_Enhancement,/home/sequbiorp/Gaming/Starsector/./mods/Luddic_Enhancement_IED,/home/sequbiorp/Gaming/Starsector/./mods/LunaLib,/home/sequbiorp/Gaming/Starsector/./mods/MagicLib,/home/sequbiorp/Gaming/Starsector/./mods/Mayasuran Navy,/home/sequbiorp/Gaming/Starsector/./mods/More HullMods,/home/sequbiorp/Gaming/Starsector/./mods/Nexerelin,/home/sequbiorp/Gaming/Starsector/./mods/Officer Extension,/home/sequbiorp/Gaming/Starsector/./mods/pn56,/home/sequbiorp/Gaming/Starsector/./mods/Persean-Chronicles-3.0.6,/home/sequbiorp/Gaming/Starsector/./mods/PlanetSearch,/home/sequbiorp/Gaming/Starsector/./mods/PortraitChanger,/home/sequbiorp/Gaming/Starsector/./mods/Portrait pack,/home/sequbiorp/Gaming/Starsector/./mods/QoLPack,/home/sequbiorp/Gaming/Starsector/./mods/Random-Assortment-of-Things,/home/sequbiorp/Gaming/Starsector/./mods/RotcesRats,/home/sequbiorp/Gaming/Starsector/./mods/scalartech-solutions-0.9,/home/sequbiorp/Gaming/Starsector/./mods/Ship and Weapon Pack,/home/sequbiorp/Gaming/Starsector/./mods/SpeedUp,/home/sequbiorp/Gaming/Starsector/./mods/Starship Legends,/home/sequbiorp/Gaming/Starsector/./mods/stelnet,/home/sequbiorp/Gaming/Starsector/./mods/Super Cool Faction Flags,/home/sequbiorp/Gaming/Starsector/./mods/tahlan-shipworks-1.2.4,/home/sequbiorp/Gaming/Starsector/./mods/Terraforming and Station Construction,/home/sequbiorp/Gaming/Starsector/./mods/Too Much Information,/home/sequbiorp/Gaming/Starsector/./mods/Transfer All Items,/home/sequbiorp/Gaming/Starsector/./mods/Tri-Tac Special Circumstances 0.4.6,/home/sequbiorp/Gaming/Starsector/./mods/Underworld,/home/sequbiorp/Gaming/Starsector/./mods/UAF,/home/sequbiorp/Gaming/Starsector/./mods/UnknownSkies,/home/sequbiorp/Gaming/Starsector/./mods/VIC,/home/sequbiorp/Gaming/Starsector/./mods/VAO,/home/sequbiorp/Gaming/Starsector/./mods/VariantsLib,/home/sequbiorp/Gaming/Starsector/./mods/Version Checker,/home/sequbiorp/Gaming/Starsector/./mods/WhichMod,/home/sequbiorp/Gaming/Starsector/./mods/WhichTMI-1.1.0,/home/sequbiorp/Gaming/Starsector/./mods/Wow Portraits,/home/sequbiorp/Gaming/Starsector/./mods/XhanEmpire,/home/sequbiorp/Gaming/Starsector/./mods/Audio Plus,/home/sequbiorp/Gaming/Starsector/./mods/GraphicsLib,/home/sequbiorp/Gaming/Starsector/./mods/G1GC Hide Message,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/icons/items/biotics.png] resource, not found in [/home/sequbiorp/Gaming/Starsector/./mods/PAGSM v1.12,/home/sequbiorp/Gaming/Starsector/./mods/Slightly Better Techmining,/home/sequbiorp/Gaming/Starsector/./mods/Lightshow,/home/sequbiorp/Gaming/Starsector/./mods/trailer-moments,/home/sequbiorp/Gaming/Starsector/./mods/Adjusted Sector v0.5.1,/home/sequbiorp/Gaming/Starsector/./mods/A_S-F,/home/sequbiorp/Gaming/Starsector/./mods/Angry Periphery v1.5,/home/sequbiorp/Gaming/Starsector/./mods/Another Portrait Pack,/home/sequbiorp/Gaming/Starsector/./mods/Ashes of  The Domain -Capital Module,/home/sequbiorp/Gaming/Starsector/./mods/Ashes of  The Domain - Cryosleeper Module,/home/sequbiorp/Gaming/Starsector/./mods/Ashes of  The Domain- Vaults of Knowledge,/home/sequbiorp/Gaming/Starsector/./mods/Apex Design Collective,/home/sequbiorp/Gaming/Starsector/./mods/Autosave,/home/sequbiorp/Gaming/Starsector/./mods/Better Colonies,/home/sequbiorp/Gaming/Starsector/./mods/BetterVariants,/home/sequbiorp/Gaming/Starsector/./mods/CaptainsLog,/home/sequbiorp/Gaming/Starsector/./mods/Carter's Freetraders 1.7,/home/sequbiorp/Gaming/Starsector/./mods/Carter's Junk Hull Mods 0.4.1,/home/sequbiorp/Gaming/Starsector/./mods/ClearCommands1.0.e,/home/sequbiorp/Gaming/Starsector/./mods/Combat-Activators-v1.0.5,/home/sequbiorp/Gaming/Starsector/./mods/Combat Chatter,/home/sequbiorp/Gaming/Starsector/./mods/CMUtils,/home/sequbiorp/Gaming/Starsector/./mods/Console Commands,/home/sequbiorp/Gaming/Starsector/./mods/DetailedCombatResults,/home/sequbiorp/Gaming/Starsector/./mods/DiableAvionics_ornate,/home/sequbiorp/Gaming/Starsector/./mods/DIABLEAVIONICS,/home/sequbiorp/Gaming/Starsector/./mods/Diktat Enhancement 1.2.2,/home/sequbiorp/Gaming/Starsector/./mods/+Ko 1.04.42a,/home/sequbiorp/Gaming/Starsector/./mods/Experimental Hull Modifications,/home/sequbiorp/Gaming/Starsector/./mods/Foxy's Quality Of Life,/home/sequbiorp/Gaming/Starsector/./mods/Grand.Colonies2.0.c,/home/sequbiorp/Gaming/Starsector/./mods/HexShields,/home/sequbiorp/Gaming/Starsector/./mods/Illustrated.Entities1.2.a,/home/sequbiorp/Gaming/Starsector/./mods/Immersion Friendly Portrait Pack_White,/home/sequbiorp/Gaming/Starsector/./mods/Interstellar Imperium,/home/sequbiorp/Gaming/Starsector/./mods/Junk Yard Dogs 2.8,/home/sequbiorp/Gaming/Starsector/./mods/Larger Zoom Out,/home/sequbiorp/Gaming/Starsector/./mods/LazyLib,/home/sequbiorp/Gaming/Starsector/./mods/Luddic_Enhancement,/home/sequbiorp/Gaming/Starsector/./mods/Luddic_Enhancement_IED,/home/sequbiorp/Gaming/Starsector/./mods/LunaLib,/home/sequbiorp/Gaming/Starsector/./mods/MagicLib,/home/sequbiorp/Gaming/Starsector/./mods/Mayasuran Navy,/home/sequbiorp/Gaming/Starsector/./mods/More HullMods,/home/sequbiorp/Gaming/Starsector/./mods/Nexerelin,/home/sequbiorp/Gaming/Starsector/./mods/Officer Extension,/home/sequbiorp/Gaming/Starsector/./mods/pn56,/home/sequbiorp/Gaming/Starsector/./mods/Persean-Chronicles-3.0.6,/home/sequbiorp/Gaming/Starsector/./mods/PlanetSearch,/home/sequbiorp/Gaming/Starsector/./mods/PortraitChanger,/home/sequbiorp/Gaming/Starsector/./mods/Portrait pack,/home/sequbiorp/Gaming/Starsector/./mods/QoLPack,/home/sequbiorp/Gaming/Starsector/./mods/Random-Assortment-of-Things,/home/sequbiorp/Gaming/Starsector/./mods/RotcesRats,/home/sequbiorp/Gaming/Starsector/./mods/scalartech-solutions-0.9,/home/sequbiorp/Gaming/Starsector/./mods/Ship and Weapon Pack,/home/sequbiorp/Gaming/Starsector/./mods/SpeedUp,/home/sequbiorp/Gaming/Starsector/./mods/Starship Legends,/home/sequbiorp/Gaming/Starsector/./mods/stelnet,/home/sequbiorp/Gaming/Starsector/./mods/Super Cool Faction Flags,/home/sequbiorp/Gaming/Starsector/./mods/tahlan-shipworks-1.2.4,/home/sequbiorp/Gaming/Starsector/./mods/Terraforming and Station Construction,/home/sequbiorp/Gaming/Starsector/./mods/Too Much Information,/home/sequbiorp/Gaming/Starsector/./mods/Transfer All Items,/home/sequbiorp/Gaming/Starsector/./mods/Tri-Tac Special Circumstances 0.4.6,/home/sequbiorp/Gaming/Starsector/./mods/Underworld,/home/sequbiorp/Gaming/Starsector/./mods/UAF,/home/sequbiorp/Gaming/Starsector/./mods/UnknownSkies,/home/sequbiorp/Gaming/Starsector/./mods/VIC,/home/sequbiorp/Gaming/Starsector/./mods/VAO,/home/sequbiorp/Gaming/Starsector/./mods/VariantsLib,/home/sequbiorp/Gaming/Starsector/./mods/Version Checker,/home/sequbiorp/Gaming/Starsector/./mods/WhichMod,/home/sequbiorp/Gaming/Starsector/./mods/WhichTMI-1.1.0,/home/sequbiorp/Gaming/Starsector/./mods/Wow Portraits,/home/sequbiorp/Gaming/Starsector/./mods/XhanEmpire,/home/sequbiorp/Gaming/Starsector/./mods/Audio Plus,/home/sequbiorp/Gaming/Starsector/./mods/GraphicsLib,/home/sequbiorp/Gaming/Starsector/./mods/G1GC Hide Message,../starfarer.res/res,CLASSPATH]
   at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
   at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.String(Unknown Source)
   at com.fs.graphics.TextureLoader.?00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.void.o00000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)
Strange like there was not biotics.png in your file literally strange
Title: Re: [0.96a] Ashes of The Domain
Post by: justnewaccount3131 on July 11, 2023, 09:44:23 AM
[
Strange like there was not biotics.png in your file literally strange

hah I know what happened. cause I actually checked for that file before sending the error. it was there.

buuuut it is capitalized. and Linux, unlike windows, makes an absolute difference in all cases when it comes to capitalized or non-cap versions. the file is named Biotics, and the game looks for biotics - small b.
I don't know *** about programming, and it matters there too I guess??? but I just assumed someone else would have already posted an error -- most use windows... so since it's only me, I guessed it's this

edit: it loaded no errors after simply renaming it to biotics
Title: Re: [0.96a] Ashes of The Domain
Post by: captinjoehenry on July 11, 2023, 05:42:05 PM
Where do you need to be in order to build the Hypershunt Control Center?  As I completed the research and had a hyper shunt within 10 LY that I had restored ( the vanilla way with raw resources ) but I couldn't build the control center on my planet.  There also didn't seem to be any other research I could do about the subject.

Do you need to build the control center in the same system the Hypershunt is physically located in?  Or is this just an issue with my save.  As the save is from quite a few sub patches ago on Vaults of Knowledge.  None of the updates though were marked as needing a new save.

Also when I added the industries via the console command line they didn't have the drop down menu shown in the screenshot on the discord.  To be clear this is on a planet that is in a seperate star system about 7 LY away from the system with the 'restored' hypershunt.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on July 11, 2023, 07:01:46 PM
Where do you need to be in order to build the Hypershunt Control Center?  As I completed the research and had a hyper shunt within 10 LY that I had restored ( the vanilla way with raw resources ) but I couldn't build the control center on my planet.  There also didn't seem to be any other research I could do about the subject.

Do you need to build the control center in the same system the Hypershunt is physically located in?  Or is this just an issue with my save.  As the save is from quite a few sub patches ago on Vaults of Knowledge.  None of the updates though were marked as needing a new save.

Also when I added the industries via the console command line they didn't have the drop down menu shown in the screenshot on the discord.  To be clear this is on a planet that is in a seperate star system about 7 LY away from the system with the 'restored' hypershunt.
Description is WIP but to told you , Hypershunt Control Center must be in same system as hypershunt , for system without hypershunt use Coronal Energetic Hub
Title: Re: [0.96a] Ashes of The Domain
Post by: justnewaccount3131 on July 12, 2023, 12:12:10 AM

Strange like there was not biotics.png in your file literally strange

I found what caused the error: just rename the "Biotics.png" to "biotics.png". otherwise Linux users will get errors if they use 1.3.1 -- Linux differentiates between capitalized and non-capitalized. the Biotics.png is there in your mod, but because it is not spelled biotics,  small b, it might as well not exist.

please just update the mod with the renamed Biotics-png-->biotics.png and the issue is solved

I absolutely love this mod. it adds so much to how deep the game feels
Title: Re: [0.96a] Ashes of The Domain
Post by: Virde on July 13, 2023, 08:26:15 AM
From what I'm reading, capital buildings are supposed to be limited to one per faction, as in your faction can have a single capital planet with a single capital building, correct? I'm having an instance where I'm currently building the Forbidden City on one of my planets, and despite it not being completed yet, I'm already getting the 200% increased income and I can still build other capital buildings on my other planets. Trying to figure out if this is intended or if I'm going to corrupt my save if I build too many capital buildings.
Title: Re: [0.96a] Ashes of The Domain
Post by: Descending on July 13, 2023, 12:18:38 PM
I researched the Purification Center but it doesn't seem to show up in the build menu. Can it only be built on water worlds?
Title: Re: [0.96a] Ashes of The Domain
Post by: uhbyr1 on July 13, 2023, 02:03:16 PM
I researched the Purification Center but it doesn't seem to show up in the build menu. Can it only be built on water worlds?

Yep, only water worlds. Frozen and, if memory serves me well, cryovulkanics, produce a tiny bit of water during mining. Not enough for late-game, but fine for some small pre-advanced coverage
Title: Re: [0.96a] Ashes of The Domain
Post by: Hotpics on July 14, 2023, 11:57:37 AM
While Nexerlin (https://fractalsoftworks.com/forum/index.php?topic=9175.0) feels like an Addon this feels more like a DLC/Expansion.
I hope Alex will incorporate some aspects of this mod into the core game, a war for resources or some things.
Honestly, i wouldn't even mind if at the end of the campaign / storyline something cataclysmic happens and a time skip happens
where there is a new sector with this economy and features and maybe some new/old factions.
Title: Re: [0.96a] Ashes of The Domain
Post by: Soviet Tom Bombadil on July 14, 2023, 01:12:18 PM
watching this mod grow has reinvigorated my interest in Starsector.
Title: Re: [0.96a] Ashes of The Domain
Post by: Soviet Tom Bombadil on July 14, 2023, 01:13:25 PM
It feels like an OG expansion pack from the 1990s, don't it?

While Nexerlin (https://fractalsoftworks.com/forum/index.php?topic=9175.0) feels like an Addon this feels more like a DLC/Expansion.
I hope Alex will incorporate some aspects of this mod into the core game, a war for resources or some things.
Honestly, i wouldn't even mind if at the end of the campaign / storyline something cataclysmic happens and a time skip happens
where there is a new sector with this economy and features and maybe some new/old factions.
Title: Re: [0.96a] Ashes of The Domain
Post by: Coil on July 15, 2023, 12:46:06 PM
It feels like an OG expansion pack from the 1990s, don't it?


Before Todd and his horse armor....
Title: Re: [0.96a] Ashes of The Domain
Post by: Cjoy1 on July 16, 2023, 10:56:26 AM
Game crashes when i'm trying to look up a description of cryorevival facilities or planetary condition added by cryosleeper on astropolis station (from Terraforming and Station Construction mod) with a cryosleeper
Title: Re: [0.96a] Ashes of The Domain
Post by: TheShear on July 16, 2023, 02:12:12 PM
Game crashes when i'm trying to look up a description of cryorevival facilities or planetary condition added by cryosleeper on astropolis station (from Terraforming and Station Construction mod) with a cryosleeper
That is known, seems to be extremely hard to fix or even block so currently you can't stick the Cryosleeper to a Task Station.
Title: Re: [0.96a] Ashes of The Domain
Post by: Cjoy1 on July 17, 2023, 04:11:46 AM

That is known, seems to be extremely hard to fix or even block so currently you can't stick the Cryosleeper to a Task Station.
[/quote]
Okay, sorry then. Though i would report any bug/crash so to help the modder
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on July 19, 2023, 02:03:03 PM
Descrp to Lost glory gonna do tommorow , but now bigger news that i have announced on dsc

**Hello there **
As recently Vaults of Knowledge have received a lot of content and i am waiting for sprites for Lost Glory i would like to announce that works on Seats of Power 2.0 will be starting very soon ( Once my new SSD will arrive ) Basically this post is for announcing changes upcomming to new ver of Seats of Power module:

**New Goverment types **
As you wilk start your journey as faction and establish capital you will get option to choose one of goverments that will give you perks , debuffs and changing playthrough
For now in plans are:
Technocracy ( Done )
MegaCorporation ( Partially done )
Imperium
Federation
Republic
Military Junta

**Goverment Perks and Downsides**
Basically every Goverment will grant you unique mechanics like MegaCorporation allowing you to manipulate prices of commodities if you have more than 60% market share etc etc
Or Technocracy giving bonuses to research ( Vaults of Knowledge)
With every perk there will be Downside to balance it even

**Institutions **
Now all capitals shall be moved to institutions , depending on goverment type you can have either one or mutiliple institutions at the same time

**Faction Policies **
New mechanic that will allow player to Control Goverment Perks etc or even allowing to Switch to differnce Goverment if played well

**Obiedence **
Every ruler of faction needs  to satisfy people , if you wont Guarantee Basic needs such as food  and overhaul stability on world's is not high there Might be  riots or even full scale rebelion against your Rule
That entire section is Heavly reliant uppon how much is it acutally possible to accomplish it. So this might not be in Seats of Power 2.0
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on July 20, 2023, 08:43:40 AM
Ashes of The Domain - Vaults of Knowledge Patch 1.3.2  Save compatible for ver higher than 1.0.2  Ssd is back
Spoiler
Buff : Crystalizator produces 2 more units of Metal
Buff : Artisinal Farming produces Luxury Goods
Buff : Isotope Seperator produes 2 more units of Transplutonic Metal
fix: Fixed that improve section in Terminus displayed 2 time s
fix: Fixed that militarized or civilian overwritten quality of ships by changing how much hulls they produce
buff: To compenstate for producing less hulls Militarized produces more weapons than before and civilian even more supplies
buff : Buffed production of Oribtal Skunkwork Facility so quality is not overwritten
fix :probably finally fixed pop up messages
fix: Fixed bug with pollution appearing on station using Aotd heavy industries
[close]
Title: Re: [0.96a] Ashes of The Domain
Post by: justnewaccount3131 on July 20, 2023, 09:19:31 AM
Ashes of The Domain - Vaults of Knowledge Patch 1.3.2  Save compatible for ver higher than 1.0.2  Ssd is back
Spoiler
Buff : Crystalizator produces 2 more units of Metal
Buff : Artisinal Farming produces Luxury Goods
Buff : Isotope Seperator produes 2 more units of Transplutonic Metal
fix: Fixed that improve section in Terminus displayed 2 time s
fix: Fixed that militarized or civilian overwritten quality of ships by changing how much hulls they produce
buff: To compenstate for producing less hulls Militarized produces more weapons than before and civilian even more supplies
buff : Buffed production of Oribtal Skunkwork Facility so quality is not overwritten
fix :probably finally fixed pop up messages
fix: Fixed bug with pollution appearing on station using Aotd heavy industries
[close]

thank you! this is one of my favorite mods!

(for Linux: Biotics.png still needs renaming ->biotics.png)
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on July 20, 2023, 09:33:12 AM
Ashes of The Domain - Vaults of Knowledge Patch 1.3.2  Save compatible for ver higher than 1.0.2  Ssd is back
Spoiler
Buff : Crystalizator produces 2 more units of Metal
Buff : Artisinal Farming produces Luxury Goods
Buff : Isotope Seperator produes 2 more units of Transplutonic Metal
fix: Fixed that improve section in Terminus displayed 2 time s
fix: Fixed that militarized or civilian overwritten quality of ships by changing how much hulls they produce
buff: To compenstate for producing less hulls Militarized produces more weapons than before and civilian even more supplies
buff : Buffed production of Oribtal Skunkwork Facility so quality is not overwritten
fix :probably finally fixed pop up messages
fix: Fixed bug with pollution appearing on station using Aotd heavy industries
[close]

thank you! this is one of my favorite mods!

(for Linux: Biotics.png still needs renaming ->biotics.png)
*** ...
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on July 21, 2023, 05:53:09 AM
Due to new AI policy Vaults of Knowledge and Lost Glory download link has been removed from forums untill replacement for ai arts will be completed as showcase grab here new arts of artisinal subisidised farming and fishing
(https://i.imgur.com/f1wzyDz.png)
(https://i.imgur.com/jkf4Y4t.png)
(https://i.imgur.com/Yx5fMkW.png)
Title: Re: [0.96a] Ashes of The Domain
Post by: SaucyBagel on July 21, 2023, 06:05:19 AM
Was just about to download the update, and had to log into my old account to ask, what do you mean by the new AI policy? I'm curious and don't think I've heard about it.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on July 21, 2023, 06:06:58 AM
Was just about to download the update, and had to log into my old account to ask, what do you mean by the new AI policy? I'm curious and don't think I've heard about it.
https://fractalsoftworks.com/forum/index.php?topic=27431.0
Title: Re: [0.96a] Ashes of The Domain
Post by: SaucyBagel on July 21, 2023, 06:57:14 AM
Huh, so I guess the gist is that for now, mods with AI generated images aren't allowed on this forum then?
Title: Re: [0.96a] Ashes of The Domain
Post by: Matheld on July 21, 2023, 09:34:47 AM
As annoying as it will be for those that use it, to now find replacements. Getting rid of generated art is a good thing in the long run, since there is a lot of ethical and legal issues with using that kind of generated art.
It's always better to either find public domain stuff, get permission to use artwork from artists, or commissioning an artist, than it is using a program that is nothing more than a glorified plagiarism bot. (I am biased, I'm an artist.)

Hell, I'd rather take a crudely drawn picture made in paint over anything an "AI" has created. But that's just me.

Love the mod though, can't wait to see what kind of new art will come in as replacement.
Title: Re: [0.96a] Ashes of The Domain
Post by: justnewaccount3131 on July 21, 2023, 10:54:50 AM
Due to new AI policy Vaults of Knowledge and Lost Glory download link has been removed from forums untill replacement for ai arts will be completed as showcase grab here new arts of artisinal subisidised farming and fishing
(https://i.imgur.com/f1wzyDz.png)
(https://i.imgur.com/jkf4Y4t.png)
(https://i.imgur.com/Yx5fMkW.png)

so if you use AI art in a variant of that mod, you can upload it somewhere else and we can download it?

just don't link it here then. link to where you can link it
Title: Re: [0.96a] Ashes of The Domain
Post by: justnewaccount3131 on July 21, 2023, 10:58:56 AM
Was just about to download the update, and had to log into my old account to ask, what do you mean by the new AI policy? I'm curious and don't think I've heard about it.
https://fractalsoftworks.com/forum/index.php?topic=27431.0

SirHartley's mod containing only AI images is still on here and has been for a month. I think you misread what is allowed.

here's his mod. he's one of the main modders of this game https://fractalsoftworks.com/forum/index.php?topic=25649

-- if that doesn't convince you, just DM me the download link as a message please. I love your work and I'd like to test that new mod
Title: Re: [0.96a] Ashes of The Domain
Post by: Matheld on July 21, 2023, 11:18:41 AM
I dunno, Alex was pretty clear on it.

I'd like to add just one more thing, for clarity: existing mods using *some* AI-generated content do not need to be taken down immediately as long as the author makes plans to replace it in the near-ish future. On the other hand, mods that are mostly/primarily AI-generated content (such as e.g. an AI-gen portrait pack) are not allowed and should/will be taken down, since there's no realistic prospect of them switching away from AI-gen content.

From the thread in question.

It's a fairly new change, so those packs will be taken down in due time I'm pretty sure.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on July 21, 2023, 12:20:36 PM
Good news and thanks for pointing that Lukas , it turned out that actually AoTD can stay on fourms as long as we keep promise that we will replace art in future sooo once back home gonna bring links back. As Alex stated that in thread regarding AI usage
Title: Re: [0.96a] Ashes of The Domain
Post by: Jang on July 22, 2023, 01:11:56 AM
What is the process for hiring a researcher from Galatia? I skipped the story with Nex and only see the following options:

(https://i.imgur.com/53jkp6D.png)
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on July 22, 2023, 02:10:23 AM
What is the process for hiring a researcher from Galatia? I skipped the story with Nex and only see the following options:

(https://i.imgur.com/53jkp6D.png)
This is from Ind Evo not Ashes of The Domain
Title: Re: [0.96a] Ashes of The Domain
Post by: Jang on July 22, 2023, 02:35:39 AM
I know, none of the options I can see are from AotD. Where is the option for hiring researchers? If it's supposed to be in the Galatia dialogue tree, then I wonder if there's an unintended interaction between IndEvo and AotD that's causing the option to not appear.

Mod list
AoTD versions:
Seat of Power 1.0.3
The Sleeper 1.1.2
Vaults of Knowledge 1.3.2

IndEvo version: 3.2.c UNOFFICIAL

{"enabledMods": [
  "starpocalypse",
  "afleettestingmod",
  "pantera_ANewLevel20",
  "advanced_gunnery_control_dbeaa06e",
  "aod_capital",
  "Cryo_but_better",
  "aod_core",
  "automatedcommands",
  "lw_autosave",
  "battletechportraitpack",
  "timid_admins",
  "better_variants",
  "ORK",
  "CaptainsLog",
  "combatactivators",
  "chatter",
  "lw_radar",
  "lw_console",
  "dmodservices",
  "DetailedCombatResults",
  "pt_exiledSpace",
  "fleethistory",
  "fleet_journal",
  "GrandColonies",
  "hostileIntercept",
  "illustrated_entities",
  "IndEvo",
  "Imperium",
  "lw_lazylib",
  "leadingPip",
  "logisticsNotifications",
  "lunalib",
  "MagicLib",
  "more_procgen_names",
  "more_ship_names",
  "wisp_NeutrinoDetectorMkII",
  "nexerelin",
  "officerExtension",
  "planet_search",
  "portrait_changer",
  "pt_qolpack",
  "assortment_of_things",
  "refitfilters",
  "roider",
  "RustyCabbage_SecondWaveOptions",
  "bruh_ship_browser",
  "PT_ShipDirectionMarker",
  "speedUp",
  "stelnet",
  "Terraforming & Station Construction",
  "timid_tmi",
  "There_will_be_no_ID_2",
  "variants_lib",
  "WEAPONARCS",
  "whichmod",
  "audio_plus",
  "ezsadditionalcharacternames",
  "shaderLib",
  "ShipCatalogVariantEditor",
  "Clean_Sector",
  "System_Marker"
]}
[close]
Title: Re: [0.96a] Ashes of The Domain
Post by: justnewaccount3131 on July 22, 2023, 08:57:57 AM
I know, none of the options I can see are from AotD. Where is the option for hiring researchers? If it's supposed to be in the Galatia dialogue tree, then I wonder if there's an unintended interaction between IndEvo and AotD that's causing the option to not appear.

Mod list
AoTD versions:
Seat of Power 1.0.3
The Sleeper 1.1.2
Vaults of Knowledge 1.3.2

IndEvo version: 3.2.c UNOFFICIAL

{"enabledMods": [
  "starpocalypse",
  "afleettestingmod",
  "pantera_ANewLevel20",
  "advanced_gunnery_control_dbeaa06e",
  "aod_capital",
  "Cryo_but_better",
  "aod_core",
  "automatedcommands",
  "lw_autosave",
  "battletechportraitpack",
  "timid_admins",
  "better_variants",
  "ORK",
  "CaptainsLog",
  "combatactivators",
  "chatter",
  "lw_radar",
  "lw_console",
  "dmodservices",
  "DetailedCombatResults",
  "pt_exiledSpace",
  "fleethistory",
  "fleet_journal",
  "GrandColonies",
  "hostileIntercept",
  "illustrated_entities",
  "IndEvo",
  "Imperium",
  "lw_lazylib",
  "leadingPip",
  "logisticsNotifications",
  "lunalib",
  "MagicLib",
  "more_procgen_names",
  "more_ship_names",
  "wisp_NeutrinoDetectorMkII",
  "nexerelin",
  "officerExtension",
  "planet_search",
  "portrait_changer",
  "pt_qolpack",
  "assortment_of_things",
  "refitfilters",
  "roider",
  "RustyCabbage_SecondWaveOptions",
  "bruh_ship_browser",
  "PT_ShipDirectionMarker",
  "speedUp",
  "stelnet",
  "Terraforming & Station Construction",
  "timid_tmi",
  "There_will_be_no_ID_2",
  "variants_lib",
  "WEAPONARCS",
  "whichmod",
  "audio_plus",
  "ezsadditionalcharacternames",
  "shaderLib",
  "ShipCatalogVariantEditor",
  "Clean_Sector",
  "System_Marker"
]}
[close]

you stumble upon researchers like you do with freelance administrators and such. station coms
Title: Re: [0.96a] Ashes of The Domain
Post by: Jang on July 22, 2023, 10:41:20 AM
Oh okay, the Help page says "Answer: Go to Galatia Academy, here you can hire researchers" so that's where I looked. I'll check other comm directories instead

EDIT: So a Kaysaar post from early July says to look for a researcher in bars, the Help page says to look for researchers at Galatia Academy, and you're saying to look for researchers in comm directories. If you search Discord for "hire researcher" the first result is someone else trying to hire researchers at Galatia but having no luck. They are either everywhere or nowhere  ;D
Title: Re: [0.96a] Ashes of The Domain
Post by: crawlers on July 22, 2023, 01:52:29 PM
Can you change things so plasma dynamo can be installed in sublimation and fracking?  At the moment, the inability to use it makes gas giants rather sad with this mod.

Oh okay, the Help page says "Answer: Go to Galatia Academy, here you can hire researchers" so that's where I looked. I'll check other comm directories instead

EDIT: So a Kaysaar post from early July says to look for a researcher in bars, the Help page says to look for researchers at Galatia Academy, and you're saying to look for researchers in comm directories. If you search Discord for "hire researcher" the first result is someone else trying to hire researchers at Galatia but having no luck. They are either everywhere or nowhere  ;D

I found one at a bar that reduced the cost of research by 1 unit, which was game-changing since this eliminates the ai core cost of research.
Title: Re: [0.96a] Ashes of The Domain
Post by: Jang on July 22, 2023, 04:55:54 PM
I found one at a bar that reduced the cost of research by 1 unit, which was game-changing since this eliminates the ai core cost of research.
Okay thanks, I'll look for the researcher in bars since that's two pieces of evidence pointing to bars being right. In case the OP cares, the in-game Help page seems to be wrong about Galatia Academy being where to hire researchers, and it doesn't mention bars.
Title: Re: [0.96a] Ashes of The Domain
Post by: Shqwerty on July 22, 2023, 05:09:30 PM
I think there’s a bug with the researcher perk that reduces research requirements by one unit. Research will use up the original cost instead of the reduced cost.

Ex. Research A costs 1 data bank or ai core, it originally cost 2. I have 2 in storage. Research will use 2.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on July 22, 2023, 09:44:14 PM
I think there’s a bug with the researcher perk that reduces research requirements by one unit. Research will use up the original cost instead of the reduced cost.

Ex. Research A costs 1 data bank or ai core, it originally cost 2. I have 2 in storage. Research will use 2.
I ill investigate that
Title: Re: [0.96a] Ashes of The Domain
Post by: RoboticManiac on July 23, 2023, 11:50:46 AM
Descrp to Lost glory gonna do tommorow , but now bigger news that i have announced on dsc

**Hello there **
As recently Vaults of Knowledge have received a lot of content and i am waiting for sprites for Lost Glory i would like to announce that works on Seats of Power 2.0 will be starting very soon ( Once my new SSD will arrive ) Basically this post is for announcing changes upcomming to new ver of Seats of Power module:

**New Goverment types **
As you wilk start your journey as faction and establish capital you will get option to choose one of goverments that will give you perks , debuffs and changing playthrough
For now in plans are:
Technocracy ( Done )
MegaCorporation ( Partially done )
Imperium
Federation
Republic
Military Junta

**Goverment Perks and Downsides**
Basically every Goverment will grant you unique mechanics like MegaCorporation allowing you to manipulate prices of commodities if you have more than 60% market share etc etc
Or Technocracy giving bonuses to research ( Vaults of Knowledge)
With every perk there will be Downside to balance it even

**Institutions **
Now all capitals shall be moved to institutions , depending on goverment type you can have either one or mutiliple institutions at the same time

**Faction Policies **
New mechanic that will allow player to Control Goverment Perks etc or even allowing to Switch to differnce Goverment if played well

**Obiedence **
Every ruler of faction needs  to satisfy people , if you wont Guarantee Basic needs such as food  and overhaul stability on world's is not high there Might be  riots or even full scale rebelion against your Rule
That entire section is Heavly reliant uppon how much is it acutally possible to accomplish it. So this might not be in Seats of Power 2.0
Really looking forward to the government types, should be really interesting how it turns out.
Title: Re: [0.96a] Ashes of The Domain
Post by: Arghy on July 23, 2023, 08:01:07 PM
Hey so question regarding water, i colonized a cryo volcanic world purely to supply my planets with water but fracking removed the water. If i want water am i forced to run multiple mines? The supply is only 2 units and beyond investing story points into a sub par industry i don't see how i'll get water without finding a water world. Fracking costs 3 units of water base.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on July 25, 2023, 01:59:03 PM
Hey so question regarding water, i colonized a cryo volcanic world purely to supply my planets with water but fracking removed the water. If i want water am i forced to run multiple mines? The supply is only 2 units and beyond investing story points into a sub par industry i don't see how i'll get water without finding a water world. Fracking costs 3 units of water base.
Hi ill be removing need for Water on type of world's where it is abundant. Also for now sorry but my speed of patching mod Has been severly crippeled due to having a lot of work in real life. I will update VoK when i will be able to do it so
Title: Re: [0.96a] Ashes of The Domain
Post by: Arghy on July 26, 2023, 04:36:00 PM
I love the concept of more resources so def keep the water but i kinda feel it should be more tied to another industry rather than mining. It'd be great if it was produced at the colony and population building and required by it also so you can represent water rich worlds supplying themselves with some surplus to send to water deficient worlds. This would work great with space stations since they'd need water imported at a hefty rate depending on their size. I could see mining working with another raw material like dirty ice that would require a refining industry to turn into large quantities of fresh water. This would make desert and arid planets really fun where you'd need an orbiting mining station supplying it with water.

The researcher that reduces demand by 1 isn't working right, lost multiple cores to research with her in charge--it doesn't state that it'll need the core but it will eat it if it's in the storage bin.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on July 27, 2023, 06:55:24 AM
Annoncument Due to the recent events in my private life that had totally demolished my mood and leveled me to the ground Now my private life became one big mess which i need to clean . So untill everything will get better entire AoTD development is halted. But one promise will be kept . Once i got back Cogs of progress will spin again in speed even higher than before. I hope that my mod have brought you joy and that it will keep bringing it. But before i go , take those new patches that fixes bugs that were reported to me
Title: Re: [0.96a] Ashes of The Domain
Post by: Arghy on July 27, 2023, 11:57:39 AM
Hope everything works out, def enjoying your mod!
Title: Re: [0.96a] Ashes of The Domain
Post by: chodness on July 27, 2023, 10:03:09 PM
Hrm. Unfortunately, the new version seems like it's removing my researcher on every game load. I had Sophia in v1.3.3, and now every time I load a game in 1.3.4, she's removed.

I understand that you're having trouble, so I'm also here to post a workaround:
If you use the Console Commands mod, then you can run the following console command to get Sophia back

Code
runcode import data.plugins.AoDUtilis; import data.scripts.research.ResearchAPI; import com.fs.starfarer.api.Global; import com.fs.starfarer.api.characters.PersonAPI; PersonAPI person = Global.getSector().getImportantPeople().getPerson("sophia"); ResearchAPI research = AoDUtilis.getResearchAPI(); research.addResearchersInPossetion(person); research.setCurrentResearcher(person); Global.getSector().getMemory().set("$aotd_sophia", Boolean.valueOf(true));

Note that you'll have to run this every time you load the game, so it works best if you do long play sessions  :P
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on July 28, 2023, 12:40:50 AM
Hrm. Unfortunately, the new version seems like it's removing my researcher on every game load. I had Sophia in v1.3.3, and now every time I load a game in 1.3.4, she's removed.
 

I understand that you're having trouble, so I'm also here to post a workaround:
If you use the Console Commands mod, then you can run the following console command to get Sophia back

Code
runcode import data.plugins.AoDUtilis; import data.scripts.research.ResearchAPI; import com.fs.starfarer.api.Global; import com.fs.starfarer.api.characters.PersonAPI; PersonAPI person = Global.getSector().getImportantPeople().getPerson("sophia"); ResearchAPI research = AoDUtilis.getResearchAPI(); research.addResearchersInPossetion(person); research.setCurrentResearcher(person); Global.getSector().getMemory().set("$aotd_sophia", Boolean.valueOf(true));

Note that you'll have to run this every time you load the game, so it works best if you do long play sessions  :P
Tbh , not exactly everytine once Researcher is set is permanent so you dont need to run this script everytime. Strange that everything worked for me , i probably overlooked sth. I would like to fix it but i dont know when i ll do it as now i am simply exhausted and i fear that forcing myself into codding will Burn me out Oh *** i know why , quick patch is comming
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on July 28, 2023, 12:59:46 AM
Hrm. Unfortunately, the new version seems like it's removing my researcher on every game load. I had Sophia in v1.3.3, and now every time I load a game in 1.3.4, she's removed.

I understand that you're having trouble, so I'm also here to post a workaround:
If you use the Console Commands mod, then you can run the following console command to get Sophia back

Code
runcode import data.plugins.AoDUtilis; import data.scripts.research.ResearchAPI; import com.fs.starfarer.api.Global; import com.fs.starfarer.api.characters.PersonAPI; PersonAPI person = Global.getSector().getImportantPeople().getPerson("sophia"); ResearchAPI research = AoDUtilis.getResearchAPI(); research.addResearchersInPossetion(person); research.setCurrentResearcher(person); Global.getSector().getMemory().set("$aotd_sophia", Boolean.valueOf(true));

Note that you'll have to run this every time you load the game, so it works best if you do long play sessions  :P
New patch released , for those who have 1.3.4 and had scientist vanishing update to newest version and use that command
Title: Re: [0.96a] Ashes of The Domain
Post by: chodness on July 28, 2023, 09:29:57 AM
Hrm. Unfortunately, the new version seems like it's removing my researcher on every game load. I had Sophia in v1.3.3, and now every time I load a game in 1.3.4, she's removed.

I understand that you're having trouble, so I'm also here to post a workaround:
If you use the Console Commands mod, then you can run the following console command to get Sophia back

Code
runcode import data.plugins.AoDUtilis; import data.scripts.research.ResearchAPI; import com.fs.starfarer.api.Global; import com.fs.starfarer.api.characters.PersonAPI; PersonAPI person = Global.getSector().getImportantPeople().getPerson("sophia"); ResearchAPI research = AoDUtilis.getResearchAPI(); research.addResearchersInPossetion(person); research.setCurrentResearcher(person); Global.getSector().getMemory().set("$aotd_sophia", Boolean.valueOf(true));

Note that you'll have to run this every time you load the game, so it works best if you do long play sessions  :P
New patch released , for those who have 1.3.4 and had scientist vanishing update to newest version and use that command

Works perfectly, thank you! And if you saved with Sophia as your researcher (either because you were using v1.3.3 or you used v1.3.4 with the console command) then v1.3.5 will load her in and you don't have to run the command again.
Title: Re: [0.96a] Ashes of The Domain
Post by: chodness on July 28, 2023, 10:09:23 AM
Ugh. Hate to bring another error to you, but... v.1.3.5 removed all my research cost pre-payments

I saw that there was the error where if you had Sophia then it would take the original cost of researches if the resources were there, but if you only placed the reduced resources then it would only take those (basically, if you only put what the screen said, it'd take it, but if you put more, it'd take more)

So I put in the reduced amount and then started a research, then stopped it. Put in the reduced amount for another research, started it, then stopped it. Etc until I'd used all my research databases.

v1.3.5 removed all my payments, so now I have to pay them all again.

I'm going to use console commands to add the resources to pay for the ones I lost, so it's not a huge deal to me, but you might want to look into it if you've got the time and energy.
Title: Re: [0.96a] Ashes of The Domain
Post by: Droll on July 28, 2023, 02:07:34 PM
Under graphics/icons/items you've got Biotics.png. I would recommend you decapitalize this to biotics.png. As a result of the capitalization, this mod will crash starsector on launch under Linux as Linux distros have case-sensitive file systems unlike Windows.

Generally speaking I would avoid using capitalization in directory and file names for this reason.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on July 28, 2023, 05:15:25 PM
All issues mentioned fixed , i hope that at least now none critical errors like these wont happen right now
Title: Re: [0.96a] Ashes of The Domain
Post by: Tillerton on July 29, 2023, 05:46:58 AM
Seems I can't build Hypershut control center even thought I try to build it in the colony in the same system as the Coronal Hypershunt? Anyway to fix that? I haven't done any of the Galatia quest so far


270034 [Thread-9] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
270034 [Thread-9] INFO  sound.H  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
275491 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Market condition [coronalupgrader] not found
java.lang.RuntimeException: Market condition [coronalupgrader] not found
   at com.fs.starfarer.campaign.econ.MarketCondition.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.econ.MarketCondition.<init>(Unknown Source)
   at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
   at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
   at data.scripts.campaign.econ.listeners.CoronalBuldingSpeedListener.applyResourceC onditionToAllMarkets(CoronalBuldingSpeedListener.java:13)
   at data.scripts.campaign.econ.listeners.CoronalBuldingSpeedListener.reportEconomyT ick(CoronalBuldingSpeedListener.java:34)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:118)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
Title: Re: [0.96a] Ashes of The Domain
Post by: Droll on July 30, 2023, 08:16:30 AM
The Subsidized Farming industry doesn't seem to benefit from the farmland resource. On my bountiful farmland world this means that I don't get the +2 bonus, with the base production being 4 greater that leaves the upgrade at an overall +2 to production.

Is this intentional or is it a bug?
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on July 30, 2023, 12:21:20 PM
The Subsidized Farming industry doesn't seem to benefit from the farmland resource. On my bountiful farmland world this means that I don't get the +2 bonus, with the base production being 4 greater that leaves the upgrade at an overall +2 to production.

Is this intentional or is it a bug?
This bonus is calculated but Industry does not say it as bonus but rather is directly included in Base Production
Title: Re: [0.96a] Ashes of The Domain
Post by: Droll on July 30, 2023, 03:11:38 PM
The Subsidized Farming industry doesn't seem to benefit from the farmland resource. On my bountiful farmland world this means that I don't get the +2 bonus, with the base production being 4 greater that leaves the upgrade at an overall +2 to production.

Is this intentional or is it a bug?
This bonus is calculated but Industry does not say it as bonus but rather is directly included in Base Production

Ah okay, that makes sense I was about to report the same issue for fracking but now I assume its the same deal.
Title: Re: [0.96a] Ashes of The Domain
Post by: Droll on July 30, 2023, 03:18:50 PM
I should also ask, would this mod conflict with "Modified Industry Requirements" (especially the no pollution one which I use). I know that there are some special interactions that exist with certain special items like the autonomous mantle bore and I was wondering if this could cause problems with mods that change the planetary requirements of such artifacts.

Edit: I've answered my own question, this mod sets it's own requirements for special items so it effectively overrides the config from Modified Industry Requirements. The new tiers of heavy industry will also bypass the no pollution version as well which is to be expected.
Title: Re: [0.96a] Ashes of The Domain
Post by: Droll on August 01, 2023, 01:30:04 PM
I'm going for a triple post here so I hope it doesn't come across as spam but here goes:

This isn't a bug report necessarily but it's an FYI for mod users/the author, although the mod does generally synergize quite well with Industrial Evolution, the centralization bureau seems to not provide it's bonuses to industries belonging to Ashes to the domain.
I have observed this with 2 Sublimation industries in 2 separate systems. There is a centralization bureau with a logistic core on both the planets and they are within the advertised 12 light year range. The tooltip gives no indication that the additional production and consumption is happening.

Edit: Since I'm on about mod compatibility, when playing with Unknown skies, the new heavy industries added do not benefit from the US_Base condition that gives +25% to ship quality. This makes the skunkworks and fleetworks final upgrades actual downgrades in terms of quality.
Title: Re: [0.96a] Ashes of The Domain
Post by: Arghy on August 03, 2023, 01:22:33 AM
Hey so possible bug report? I upgraded the isotope separator to the cascade reprocessor and i had an item in the isotope industry, it gave me a message that it was going to eat the item like that one mining industry that needs an item but there was no text stating it needed the item. Did it just eat the item because that's what upgrading does or did it actually require the item?
Title: Re: [0.96a] Ashes of The Domain
Post by: Droll on August 03, 2023, 10:16:02 AM
Hey so possible bug report? I upgraded the isotope separator to the cascade reprocessor and i had an item in the isotope industry, it gave me a message that it was going to eat the item like that one mining industry that needs an item but there was no text stating it needed the item. Did it just eat the item because that's what upgrading does or did it actually require the item?

The text telling you that you need the item only shows (orange warning text) when you don't have the item installed. What you describe is normal behavior, your item gets consumed as part of the upgrade.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 04, 2023, 03:22:05 AM
Ashes of The Domain - Vaults of Knowledge Patch 1.4.0 "The Beyond" Update  Save Compatible
Spoiler
New Tier of Research : Experimental : Acessable via new special item
New Item : Hyperdimensional Processor that drops from new quest :
New Quest : Beyond The Veil : Unlock when you researched at least one Pre Collapse Technology. Warning this quest is kinda hard
New Industries : Stella Manufactorium and BiFrost Gate : Both being in experimental tier
Minor spelling mistakes bugfixes
[close]
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 04, 2023, 03:23:03 AM
I'm going for a triple post here so I hope it doesn't come across as spam but here goes:

This isn't a bug report necessarily but it's an FYI for mod users/the author, although the mod does generally synergize quite well with Industrial Evolution, the centralization bureau seems to not provide it's bonuses to industries belonging to Ashes to the domain.
I have observed this with 2 Sublimation industries in 2 separate systems. There is a centralization bureau with a logistic core on both the planets and they are within the advertised 12 light year range. The tooltip gives no indication that the additional production and consumption is happening.

Edit: Since I'm on about mod compatibility, when playing with Unknown skies, the new heavy industries added do not benefit from the US_Base condition that gives +25% to ship quality. This makes the skunkworks and fleetworks final upgrades actual downgrades in terms of quality.
Gonna look into this issue later , as i had recently released patch
Title: Re: [0.96a] Ashes of The Domain
Post by: LegionSystem on August 04, 2023, 07:16:38 AM
So, Downloaded the 4.0 version of Vaults, and there seems to be 2 bugs with the facility to unlock the new content. 1) it shows up on every habitable planet that I've found thus far, and 2) you can *continuosly* loot the facility for infinite loot.
Title: Re: [0.96a] Ashes of The Domain
Post by: Droll on August 04, 2023, 07:50:27 AM
I'm going for a triple post here so I hope it doesn't come across as spam but here goes:

This isn't a bug report necessarily but it's an FYI for mod users/the author, although the mod does generally synergize quite well with Industrial Evolution, the centralization bureau seems to not provide it's bonuses to industries belonging to Ashes to the domain.
I have observed this with 2 Sublimation industries in 2 separate systems. There is a centralization bureau with a logistic core on both the planets and they are within the advertised 12 light year range. The tooltip gives no indication that the additional production and consumption is happening.

Edit: Since I'm on about mod compatibility, when playing with Unknown skies, the new heavy industries added do not benefit from the US_Base condition that gives +25% to ship quality. This makes the skunkworks and fleetworks final upgrades actual downgrades in terms of quality.
Gonna look into this issue later , as i had recently released patch

I did manage to fix the Unknown skies issue by adding a check to US_base.apply(), but this was done on the end of Unknown Skies itself and not on AoD:
Code
 
if(Global.getSettings().getModManager().isModEnabled("aod_core")){
    industry = market.getIndustry("triheavy");
    if(industry!=null) {
        if (industry.isFunctional()) {
            modifyAllFactionMarkets(sharedID, market.getFaction());
        } else {
            unmodifyAllFactionMarkets(sharedID, market.getFaction());
        }
    }
    industry = market.getIndustry("hegeheavy");
    if(industry!=null) {
        if (industry.isFunctional()) {
            modifyAllFactionMarkets(sharedID, market.getFaction());
        } else {
            unmodifyAllFactionMarkets(sharedID, market.getFaction());
        }
    }
}

Also is the new version save compatible? I'm playing a random stars Nex campaign with the previous version of AoD.
Title: Re: [0.96a] Ashes of The Domain
Post by: Droll on August 04, 2023, 09:32:29 AM
I'm going for a triple post here so I hope it doesn't come across as spam but here goes:

This isn't a bug report necessarily but it's an FYI for mod users/the author, although the mod does generally synergize quite well with Industrial Evolution, the centralization bureau seems to not provide it's bonuses to industries belonging to Ashes to the domain.
I have observed this with 2 Sublimation industries in 2 separate systems. There is a centralization bureau with a logistic core on both the planets and they are within the advertised 12 light year range. The tooltip gives no indication that the additional production and consumption is happening.

Edit: Since I'm on about mod compatibility, when playing with Unknown skies, the new heavy industries added do not benefit from the US_Base condition that gives +25% to ship quality. This makes the skunkworks and fleetworks final upgrades actual downgrades in terms of quality.
Gonna look into this issue later , as i had recently released patch

I've also got an update on the cent bureau issue, IndEvo has a csv file at data/config/indEvo/bureau_industry_whitelist.csv you need the industries that you want to benefit from centralization bonuses to be in that csv. I've made and attached a quick and dirty patch mod to demonstrate the fix, though you might wish to come up with a more integrated and coordinated solution to avoid an outright dependency with IndEvo.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 04, 2023, 10:35:45 AM
So, Downloaded the 4.0 version of Vaults, and there seems to be 2 bugs with the facility to unlock the new content. 1) it shows up on every habitable planet that I've found thus far, and 2) you can *continuosly* loot the facility for infinite loot.
Gonna fix it immidieatly
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 04, 2023, 11:14:11 AM
I'm going for a triple post here so I hope it doesn't come across as spam but here goes:

This isn't a bug report necessarily but it's an FYI for mod users/the author, although the mod does generally synergize quite well with Industrial Evolution, the centralization bureau seems to not provide it's bonuses to industries belonging to Ashes to the domain.
I have observed this with 2 Sublimation industries in 2 separate systems. There is a centralization bureau with a logistic core on both the planets and they are within the advertised 12 light year range. The tooltip gives no indication that the additional production and consumption is happening.

Edit: Since I'm on about mod compatibility, when playing with Unknown skies, the new heavy industries added do not benefit from the US_Base condition that gives +25% to ship quality. This makes the skunkworks and fleetworks final upgrades actual downgrades in terms of quality.
Gonna look into this issue later , as i had recently released patch

I've also got an update on the cent bureau issue, IndEvo has a csv file at data/config/indEvo/bureau_industry_whitelist.csv you need the industries that you want to benefit from centralization bonuses to be in that csv. I've made and attached a quick and dirty patch mod to demonstrate the fix, though you might wish to come up with a more integrated and coordinated solution to avoid an outright dependency with IndEvo.
I ll do it after now very quick patch and at least resting for 2 -3 days
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 04, 2023, 12:10:39 PM
Ashes of The Domain - Vaults of Knowledge Patch 1.4.1 "The Beyond : BBBBBBUUUGS EXTERMINHATION EDITION" Update  Save Compatible
Spoiler
fix : Fixed infinite loot for Beyond The Veil quest if saved before  encounter
fix: Fixed intel disappearing after saving
fix : Fixed name of player not appeaing in quest correctly
ughhhhhhhhhhhhhhh bugs
[close]
Title: Re: [0.96a] Ashes of The Domain
Post by: crawlers on August 04, 2023, 12:18:58 PM
Can you change things so plasma dynamo can be installed in sublimation?  I went to go conquer some mod system and proceeded to get around 10 nexerelin invasions sent to it just so I could have a 100% habitability gas giant that had +1 to volatiles, but it seems unfortunate that I can't actually use it well.  I am not sure how fracking works on a gas giant, but it can't use a plasma dynamo either.
Title: Re: [0.96a] Ashes of The Domain
Post by: Droll on August 04, 2023, 01:10:56 PM
I'm going for a triple post here so I hope it doesn't come across as spam but here goes:

This isn't a bug report necessarily but it's an FYI for mod users/the author, although the mod does generally synergize quite well with Industrial Evolution, the centralization bureau seems to not provide it's bonuses to industries belonging to Ashes to the domain.
I have observed this with 2 Sublimation industries in 2 separate systems. There is a centralization bureau with a logistic core on both the planets and they are within the advertised 12 light year range. The tooltip gives no indication that the additional production and consumption is happening.

Edit: Since I'm on about mod compatibility, when playing with Unknown skies, the new heavy industries added do not benefit from the US_Base condition that gives +25% to ship quality. This makes the skunkworks and fleetworks final upgrades actual downgrades in terms of quality.
Gonna look into this issue later , as i had recently released patch

I've also got an update on the cent bureau issue, IndEvo has a csv file at data/config/indEvo/bureau_industry_whitelist.csv you need the industries that you want to benefit from centralization bonuses to be in that csv. I've made and attached a quick and dirty patch mod to demonstrate the fix, though you might wish to come up with a more integrated and coordinated solution to avoid an outright dependency with IndEvo.
I ll do it after now very quick patch and at least resting for 2 -3 days

Oh that's cool, don't be fooled by my rapid pace of posting I'm not trying to hurry you, I was just in a troubleshooting mood lol. Take whatever time you need.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 04, 2023, 04:11:35 PM
For now i am massivley slowing aotd development , mainly to gather feedback and to polish Vaults of Knowledge : as hyper fast dev pace is ending and now its time to begin polishing phase of what already has been done
Title: Re: [0.96a] Ashes of The Domain
Post by: Galveira on August 04, 2023, 10:53:49 PM
Hello. My game crushed when I was trying tu build a Cryorevival Facility on a station introduced by SoTF, which have a penelty on population growth. Here is the log.
Spoiler
2336611 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.industry.KaysaarCryorevival.CryosleeperGrowthPopValidation(KaysaarCryorevival.java:240)
   at data.scripts.industry.KaysaarCryorevival.apply(KaysaarCryorevival.java:45)
   at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
   at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.buildNextInQueue(BaseIndustry.java:630)
   at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 05, 2023, 12:41:21 AM
Ashes of The Domain -The Sleeper Patch 1.2.0  Save Compatible
IMPORTANT NOTE : BEFORE UPDATE MAKE SURE ALL CRYOSLEEPERS THAT HAS BEEN PARCKED BY YOU ARE NOT PARCKED , BECAUSE THE GAME WILL CRASH
Spoiler
fix : Finally Cryosleeper can be added to stations
[close]
Title: Re: [0.96a] Ashes of The Domain
Post by: TheShear on August 05, 2023, 02:23:25 AM
Ashes of The Domain -The Sleeper Patch 1.2.0  Save Compatible
IMPORTANT NOTE : BEFORE UPDATE MAKE SURE ALL CRYOSLEEPERS THAT HAS BEEN PARCKED BY YOU ARE NOT PARCKED , BECAUSE THE GAME WILL CRASH
Spoiler
fix : Finally Cryosleeper can be added to stations
[close]

HALLELUJAH!
Title: Re: [0.96a] Ashes of The Domain
Post by: Galveira on August 05, 2023, 06:37:24 AM
Ashes of The Domain -The Sleeper Patch 1.2.0  Save Compatible
IMPORTANT NOTE : BEFORE UPDATE MAKE SURE ALL CRYOSLEEPERS THAT HAS BEEN PARCKED BY YOU ARE NOT PARCKED , BECAUSE THE GAME WILL CRASH
Spoiler
fix : Finally Cryosleeper can be added to stations
[close]
Let's go!!
Title: Re: [0.96a] Ashes of The Domain
Post by: Drachenor on August 05, 2023, 09:01:41 AM
So I keep getting errors when I try to user the Sleeper part.

Quote
250220 [Thread-8] ERROR com.fs.graphics.for  - Error loading [graphics/ships/CA_cryosleeper.png] resource, not found in [D:\Starsector\starsector-core\..\mods\A New Level of Confidence - 40,D:\Starsector\starsector-core\..\mods\Ashes of  The Domain -Capital Module,D:\Starsector\starsector-core\..\mods\Ashes of  The Domain - Cryosleeper Module,D:\Starsector\starsector-core\..\mods\Apocrita Association,D:\Starsector\starsector-core\..\mods\Console Commands,D:\Starsector\starsector-core\..\mods\Forge Production,D:\Starsector\starsector-core\..\mods\Grand.Colonies2.0.c,D:\Starsector\starsector-core\..\mods\Hyperdrive,D:\Starsector\starsector-core\..\mods\LazyLib,D:\Starsector\starsector-core\..\mods\LunaLib,D:\Starsector\starsector-core\..\mods\MagicLib,D:\Starsector\starsector-core\..\mods\Nexerelin,D:\Starsector\starsector-core\..\mods\Play As Yourself,D:\Starsector\starsector-core\..\mods\scalartech-solutions-0.9,D:\Starsector\starsector-core\..\mods\ScanThoseGates,D:\Starsector\starsector-core\..\mods\SpeedUp,D:\Starsector\starsector-core\..\mods\Terraforming and Station Construction,D:\Starsector\starsector-core\..\mods\UAF,D:\Starsector\starsector-core\..\mods\VariantsLib,D:\Starsector\starsector-core\..\mods\GraphicsLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/ships/CA_cryosleeper.png] resource, not found in [D:\Starsector\starsector-core\..\mods\A New Level of Confidence - 40,D:\Starsector\starsector-core\..\mods\Ashes of  The Domain -Capital Module,D:\Starsector\starsector-core\..\mods\Ashes of  The Domain - Cryosleeper Module,D:\Starsector\starsector-core\..\mods\Apocrita Association,D:\Starsector\starsector-core\..\mods\Console Commands,D:\Starsector\starsector-core\..\mods\Forge Production,D:\Starsector\starsector-core\..\mods\Grand.Colonies2.0.c,D:\Starsector\starsector-core\..\mods\Hyperdrive,D:\Starsector\starsector-core\..\mods\LazyLib,D:\Starsector\starsector-core\..\mods\LunaLib,D:\Starsector\starsector-core\..\mods\MagicLib,D:\Starsector\starsector-core\..\mods\Nexerelin,D:\Starsector\starsector-core\..\mods\Play As Yourself,D:\Starsector\starsector-core\..\mods\scalartech-solutions-0.9,D:\Starsector\starsector-core\..\mods\ScanThoseGates,D:\Starsector\starsector-core\..\mods\SpeedUp,D:\Starsector\starsector-core\..\mods\Terraforming and Station Construction,D:\Starsector\starsector-core\..\mods\UAF,D:\Starsector\starsector-core\..\mods\VariantsLib,D:\Starsector\starsector-core\..\mods\GraphicsLib,../starfarer.res/res,CLASSPATH]
   at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Object(Unknown Source)
   at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ô00000(Unknown Source)
   at com.fs.graphics.for.class(Unknown Source)
   at com.fs.graphics.for.Ø00000(Unknown Source)
   at com.fs.graphics.for$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


I can't read code and stuff so I have no clue what is going on here.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 05, 2023, 09:03:02 AM
So I keep getting errors when I try to user the Sleeper part.

Quote
250220 [Thread-8] ERROR com.fs.graphics.for  - Error loading [graphics/ships/CA_cryosleeper.png] resource, not found in [D:\Starsector\starsector-core\..\mods\A New Level of Confidence - 40,D:\Starsector\starsector-core\..\mods\Ashes of  The Domain -Capital Module,D:\Starsector\starsector-core\..\mods\Ashes of  The Domain - Cryosleeper Module,D:\Starsector\starsector-core\..\mods\Apocrita Association,D:\Starsector\starsector-core\..\mods\Console Commands,D:\Starsector\starsector-core\..\mods\Forge Production,D:\Starsector\starsector-core\..\mods\Grand.Colonies2.0.c,D:\Starsector\starsector-core\..\mods\Hyperdrive,D:\Starsector\starsector-core\..\mods\LazyLib,D:\Starsector\starsector-core\..\mods\LunaLib,D:\Starsector\starsector-core\..\mods\MagicLib,D:\Starsector\starsector-core\..\mods\Nexerelin,D:\Starsector\starsector-core\..\mods\Play As Yourself,D:\Starsector\starsector-core\..\mods\scalartech-solutions-0.9,D:\Starsector\starsector-core\..\mods\ScanThoseGates,D:\Starsector\starsector-core\..\mods\SpeedUp,D:\Starsector\starsector-core\..\mods\Terraforming and Station Construction,D:\Starsector\starsector-core\..\mods\UAF,D:\Starsector\starsector-core\..\mods\VariantsLib,D:\Starsector\starsector-core\..\mods\GraphicsLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/ships/CA_cryosleeper.png] resource, not found in [D:\Starsector\starsector-core\..\mods\A New Level of Confidence - 40,D:\Starsector\starsector-core\..\mods\Ashes of  The Domain -Capital Module,D:\Starsector\starsector-core\..\mods\Ashes of  The Domain - Cryosleeper Module,D:\Starsector\starsector-core\..\mods\Apocrita Association,D:\Starsector\starsector-core\..\mods\Console Commands,D:\Starsector\starsector-core\..\mods\Forge Production,D:\Starsector\starsector-core\..\mods\Grand.Colonies2.0.c,D:\Starsector\starsector-core\..\mods\Hyperdrive,D:\Starsector\starsector-core\..\mods\LazyLib,D:\Starsector\starsector-core\..\mods\LunaLib,D:\Starsector\starsector-core\..\mods\MagicLib,D:\Starsector\starsector-core\..\mods\Nexerelin,D:\Starsector\starsector-core\..\mods\Play As Yourself,D:\Starsector\starsector-core\..\mods\scalartech-solutions-0.9,D:\Starsector\starsector-core\..\mods\ScanThoseGates,D:\Starsector\starsector-core\..\mods\SpeedUp,D:\Starsector\starsector-core\..\mods\Terraforming and Station Construction,D:\Starsector\starsector-core\..\mods\UAF,D:\Starsector\starsector-core\..\mods\VariantsLib,D:\Starsector\starsector-core\..\mods\GraphicsLib,../starfarer.res/res,CLASSPATH]
   at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Object(Unknown Source)
   at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ô00000(Unknown Source)
   at com.fs.graphics.for.class(Unknown Source)
   at com.fs.graphics.for.Ø00000(Unknown Source)
   at com.fs.graphics.for$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


I can't read code and stuff so I have no clue what is going on here.
Strange like there is no ship image there
Title: Re: [0.96a] Ashes of The Domain
Post by: Droll on August 05, 2023, 09:44:29 AM
By the way, the src.rar that you pack with the mod is of a quite outdated codebase from what I can see, compared to the decompiled jar there's tons of stuff missing (and some stuff that is no longer in the mod). For the next version of Vaults of Knowledge I would recommend that you either update the source to be accurate or just don't pack it in the mod.
Title: Re: [0.96a] Ashes of The Domain
Post by: arwan on August 05, 2023, 03:08:15 PM
only get this error when i try to run this mod.

Code
52762 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/icons/industry/cryoorgans.png] resource, not found in [E:\Starsector\starsector\starsector-core\..\mods\PAGSM v1.12.1,E:\Starsector\starsector\starsector-core\..\mods\A New Level of Confidence - 40,E:\Starsector\starsector\starsector-core\..\mods\AdvancedGunneryControl,E:\Starsector\starsector\starsector-core\..\mods\Ashes of  The Domain - Cryosleeper Module,E:\Starsector\starsector\starsector-core\..\mods\ApproLightPlus 0.6.3,E:\Starsector\starsector\starsector-core\..\mods\ApproLight 1.2.0,E:\Starsector\starsector\starsector-core\..\mods\AutomatedCommands,E:\Starsector\starsector\starsector-core\..\mods\Autosave,E:\Starsector\starsector\starsector-core\..\mods\Better Colonies,E:\Starsector\starsector\starsector-core\..\mods\Combat Chatter,E:\Starsector\starsector\starsector-core\..\mods\CMUtils,E:\Starsector\starsector\starsector-core\..\mods\Console Commands,E:\Starsector\starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering v1.8a-RC17 KindaStrange,E:\Starsector\starsector\starsector-core\..\mods\DetailedCombatResults,E:\Starsector\starsector\starsector-core\..\mods\DIABLEAVIONICS,E:\Starsector\starsector\starsector-core\..\mods\Forge Production,E:\Starsector\starsector\starsector-core\..\mods\Foundation Of Borken 0.6.1,E:\Starsector\starsector\starsector-core\..\mods\Fuel Siphoning,E:\Starsector\starsector\starsector-core\..\mods\Goat_Aviation_Bureau-1.4.5,E:\Starsector\starsector\starsector-core\..\mods\Grand.Colonies2.0.b,E:\Starsector\starsector\starsector-core\..\mods\HexShields,E:\Starsector\starsector\starsector-core\..\mods\Hostile Intercept,E:\Starsector\starsector\starsector-core\..\mods\Interstellar Imperium,E:\Starsector\starsector\starsector-core\..\mods\Iron Shell 1.8.1,E:\Starsector\starsector\starsector-core\..\mods\LOST_SECTOR,E:\Starsector\starsector\starsector-core\..\mods\LazyLib,E:\Starsector\starsector\starsector-core\..\mods\Leading Pip,E:\Starsector\starsector\starsector-core\..\mods\Logistics Notifications,E:\Starsector\starsector\starsector-core\..\mods\Luddic_Enhancement,E:\Starsector\starsector\starsector-core\..\mods\LunaLib,E:\Starsector\starsector\starsector-core\..\mods\EXPSP 0.61,E:\Starsector\starsector\starsector-core\..\mods\Magellan Protectorate 1.5.a,E:\Starsector\starsector\starsector-core\..\mods\MagicLib,E:\Starsector\starsector\starsector-core\..\mods\Nexerelin,E:\Starsector\starsector\starsector-core\..\mods\PlanetaryShieldAccessControl,E:\Starsector\starsector\starsector-core\..\mods\Progressive S-Mods,E:\Starsector\starsector\starsector-core\..\mods\QoLPack,E:\Starsector\starsector\starsector-core\..\mods\scalartech-solutions-0.9,E:\Starsector\starsector\starsector-core\..\mods\Sephiria-Conclave-1.2g.2,E:\Starsector\starsector\starsector-core\..\mods\Ship and Weapon Pack,E:\Starsector\starsector\starsector-core\..\mods\Starship Legends,E:\Starsector\starsector\starsector-core\..\mods\stelnet,E:\Starsector\starsector\starsector-core\..\mods\Superweapons Arsenal,E:\Starsector\starsector\starsector-core\..\mods\tahlan-shipworks-1.2.4,E:\Starsector\starsector\starsector-core\..\mods\Terraforming and Station Construction,E:\Starsector\starsector\starsector-core\..\mods\FED,E:\Starsector\starsector\starsector-core\..\mods\Underworld,E:\Starsector\starsector\starsector-core\..\mods\UAF,E:\Starsector\starsector\starsector-core\..\mods\VIC.1.5.8a,E:\Starsector\starsector\starsector-core\..\mods\GraphicsLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/icons/industry/cryoorgans.png] resource, not found in [E:\Starsector\starsector\starsector-core\..\mods\PAGSM v1.12.1,E:\Starsector\starsector\starsector-core\..\mods\A New Level of Confidence - 40,E:\Starsector\starsector\starsector-core\..\mods\AdvancedGunneryControl,E:\Starsector\starsector\starsector-core\..\mods\Ashes of  The Domain - Cryosleeper Module,E:\Starsector\starsector\starsector-core\..\mods\ApproLightPlus 0.6.3,E:\Starsector\starsector\starsector-core\..\mods\ApproLight 1.2.0,E:\Starsector\starsector\starsector-core\..\mods\AutomatedCommands,E:\Starsector\starsector\starsector-core\..\mods\Autosave,E:\Starsector\starsector\starsector-core\..\mods\Better Colonies,E:\Starsector\starsector\starsector-core\..\mods\Combat Chatter,E:\Starsector\starsector\starsector-core\..\mods\CMUtils,E:\Starsector\starsector\starsector-core\..\mods\Console Commands,E:\Starsector\starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering v1.8a-RC17 KindaStrange,E:\Starsector\starsector\starsector-core\..\mods\DetailedCombatResults,E:\Starsector\starsector\starsector-core\..\mods\DIABLEAVIONICS,E:\Starsector\starsector\starsector-core\..\mods\Forge Production,E:\Starsector\starsector\starsector-core\..\mods\Foundation Of Borken 0.6.1,E:\Starsector\starsector\starsector-core\..\mods\Fuel Siphoning,E:\Starsector\starsector\starsector-core\..\mods\Goat_Aviation_Bureau-1.4.5,E:\Starsector\starsector\starsector-core\..\mods\Grand.Colonies2.0.b,E:\Starsector\starsector\starsector-core\..\mods\HexShields,E:\Starsector\starsector\starsector-core\..\mods\Hostile Intercept,E:\Starsector\starsector\starsector-core\..\mods\Interstellar Imperium,E:\Starsector\starsector\starsector-core\..\mods\Iron Shell 1.8.1,E:\Starsector\starsector\starsector-core\..\mods\LOST_SECTOR,E:\Starsector\starsector\starsector-core\..\mods\LazyLib,E:\Starsector\starsector\starsector-core\..\mods\Leading Pip,E:\Starsector\starsector\starsector-core\..\mods\Logistics Notifications,E:\Starsector\starsector\starsector-core\..\mods\Luddic_Enhancement,E:\Starsector\starsector\starsector-core\..\mods\LunaLib,E:\Starsector\starsector\starsector-core\..\mods\EXPSP 0.61,E:\Starsector\starsector\starsector-core\..\mods\Magellan Protectorate 1.5.a,E:\Starsector\starsector\starsector-core\..\mods\MagicLib,E:\Starsector\starsector\starsector-core\..\mods\Nexerelin,E:\Starsector\starsector\starsector-core\..\mods\PlanetaryShieldAccessControl,E:\Starsector\starsector\starsector-core\..\mods\Progressive S-Mods,E:\Starsector\starsector\starsector-core\..\mods\QoLPack,E:\Starsector\starsector\starsector-core\..\mods\scalartech-solutions-0.9,E:\Starsector\starsector\starsector-core\..\mods\Sephiria-Conclave-1.2g.2,E:\Starsector\starsector\starsector-core\..\mods\Ship and Weapon Pack,E:\Starsector\starsector\starsector-core\..\mods\Starship Legends,E:\Starsector\starsector\starsector-core\..\mods\stelnet,E:\Starsector\starsector\starsector-core\..\mods\Superweapons Arsenal,E:\Starsector\starsector\starsector-core\..\mods\tahlan-shipworks-1.2.4,E:\Starsector\starsector\starsector-core\..\mods\Terraforming and Station Construction,E:\Starsector\starsector\starsector-core\..\mods\FED,E:\Starsector\starsector\starsector-core\..\mods\Underworld,E:\Starsector\starsector\starsector-core\..\mods\UAF,E:\Starsector\starsector\starsector-core\..\mods\VIC.1.5.8a,E:\Starsector\starsector\starsector-core\..\mods\GraphicsLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Object(Unknown Source)
at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ô00000(Unknown Source)
at com.fs.graphics.TextureLoader.Ô00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.void.super(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(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] Ashes of The Domain
Post by: Kaysaar on August 05, 2023, 04:01:58 PM
only get this error when i try to run this mod.

Code
52762 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/icons/industry/cryoorgans.png] resource, not found in [E:\Starsector\starsector\starsector-core\..\mods\PAGSM v1.12.1,E:\Starsector\starsector\starsector-core\..\mods\A New Level of Confidence - 40,E:\Starsector\starsector\starsector-core\..\mods\AdvancedGunneryControl,E:\Starsector\starsector\starsector-core\..\mods\Ashes of  The Domain - Cryosleeper Module,E:\Starsector\starsector\starsector-core\..\mods\ApproLightPlus 0.6.3,E:\Starsector\starsector\starsector-core\..\mods\ApproLight 1.2.0,E:\Starsector\starsector\starsector-core\..\mods\AutomatedCommands,E:\Starsector\starsector\starsector-core\..\mods\Autosave,E:\Starsector\starsector\starsector-core\..\mods\Better Colonies,E:\Starsector\starsector\starsector-core\..\mods\Combat Chatter,E:\Starsector\starsector\starsector-core\..\mods\CMUtils,E:\Starsector\starsector\starsector-core\..\mods\Console Commands,E:\Starsector\starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering v1.8a-RC17 KindaStrange,E:\Starsector\starsector\starsector-core\..\mods\DetailedCombatResults,E:\Starsector\starsector\starsector-core\..\mods\DIABLEAVIONICS,E:\Starsector\starsector\starsector-core\..\mods\Forge Production,E:\Starsector\starsector\starsector-core\..\mods\Foundation Of Borken 0.6.1,E:\Starsector\starsector\starsector-core\..\mods\Fuel Siphoning,E:\Starsector\starsector\starsector-core\..\mods\Goat_Aviation_Bureau-1.4.5,E:\Starsector\starsector\starsector-core\..\mods\Grand.Colonies2.0.b,E:\Starsector\starsector\starsector-core\..\mods\HexShields,E:\Starsector\starsector\starsector-core\..\mods\Hostile Intercept,E:\Starsector\starsector\starsector-core\..\mods\Interstellar Imperium,E:\Starsector\starsector\starsector-core\..\mods\Iron Shell 1.8.1,E:\Starsector\starsector\starsector-core\..\mods\LOST_SECTOR,E:\Starsector\starsector\starsector-core\..\mods\LazyLib,E:\Starsector\starsector\starsector-core\..\mods\Leading Pip,E:\Starsector\starsector\starsector-core\..\mods\Logistics Notifications,E:\Starsector\starsector\starsector-core\..\mods\Luddic_Enhancement,E:\Starsector\starsector\starsector-core\..\mods\LunaLib,E:\Starsector\starsector\starsector-core\..\mods\EXPSP 0.61,E:\Starsector\starsector\starsector-core\..\mods\Magellan Protectorate 1.5.a,E:\Starsector\starsector\starsector-core\..\mods\MagicLib,E:\Starsector\starsector\starsector-core\..\mods\Nexerelin,E:\Starsector\starsector\starsector-core\..\mods\PlanetaryShieldAccessControl,E:\Starsector\starsector\starsector-core\..\mods\Progressive S-Mods,E:\Starsector\starsector\starsector-core\..\mods\QoLPack,E:\Starsector\starsector\starsector-core\..\mods\scalartech-solutions-0.9,E:\Starsector\starsector\starsector-core\..\mods\Sephiria-Conclave-1.2g.2,E:\Starsector\starsector\starsector-core\..\mods\Ship and Weapon Pack,E:\Starsector\starsector\starsector-core\..\mods\Starship Legends,E:\Starsector\starsector\starsector-core\..\mods\stelnet,E:\Starsector\starsector\starsector-core\..\mods\Superweapons Arsenal,E:\Starsector\starsector\starsector-core\..\mods\tahlan-shipworks-1.2.4,E:\Starsector\starsector\starsector-core\..\mods\Terraforming and Station Construction,E:\Starsector\starsector\starsector-core\..\mods\FED,E:\Starsector\starsector\starsector-core\..\mods\Underworld,E:\Starsector\starsector\starsector-core\..\mods\UAF,E:\Starsector\starsector\starsector-core\..\mods\VIC.1.5.8a,E:\Starsector\starsector\starsector-core\..\mods\GraphicsLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/icons/industry/cryoorgans.png] resource, not found in [E:\Starsector\starsector\starsector-core\..\mods\PAGSM v1.12.1,E:\Starsector\starsector\starsector-core\..\mods\A New Level of Confidence - 40,E:\Starsector\starsector\starsector-core\..\mods\AdvancedGunneryControl,E:\Starsector\starsector\starsector-core\..\mods\Ashes of  The Domain - Cryosleeper Module,E:\Starsector\starsector\starsector-core\..\mods\ApproLightPlus 0.6.3,E:\Starsector\starsector\starsector-core\..\mods\ApproLight 1.2.0,E:\Starsector\starsector\starsector-core\..\mods\AutomatedCommands,E:\Starsector\starsector\starsector-core\..\mods\Autosave,E:\Starsector\starsector\starsector-core\..\mods\Better Colonies,E:\Starsector\starsector\starsector-core\..\mods\Combat Chatter,E:\Starsector\starsector\starsector-core\..\mods\CMUtils,E:\Starsector\starsector\starsector-core\..\mods\Console Commands,E:\Starsector\starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering v1.8a-RC17 KindaStrange,E:\Starsector\starsector\starsector-core\..\mods\DetailedCombatResults,E:\Starsector\starsector\starsector-core\..\mods\DIABLEAVIONICS,E:\Starsector\starsector\starsector-core\..\mods\Forge Production,E:\Starsector\starsector\starsector-core\..\mods\Foundation Of Borken 0.6.1,E:\Starsector\starsector\starsector-core\..\mods\Fuel Siphoning,E:\Starsector\starsector\starsector-core\..\mods\Goat_Aviation_Bureau-1.4.5,E:\Starsector\starsector\starsector-core\..\mods\Grand.Colonies2.0.b,E:\Starsector\starsector\starsector-core\..\mods\HexShields,E:\Starsector\starsector\starsector-core\..\mods\Hostile Intercept,E:\Starsector\starsector\starsector-core\..\mods\Interstellar Imperium,E:\Starsector\starsector\starsector-core\..\mods\Iron Shell 1.8.1,E:\Starsector\starsector\starsector-core\..\mods\LOST_SECTOR,E:\Starsector\starsector\starsector-core\..\mods\LazyLib,E:\Starsector\starsector\starsector-core\..\mods\Leading Pip,E:\Starsector\starsector\starsector-core\..\mods\Logistics Notifications,E:\Starsector\starsector\starsector-core\..\mods\Luddic_Enhancement,E:\Starsector\starsector\starsector-core\..\mods\LunaLib,E:\Starsector\starsector\starsector-core\..\mods\EXPSP 0.61,E:\Starsector\starsector\starsector-core\..\mods\Magellan Protectorate 1.5.a,E:\Starsector\starsector\starsector-core\..\mods\MagicLib,E:\Starsector\starsector\starsector-core\..\mods\Nexerelin,E:\Starsector\starsector\starsector-core\..\mods\PlanetaryShieldAccessControl,E:\Starsector\starsector\starsector-core\..\mods\Progressive S-Mods,E:\Starsector\starsector\starsector-core\..\mods\QoLPack,E:\Starsector\starsector\starsector-core\..\mods\scalartech-solutions-0.9,E:\Starsector\starsector\starsector-core\..\mods\Sephiria-Conclave-1.2g.2,E:\Starsector\starsector\starsector-core\..\mods\Ship and Weapon Pack,E:\Starsector\starsector\starsector-core\..\mods\Starship Legends,E:\Starsector\starsector\starsector-core\..\mods\stelnet,E:\Starsector\starsector\starsector-core\..\mods\Superweapons Arsenal,E:\Starsector\starsector\starsector-core\..\mods\tahlan-shipworks-1.2.4,E:\Starsector\starsector\starsector-core\..\mods\Terraforming and Station Construction,E:\Starsector\starsector\starsector-core\..\mods\FED,E:\Starsector\starsector\starsector-core\..\mods\Underworld,E:\Starsector\starsector\starsector-core\..\mods\UAF,E:\Starsector\starsector\starsector-core\..\mods\VIC.1.5.8a,E:\Starsector\starsector\starsector-core\..\mods\GraphicsLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Object(Unknown Source)
at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ô00000(Unknown Source)
at com.fs.graphics.TextureLoader.Ô00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.void.super(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(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)
Redownload again Cryosleeper probably Google Drive *** sth up
Title: Re: [0.96a] Ashes of The Domain
Post by: TheShear on August 05, 2023, 04:43:44 PM
So I tried making a Station my Capitol since I can make it big and strong with Cryosleepers working. But I noticed I don't have the Option for the Capitol Building in the List but I do have the Option on the Planet. Is this intended?
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 05, 2023, 04:46:18 PM
Ashes of The Domain - Vaults of Knowledge Patch 1.4.2 "The Beyond : I HAVE BROUGHT PEACE AND STABILITY TO RECITIFCATES AND BIOTICS  Save Compatible
Spoiler
fix : fix issue of mutilple worlds having omega defences , new script will clear save from them
balancing : Balanced Recitificates and Biotics so this wont be an issue anymore
balancing : Sophia now does not decrease also cost of research databanks
ughhhhhhhhhhhhhhh bugs
[close]
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 05, 2023, 04:46:57 PM
So I tried making a Station my Capitol since I can make it big and strong with Cryosleepers working. But I noticed I don't have the Option for the Capitol Building in the List but I do have the Option on the Planet. Is this intended?
Seats of power use my old wacky system that is not compatible with stations , but this is gonna all be fixed in remake
Title: Re: [0.96a] Ashes of The Domain
Post by: TheShear on August 05, 2023, 05:00:53 PM
So I tried making a Station my Capitol since I can make it big and strong with Cryosleepers working. But I noticed I don't have the Option for the Capitol Building in the List but I do have the Option on the Planet. Is this intended?
Seats of power use my old wacky system that is not compatible with stations , but this is gonna all be fixed in remake
Nice. Then until that happens I make that thing it orbits the Capitol. I mean a Toxic Waterworld is not the Worst Capitol world in the Persean Sector :p
Title: Re: [0.96a] Ashes of The Domain
Post by: arwan on August 05, 2023, 05:19:28 PM
i redownloaded the file. and made it the only mod activated in my game. still could not launch sadly even though i clicked disable all mods. it kept magic and lazy lib enabled. when i disabled (magic lib 1.1.3-rc01. it started to work. so it seems the conflict is somewhere in there.. maybe.

Code
25695 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/icons/industry/cryoorgans.png] resource, not found in [E:\Starsector\starsector\starsector-core\..\mods\Ashes of  The Domain - Cryosleeper Module,E:\Starsector\starsector\starsector-core\..\mods\LazyLib,E:\Starsector\starsector\starsector-core\..\mods\MagicLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/icons/industry/cryoorgans.png] resource, not found in [E:\Starsector\starsector\starsector-core\..\mods\Ashes of  The Domain - Cryosleeper Module,E:\Starsector\starsector\starsector-core\..\mods\LazyLib,E:\Starsector\starsector\starsector-core\..\mods\MagicLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Object(Unknown Source)
at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ô00000(Unknown Source)
at com.fs.graphics.TextureLoader.Ô00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.void.super(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(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] Ashes of The Domain
Post by: Arghy on August 06, 2023, 01:26:37 AM
Soooo i'm trying to colonize this random barren world within 10ly of a hypershunt and i'm fighting doritoes?? It's not the big ones either it's abuncha little ones--did this mod by chance at some sort of random event that would cause this or is it a bug? The only other mod i'm running that would introduce this is ships/weapon pack but i don't see anything in there haha.

I'll try to grab a screenshot but its literally a previously surveyed world that doesn't have anything special on it but it's giving me the dialogue to fight the hyper shunt.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 06, 2023, 01:39:20 AM
Soooo i'm trying to colonize this random barren world within 10ly of a hypershunt and i'm fighting doritoes?? It's not the big ones either it's abuncha little ones--did this mod by chance at some sort of random event that would cause this or is it a bug? The only other mod i'm running that would introduce this is ships/weapon pack but i don't see anything in there haha.

I'll try to grab a screenshot but its literally a previously surveyed world that doesn't have anything special on it but it's giving me the dialogue to fight the hyper shunt.
Bug , if not then this is Beyond The Veil planet from quest , its like Red Planet either you find quest for it or  already did it  , update to newest version
Title: Re: [0.96a] Ashes of The Domain
Post by: Arghy on August 06, 2023, 01:47:46 AM
Ah i was like this is a pretty cool event that is a well kept secret! I've found out that my supposedly beefy fleet comp doesn't stand a chance against doritoes haha.

*Yep updating fixed it!
Title: Re: [0.96a] Ashes of The Domain
Post by: n3xuiz on August 06, 2023, 11:41:04 PM
how do i start the beyond the veil quest or do i just have to explore to find the planet?
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 06, 2023, 11:59:33 PM
how do i start the beyond the veil quest or do i just have to explore to find the planet?
Basically like Red Planet look for unusual Text in bar , also one of req is Researching at Least one Pre Collapse tech
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 08, 2023, 07:23:39 PM
This is very important announcement of AoTD

I was thinking about it for loooooong time recently and i played with new ind Evo and to be fair their goverments are god damn well executed. And i think idea of Seats of Power would only made all things complicated, because whatever I came up with it only complicates things , rather than making them Simple.  Last 48 hours i have gathered a lot of data that was crucial for me

After analyzing data I  decided this will be the best cause of action to take

Seats of Power will be deleted from Mod Forums and development will be fully halted. Instead my focus will fully remain for now with Vaults of Knowledge and Lost Glory as those are two most popular modules  already established with unique content. Especially that Vaults of Knowledge right now needs polishing which opens for me window for Lost Glory development

Also at this point Seats of Power only makes AoTD to look more i would say "bad" in terms being very poorly Executed module

Sorry for this but i think this is for the best for AoTD
Title: Re: [0.96a] Ashes of The Domain
Post by: Arghy on August 08, 2023, 08:34:30 PM
Aww that sucks i enjoyed the seats of power because i feel ind EVO adds too much stuff, it was nice to have a simple stand alone.
Title: Re: [0.96a] Ashes of The Domain
Post by: ishiggydiggydowop on August 08, 2023, 09:05:21 PM
It's your mod so it's your call! Personally I am very interested to see where Vaults of Knowledge goes, even if I actually prefer Seats of Power due to how much random *** IndEVO adds that I don't like. As long as you're happy with the mod you're make, the users will be happy too I'm sure.
Title: Re: [0.96a] Ashes of The Domain
Post by: El Jojo on August 09, 2023, 01:17:25 AM
Personally I prefer Seats of Power too over IndEvo's capitals. SOP's feel earned and have some fairly unique effects.
Title: Re: [0.96a] Ashes of The Domain
Post by: giperka on August 09, 2023, 10:21:28 AM
hello! first i'd like to adress seats of power: maybe keep a link somewhere for people who don't play with InvEvo? i do but there's probably a bit that don't

second of all i noticed that all the grammatical errors that i've seen a couple months ago still exist, and if that's fine with you i'd like to adress those so that you know they exist if you didn't and maybe fix them (perhaps?). not intending to shame or anything, i'm pretty dumb myself at lenglshe langueage a lot of the time

head of the page

Do you wish Cryosleepers --->>>have<<<--- more of a use and felt better to interact with?
my first language isn't english so i'm unsure but i think that has to be "had" instead of "have" because of the word "felt" as it's like the past tense or somthn like that and if you do that it should be "did you wish that cryosleepers had"

Have you always wanted some depth to Colony building ---->>> <<<---, not just slapping 3    ----->>>milion<<<--- credits to make money printer?
has one L in "milion" and has a space after "building" and before comma (is that what it's called?)

A collection of mods that --->>>adds<<<--- new mechanics that will help you in restoring the Domain to its former glory, at least partially, as an endgame challenge.
should be add instead of adds as it would be "a mod that adds" and not "a collection of mods that adds" can't really explain this one but my brain knows its wrong

AoTD - The Sleeper  (0.96)(1.2.0)(Before --->>>update<<<--- to 1.2.0 read patch notes or your save will crash)(Click to Download here)
should be "updating" not a big deal tho

the cryosleeper tab

Cryorevival Facilities are no longer buildable on any planet within 10 light years of the --->>>Crysosleeper<<<--- and are now built on the planet with a Cryosleeper parked in orbit.
i think this one is obvious

a Crysosleeper now comes with "stages"
same thing

until size 6 a Crysosleeper will show the standard vanilla population
again

after size 6 every size up will lower the available uses of the --->>>Crysosleeper<<<--- up to 2 uses
ahhhh

a Cryosleeper must first be parked in orbit of the chosen planet through the --->>>planets<<<--- choice menu screen
should be "the planet's" as we are talking about the planet's (single) choice menu screen and not about a bunch of planets (plural/multiple)

Partially depleted Crysosleepers can be relocated
aahhhhh

A depleted Crysosleeper can be repurposed into a Monument
damn it all is this intentional at this point im questioning my sanity

Building this industry requires a sleeper to have already been placed on the --->>>planets<<<--- surface
i think it should be "the planet's" again, not 100% sure

1.2.0 changelog
1.2.0
IMPORTANT NOTE : BEFORE UPDATE MAKE SURE ALL CRYOSLEEPERS THAT HAS BEEN PARCKED BY YOU ARE NOT PARCKED , BECAUSE THE GAME WILL CRAS
goes into
--->>> IMPORTANT NOTE: BEFORE UPDATING MAKE SURE ALL CRYOSLEEPERS THAT YOU HAVE PARKED ARE UN!!!!PARKED!!!, THE GAME WILL CRASH OTHERWISE
or something like that

fix : Finally --->>>Cryosleeper<<<--- can be added to stations
should be "Cryosleepers"

1.1.2
new: New option added to settings.json :  "MORE_CHARGES_MODE":false - > basically it limites chargres from cryosleeper from 4 to 2 , dont recommending changing this parameter during campaign , it will be by default false so normally it will be only 2 charges instead of 4
fix: Now Orbiting Cryosleeprs should not appear for contract to investigate them
goes into
--->>> New: New option added to settings.json:  "MORE_CHARGES_MODE":false - > basically, limits charges from cryosleepers from 4 to 2 , dont recommend changing this parameter during campaign, will be false by default, so normally it will have only 2 charges instead of 4
fix: Now Orbiting Cryosleepers shouldn't appear as investigations from contracts
im kind of confused. "normally false" should mean its 4 "normally it will have 2 charges" doesn't that mean it should be 4 while it says it'll be 2 even if its off? contradicting is in the air

1.1.3
this should go after 1.1.2 lol but it goes 1.1.3 > 1.1.2 like .2 is newer

fix: Now when more vanila friendly mod is eneabled 2 charges are applied correctly --->>> fix: when the "More Vanilla Friendly Mod" is enabled, 2 charges are applied correctly

1.1.0
Fix : Fixed eternal bug with not being able to see colony growth past size 6 remotley thanks to Lukas04 script that i have reversed enginniered

--->>>Fix : Fixed the eternal bug that did not let you see colony growth past size 6 remotely thanks to Lukas04's script that i have reverse engineered

will skip seats of power because its discontinued

Vaults of Knowledge


What is specifically Research Mechanic?
By installing that module you will notice , that some industries are locked , and in their place are their poor counterparts , yes now you start literally from bottom and you need to climb futher by researching new industries to upgrade your colony output

--->>> By installing this module you will notice that some industries are locked, and in their place are their poor counterparts, yes, now you start literally from bottom and you need to climb futher by researching new industries to upgrade the output of your colony/colonies


How do i Access Research
is missing a "?" sign

First you need to build that structure
should specify what exactly because it's a little confusing so just say "build a Research Facility"

Once you built it you can now access interface (You need to possess at least one functional Research Facility to access Research Interface
--->>> Once you've built it, you can now access the interface (You need to possess at least one functional Research Facility to access the Research Interface)
it was also missing a bracket at the end


How to pay for Research Initial Startup
is also missing a "?" sign
On that image we have market called Research Facility , generated on planets that have Research Facility on planet on which 7 alpha cores are stored
--->>>On the image below a market called Research Facility has appeared, generated on planets that have the Research Facility built. in this image, 7 Alpha Cores are in this market.

So because of it that i have 7 AI cores and Cleanroom Industry requiers 5 Alpha Cores i can now start Research
--->>> So because i have those 7 Alpha cores in there, i can now start research of the Cleanroom Industry, which requires 5 Alpha Cores

And once Starting Research 5 AI Cores has been taken to start Research
--->>> And once Starting Research 5 AI Cores have been taken to start Research


New Commodities
Current list of new --->>>Commodtiies<<<---
has 2 i

Not being able to produce , only you can find them in Techminig, Research Stations (Especially Research Stations) and in Ruins , essential to research new technologies
--->>> Not produceable, only can be found in Techmining, Research Stations (Especially Research Stations) and in Ruins, essential to research new technologies

Integrated Components
Produced By - Cleanroom Manufactory
--->>>Demmanded<<<--- by - All possible Heavy Industry industries / branches/upgrades
has 2 m

every resource has 2 m's in "Demanded"

Purified Transplutonics
Produced By -Cascade Reprocessor
is missing a space after -


Industry Synergies
Basically if two industries are on same planet they will synergize , which will result in small bonus current synergies :
--->>> Basically, if two industries are on same planet they will synergize, which will result in small bonus current synergies:

Terminus x Militarized Heavy --->>>industry<<<--- the I is not capitalized so its i instead of I
Terminus x Civilian Heavy Industry<<<--- but it is here

List of Mods that are included in Research Mechanics
If you as mod author want to add your industries to --->>> <<<---Research Tech Tree feel free to write me on dsc or forums my dsc name : Kaysaar#1181 I will guide you how to implement Research Mechanics as Soft Dependency to your mod
i think its missing a "the" in there, also a comma (,) after "dsc or forums"

Ver 1.3.4
buff: Fracking now produces water in same way as mining so on some worlds like frozen or --->>>cryovolcaniv<<<---
should be cryovolcanic

Ver 1.3.2
Buff : Isotope Seperator --->>>produes<<<--- 2 more units of Transplutonic Metal
is missing a "c" so should be "produces"
fix: Fixed that improve section in Terminus displayed 2 --->>>time s<<<--- there's a space after time and before s
buff: To --->>>compenstate<<<--- for producing less hulls Militarized produces more weapons than before and civilian even more supplies
should be "compensate", should have a comma (,) after "less hulls"

buff : Buffed production of --->>>Oribtal Skunkwork<<<--- Facility so quality is not overwritten
the oribtal works is real!!!! this one is actually pretty funny. should be "Orbital"

Ver 1.3.1
fix : Fixed bug with notification comming even if you could not research anything
there's no way the error here is not intentional, not even pointing it out. loooool

new : small icon --->>>replacment<<<--- : P thanks to Akekho
should be "replacement"

ok i'm gonna stop now incase if all of this is obvious and you dont actually need this list but do tell if you do





Title: Re: [0.96a] Ashes of The Domain
Post by: n3xuiz on August 09, 2023, 10:22:02 AM
can you add a console command to research all techs at once? i've played several runs and sometimes i just want to start with all the research. also in my last run i tried going for all research and after exploring the whole sector and getting everything possible it still said there were 14 techs left to research.

also i'm very sad to see seats of power go.. will i be able to still play with it going forward? or will future updates to the rest of the modules break it?
Title: Re: [0.96a] Ashes of The Domain
Post by: Arghy on August 09, 2023, 12:01:07 PM
Those are research techs from other mods so unless you have those mods installed you won't see them.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 09, 2023, 02:25:48 PM
hello! first i'd like to adress seats of power: maybe keep a link somewhere for people who don't play with InvEvo? i do but there's probably a bit that don't

second of all i noticed that all the grammatical errors that i've seen a couple months ago still exist, and if that's fine with you i'd like to adress those so that you know they exist if you didn't and maybe fix them (perhaps?). not intending to shame or anything, i'm pretty dumb myself at lenglshe langueage a lot of the time

head of the page

Do you wish Cryosleepers --->>>have<<<--- more of a use and felt better to interact with?
my first language isn't english so i'm unsure but i think that has to be "had" instead of "have" because of the word "felt" as it's like the past tense or somthn like that and if you do that it should be "did you wish that cryosleepers had"

Have you always wanted some depth to Colony building ---->>> <<<---, not just slapping 3    ----->>>milion<<<--- credits to make money printer?
has one L in "milion" and has a space after "building" and before comma (is that what it's called?)

A collection of mods that --->>>adds<<<--- new mechanics that will help you in restoring the Domain to its former glory, at least partially, as an endgame challenge.
should be add instead of adds as it would be "a mod that adds" and not "a collection of mods that adds" can't really explain this one but my brain knows its wrong

AoTD - The Sleeper  (0.96)(1.2.0)(Before --->>>update<<<--- to 1.2.0 read patch notes or your save will crash)(Click to Download here)
should be "updating" not a big deal tho

the cryosleeper tab

Cryorevival Facilities are no longer buildable on any planet within 10 light years of the --->>>Crysosleeper<<<--- and are now built on the planet with a Cryosleeper parked in orbit.
i think this one is obvious

a Crysosleeper now comes with "stages"
same thing

until size 6 a Crysosleeper will show the standard vanilla population
again

after size 6 every size up will lower the available uses of the --->>>Crysosleeper<<<--- up to 2 uses
ahhhh

a Cryosleeper must first be parked in orbit of the chosen planet through the --->>>planets<<<--- choice menu screen
should be "the planet's" as we are talking about the planet's (single) choice menu screen and not about a bunch of planets (plural/multiple)

Partially depleted Crysosleepers can be relocated
aahhhhh

A depleted Crysosleeper can be repurposed into a Monument
damn it all is this intentional at this point im questioning my sanity

Building this industry requires a sleeper to have already been placed on the --->>>planets<<<--- surface
i think it should be "the planet's" again, not 100% sure

1.2.0 changelog
1.2.0
IMPORTANT NOTE : BEFORE UPDATE MAKE SURE ALL CRYOSLEEPERS THAT HAS BEEN PARCKED BY YOU ARE NOT PARCKED , BECAUSE THE GAME WILL CRAS
goes into
--->>> IMPORTANT NOTE: BEFORE UPDATING MAKE SURE ALL CRYOSLEEPERS THAT YOU HAVE PARKED ARE UN!!!!PARKED!!!, THE GAME WILL CRASH OTHERWISE
or something like that

fix : Finally --->>>Cryosleeper<<<--- can be added to stations
should be "Cryosleepers"

1.1.2
new: New option added to settings.json :  "MORE_CHARGES_MODE":false - > basically it limites chargres from cryosleeper from 4 to 2 , dont recommending changing this parameter during campaign , it will be by default false so normally it will be only 2 charges instead of 4
fix: Now Orbiting Cryosleeprs should not appear for contract to investigate them
goes into
--->>> New: New option added to settings.json:  "MORE_CHARGES_MODE":false - > basically, limits charges from cryosleepers from 4 to 2 , dont recommend changing this parameter during campaign, will be false by default, so normally it will have only 2 charges instead of 4
fix: Now Orbiting Cryosleepers shouldn't appear as investigations from contracts
im kind of confused. "normally false" should mean its 4 "normally it will have 2 charges" doesn't that mean it should be 4 while it says it'll be 2 even if its off? contradicting is in the air

1.1.3
this should go after 1.1.2 lol but it goes 1.1.3 > 1.1.2 like .2 is newer

fix: Now when more vanila friendly mod is eneabled 2 charges are applied correctly --->>> fix: when the "More Vanilla Friendly Mod" is enabled, 2 charges are applied correctly

1.1.0
Fix : Fixed eternal bug with not being able to see colony growth past size 6 remotley thanks to Lukas04 script that i have reversed enginniered

--->>>Fix : Fixed the eternal bug that did not let you see colony growth past size 6 remotely thanks to Lukas04's script that i have reverse engineered

will skip seats of power because its discontinued

Vaults of Knowledge


What is specifically Research Mechanic?
By installing that module you will notice , that some industries are locked , and in their place are their poor counterparts , yes now you start literally from bottom and you need to climb futher by researching new industries to upgrade your colony output

--->>> By installing this module you will notice that some industries are locked, and in their place are their poor counterparts, yes, now you start literally from bottom and you need to climb futher by researching new industries to upgrade the output of your colony/colonies


How do i Access Research
is missing a "?" sign

First you need to build that structure
should specify what exactly because it's a little confusing so just say "build a Research Facility"

Once you built it you can now access interface (You need to possess at least one functional Research Facility to access Research Interface
--->>> Once you've built it, you can now access the interface (You need to possess at least one functional Research Facility to access the Research Interface)
it was also missing a bracket at the end


How to pay for Research Initial Startup
is also missing a "?" sign
On that image we have market called Research Facility , generated on planets that have Research Facility on planet on which 7 alpha cores are stored
--->>>On the image below a market called Research Facility has appeared, generated on planets that have the Research Facility built. in this image, 7 Alpha Cores are in this market.

So because of it that i have 7 AI cores and Cleanroom Industry requiers 5 Alpha Cores i can now start Research
--->>> So because i have those 7 Alpha cores in there, i can now start research of the Cleanroom Industry, which requires 5 Alpha Cores

And once Starting Research 5 AI Cores has been taken to start Research
--->>> And once Starting Research 5 AI Cores have been taken to start Research


New Commodities
Current list of new --->>>Commodtiies<<<---
has 2 i

Not being able to produce , only you can find them in Techminig, Research Stations (Especially Research Stations) and in Ruins , essential to research new technologies
--->>> Not produceable, only can be found in Techmining, Research Stations (Especially Research Stations) and in Ruins, essential to research new technologies

Integrated Components
Produced By - Cleanroom Manufactory
--->>>Demmanded<<<--- by - All possible Heavy Industry industries / branches/upgrades
has 2 m

every resource has 2 m's in "Demanded"

Purified Transplutonics
Produced By -Cascade Reprocessor
is missing a space after -


Industry Synergies
Basically if two industries are on same planet they will synergize , which will result in small bonus current synergies :
--->>> Basically, if two industries are on same planet they will synergize, which will result in small bonus current synergies:

Terminus x Militarized Heavy --->>>industry<<<--- the I is not capitalized so its i instead of I
Terminus x Civilian Heavy Industry<<<--- but it is here

List of Mods that are included in Research Mechanics
If you as mod author want to add your industries to --->>> <<<---Research Tech Tree feel free to write me on dsc or forums my dsc name : Kaysaar#1181 I will guide you how to implement Research Mechanics as Soft Dependency to your mod
i think its missing a "the" in there, also a comma (,) after "dsc or forums"

Ver 1.3.4
buff: Fracking now produces water in same way as mining so on some worlds like frozen or --->>>cryovolcaniv<<<---
should be cryovolcanic

Ver 1.3.2
Buff : Isotope Seperator --->>>produes<<<--- 2 more units of Transplutonic Metal
is missing a "c" so should be "produces"
fix: Fixed that improve section in Terminus displayed 2 --->>>time s<<<--- there's a space after time and before s
buff: To --->>>compenstate<<<--- for producing less hulls Militarized produces more weapons than before and civilian even more supplies
should be "compensate", should have a comma (,) after "less hulls"

buff : Buffed production of --->>>Oribtal Skunkwork<<<--- Facility so quality is not overwritten
the oribtal works is real!!!! this one is actually pretty funny. should be "Orbital"

Ver 1.3.1
fix : Fixed bug with notification comming even if you could not research anything
there's no way the error here is not intentional, not even pointing it out. loooool

new : small icon --->>>replacment<<<--- : P thanks to Akekho
should be "replacement"

ok i'm gonna stop now incase if all of this is obvious and you dont actually need this list but do tell if you do
Oh boi this is no longer minor spelling mistake : I ded , but i will be reworking entire page
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 09, 2023, 02:26:22 PM
can you add a console command to research all techs at once? i've played several runs and sometimes i just want to start with all the research. also in my last run i tried going for all research and after exploring the whole sector and getting everything possible it still said there were 14 techs left to research.

also i'm very sad to see seats of power go.. will i be able to still play with it going forward? or will future updates to the rest of the modules break it?
Wish Granted

And you can still use it , i am gonna delete link soon , maybe i will incorporate some buildings to Lost glory dunno yet, but you can still play with it
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 09, 2023, 07:27:38 PM
Ashes of The Domain - Vaults of Knowledge Patch 1.5.0 : Polishing  WARNING SAVE INCOMPATIBLE
Spoiler
-New Queue system for research
-New button to toggle market size of example market so you can see Production demand on all market sizes
-Included support of Ind Evo Centralization Bureau
-New command : research_all_technologies
-Tooltip adjustments so Stella Manufactorium, Orbital Fleetwork Facility and Orbital Skunkwork Facility tells their special effect
-Bifrost Gate gives 50% accessibility bonus
-Increase drop rate of Databanks due to upcoming Ind Evo collab
-Lowered cost of Databanks to 10k credits
-Reversed Sophia nerf
-Fix bug where Sophia does not appear
-Fix bug where Extractive operation was not buildable when Techmining was present
-Now Planet that is target of mission "Beyond the Veil" is named "Veil of Knowledge"
-Balance even more Recitficates and Biotics. Now both of them are produced by default , switch only changes what is main production so no more abuse of Recitifcates and Biotics Market
[close]
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 10, 2023, 11:24:39 PM
https://forms.gle/TjUMfpw5qN6CjeQQA here is link for Survey about Vaults of Knowledge , i insist on leaving feedback there
Title: Re: [0.96a] Ashes of The Domain
Post by: Zalpha on August 11, 2023, 01:33:18 PM
I did the survey, awesome mods.

EDIT: Whelp I am an idiot who cannot read, I just noticed the queue function but highlighted text might have made it more obvious to me.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 11, 2023, 01:40:50 PM
Ashes of The Domain - Vaults of Knowledge Patch 1.5.1 : Performance Fix  Save Compatible with 1.5.0
Fix : Fixed performance issue on markets
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 11, 2023, 01:41:07 PM
I did the survey, awesome mods.
Thanks !
Title: Re: [0.96a] Ashes of The Domain
Post by: GunLinser on August 11, 2023, 10:49:53 PM
Does anyone has Vaults of Knowledge 1.1-1.4 still in storage?
Title: Re: [0.96a] Ashes of The Domain
Post by: Droll on August 12, 2023, 11:01:22 AM
Is there a special reason why the BiFrost gate is one per system? I messed around a bit and added it to all my colonies with console commands and everything works perfectly fine. In systems with multiple gates I can select which one I want, even planets that have multiple gates around them work fine.

That being said there is a weird bug where if you dismantle a bifrost gate and then rebuild it, you effectively create a new gate around the planet (the old one remains functional). Each have their own independent cooldown so you can get around the 30 day wait this way if you have the extra credits.
Title: Re: [0.96a] Ashes of The Domain
Post by: jacker474 on August 12, 2023, 04:02:20 PM
hi sorry to bother but does anyone have the link to version 1.3.3 or vaults of knowledge accidentally updated to newest and it broke my save and i wasnt trying to start a new game yet
Title: Re: [0.96a] Ashes of The Domain
Post by: Re-Search-er on August 12, 2023, 10:09:11 PM
There is one thing i'd like. See I'm doing a mayasura playthrough and I'm the governor of Mayasura, but I can't park the cryosleeper because I don't own the planet. I'd like to have the ability to park the cryosleeper on Governed planets. Or atleast donate it to a faction's planet via the comms system in exchange for a permanent influence boost.
Title: Re: [0.96a] Ashes of The Domain
Post by: Soviet Tom Bombadil on August 13, 2023, 05:56:18 PM
Just to be sure, I should ditch "Capital Module"? I think I have an earlier nomenclature for Seat of Power.

This is very important announcement of AoTD

I was thinking about it for loooooong time recently and i played with new ind Evo and to be fair their goverments are god damn well executed. And i think idea of Seats of Power would only made all things complicated, because whatever I came up with it only complicates things , rather than making them Simple.  Last 48 hours i have gathered a lot of data that was crucial for me

After analyzing data I  decided this will be the best cause of action to take

Seats of Power will be deleted from Mod Forums and development will be fully halted. Instead my focus will fully remain for now with Vaults of Knowledge and Lost Glory as those are two most popular modules  already established with unique content. Especially that Vaults of Knowledge right now needs polishing which opens for me window for Lost Glory development

Also at this point Seats of Power only makes AoTD to look more i would say "bad" in terms being very poorly Executed module

Sorry for this but i think this is for the best for AoTD
Title: Re: [0.96a] Ashes of The Domain
Post by: Arghy on August 13, 2023, 07:10:37 PM
I'd rethink the hyper shunt control building because i'm playing in a hellish seed and one of my hyper shunts in a system with no planets. I like the idea of you only needing 1 hyper shunt item for an entire system but it shouldn't be tied to the hyper shunt system itself. The control center should be for the system that's benefiting from it so you wouldn't be screwed if you get a blue giant with zero planets haha.

Thank god for the cryosleeper mod because i found 2 of 3 and they're literally in the corner of the map with the only system 10ly away having no planets.
Title: Re: [0.96a] Ashes of The Domain
Post by: I Like bear on August 14, 2023, 04:05:28 AM
Is this compatible with existing save? Unmodded.
Title: Re: [0.96a] Ashes of The Domain
Post by: Stukov81 on August 14, 2023, 01:40:17 PM
AoTD - Vaults Of Knowledge(0.96)(1.5.1)(Save Compatible with 1.5.0)(Click to Download here) 

so it is save compatible with 1.5.0 but if you have an older variant it is NOT
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 14, 2023, 01:43:28 PM
AoTD - Vaults Of Knowledge(0.96)(1.5.1)(Save Compatible with 1.5.0)(Click to Download here) 

so it is save compatible with 1.5.0 but if you have an older variant it is NOT
yes
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 14, 2023, 01:44:06 PM
Is this compatible with existing save? Unmodded.
It should work , but you might not have source of Research Databanks
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 14, 2023, 01:44:32 PM
I'd rethink the hyper shunt control building because i'm playing in a hellish seed and one of my hyper shunts in a system with no planets. I like the idea of you only needing 1 hyper shunt item for an entire system but it shouldn't be tied to the hyper shunt system itself. The control center should be for the system that's benefiting from it so you wouldn't be screwed if you get a blue giant with zero planets haha.

Thank god for the cryosleeper mod because i found 2 of 3 and they're literally in the corner of the map with the only system 10ly away having no planets.
Yea i rethink that tbh i did not expect that this is possible
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 14, 2023, 01:44:54 PM
Just to be sure, I should ditch "Capital Module"? I think I have an earlier nomenclature for Seat of Power.

This is very important announcement of AoTD

I was thinking about it for loooooong time recently and i played with new ind Evo and to be fair their goverments are god damn well executed. And i think idea of Seats of Power would only made all things complicated, because whatever I came up with it only complicates things , rather than making them Simple.  Last 48 hours i have gathered a lot of data that was crucial for me

After analyzing data I  decided this will be the best cause of action to take

Seats of Power will be deleted from Mod Forums and development will be fully halted. Instead my focus will fully remain for now with Vaults of Knowledge and Lost Glory as those are two most popular modules  already established with unique content. Especially that Vaults of Knowledge right now needs polishing which opens for me window for Lost Glory development

Also at this point Seats of Power only makes AoTD to look more i would say "bad" in terms being very poorly Executed module

Sorry for this but i think this is for the best for AoTD
Nope not yet
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 14, 2023, 01:45:22 PM
Is there a special reason why the BiFrost gate is one per system? I messed around a bit and added it to all my colonies with console commands and everything works perfectly fine. In systems with multiple gates I can select which one I want, even planets that have multiple gates around them work fine.

That being said there is a weird bug where if you dismantle a bifrost gate and then rebuild it, you effectively create a new gate around the planet (the old one remains functional). Each have their own independent cooldown so you can get around the 30 day wait this way if you have the extra credits.
More for balancing issues, gonna fix this bug
Title: Re: [0.96a] Ashes of The Domain
Post by: Arghy on August 14, 2023, 05:14:49 PM
I'd rethink the hyper shunt control building because i'm playing in a hellish seed and one of my hyper shunts in a system with no planets. I like the idea of you only needing 1 hyper shunt item for an entire system but it shouldn't be tied to the hyper shunt system itself. The control center should be for the system that's benefiting from it so you wouldn't be screwed if you get a blue giant with zero planets haha.

Thank god for the cryosleeper mod because i found 2 of 3 and they're literally in the corner of the map with the only system 10ly away having no planets.
Yea i rethink that tbh i did not expect that this is possible
I'm running RAT(random assortment) mod with the gen at 150% and i have a sneaking suspicion that somethings wonky for 150% but at the same time it could just be a cursed seed. I found 3 blue giants with either no planets or like 1-2. It makes sense that you'd have a system wide building especially with the low drop rate of the taps but i do like the concept of repairing the hypershunt and trying to maintain it. Is there a way to turn the actual hypershunt into a station because that'd fix the problems while also having some hilarious things like building a special battle station with insane beams powered by the tap itself.
Title: Re: [0.96a] Ashes of The Domain
Post by: Bonisagus on August 14, 2023, 06:10:30 PM
Is it intentional that the Autonomous Mantle Bore doesn't work with the initial or the advanced levels of mining? Fracking in this case.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 14, 2023, 06:13:20 PM
Is it intentional that the Autonomous Mantle Bore doesn't work with the initial or the advanced levels of mining? Fracking in this case.
yes
Title: Re: [0.96a] Ashes of The Domain
Post by: Euripides on August 15, 2023, 01:42:49 AM
I think you accidentally have water taking up 10 cargo capacity per unit rather than 1 cargo capacity per unit
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 15, 2023, 03:21:18 AM
I think you accidentally have water taking up 10 cargo capacity per unit rather than 1 cargo capacity per unit
Nah this is intentional
Title: Re: [0.96a] Ashes of The Domain
Post by: Selfcontrol on August 15, 2023, 09:22:56 AM
I just want to let you know that I finally decided to install Vaults of Knowledge and I absolutely do not regret it ! It is a true pleasure to see your backward colonies bloom over time and become industrial marvels of the Persean Sector.

That's all. Now I need to get back into the game and realize my dream of building an incredible tourism industry on paradisiac worlds  8)
Title: Re: [0.96a] Ashes of The Domain
Post by: Shyguy on August 15, 2023, 12:36:41 PM
I think you accidentally have water taking up 10 cargo capacity per unit rather than 1 cargo capacity per unit
Nah this is intentional

You and cptdash, the author of space truckin' might want to talk then because the cargo missions for truckin' don't seem to take into account the item weight, just the quantity which lead to me picking a mission to deliver 3k water and going 30k over capacity as a result.

AND COST ME 333K IN FINES >:(
Title: Re: [0.96a] Ashes of The Domain
Post by: Euripides on August 15, 2023, 01:49:39 PM
I think you accidentally have water taking up 10 cargo capacity per unit rather than 1 cargo capacity per unit
Nah this is intentional

That's really unfortunate because it's basically gamebreaking; if I get a mission to transport something it calculates assuming 1 unit = 1 cargo capacity. I just got a mission to transport some 2000 water, I thought I had the cargo capacity for it, so did the game. But it loaded me up past 20,000 cargo capacity, forcing me to cancel the contract and sell all the water at that planet.

Two better implementations would be:
1. The game understands water takes up 10 cargo capacity per unit and calculates appropriately when providing missions, loot, etc.
2. Water is provided in amounts like ore, in the tens of thousands, so that it continues to stick with the game's consistent logic that 1 cargo capacity = 1 unit that applies to all other economic goods while providing water in the large amounts intended

For those interested in fixing this manually, I think a change to commodities.csv in Ashes of  The Domain- Vaults of Knowledge 1.5.1\data\campaign may do it
Nevermind, this causes the game to crash. I guess the source code needs to be edited and recompiled then.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 16, 2023, 04:12:43 AM
I think you accidentally have water taking up 10 cargo capacity per unit rather than 1 cargo capacity per unit
Nah this is intentional

That's really unfortunate because it's basically gamebreaking; if I get a mission to transport something it calculates assuming 1 unit = 1 cargo capacity. I just got a mission to transport some 2000 water, I thought I had the cargo capacity for it, so did the game. But it loaded me up past 20,000 cargo capacity, forcing me to cancel the contract and sell all the water at that planet.

Two better implementations would be:
1. The game understands water takes up 10 cargo capacity per unit and calculates appropriately when providing missions, loot, etc.
2. Water is provided in amounts like ore, in the tens of thousands, so that it continues to stick with the game's consistent logic that 1 cargo capacity = 1 unit that applies to all other economic goods while providing water in the large amounts intended

For those interested in fixing this manually, I think a change to commodities.csv in Ashes of  The Domain- Vaults of Knowledge 1.5.1\data\campaign may do it
Nevermind, this causes the game to crash. I guess the source code needs to be edited and recompiled then.
In next balancing patch i will address issue of water
Title: Re: [0.96a] Ashes of The Domain
Post by: StuckBasher7315 on August 17, 2023, 01:51:43 PM
The research facility and tech tree is very fun to go trough, but I've been wondering where can I find scientists to be head of research since I'm getting in the sophisticated and domain-era and its taking a while to research.

I can't seem to find them, or maybe I didn't check the right spots in game, nor can't I find post talking about it on here since I'm new and not used to searching on forums here yet.

Could anyone point me in the right way in-game or on a post that already answered my question, thanks.

PS. idk if I'm writing this in the right Subject, sorry if I am
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 17, 2023, 02:33:56 PM
The research facility and tech tree is very fun to go trough, but I've been wondering where can I find scientists to be head of research since I'm getting in the sophisticated and domain-era and its taking a while to research.

I can't seem to find them, or maybe I didn't check the right spots in game, nor can't I find post talking about it on here since I'm new and not used to searching on forums here yet.

Could anyone point me in the right way in-game or on a post that already answered my question, thanks.

PS. idk if I'm writing this in the right Subject, sorry if I am
Researcher should appear at bar , that you need to follow person. This event is Basically impossible to miss because its triggered immidieatly when you enter a bar and you got option to either follow person or not
Req is to simply research certain amount of tech
Title: Re: [0.96a] Ashes of The Domain
Post by: Droll on August 17, 2023, 03:08:39 PM
The research facility and tech tree is very fun to go trough, but I've been wondering where can I find scientists to be head of research since I'm getting in the sophisticated and domain-era and its taking a while to research.

I can't seem to find them, or maybe I didn't check the right spots in game, nor can't I find post talking about it on here since I'm new and not used to searching on forums here yet.

Could anyone point me in the right way in-game or on a post that already answered my question, thanks.

PS. idk if I'm writing this in the right Subject, sorry if I am
Researcher should appear at bar , that you need to follow person. This event is Basically impossible to miss because its triggered immidieatly when you enter a bar and you got option to either follow person or not
Req is to simply research certain amount of tech

I should add that if you are using Adjusted Sector (via editing the version number) this quest might never appear. It certainly hasn't for me, but neither have some of the vanilla quests and I'm playing with adjusted sector + nex random sector.
Title: Re: [0.96a] Ashes of The Domain
Post by: SolariumOnTheMoon on August 18, 2023, 09:37:50 PM
The research_all_technologies command seems to be bugged. When used even though everything is researched you cant upgrade any industries. This is easily repeatable steps listed below.

1. Start with your own faction and planet.
2. Remove industries on planet.
3. use research all command
4. build any industry and try to upgrade it

Mod List
{"enabledMods": [
  "Cryo_but_better",
  "aod_core",
  "lw_console",
  "IndEvo",
  "lw_lazylib",
  "MagicLib",
  "nexerelin"
]}



Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 19, 2023, 06:04:15 AM
The research_all_technologies command seems to be bugged. When used even though everything is researched you cant upgrade any industries. This is easily repeatable steps listed below.

1. Start with your own faction and planet.
2. Remove industries on planet.
3. use research all command
4. build any industry and try to upgrade it

Mod List
{"enabledMods": [
  "Cryo_but_better",
  "aod_core",
  "lw_console",
  "IndEvo",
  "lw_lazylib",
  "MagicLib",
  "nexerelin"
]}
Intresting gonna look into it
Title: Re: [0.96a] Ashes of The Domain
Post by: HazardousGuy on August 19, 2023, 04:00:50 PM
Just some feedback regarding the new commodities:

It's pretty easy to cheese the game and basically skip the early game just by trading and selling them since the sector has a constant 1000 supply/demand with huge profit margins.

Example:

Yama (I forgot which Heg colony) has a constant surplus of Rectificates which allows me to get them for 100 per unit and sell them at, say Kanta's Den, for 600 due to a similar 1000 demand.

It's not a one off thing either. A lot of colonies have a similar 1000 demand for the new stuff which allows me to get to my first million quite easily
Title: Re: [0.96a] Ashes of The Domain
Post by: Fireballin17 on August 19, 2023, 06:07:17 PM
Hey there! Just a query.

The cascade reprocessor. Should it synergies with certification or sublimation?
Title: Re: [0.96a] Ashes of The Domain
Post by: Arghy on August 19, 2023, 08:14:40 PM
Just some feedback regarding the new commodities:

It's pretty easy to cheese the game and basically skip the early game just by trading and selling them since the sector has a constant 1000 supply/demand with huge profit margins.

Example:

Yama (I forgot which Heg colony) has a constant surplus of Rectificates which allows me to get them for 100 per unit and sell them at, say Kanta's Den, for 600 due to a similar 1000 demand.

It's not a one off thing either. A lot of colonies have a similar 1000 demand for the new stuff which allows me to get to my first million quite easily
The quantity is way too low though, you're much better off doing food to kanta then drugs to whoever needs them. I regularly buy all of jangalas food with my 5 super freighters and make huge profit margins. The pirates can easily buy 12k worth of food every week for easily double the price you buy it at. This mods commodities can get sold along side food but it's still barely enough to warrant the cargo space when you can be doing organics alongside the food.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 20, 2023, 01:41:51 AM
Just some feedback regarding the new commodities:

It's pretty easy to cheese the game and basically skip the early game just by trading and selling them since the sector has a constant 1000 supply/demand with huge profit margins.

Example:

Yama (I forgot which Heg colony) has a constant surplus of Rectificates which allows me to get them for 100 per unit and sell them at, say Kanta's Den, for 600 due to a similar 1000 demand.

It's not a one off thing either. A lot of colonies have a similar 1000 demand for the new stuff which allows me to get to my first million quite easily
Thanks for Feedback, gonna look into it
Title: Re: [0.96a] Ashes of The Domain
Post by: HazardousGuy on August 20, 2023, 01:52:56 AM
The quantity is way too low though, you're much better off doing food to kanta then drugs to whoever needs them. I regularly buy all of jangalas food with my 5 super freighters and make huge profit margins. The pirates can easily buy 12k worth of food every week for easily double the price you buy it at. This mods commodities can get sold along side food but it's still barely enough to warrant the cargo space when you can be doing organics alongside the food.

New commodities beat those out by a wide margin. I can easily sell them for as high as 6 times the price I paid for them and you can reliably do it anytime since the producers replenish them so fast and the ones getting into deficits just want them too much. It's the reason how i got to my first million painlessly after about 40 days with little investment
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 20, 2023, 02:06:55 AM
The quantity is way too low though, you're much better off doing food to kanta then drugs to whoever needs them. I regularly buy all of jangalas food with my 5 super freighters and make huge profit margins. The pirates can easily buy 12k worth of food every week for easily double the price you buy it at. This mods commodities can get sold along side food but it's still barely enough to warrant the cargo space when you can be doing organics alongside the food.

New commodities beat those out by a wide margin. I can easily sell them for as high as 6 times the price I paid for them and you can reliably do it anytime since the producers replenish them so fast and the ones getting into deficits just want them too much. It's the reason how i got to my first million painlessly after about 40 days with little investment
I deleted that Yama and Chalcedon are producing AoTD commodities ,as those are main cullprits
Title: Re: [0.96a] Ashes of The Domain
Post by: boomboy121 on August 20, 2023, 09:42:59 PM
Hey so regarding the researcher you meet at the bar I'm a bit of a moron and declined to recruit her because I thought she was similar to a freelance admin so I could recruit another one, I'm starting to realize now that's not the case. Is there anyway to trigger the meeting again either in game or by running a command?
Title: Re: [0.96a] Ashes of The Domain
Post by: Jeykrede on August 20, 2023, 10:43:09 PM
Looking for IntelliJ modding tips to make the consumer industry work with unknown skies (Abandoned mod but still usable with version edit) psychoactive mushrooms planetary modifier. I followed the wiki fandom tutorial to create a new edited US_shrooms.class file to replace the old one in UnknownSkies\jars\US.jar replace and got this error.
Quote
Quote
java.lang.RuntimeException: Error loading [data.scripts.campaign.econ.US_shrooms]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NoClassDefFoundError: data/scripts/campaign/econ/US_shrooms (wrong name: US_shrooms)
   at java.lang.ClassLoader.defineClass1(Native Method)
   at java.lang.ClassLoader.defineClass(Unknown Source)
   at java.security.SecureClassLoader.defineClass(Unknown Source)
   at java.net.URLClassLoader.defineClass(Unknown Source)
   at java.net.URLClassLoader.access$100(Unknown Source)
   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)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
Is this impossible as the mod is old?
Title: Re: [0.96a] Ashes of The Domain
Post by: Droll on August 20, 2023, 11:35:47 PM
Looking for IntelliJ modding tips to make the consumer industry work with unknown skies (Abandoned mod but still usable with version edit) psychoactive mushrooms planetary modifier. I followed the wiki fandom tutorial to create a new edited US_shrooms.class file to replace the old one in UnknownSkies\jars\US.jar replace and got this error.
Quote
Quote
java.lang.RuntimeException: Error loading [data.scripts.campaign.econ.US_shrooms]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NoClassDefFoundError: data/scripts/campaign/econ/US_shrooms (wrong name: US_shrooms)
   at java.lang.ClassLoader.defineClass1(Native Method)
   at java.lang.ClassLoader.defineClass(Unknown Source)
   at java.security.SecureClassLoader.defineClass(Unknown Source)
   at java.net.URLClassLoader.defineClass(Unknown Source)
   at java.net.URLClassLoader.access$100(Unknown Source)
   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)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
Is this impossible as the mod is old?

Check that you have the actual ID of the condition right. I've successfully made the fleetworks and skunkworks benefit from the US_base condition for example. However, the id in code for that isn't actually "US_base", it was "milbase". If you double check I think the actual ID might be just "shroom".
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 21, 2023, 12:42:05 AM
Ashes of The Domain - Vaults of Knowledge Patch 1.5.2 : Again Polishing Save Compatbile with patches after 1.5.0
Spoiler
- fix queue crashing game
- fix TASC research options not being able to be queued
- (probably) fix : now game properly calculates water size within missions
- new : reworked icons for water and industrial databanks
- balancing: now research facility costs 500k instead of 250
- balancing : in new saves Yama and Chacledon are not recitificates producers
- balancing : now heavy production costs 200k instaed of 400k
- fix : fixed problem with Bifrost Gate not despawning
- new : Now Stella Manufactorium have custom AI core mechanics
- balancing : Extractive operation now also mines small amount of transplutonic ore
- balancing : changed price of Recitificates and Biotics to be much smaller
- balancing : Slightly changed upkeep of Subsidized Farming
- balancing : Now Research Facility have static cost for researching stuff, so market size does not matter that much
- adjustment : increased freq of Beyond the Veil Quest
- adjustment : now text to quest is highlighted with Orange collor in bar
[close]

Also there was small rework of mod page to be more readable
Title: Re: [0.96a] Ashes of The Domain
Post by: SolariumOnTheMoon on August 21, 2023, 06:09:25 PM
Minor spelling error replace 'builded' with built

Edit- Should also have the letter 'a'

Cannot be built on a planet with toxic atmosphere. (Should look like this)
Title: Re: [0.96a] Ashes of The Domain
Post by: Ruinfire on August 21, 2023, 10:32:15 PM
Hey so when using console commands the "research_all_technologies" command is saying
Failed to execute command "research_all_technologies" in context CAMPAIGN_MAP
Java.lang.NullPointerException

This was not an issue before the newest update so this is a new bug so I figured I'd let you know.
Title: Re: [0.96a] Ashes of The Domain
Post by: Ruinfire on August 21, 2023, 10:34:25 PM
Also figured I should mention this as it is likely I'm one of the only ones with this problem since using a scuffed setup, when playing the game at a 1366X768 resolution the research menu is not properly fitted into the screen and some of the top part is cut off.
Title: Re: [0.96a] Ashes of The Domain
Post by: Euripides on August 22, 2023, 02:01:34 AM
Quote
- (probably) fix : now game properly calculates water size within missions
If the water still takes up 10 cargo per unit, then in this image I'm being given a mission to haul 7100 cargo worth of water, while having 6196 cargo available

(https://files.catbox.moe/yfu0bp.png)

I think you're correctly calculating total cargo space (If I dropped everything I was carrying I could haul this), but not taking into account used cargo in the calculation. I'm not sure if that's how it works in vanilla; it's not something I've ever run into before.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 22, 2023, 02:50:41 AM
Hey so when using console commands the "research_all_technologies" command is saying
Failed to execute command "research_all_technologies" in context CAMPAIGN_MAP
Java.lang.NullPointerException

This was not an issue before the newest update so this is a new bug so I figured I'd let you know.
Strange being fully honest i will investigate that
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 22, 2023, 02:51:53 AM
Also figured I should mention this as it is likely I'm one of the only ones with this problem since using a scuffed setup, when playing the game at a 1366X768 resolution the research menu is not properly fitted into the screen and some of the top part is cut off.
This resolution is actually the only one that have issues , unfortunately for now i dont know solution for this problem
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 22, 2023, 02:53:32 AM
Quote
- (probably) fix : now game properly calculates water size within missions
If the water still takes up 10 cargo per unit, then in this image I'm being given a mission to haul 7100 cargo worth of water, while having 6196 cargo available

(https://files.catbox.moe/yfu0bp.png)

I think you're correctly calculating total cargo space (If I dropped everything I was carrying I could haul this), but not taking into account used cargo in the calculation. I'm not sure if that's how it works in vanilla; it's not something I've ever run into before.
This is actually vanila one, then issue was that missions demanded so much water , nobody was able to do it
Size 10 cargo is not a bug , cause its intended
Title: Re: [0.96a] Ashes of The Domain
Post by: mstachife on August 22, 2023, 09:36:50 AM
When I first tried this mod I got overwhelmed by the research mechanics, now though the UI for the tech tree is leagues better and it's a joy to play, thanks.

Is there any chance of getting hypershunt blueprints and the ability to construct them in a vein similar to DIY plants? It's been outdated for awhile now. The ability to move sleepers is very nice but I'd appreciate something similar for hypershunts.
Title: Re: [0.96a] Ashes of The Domain
Post by: MeinGott on August 22, 2023, 01:14:21 PM
Hello there
I am currently on playthrough with Vaults 1.4.2. I could not build heavy production on planet with salvage yards - the building was not listed in construction menu. After I demolished salvage yards heavy production was back on the list. Is it intended, or a bug? Is it present in new version? Obviously I couldnt upgrade to try to fix it - no save compatibility.
cheers
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 23, 2023, 12:30:41 AM
Hi i sent this dev Diary on discord and cause some work on it already started I decided to post officialy dev diary here

Dev Diary : Vaults of Knowledge

Hi , some People recently were calling me madman , that I push AoTD to this limits. And instead of debunking this rumours i gonna give you 2.0 Initial plans
All is subject to change

2.0 Update Initial Cohesive Notes
-Introduction of buildings and structures exclusive to Gas Giants , which would make them more valuable to colonize
-New Market Condition : Pre-Collapse Laboratory  - similar to ruins but there you will find new item : Industry Databank
-New Item : Industry Databank - Now every research will require its own industry databank. -Number of laboratories will always be limited but always guaranteed to receive all blueprints.
-New Corporation Blacksties like Ko Combine and Mbayle where you will find new designs for special items and their prototypes
-Change name of Chicomoztoc Industrial Databank to Chicomoztoc Vault of Knowledge same with other special databanks
-New colony items for tier 2 and 3 industries that can be found only in Domain Ancient Laboratories
-New generic quests that will point you to said Ancient Labolatories , or give you normal Research Databanks
-New Major Event - Technological Hubris - Sector start noticing your faction is developing far beyond sector’s technology
Increase by :
Having advanced industries (passively if you have together more than 2),
when you research tier 3 (one time),
Stealing Databanks from Faction (I mean those special Databanks ) if they find out that it was you who stole from them
Decreased by : Covert Actions that will be available with new building(I ll try with Nexerelin specials support)  ,
Distance from nearest AI colony ,
 and other factors (still thinking about it )
Every step in event will make factions in sector more and more displeased with you , but also gives you buff to research , and enables you other interactions , like for example researchers start’s to join you. So you would like to balance effects of event by being in middle of meter (This event will be probably released post 2.0 due to how much testing it needs)
-New Mechanic: Developments : Those will be one time research that from beginning it’s list will be empty. Over time and certain events those options will start to appear. Example After Completing one of new quest planned, a new Project  appears : Project Nidavelir's Rebirth . That gives you Access to new ship line ( Which will be in AoTD at some point , First BattleGroup - Basically Elite of Pre Collapse Domain ) and restoration of special Shipyards
Research projects can be weapons , ships ,special  industries
-Much more new researchers and new api so modders can easily add their scientist
-Tweaks to already existing industries
-More Lunalib configuration
-Rework of Industry Synergies
-Adjustments so tier 2 production supplements tier 1

I do Hope that all 2.0 goals will be done around December

So that s all for Dev Diary
Its Basically a inital plans for 2.0
Title: Re: [0.96a] Ashes of The Domain
Post by: 0451 on August 23, 2023, 11:06:19 PM
Still not able to queue TASC structures despite having all the neccessary resources. Can't find anything in log either.
I am on the latest version of the mod.
Spoiler
(https://media.discordapp.net/attachments/520562371358359582/1144150088822820906/123321.png)
(https://media.discordapp.net/attachments/520562371358359582/1144150088575373332/121321.png)
[close]
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 24, 2023, 08:09:58 AM
Still not able to queue TASC structures despite having all the neccessary resources. Can't find anything in log either.
I am on the latest version of the mod.
Spoiler
(https://media.discordapp.net/attachments/520562371358359582/1144150088822820906/123321.png)
(https://media.discordapp.net/attachments/520562371358359582/1144150088575373332/121321.png)
[close]
I dont know on 1.5.2 everything works
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 24, 2023, 09:30:03 AM
Ashes of The Domain - Vaults of Knowledge Patch 1.5.3 : Bags    Save Compatbile with patches after 1.5.0
Spoiler
fix : Fixed Stella Manufactorium crash
fix : Fixed double biforst gateway spawning
fix : Now you can't skip Beyond The Veil quest fight when hitting escape.
fix : double amount of water being mined by mining on Cryovolcanic/Frozen World
fix : Now you are not able to see disabled research in "Vaults of Knowledge" menu
fix : fixed research_all_technologies command to work properly
[close]
Title: Re: [0.96a] Ashes of The Domain
Post by: 0451 on August 25, 2023, 12:36:44 AM
Still not able to queue TASC structures despite having all the neccessary resources. Can't find anything in log either.
I am on the latest version of the mod.
Spoiler
(https://media.discordapp.net/attachments/520562371358359582/1144150088822820906/123321.png)
(https://media.discordapp.net/attachments/520562371358359582/1144150088575373332/121321.png)
[close]
I dont know on 1.5.2 everything works
Well, that's not helpful. I have rebuilt the industry, reinstalled TASC and triple-checked needed resources. It doesn't work still. Kind of sucks that i am locked from majority of lategame structures, and there's no way to research a specific industry without researching them all with console commands, it seems.
Title: Re: [0.96a] Ashes of The Domain
Post by: ZeCaptain on August 25, 2023, 01:25:03 AM
Well, that's not helpful. I have rebuilt the industry, reinstalled TASC and triple-checked needed resources. It doesn't work still. Kind of sucks that i am locked from majority of lategame structures, and there's no way to research a specific industry without researching them all with console commands, it seems.

You need TASC relics, not indevo relic ship parts.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 25, 2023, 02:54:43 AM
Well, that's not helpful. I have rebuilt the industry, reinstalled TASC and triple-checked needed resources. It doesn't work still. Kind of sucks that i am locked from majority of lategame structures, and there's no way to research a specific industry without researching them all with console commands, it seems.

You need TASC relics, not indevo relic ship parts.
Yea that is an issue now i saw that , he is using wrong items. Because of it "Domain-Era Artifcats" in research UI should be highlighted as red
Title: Re: [0.96a] Ashes of The Domain
Post by: Darkhellthepro on August 25, 2023, 03:12:55 AM
Hey, I really enjoy your mods especially the research part. But I think i might have encountered a little problem (maybe it's intentional). Basically when you build an upgrade to a vanilla building, you can no longer put any special item in it.
For example when i upgrade vanilla mining to fracking i can no longer put an autonomous mantle bore in it.
So my question is "Is this a minor bug or is it a design choice ?".
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on August 25, 2023, 03:14:28 AM
Hey, I really enjoy your mods especially the research part. But I think i might have encountered a little problem (maybe it's intentional). Basically when you build an upgrade to a vanilla building, you can no longer put any special item in it.
For example when i upgrade vanilla mining to fracking i can no longer put an autonomous mantle bore in it.
So my question is "Is this a minor bug or is it a design choice ?".
Design choice : i plan to add my own special items to another industries
Title: Re: [0.96a] Ashes of The Domain
Post by: Darkhellthepro on August 25, 2023, 03:16:58 AM
Ok thanks for your quick answer.
Title: Re: [0.96a] Ashes of The Domain
Post by: Arghy on August 25, 2023, 11:46:34 AM
Whats the trigger for that female researcher? In all my play throughs i've gotten her without even trying but in my current one i bee lined for that technology cache to get the 2nd researcher but now i can't find her anywhere. I did all the galatia missions but during the main quest i took the diplomatic route rather than exploring--did i miss getting her?

I've opened the gates and i'm now just polishing off the few stars i haven't explored before attacking high warning systems. It's annoying having to push corrupted nanoforges into research even though i've already found the location of a pristine forge.
Title: Re: [0.96a] Ashes of The Domain
Post by: Def16 on August 27, 2023, 05:24:25 PM
This is very important announcement of AoTD

I was thinking about it for loooooong time recently and i played with new ind Evo and to be fair their goverments are god damn well executed. And i think idea of Seats of Power would only made all things complicated, because whatever I came up with it only complicates things , rather than making them Simple.  Last 48 hours i have gathered a lot of data that was crucial for me

After analyzing data I  decided this will be the best cause of action to take

Seats of Power will be deleted from Mod Forums and development will be fully halted. Instead my focus will fully remain for now with Vaults of Knowledge and Lost Glory as those are two most popular modules  already established with unique content. Especially that Vaults of Knowledge right now needs polishing which opens for me window for Lost Glory development

Also at this point Seats of Power only makes AoTD to look more i would say "bad" in terms being very poorly Executed module

Sorry for this but i think this is for the best for AoTD

This is unfortunate. I downloaded the so called "Capital module" a few months ago and just came back now looking for more information on it, or details on the inner workings of each capital. Only now I've found anything mentioning it is missing entirely from the front page. Not even that it's been discontinued in the patch notes.
Would you consider putting up some kind of mention or note?
Title: Re: [0.96a] Ashes of The Domain
Post by: Smilein on August 29, 2023, 04:43:41 AM
Found two Veil of Knowledges in the same system by exploring. The funny thing is I'm like 90% sure the second veil of knowledge wasn't there earlier? But I crashed and had to restart the game after being in pain from the first one and the second one spawned on a random world in the same system.
Title: Re: [0.96a] Ashes of The Domain
Post by: Zalpha on August 29, 2023, 12:42:44 PM
I just read you plan to make more mega structures. I made a post on IndEvo mod and thought I would share it with you. This is just a part of my post.

How about like Stellaris and an adaption/modification of Starsectors debris fields and ruined ships. You could create a story based encounters with random dice rolls as to the outcomes of encounters. Basically find a scraped/ruined ship that crew board to explore, working like stellaris instead of how it does in Starsector with mini stories and cool finds, like you gain a history log from the ship to sell to factions that acts the same as a scanned planets data.

How about Mega Structures like those found in Stellaris and the mega mod Gigastructural Engineering & More?
https://steamcommunity.com/sharedfiles/filedetails/?id=1121692237
https://docs.google.com/document/d/1HXW5F6S6UWESkPSh6OaxWvHwZyYAGYSuCBnCAn1B5g4/edit#heading=h.76tyu3aoyd09
Or massive ships that act as a planets? Not sure how it would work but sounds epic to land fleets onto a space ship rather than a station.

Title: Re: [0.96a] Ashes of The Domain
Post by: mstachife on August 29, 2023, 10:03:24 PM
Having a crash with the Stella Manufactorium on 1.5.3, occurs when you mouseover the industry after starting a new project.

Spoiler
2567838 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.industry.KaysaarStellaManufactorium.addPostDemandSection(KaysaarStellaManufactorium.java:109)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:1265)
   at com.fs.starfarer.campaign.ui.marketinfo.intnew$1.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.oÒ0000(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.int.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.int.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.voidnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
[close]
Title: Re: [0.96a] Ashes of The Domain
Post by: NocturneOfSolace on September 01, 2023, 03:55:45 AM
I'm confused, which download link should I be using?
Title: Re: [0.96a] Ashes of The Domain
Post by: JenkoRun on September 01, 2023, 06:35:46 AM
I'm confused, which download link should I be using?
AoTD is essentially 3 mods under the same name but focused on specific things, download the ones you want the features of.
Title: Re: [0.96a] Ashes of The Domain
Post by: Godofchaos on September 01, 2023, 07:17:37 AM
What about creating a space station the size of a solar system :)
Title: Re: [0.96a] Ashes of The Domain
Post by: LuddicChurchil on September 03, 2023, 04:24:02 AM
Is there a way to skip "Vault's of Knowledge" Phase 0? I think this is a great addition to my modlist but my general rule for modding is " I don't want any drawbags if I don't use certain aspects of any mod."
Title: Re: [0.96a] Ashes of The Domain
Post by: Duzzit on September 03, 2023, 05:45:18 AM
So, I've tried out Sleeper which is a fun addition to colony growth and an overall very neat mod.

 I also did a run using Vault's of Knowledge, and...I really want to like it, because I like the idea of reclaiming (and going past) the Domain's achievements, and I understand why its done the way its done but I do feel like it needs some level of abstraction/less unique to the mod resources. There are 10 new industrial resources, all not really adding, at least in my eyes to the experience much other than the need to build up a lot more industries on a number of planets. Again, I get why its like that and as a concept it works, I just wanted to point it out, when say compared to the amount of goods Industrial Evolution or TASC adds to their requirements.

The mod still shows a ton of dedication to the craft so hats off for making it and I look forward to more (Especially the shipyard to come with the 3rd mod):).
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on September 03, 2023, 10:17:59 AM
Is there a way to skip "Vault's of Knowledge" Phase 0? I think this is a great addition to my modlist but my general rule for modding is " I don't want any drawbags if I don't use certain aspects of any mod."
In Databank rework update there will be quest ( Hard one ) which will allow you to obtain all vanila industires.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on September 03, 2023, 10:18:50 AM
So, I've tried out Sleeper which is a fun addition to colony growth and an overall very neat mod.

 I also did a run using Vault's of Knowledge, and...I really want to like it, because I like the idea of reclaiming (and going past) the Domain's achievements, and I understand why its done the way its done but I do feel like it needs some level of abstraction/less unique to the mod resources. There are 10 new industrial resources, all not really adding, at least in my eyes to the experience much other than the need to build up a lot more industries on a number of planets. Again, I get why its like that and as a concept it works, I just wanted to point it out, when say compared to the amount of goods Industrial Evolution or TASC adds to their requirements.

The mod still shows a ton of dedication to the craft so hats off for making it and I look forward to more (Especially the shipyard to come with the 3rd mod):).
Hi Thanks for feedback. I still also feel that tier 2 commodities Lacks sth and i will try to address this issue in 2.0 Update
Title: Re: [0.96a] Ashes of The Domain
Post by: Arghy on September 03, 2023, 11:15:23 AM
I remember seeing the instructions but i can't find it again--where do i edit the industries allowed by population increases past 6? I finally got a sleeper ship and my plan was to make my capital size 10 with increased industries. It feels kinda silly to have a size 8 planet with the same industries as a size 6 and i even had the capital thing that decreases maintenance just to synergize.
Title: Re: [0.96a] Ashes of The Domain
Post by: uhbyr1 on September 03, 2023, 03:37:28 PM
I remember seeing the instructions but i can't find it again--where do i edit the industries allowed by population increases past 6? I finally got a sleeper ship and my plan was to make my capital size 10 with increased industries. It feels kinda silly to have a size 8 planet with the same industries as a size 6 and i even had the capital thing that decreases maintenance just to synergize.
Core-Data-Config-Settings look for MaxColonySize and around there you'll find a line. I suggest not going further than 7-8=5 and 9-10=6 as then there will be at least some use for Hypershunt...
Title: Re: [0.96a] Ashes of The Domain
Post by: Arghy on September 03, 2023, 06:47:39 PM
Is that save compatible? I remember seeing something about being able to adjust the vanilla growth to make planets go to size 7-8 and for my next play through i kinda wanna edit that to be the default though i wish planet types had population limits like terran planets could become size 8 because it never made much sense that an earth like planet would only have 10 million on it haha.

Maybe that will be my foray into modding to add unique planet effects.
Title: Re: [0.96a] Ashes of The Domain
Post by: uhbyr1 on September 04, 2023, 01:56:06 PM
Is that save compatible? I remember seeing something about being able to adjust the vanilla growth to make planets go to size 7-8 and for my next play through i kinda wanna edit that to be the default though i wish planet types had population limits like terran planets could become size 8 because it never made much sense that an earth like planet would only have 10 million on it haha.

Maybe that will be my foray into modding to add unique planet effects.

Well, adjusting of setting values would be save compatable, as it won't break any colonies, etc cause it doesn't shorten it. Just don lower the ind number of t6 by mistake, or the economy and stability of the sector will plummit.
Speaking about planetary conditions (as a no-programmer), it would be better to ask Kaysaar of how he did it (when he is back in a week or so), and, if you're interested, try to replecate it on a world-type basis domehow. (Idk if it is possible, again, merely a tester myself)
Title: Re: [0.96a] Ashes of The Domain
Post by: Kingofchebureki on September 04, 2023, 09:45:24 PM
after just researching the stella manufactorum, my game crashed when I tried to build it... did I miss a mod that unlocks it? I've got the hypershunt rework, TASC and II
Title: Re: [0.96a] Ashes of The Domain
Post by: JenkoRun on September 05, 2023, 01:06:08 AM
after just researching the stella manufactorum, my game crashed when I tried to build it... did I miss a mod that unlocks it? I've got the hypershunt rework, TASC and II
It's a bug in the current build, you can get around it by placing any AI core on it.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kingofchebureki on September 05, 2023, 02:38:32 PM
after just researching the stella manufactorum, my game crashed when I tried to build it... did I miss a mod that unlocks it? I've got the hypershunt rework, TASC and II
It's a bug in the current build, you can get around it by placing any AI core on it.

So I throw an AI core in while its building?
Title: Re: [0.96a] Ashes of The Domain
Post by: JenkoRun on September 06, 2023, 05:02:04 AM
after just researching the stella manufactorum, my game crashed when I tried to build it... did I miss a mod that unlocks it? I've got the hypershunt rework, TASC and II
It's a bug in the current build, you can get around it by placing any AI core on it.

So I throw an AI core in while its building?
I think so, I don't remember how I was able to get a core into it last time
Title: Re: [0.96a] Ashes of The Domain
Post by: Terran Allias on September 07, 2023, 08:29:26 PM
Hey in the next update, can you bring back the capital buildings? I like how it worked in AoTD better than it does in Industrial Evolution. I tried to keep that module but it doesn't work anymore. I never got the chance to use it.
Title: Re: [0.96a] Ashes of The Domain
Post by: Arazach on September 09, 2023, 12:54:50 AM
So did some testing found following:
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on September 09, 2023, 01:57:04 AM
So did some testing found following:
  • synergies require only researching 4 tech since you start out with 6 techs
  • cullan benefits from synergies once you unlock them for some reason
  • resourceful does not apply to research data banks despite UI claiming otherwise (UI says fracking costs 1 you will lose 2, ui says consumer industry costs 2 you will lose 3)
  • Vaults of knowledge mining  droduces more transplutonic ore then vanilla coutermarts (produces size instead of size - 2 ) this causes the uprgrading to mininc doesnt improce transplutonic ore output and you need to wait for fracking to get better yields
  • non vanilla  building reliant on deposits(reseorce extraction, subsidized farming) are affected by the deposit size but report it as part of base production
Hi Thanks for pointing this out , i ll fix it once i got back from vacation ^^
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on September 09, 2023, 01:57:57 AM
Hey in the next update, can you bring back the capital buildings? I like how it worked in AoTD better than it does in Industrial Evolution. I tried to keep that module but it doesn't work anymore. I never got the chance to use it.
Maybe i dunno
Title: Re: [0.96a] Ashes of The Domain
Post by: Fibroidauto on September 11, 2023, 11:24:10 PM
Hey in the next update, can you bring back the capital buildings? I like how it worked in AoTD better than it does in Industrial Evolution. I tried to keep that module but it doesn't work anymore. I never got the chance to use it.
Maybe i dunno

I have a possible idea for what you can do with the Exploruim capital building. My first idea is that instead of it being an infinite Tech-Mining it should instead gather the Tech-Mining from the planets you've already explored with ruins but haven't colonized.

My second idea is that it should tell you where colony items, ruins, certain planets (like habitable worlds), points of interest like Remnant Nexuses/systems are and gates, but only like every month and it has an upkeep cost that you can change for exploration reports that get better with how much funds you allocate a month to the building.

Like low upkeep will only discover Gates, possible locations of Remnant/Secret base (Luddic Path / Pirate) systems (Like sometimes you'll get a report saying "an exploration team went missing near [Insert nebula/star cluster]") whenever this happens you should get less str systems surveyed for that month, and will just give you basic data about star systems, and other clearly visible stuff from a quick scan with no exploration. It will only be able to survey a few systems a month and will rarely survey very far away systems or systems near Pirate/Luddic Path secret bases since they have low funding and can't really protect themselves.

Medium will give the same benefits as Low Upkeep but even better, like sometimes it'll discover and maybe even sometimes loot Domain probes, Research stations, and other discoverable stuff that takes some time to find. The survey data generated by planets will get help pay for the monthly upkeep and if it goes over the upkeep cost then it will give you the money it made. When surveying star systems with Remnant or secret bases it could possibly pinpoint which system it's located in since they actually have funding to defend themselves from some deep space threats, but since it's not much funding for defense they are more likely to die to higher level threat Remnant systems and higher tier secret bases. They're able to discover more star systems a month and can travel into deeper space but not to the farthest corners of the sector.

High Upkeep should be able to loot and locate most of the ruins, and other space objects they discover except, they're only able to discover and not bring back or repair Cryosleepers, Coronal Hypershunts, Domain Motherships, The Red Planet, and maybe any other structures you deem require this treatment since they're all guarded by extreme defenses or they would have to carry an absurd amount of resources to repair them, I suggest that whenever they're discovered it should have a very high chance of them going missing so it'll give a tip on what they discovered. They should be able to survive the most dangerous Remnant star systems and secret base star systems since they're highly funded unless it's like an extreme level Remnant system or is near one.

I suggest that The Explorium should fall under the Pre-Collapse section of the tech tree and cost like 2 Alpha cores and it's prerequisite should be Terminus and Cleanroom Manufactory. Adding AI cores should decrease the resources needed to be given to the building and Alpha should make them explore even more and possibly even have a small chance of retrieving AI cores when they explore near Remnant infested star clusters. The demand of supplies, fuel, and ship parts should increase with the more funding that is added to the building and I think having no Heavy industry should have a penalty on exploration since your empire is unable to construct ships to replace the old or destroyed ships and having the High Tech production industry should provide some synergy to the Nova Explorium like having its upkeep cost be less while also allowing to explore just a little more?

I'm sorry if some of my ideas seem outlandish or hard to implement since I'm not a modder, and was just thinking of how The Nova Explorium could be reimplemented and not be just an infinite source of Tech-mining and be affected by the dynamic events in the gamed just make it feel more alive. Have a good day and I hope you consider some the ideas here for inspiration if you ever do decide to reimplement the capital buildings. I'm also sorry for the gigantic wall of text that I just left you to read.
Title: Re: [0.96a] Ashes of The Domain
Post by: Xarthael on September 12, 2023, 05:06:27 AM
Hey there!

When I build the Stella Manufactorum on any of my planets, the game ctds with a nullpointer exception when I leave the market screen.

Here are my relevant logs:

Code
126158 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Added officer at market_system_214e:planet_0
128399 [Thread-3] INFO  org.lazywizard.console.Console  - > goto
128399 [Thread-3] INFO  org.lazywizard.console.Console  - Teleported to move destination.
128753 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  - Loading mercenary data
128755 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin (data/config/exerelin/mercConfig.json)]
128755 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\tahlan-shipworks-1.2.6 (data/config/exerelin/mercConfig.json)]
128756 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: trigun
128756 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: tahlan_mercLegio
128757 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: menFromVolturn
128757 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: lastCrusader
128757 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: tahlan_mercKnightsErrant
128757 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: westernesseKingsOwn
128757 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: dickerson
128757 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: tahlan_mercRosenritter
128757 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: steinerGuards
128757 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: theJokers
128757 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: dorasSurvey
128757 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: endbringer
128800 [Thread-3] INFO  scripts.kissa.LOST_SECTOR.util.powerLevel  - power 4.1285715
129801 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Spawning officers/admins at mercy_corpse
129801 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     officerProb: 0.2
129801 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     additionalProb: 0.1
129801 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     mercProb: 0.25
129801 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     adminProb: 0.05
129801 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -
130596 [Thread-3] INFO  net.andylizi.starsector.planetsearch.CoreUIWatchScript  - CoreUI changed
130596 [Thread-3] INFO  net.andylizi.starsector.planetsearch.CoreUIWatchScript  - CoreUI injected
150557 [Thread-3] ERROR lunalib.lunaSettings.LunaSettings  - LunaSettings: Could not find mod CaptainsLog
150557 [Thread-3] ERROR lunalib.lunaSettings.LunaSettings  - LunaSettings: Could not find mod CaptainsLog
150557 [Thread-3] ERROR lunalib.lunaSettings.LunaSettings  - LunaSettings: Could not find mod CaptainsLog
150557 [Thread-3] ERROR lunalib.lunaSettings.LunaSettings  - LunaSettings: Could not find mod CaptainsLog
157556 [Thread-3] INFO  org.lazywizard.console.Console  - > jump yaw
157557 [Thread-3] INFO  org.lazywizard.console.Console  - Jumped to Yaw Star System.
158953 [Thread-3] INFO  scripts.kissa.LOST_SECTOR.util.powerLevel  - power 4.1285715
159851 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\stelnet]
159983 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.industry.KaysaarStellaManufactorium.advance(KaysaarStellaManufactorium.java:69)
at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

This is the latest full log https://drive.google.com/file/d/11QFtacG2h82YJUcurl-S70bbfmunD-sK/view?usp=sharing (https://drive.google.com/file/d/11QFtacG2h82YJUcurl-S70bbfmunD-sK/view?usp=sharing)

I even attempted to jump out of the system via console before leaving the exiting the menu but the result is the same.

These are my installed mods:

Code
{"enabledMods": [
  "pantera_ANewLevel40",
  "A_S-F",
  "Cryo_but_better",
  "aod_core",
  "apex_design",
  "BSC",
  "HMI_brighton",
  "combatactivators",
  "lw_console",
  "dex",
  "edshipyard",
  "forge_production",
  "GrandColonies",
  "HMI_SV",
  "HMI",
  "hte",
  "IndEvo",
  "Imperium",
  "lost_sector",
  "lw_lazylib",
  "lunalib",
  "exshippack",
  "MagicLib",
  "ness_saw",
  "nexerelin",
  "planet_search",
  "rotcesrats",
  "Scrapyard",
  "swp",
  "stelnet",
  "supportships",
  "tahlan",
  "Terraforming & Station Construction",
  "thong",
  "thongredacto",
  "TTSC",
  "uaf",
  "XhanEmpire",
  "audio_plus",
  "astroidships",
  "shaderLib"
]}

Do you by any chance have an idea why this might be happening?

Ps.: Your mod is awesome :D
Title: Re: [0.96a] Ashes of The Domain
Post by: Moreau on September 17, 2023, 06:44:13 AM
Hello, I'm pretty new to this so I apologize if I'm making any mistakes.

First up: Love your mod, absolutely love the idea of bringing the sector back from the dark age.
Now to my question: Is it possible to get your source code? I wanted to update the Aquaculture so that it was on-par with regular Farming,
But the src.zip seems to have an old version of the mod. On a related note: How might I edit the Aquaculture to be on par with the regular Farming? :)

Huge fan. Can't wait to see where you'll take the mod in the future   :D
Title: Re: [0.96a] Ashes of The Domain
Post by: Nonameforme on September 17, 2023, 07:56:59 AM
I has a problem with Fishery refusing to be upgraded because it lack "farmland."

I think this is conflict with the mod [Terraforming and Station Construction]. I convert a Tundra World into Water World.
While I can build Fishery, I cannot upgrade it to Aquafarm.

Should I report this to TSC mod as well?
Title: Re: [0.96a] Ashes of The Domain
Post by: Luftwaffles on September 17, 2023, 11:46:03 AM
Not sure if this is a bug or not, but in 1.6 alpha Sophia seems to negate the need for the specialized VOK databanks. I just got her and my entire research tree suddenly became available.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on September 18, 2023, 01:30:47 PM
Ashes of The Domain - Vaults of Knowledge Official Patch 1.6.0  : Ouroboros Archives
Break Saves for all prev versions

Spoiler
New : Databank rework - now every Industry Has their own unique databank

New: Added Pre Collapse Facility market condition

New: Added own "Cancel Upgrade" button when Industry Upgrades, due to Starsector API  limitations

New Quest : Ouroboros  - Do dirty work for Galatia , in return get vanila Industry Databanks

New: Changed how Production for Upgraded farms works to distnct Production.

New: Added bar Event similar to historian that might give you location of Databanks.

Change: Now Sophia skill Resourceful reduces upkeep of research Facilities by 50%

Change: Stella Manufactorium items are more expensive to built

Fix : Fixed Stella Manufactorium bug related to Ai Core

Fix : Fixed Cleanroom not spawning in Persean Sector

Fix : Bifrost Gate cooldown is nie calculated properly.

Fix : Fix UI issue of scrollbar not working
[close]
Title: Re: [0.96a] Ashes of The Domain
Post by: zacharywere on September 18, 2023, 07:05:55 PM
where do you get 1.61 version it not in discord
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on September 18, 2023, 07:07:11 PM
where do you get 1.61 version it not in discord
1.6.1 download link is on this page
Title: Re: [0.96a] Ashes of The Domain
Post by: TheSAguy on September 19, 2023, 08:31:34 AM
Version Checker thinks I have 1.6.0_ALPHA installed, even though my mod_info.json is 1.6.1.

Title: Re: [0.96a] Ashes of The Domain
Post by: heh on September 19, 2023, 04:36:38 PM
Crash when clicking the info button on Stella Castellum in research facility screen

Code
1473000 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.ui.ResearchUIPlugin.showReqForResearch(ResearchUIPlugin.java:1321)
at data.ui.ResearchUIPlugin.reset(ResearchUIPlugin.java:226)
at data.ui.ResearchUIPlugin.advance(ResearchUIPlugin.java:2112)
at com.fs.starfarer.ui.newui.int.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.E.I.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.public.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.ui.newui.return.advance(Unknown Source)
at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.public.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.classsuper.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)

My modlist

Code
{"enabledMods": [
  "yunruLooseFiles",
  "PAGSM",
  "yunruweebshitcombopack",
  "yunruindustries",
  "$weebshitaiportraitpack",
  "pantera_ANewLevel40R",
  "AAZ_arrus_hullmods",
  "Adjusted Sector",
  "advanced_gunnery_control_dbeaa06e",
  "adversary",
  "A_S-F",
  "aotd_lost_glory",
  "Cryo_but_better",
  "aod_core",
  "apex_design",
  "apocrita_association",
  "ApproLightPlus",
  "ApproLight",
  "ARC",
  "armaa",
  "arulite_starworks",
  "lw_autosave",
  "badgesector",
  "Barack's Namelists",
  "battlefleets",
  "BSC",
  "bc",
  "blackrock_driveyards",
  "HMI_brighton",
  "ORK",
  "CaptainsLog",
  "CFT",
  "Csp",
  "combatactivators",
  "CAS",
  "chatter",
  "cmutils",
  "lw_radar",
  "timid_commissioned_hull_mods",
  "lw_console",
  "timid_cum",
  "customizablestarsystems",
  "diyplanets",
  "istl_dassaultmikoyan",
  "DemtoShippack",
  "DetailedCombatResults",
  "diableavionics",
  "dex",
  "edshipyard",
  "EmergentThreats_Vice",
  "epitaphfrost",
  "epsilonpact",
  "seven_nexus",
  "exoticatechnologies",
  "lyr_ehm",
  "XLU",
  "a111164_ExtendPack",
  "fleethistory",
  "fob",
  "sun_fuel_siphoning",
  "fp",
  "Gensoukyou_Daze",
  "gflportraitpack",
  "gflportraitpack2",
  "Goat_Aviation_Bureau",
  "GrandColonies",
  "GMDA",
  "HMI_SV",
  "HexShields",
  "hte",
  "HIVER",
  "sun_hyperdrive",
  "illustrated_entities",
  "isaf_pack",
  "IndEvo",
  "Imperium",
  "timid_xiv",
  "jaa",
  "JYD",
  "nicholascageportraitpack_xj761495",
  "kadur_remnant",
  "keruvim_shipyards",
  "lost_sector",
  "LTA",
  "largerZoomOut",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg",
  "leg",
  "lockedAndLoaded",
  "LLI",
  "luddenhance",
  "luddenhanceied",
  "lunalib",
  "exshippack",
  "mag_protect",
  "MagicLib",
  "maintenence_rebalancers",
  "Mayasuran Navy",
  "yunru_misc_portraits",
  "missingships",
  "MoXIV",
  "niko_moreCombatTerrainEffects",
  "more_hullmods",
  "more_procgen_names",
  "more_ship_names",
  "Musashimanufactor",
  "advent_seven",
  "ness_saw",
  "wisp_NeutrinoDetectorMkII",
  "nexerelin",
  "kayse_phaseships",
  "sun_nomadic_survival",
  "objects_analysis",
  "OcuA",
  "OMM",
  "JYDR",
  "oas",
  "pn",
  "PirateMiniMegaMod",
  "particleengine",
  "wisp_perseanchronicles",
  "portrait_changer",
  "Powerfantasy_Portrait",
  "progressiveSMods",
  "pigeonpun_projectsolace",
  "pt_qolpack",
  "QualityCaptains",
  "assortment_of_things",
  "rotcesrats",
  "sun_ruthless_sector",
  "sikr",
  "scalartech",
  "scan_those_gates",
  "Scrapyard",
  "RustyCabbage_SecondWaveOptions",
  "secretsofthefrontier",
  "SEEKER",
  "bb_plus",
  "shadow_ships",
  "bruh_ship_browser",
  "swp",
  "spacetruckin",
  "mayu_specialupgrades",
  "speedUp",
  "sun_starship_legends",
  "stelnet",
  "StopGapMeasures3",
  "Sunrider",
  "superweapons",
  "Sylphon_RnD",
  "symbiotic_void_creatures",
  "tahlan",
  "Terraforming & Station Construction",
  "star_federation",
  "the_vass",
  "TBJ",
  "thongredacto",
  "TORCHSHIPS",
  "TTSC",
  "yunru_ttp",
  "underworld",
  "uaf",
  "ungp",
  "unthemedweapons",
  "vic",
  "vanidad",
  "variants_lib",
  "vayrasector",
  "vayrashippack",
  "TouchOfVanilla_vri",
  "whichmod",
  "XhanEmpire",
  "YNA",
  "ywy_ships",
  "yunru_arsenal",
  "yunru_cunt",
  "yunru_ht",
  "yunruhullmods",
  "yunru_midline_expansion",
  "yunru_ose",
  "yunru_pirate_collection",
  "yunruworlds",
  "yunrucore",
  "TraverserDesignBureau",
  "prv",
  "shaderLib",
  "yunruHullModsLib",
  "KFM3",
  "KGT1",
  "KGT2"
]}
Title: Re: [0.96a] Ashes of The Domain
Post by: anhkhoa3302 on September 19, 2023, 05:27:13 PM
Crash when update from 1.6.0 to 1.6.1

Code
98377 [Thread-3] WARN  org.magiclib.util.MagicSettings  - unable to find CAPITAL_MIN_FACTION_SIZE within aod_core in modSettings.json
98638 [Thread-7] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [miscallenous_main_menu.ogg]
98773 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.industry.KaysaarResearchFacility.apply(KaysaarResearchFacility.java:45)
at com.fs.starfarer.campaign.econ.Market.reapplyIndustries(Unknown Source)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.econPostSaveRestore(CoreLifecyclePluginImpl.java:1190)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
at com.fs.starfarer.title.C.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.W.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
98984 [Thread-9] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
98984 [Thread-9] INFO  sound.H  - Playing music with id [miscallenous_main_menu.ogg]
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on September 19, 2023, 06:28:17 PM
Crash when update from 1.6.0 to 1.6.1

Code
98377 [Thread-3] WARN  org.magiclib.util.MagicSettings  - unable to find CAPITAL_MIN_FACTION_SIZE within aod_core in modSettings.json
98638 [Thread-7] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [miscallenous_main_menu.ogg]
98773 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.industry.KaysaarResearchFacility.apply(KaysaarResearchFacility.java:45)
at com.fs.starfarer.campaign.econ.Market.reapplyIndustries(Unknown Source)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.econPostSaveRestore(CoreLifecyclePluginImpl.java:1190)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
at com.fs.starfarer.title.C.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.W.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
98984 [Thread-9] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
98984 [Thread-9] INFO  sound.H  - Playing music with id [miscallenous_main_menu.ogg]
Issue fixed with 1.6.2
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on September 20, 2023, 01:55:24 PM
I ll update mod page tommorow, due to new patches that came (more like hotfixes) and include descripton of new databank system, that has been reworked in 1.6
Title: Re: [0.96a] Ashes of The Domain
Post by: VladPutain911 on September 20, 2023, 10:48:31 PM
Got this crash (before updating my save to next version) once my monestary world became permenant
363837 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.HullVariantSpec.setHullSpec(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.createEmptyVariant(Unknown Source)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.creat eAndPrepareMember(MonasticOrderSubIndustry.java:181)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.repor tEconomyTick(MonasticOrderSubIndustry.java:142)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:118)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Got this seemingly randomly after updating (on the same save) gonna start a new one hopefully just because I updated mid save

1742932 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.research.ResearchAPI.startResearch(ResearchAPI.java:1009)
   at data.ui.ResearchUIPlugin.advance(ResearchUIPlugin.java:2047)
   at com.fs.starfarer.ui.newui.int.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.E.I.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.public.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.newui.return.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.public.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.96a] Ashes of The Domain
Post by: heh on September 21, 2023, 02:26:57 PM
Not a crash or anything, but i can't upgrade smelting or light production, even though i have both refining and light industry researched
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on September 21, 2023, 03:34:57 PM
Not a crash or anything, but i can't upgrade smelting or light production, even though i have both refining and light industry researched
I saw this issue new update dropped to fix it
Title: Re: [0.96a] Ashes of The Domain
Post by: Dynamiteside on September 22, 2023, 01:19:58 AM
Not a crash and not sure if this is just an AOTD problem or AOTD conflicting with Crew replacer but Culann and Chicomoztoc can not be raided for valuables (like their respective fleet- / skunksworks databanks) as hitting the "try to acquire valuables,[...]" option under raid options just gives a nullpointer exception (This only happens on those 2 markets so its probably a databank error).

Also "Vault of Knowledge" appears like an industry as disruption objective when trying to disrupt under raid options with a difficulty of "NONE" maybe that has something to do with it?

taken from Starsector.log when hitting raid for valuables:
Culann:
405351 [Thread-3] WARN  com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.salvage.CrewReplacerMarketCMD: null
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.graid.SpecialItemRaidObjectivePluginImpl.get DangerLevel(SpecialItemRaidObjectivePluginImpl.java:77)
   at com.fs.starfarer.api.impl.campaign.graid.SpecialItemRaidObjectivePluginImpl.set Source(SpecialItemRaidObjectivePluginImpl.java:32)
   at com.fs.starfarer.api.impl.campaign.graid.SpecialItemRaidObjectivePluginImpl.<init>(SpecialItemRaidObjectivePluginImpl.java:26)
   at com.fs.starfarer.api.impl.campaign.graid.StandardGroundRaidObjectivesCreator.mo difyRaidObjectives(StandardGroundRaidObjectivesCreator.java:45)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.modifyRaidObjectives(ListenerUtil.java:206)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.CrewReplacerMarketCMD.raidVa luable(CrewReplacerMarketCMD.java:730)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.MarketCMD.execute(MarketCMD.java:344)
   at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.C.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:177)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:210)
   at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.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(Thread.java:748)

Chicomoztoc:
1221703 [Thread-3] WARN  com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.salvage.CrewReplacerMarketCMD: null
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.graid.SpecialItemRaidObjectivePluginImpl.get DangerLevel(SpecialItemRaidObjectivePluginImpl.java:77)
   at com.fs.starfarer.api.impl.campaign.graid.SpecialItemRaidObjectivePluginImpl.set Source(SpecialItemRaidObjectivePluginImpl.java:32)
   at com.fs.starfarer.api.impl.campaign.graid.SpecialItemRaidObjectivePluginImpl.<init>(SpecialItemRaidObjectivePluginImpl.java:26)
   at com.fs.starfarer.api.impl.campaign.graid.StandardGroundRaidObjectivesCreator.mo difyRaidObjectives(StandardGroundRaidObjectivesCreator.java:45)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.modifyRaidObjectives(ListenerUtil.java:206)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.CrewReplacerMarketCMD.raidVa luable(CrewReplacerMarketCMD.java:730)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.MarketCMD.execute(MarketCMD.java:344)
   at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.C.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:177)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:210)
   at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.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(Thread.java:748)
Title: Re: [0.96a] Ashes of The Domain
Post by: Paznoz on September 22, 2023, 04:19:58 AM
Hello
First of all amazing mod you made and thnak you very much, you enhance the already minblowing experiance that is starsector !  :D
Second, when i terraform a cryovolcanic world to a water world with TSC the option to activate fishery does not appear.  :(
Title: Re: [0.96a] Ashes of The Domain
Post by: ClosedBoudy on September 22, 2023, 06:56:57 AM
Just want to say that i love this mod but kind bummed out that it doesn't have compatibility with nexerelin's random sector generation which results in multiple commodities having zero consumers/producers
Title: Re: [0.96a] Ashes of The Domain
Post by: Zalpha on September 22, 2023, 01:15:59 PM
I think this is the mod? I have a guy in the bar who gives me a mission to find a science lab on a planet and I can select to do the mission but he does not go away once I have accepted his mission. I can select the same mission about 10 times before he goes away. I regenerates the same quest each time to a new location. Once completing one of them I am give research industry techs. I guess they are to be used on the research facility. I just wanted to point out that the mission giver might be bugged? If you need my mod log let me know.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on September 22, 2023, 01:19:46 PM
I think this is the mod? I have a guy in the bar who gives me a mission to find a science lab on a planet and I can select to do the mission but he does not go away once I have accepted his mission. I can select the same mission about 10 times before he goes away. I regenerates the same quest each time to a new location. Once completing one of them I am give research industry techs. I guess they are to be used on the research facility. I just wanted to point out that the mission giver might be bugged? If you need my mod log let me know.
It has been fixed in 1.6.4
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on September 22, 2023, 01:20:30 PM
Just want to say that i love this mod but kind bummed out that it doesn't have compatibility with nexerelin's random sector generation which results in multiple commodities having zero consumers/producers
Thanks man
Hello
First of all amazing mod you made and thnak you very much, you enhance the already minblowing experiance that is starsector !  :D
Second, when i terraform a cryovolcanic world to a water world with TSC the option to activate fishery does not appear.  :(

Also thanks there ^^
Title: Re: [0.96a] Ashes of The Domain
Post by: Myraid on September 22, 2023, 08:43:37 PM
So I have a particularly strange bug. Whenever I equip one of the special fleet wide items, it deletes the entire fleet as if you were wiped out. It's happened each time when equipping an item and then swapping to a different fleet wide bonus. There's no error log or other messages. Just gives you the message of having been picked up from an escape pod.

Unfortunately I was in Iron Man mode so autosave has permanently seen the lost of a 40 stack elite fleet and a third of the industry blue prints...guess it's back to the start again! I did try to go back to where my fleet was but it's just all gone so very much a *** around and lose everything deal.

I'm not certain if this is caused by another mod conflict as this was the first time I got two of those items (the fighter refit bonus and PDW range increase fleet bonus) and I had swapped between the two twice before exiting the menu. Will try to replicate the issue but right now, just more annoying than anything.
Title: Re: [0.96a] Ashes of The Domain
Post by: dbenndorf on September 23, 2023, 04:58:05 AM
Firstly, fantastic mod, I loved it.

I think I came across a bug, it happens after starting the construction of a special item in the Stella Manufactoriumn and I try to see its progress.

Edit: "version":"1.5.3", so maybe this bug has already been fixed, if that's the case, I'm sorry, I just now saw that the mod had been updated.

885778 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.industry.KaysaarStellaManufactorium.addPostDemandSection(KaysaarStellaManufactorium.java:109)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:1265)
   at com.fs.starfarer.campaign.ui.marketinfo.intnew$1.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.R.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.V.oÒ0000(Unknown Source)
   at com.fs.starfarer.ui.V.processInput(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.privatesuper$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.class.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.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.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.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)
886039 [Thread-10] INFO  sound.public  - Creating streaming player for music with id [campaign_noncore_part1.ogg]
886039 [Thread-10] INFO  sound.H  - Playing music with id [campaign_noncore_part1.ogg]
Title: Re: [0.96a] Ashes of The Domain
Post by: n3xuiz on September 23, 2023, 09:57:58 AM
i'm on 1.6.4 and occasionally these error messages tick by on the left:

nonexistent special item found on chicomoztoc, id hegeheavy_databank

nonexistent special item found on culann, id triheavy_databank
Title: Re: [0.96a] Ashes of The Domain
Post by: Hyperkayak on September 23, 2023, 01:10:10 PM
Pls look at this ctd error: https://fractalsoftworks.com/forum/index.php?topic=28056.0
I think AOTD is causing it somehow.
Haven't encountered it since disabling Vault+Glory.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on September 23, 2023, 01:17:55 PM
i'm on 1.6.4 and occasionally these error messages tick by on the left:

nonexistent special item found on chicomoztoc, id hegeheavy_databank

nonexistent special item found on culann, id triheavy_databank
I ll fix it soon
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on September 23, 2023, 01:19:24 PM
Pls look at this ctd error: https://fractalsoftworks.com/forum/index.php?topic=28056.0
I think AOTD is causing it somehow.
Haven't encountered it since disabling Vault+Glory.
It's caused by Vaults of Knowledge, i will fix it sorry for bugs, it has been tough week where i was fixing + work + other things. I would like to fix them immidieatly but i am not a robot
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on September 23, 2023, 01:21:17 PM
So I have a particularly strange bug. Whenever I equip one of the special fleet wide items, it deletes the entire fleet as if you were wiped out. It's happened each time when equipping an item and then swapping to a different fleet wide bonus. There's no error log or other messages. Just gives you the message of having been picked up from an escape pod.

Unfortunately I was in Iron Man mode so autosave has permanently seen the lost of a 40 stack elite fleet and a third of the industry blue prints...guess it's back to the start again! I did try to go back to where my fleet was but it's just all gone so very much a *** around and lose everything deal.

I'm not certain if this is caused by another mod conflict as this was the first time I got two of those items (the fighter refit bonus and PDW range increase fleet bonus) and I had swapped between the two twice before exiting the menu. Will try to replicate the issue but right now, just more annoying than anything.
Special items for fleets it's not AoTD feature, i belive it was RAT ?
Title: Re: [0.96a] Ashes of The Domain
Post by: Hyperkayak on September 23, 2023, 02:05:39 PM
Pls look at this ctd error: https://fractalsoftworks.com/forum/index.php?topic=28056.0
I think AOTD is causing it somehow.
Haven't encountered it since disabling Vault+Glory.
It's caused by Vaults of Knowledge, i will fix it sorry for bugs, it has been tough week where i was fixing + work + other things. I would like to fix them immidieatly but i am not a robot

Okie~
Thanks for your work!
Title: Re: [0.96a] Ashes of The Domain
Post by: Xarlas on September 23, 2023, 07:48:32 PM
59339 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.intel.bar.events.GalatiaOfferIntel.getMapLoc ation(GalatiaOfferIntel.java:90)
   at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.getIntelTags(BaseIntelPlugin.java:285)
   at com.fs.starfarer.api.impl.campaign.intel.bar.events.GalatiaOfferIntel.getIntelT ags(GalatiaOfferIntel.java:115)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.o00000(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.0000(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.o0000(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.L.setSize(Unknown Source)
   at com.fs.starfarer.campaign.comms.return.return.null(Unknown Source)
   at com.fs.starfarer.campaign.comms.return.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.L.setSize(Unknown Source)
   at com.fs.starfarer.ui.thissuper.setSize(Unknown Source)
   at com.fs.starfarer.ui.newui.L$7.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.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.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I get this when i open the Intel screen after i completed the Galatia academy quest to get researches.
It crashes to desktop. I am using Nexerelin, so maybe the random sector generation caused issues.

P.S. I removed some broken Unicode chars of the log, as they prevented me from posting.

Edit: The Vaults of Knowledge mod contains the source code for what seems to be the sleeper module for some reason (in src.rar right next to the jar).
Title: Re: [0.96a] Ashes of The Domain
Post by: ddemo on September 23, 2023, 11:06:25 PM
Hi, I've got 2 crash logs that may be relevant to your mod

138080 [Thread-3] ERROR exerelin.utilities.NexUtilsMarket  - Nonexistent special item found on Culann, id triheavy_databank


And the big one that causes consistent CTDs

118671 [Thread-3] INFO  scripts.kissa.LOST_SECTOR.util.powerLevel  - power 1.5840482
119750 [Thread-9] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [uaf_final_friendly_market_loop1.ogg]
119751 [Thread-9] INFO  sound.H  - Playing music with id [uaf_final_friendly_market_loop1.ogg]
120134 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Spawning officers/admins at ii_carthage
120134 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     officerProb: 0.5
120134 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     additionalProb: 0.1
120134 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     mercProb: 0.25
120134 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     adminProb: 0.15
120134 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -
122424 [Thread-3] INFO  scripts.kissa.LOST_SECTOR.util.powerLevel  - power 1.5840482
123329 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\stelnet]
123680 [Thread-3] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
123681 [Thread-7] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [uaf_final_friendly_market_loop1.ogg]
123757 [Thread-9] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
123758 [Thread-9] INFO  sound.H  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
123976 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.industry.KaysaarResearchFacility.apply(KaysaarResearchFacility.java:45)
   at com.fs.starfarer.campaign.econ.Market.reapplyIndustries(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.refreshAllOutpostsEffectsForPlayerOutp osts(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomy.nextStep(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.nextStep(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.nextStep(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.tripleStep(Unknown Source)
   at com.fs.starfarer.campaign.command.F.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.L$8.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.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.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

I'm assuming this has something to do with the researchers because I can recreate it whenever I find Sophia the researcher at a bar in Auroria (UAF). I can recruit her and leave the bar but when I go to check my colony, I get a CTD. Not doing anything after recruiting her also causes a CTD after a while.

Thanks for your work, this is an awesome mod!
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on September 24, 2023, 07:40:44 AM
Hi, I've got 2 crash logs that may be relevant to your mod

138080 [Thread-3] ERROR exerelin.utilities.NexUtilsMarket  - Nonexistent special item found on Culann, id triheavy_databank


And the big one that causes consistent CTDs

118671 [Thread-3] INFO  scripts.kissa.LOST_SECTOR.util.powerLevel  - power 1.5840482
119750 [Thread-9] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [uaf_final_friendly_market_loop1.ogg]
119751 [Thread-9] INFO  sound.H  - Playing music with id [uaf_final_friendly_market_loop1.ogg]
120134 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Spawning officers/admins at ii_carthage
120134 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     officerProb: 0.5
120134 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     additionalProb: 0.1
120134 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     mercProb: 0.25
120134 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     adminProb: 0.15
120134 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -
122424 [Thread-3] INFO  scripts.kissa.LOST_SECTOR.util.powerLevel  - power 1.5840482
123329 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\stelnet]
123680 [Thread-3] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
123681 [Thread-7] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [uaf_final_friendly_market_loop1.ogg]
123757 [Thread-9] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
123758 [Thread-9] INFO  sound.H  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
123976 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.industry.KaysaarResearchFacility.apply(KaysaarResearchFacility.java:45)
   at com.fs.starfarer.campaign.econ.Market.reapplyIndustries(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.refreshAllOutpostsEffectsForPlayerOutp osts(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomy.nextStep(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.nextStep(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.nextStep(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.tripleStep(Unknown Source)
   at com.fs.starfarer.campaign.command.F.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.L$8.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.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.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

I'm assuming this has something to do with the researchers because I can recreate it whenever I find Sophia the researcher at a bar in Auroria (UAF). I can recruit her and leave the bar but when I go to check my colony, I get a CTD. Not doing anything after recruiting her also causes a CTD after a while.

Thanks for your work, this is an awesome mod!
update to newest version this is old bug , it has been fixed long time ago
Title: Re: [0.96a] Ashes of The Domain
Post by: ddemo on September 24, 2023, 10:14:34 AM
Well I feel dumb, but at least I get to continue my game, thanks!  ;D

Hi, I've got 2 crash logs that may be relevant to your mod

138080 [Thread-3] ERROR exerelin.utilities.NexUtilsMarket  - Nonexistent special item found on Culann, id triheavy_databank


And the big one that causes consistent CTDs

118671 [Thread-3] INFO  scripts.kissa.LOST_SECTOR.util.powerLevel  - power 1.5840482
119750 [Thread-9] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [uaf_final_friendly_market_loop1.ogg]
119751 [Thread-9] INFO  sound.H  - Playing music with id [uaf_final_friendly_market_loop1.ogg]
120134 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Spawning officers/admins at ii_carthage
120134 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     officerProb: 0.5
120134 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     additionalProb: 0.1
120134 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     mercProb: 0.25
120134 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     adminProb: 0.15
120134 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -
122424 [Thread-3] INFO  scripts.kissa.LOST_SECTOR.util.powerLevel  - power 1.5840482
123329 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\stelnet]
123680 [Thread-3] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
123681 [Thread-7] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [uaf_final_friendly_market_loop1.ogg]
123757 [Thread-9] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
123758 [Thread-9] INFO  sound.H  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
123976 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.industry.KaysaarResearchFacility.apply(KaysaarResearchFacility.java:45)
   at com.fs.starfarer.campaign.econ.Market.reapplyIndustries(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.refreshAllOutpostsEffectsForPlayerOutp osts(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomy.nextStep(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.nextStep(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.nextStep(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.tripleStep(Unknown Source)
   at com.fs.starfarer.campaign.command.F.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.L$8.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.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.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

I'm assuming this has something to do with the researchers because I can recreate it whenever I find Sophia the researcher at a bar in Auroria (UAF). I can recruit her and leave the bar but when I go to check my colony, I get a CTD. Not doing anything after recruiting her also causes a CTD after a while.

Thanks for your work, this is an awesome mod!
update to newest version this is old bug , it has been fixed long time ago
Title: Re: [0.96a] Ashes of The Domain
Post by: SteelHeart on September 24, 2023, 01:26:35 PM
So it looks like you have a quest to make sure the player gets the basic VOK databanks when they first found a colony, the problem is it sends you to a planet which I already managed to clear out. I got the dialog for recovering their datacore before I got the quest and now it won't let me proceed. I'm stuck with a quest marker on the planet but I can't salvage the datacore again.
Title: Re: [0.96a] Ashes of The Domain
Post by: Selfcontrol on September 24, 2023, 01:59:31 PM
So it looks like you have a quest to make sure the player gets the basic VOK databanks when they first found a colony, the problem is it sends you to a planet which I already managed to clear out. I got the dialog for recovering their datacore before I got the quest and now it won't let me proceed. I'm stuck with a quest marker on the planet but I can't salvage the datacore again.

Also, when you finish the quest, the quest marker moves to Galatia but stay there forever in the Exploration tab.
Title: Re: [0.96a] Ashes of The Domain
Post by: C0bblestone on September 26, 2023, 01:30:51 PM
So it looks like you have a quest to make sure the player gets the basic VOK databanks when they first found a colony, the problem is it sends you to a planet which I already managed to clear out. I got the dialog for recovering their datacore before I got the quest and now it won't let me proceed. I'm stuck with a quest marker on the planet but I can't salvage the datacore again.

 I made an account just now to say that I'm having the same issue. The Ouroboros mission is sending me to a planet I've already surveyed, and actually already have a colony on. I used console commands to remove the market and even added the pre collapse facility condition to the planet through console, however the VOK's I received were not basic, and the Ouroboros mission is still unable to complete.
Title: Re: [0.96a] Ashes of The Domain
Post by: MnHebi on September 27, 2023, 07:10:55 AM
So it looks like you have a quest to make sure the player gets the basic VOK databanks when they first found a colony, the problem is it sends you to a planet which I already managed to clear out. I got the dialog for recovering their datacore before I got the quest and now it won't let me proceed. I'm stuck with a quest marker on the planet but I can't salvage the datacore again.
Not to worry, you can fix the save, open campaign.xml for the save in Notepad. Find the planet by searching for

<e>
<st>$defenderFleetDefeated</st>
<bp>true</bp>
</e>

Replace it with

<e>
<st>$aotd_galatia_planet</st>
<bp>true</bp>
</e>

Title: Re: [0.96a] Ashes of The Domain
Post by: SteelHeart on September 27, 2023, 03:23:38 PM
So it looks like you have a quest to make sure the player gets the basic VOK databanks when they first found a colony, the problem is it sends you to a planet which I already managed to clear out. I got the dialog for recovering their datacore before I got the quest and now it won't let me proceed. I'm stuck with a quest marker on the planet but I can't salvage the datacore again.
Not to worry, you can fix the save, open campaign.xml for the save in Notepad. Find the planet by searching for

<e>
<st>$defenderFleetDefeated</st>
<bp>true</bp>
</e>

Replace it with

<e>
<st>$aotd_galatia_planet</st>
<bp>true</bp>
</e>

This works, I can confirm
Title: Re: [0.96a] Ashes of The Domain
Post by: lustfull on September 28, 2023, 01:40:29 AM
Don't work for me.
Title: Re: [0.96a] Ashes of The Domain
Post by: icheltso on September 28, 2023, 12:51:43 PM
So I'm getting the following bug:

Neither sublimation nor benefication can be built due to colony size 'being too small', even though all my planets are size 6.

Additionally I cannot build sublimation on a planet that has both volatiles and organics.

Title: Re: [0.96a] Ashes of The Domain
Post by: Jazuke Taizago on September 29, 2023, 04:49:25 AM
Just wanted to report that at some point, the Bars stopped having the Pre-Collapse NPCs that gives you the location of the place to get the VOKs. They no longer appear whatsoever despite how many days and weeks goes by or months for that matter.

I attempted to see if i could use Console Command to add them to my Inventory. Though it only showed me three types, being the bad ones, the normal ones and the pristine ones without the images/names of the specific Research Types. Adding one to my Inventory and clicking it caused my game to crash.
Title: Re: [0.96a] Ashes of The Domain
Post by: D00D on September 29, 2023, 05:43:43 PM
After testing out many mods, I can conclude that there's incompatibility with Adjusted Sector. The planet pointed out by the Galactia Academy is not added to the intel screen and I think it's not being generated on game creation with that mod.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on September 30, 2023, 12:19:18 AM
Hi , I read all things, I will reply to them , when i will have more time. Just to say quickly I read those bug reports and  I will start working on them in next week
Title: Re: [0.96a] Ashes of The Domain
Post by: SteelHeart on October 01, 2023, 09:46:55 AM
Just a thing, what if the Stellamanufactorum produced Domain Artifacts if TASC is installed and has them turned on? Its not always convenient to have a ruins world where you cna grow it and set up Domain archeology, and this thing literally lets you make pristine nanoforges.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on October 01, 2023, 12:11:31 PM
Just a thing, what if the Stellamanufactorum produced Domain Artifacts if TASC is installed and has them turned on? Its not always convenient to have a ruins world where you cna grow it and set up Domain archeology, and this thing literally lets you make pristine nanoforges.
This issue should be addressed to author of TASC , as Stella Manufactorium uses CSV for items production , which TASC could implement on their side
Title: Re: [0.96a] Ashes of The Domain
Post by: whatisthisbug on October 02, 2023, 04:41:46 PM
Crashing issue

495364 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.research.CancelUpgradeUIOverride.createTooltip(CancelUpgradeUIOverride.java:49)
   at com.fs.starfarer.campaign.ui.marketinfo.c$6.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.oÒ0000(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.c.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.96a] Ashes of The Domain
Post by: Kingofchebureki on October 03, 2023, 06:52:56 PM
Just wondering, I saw in the TASC thread that you could edit industries to produce certain items. I personally don't know how to edit this stuff and any attempts I have tried have resulted in my code software showing a a bunch of unrecognized symbols. Anyone know how to manually edit industries and what they produce?
Title: Re: [0.96a] Ashes of The Domain
Post by: Ramiel on October 05, 2023, 07:40:51 AM
Not to worry, you can fix the save, open campaign.xml for the save in Notepad. Find the planet by searching for

<e>
<st>$defenderFleetDefeated</st>
<bp>true</bp>
</e>

Replace it with

<e>
<st>$aotd_galatia_planet</st>
<bp>true</bp>
</e>
[/quote]

I have 18 matches in my xml file.... is there any way to determine, which one is the corresponding one?

Is it the
<st>aotd_pre_collapse_fac</st>

Line? It seems to be the one?
Title: Re: [0.96a] Ashes of The Domain
Post by: MnHebi on October 05, 2023, 07:44:00 AM
Just search for the planet name with <name>planet_name_here</name>
It will also contain
<e>
<st>$salvageSpecId</st>
<st>aotd_galatia_planet</st>
</e>
Title: Re: [0.96a] Ashes of The Domain
Post by: tuananh1612 on October 07, 2023, 03:29:25 AM
I would like to report an issue. The bar missions that point to pre-collapse facilities does not exclude planets that are already searched. I got 2 recent missions that both pointed to 2 planets that I have already got VOKs from. I don't know if this is the intended features, so I would like to report it.
Also the bar missions seem to only generated when the planet from the previous mission is vistied again. Is this a bug, or is there a cooldown period between two missions?
Title: Re: [0.96a] Ashes of The Domain
Post by: SanityAdrift on October 07, 2023, 12:17:36 PM
This was after applying the version for the 'index 0' crash problem

351137 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(ArrayList.java:659)
   at java.util.ArrayList.get(ArrayList.java:435)
   at data.colonyevents.manager.AoTDColonyEventManager.pickMarket(AoTDColonyEventManager.java:300)
   at data.colonyevents.manager.AoTDColonyEventManager.advance(AoTDColonyEventManager.java:196)
   at data.colonyevents.manager.AoTDColonyEventAssigner.advance(AoTDColonyEventAssigner.java:21)
   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] Ashes of The Domain
Post by: Hyperkayak on October 08, 2023, 01:14:26 PM
So 1.6.7 of VOK is only save-compatible with 1.6.6, but is 1.6.6 compatible with 1.6.5?
If so, then please add a DL link for 1.6.6 :D
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on October 08, 2023, 01:36:07 PM
So 1.6.7 of VOK is only save-compatible with 1.6.6, but is 1.6.6 compatible with 1.6.5?
If so, then please add a DL link for 1.6.6 :D
No 1.6.6 is not save compatbile with 1.6.5
Title: Re: [0.96a] Ashes of The Domain
Post by: Hyperkayak on October 08, 2023, 01:40:46 PM
New game it is then :D
Title: Re: [0.96a] Ashes of The Domain
Post by: Cooi on October 08, 2023, 06:18:46 PM
Hi, this mod is quite fun, and i really like the progression but i wanted to ask if there is a way for me to whitelist certain structures/industries from requiring research? I usually play with mods that add multiple structures so id like to whitelist them from requiring VOK's. Also the Ouroboros mission leads me to a planet, and when i interacted with it nothing happened, i started a colony on it, gave it to hegemony, tried the bar on that colony, and looked around the system but i didn't see anything. Am i doing something wrong?
Title: Re: [0.96a] Ashes of The Domain
Post by: wildfoodiemiku on October 08, 2023, 07:11:35 PM
Hi,sorry may I get a download link for 1.6.5 thanks? :'(
Title: Re: [0.96a] Ashes of The Domain
Post by: J2Greene on October 09, 2023, 02:27:24 AM
In the current version of Vaults of Knowledge, if you shut down your Research Facility (say you want to rebuild it on another planet) the items (like VOKs) that were stored in the facility's Research Storage just disappear, and are gone forever. Which is ... not ideal. Probably they should instead get moved to the general storage on the planet, the way it already happens with installed AI cores and production-boosting items when their industry is shut down.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on October 09, 2023, 03:17:29 AM
In the current version of Vaults of Knowledge, if you shut down your Research Facility (say you want to rebuild it on another planet) the items (like VOKs) that were stored in the facility's Research Storage just disappear, and are gone forever. Which is ... not ideal. Probably they should instead get moved to the general storage on the planet, the way it already happens with installed AI cores and production-boosting items when their industry is shut down.
This bug Has been known to me for long time : Its not possible as i cant detect moment when exactly market is deleted, without duplicating items . Its the same issue when you would leave items when you decolonize colony. They are gone. Next time be more carefull simply. Some things cant be simply replicated by me
Title: Re: [0.96a] Ashes of The Domain
Post by: FreonRu on October 09, 2023, 09:37:43 AM
Good day.

Any plans to make additional upgrades for the military base? For example, increasing the importance of combating threats to colonies? Or, for example, bases that are united into a network of military bases and repel enemies with coordinated forces? Or a military base that “takes into account” the combat operations of patrol fleets?

Thanks in advance for your answer

PS. The modification is amazing, thank you very much
Title: Re: [0.96a] Ashes of The Domain
Post by: Shadow39344 on October 09, 2023, 10:13:34 AM
Hi, i'm still on the 1.6.5 patch of vaults of knowledge and i encountered a bug.
when i upgrade the heavy production industry i get 2 cancel upgrade buttons,
if i hover over the one without the keybind the game crashes. i was wondering if this bug was fixed since i it isn't mentioned in the changelogs.
Spoiler
72492 [Thread-3] INFO  exerelin.plugins.ExerelinModPlugin  - Game load
72494 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin (data/config/exerelin/customScenarios.json)]
72503 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Iron_Shell_1183ad]
72504 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
72548 [Thread-3] INFO  stelnet.SettingsListener  - Enabled Commodity module
72549 [Thread-3] INFO  stelnet.SettingsListener  - Enabled Contacts module
72549 [Thread-3] INFO  stelnet.SettingsListener  - Enabled Exploration module
72549 [Thread-3] INFO  stelnet.SettingsListener  - Enabled Market module
72550 [Thread-3] INFO  stelnet.SettingsListener  - Enabled Storage module
72552 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\stelnet]
72553 [Thread-3] INFO  stelnet.SettingsListener  - Stelnet configured
72558 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Adversary-v5.1.0 (data/config/takenoprisonersFactionConfig/adversary.json)]
72558 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction adversary
72560 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/tritachyon.json)]
72561 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction tritachyon
72563 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/hegemony.json)]
72563 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction hegemony
72565 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/ironshell.json)]
72565 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction ironshell
72567 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/persean_league.json)]
72568 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction persean_league
72569 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/pirates.json)]
72570 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction pirates
72572 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/independent.json)]
72572 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction independent
72574 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/sindrian_diktat.json)]
72574 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction sindrian_diktat
72576 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/lions_guard.json)]
72577 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction lions_guard
72578 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/tahlan_legioinfernalis.json)]
72579 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction tahlan_legioinfernalis
72581 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/unknown.json)]
72582 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction unknown
72583 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/luddic_church.json)]
72584 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction luddic_church
72586 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/luddic_path.json)]
72586 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction luddic_path
72588 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/approlight.json)]
72588 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction approlight
72590 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/almighty_dollar.json)]
72591 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction almighty_dollar
72593 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/ashen_keepers.json)]
72593 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction ashen_keepers
72595 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/communist_clouds.json)]
72596 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction communist_clouds
72597 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/hvb_hostile.json)]
72598 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction hvb_hostile
72600 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/wanted.json)]
72600 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction wanted
72602 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/science_fuckers.json)]
72603 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction science_fuckers
72605 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/warhawk_republic.json)]
72605 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction warhawk_republic
72607 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/vic.json)]
72608 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction vic
72610 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/goat_aviation_bureau.json)]
72610 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction goat_aviation_bureau
72612 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/mayasura.json)]
72613 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction mayasura
72615 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/mayasuran_guard.json)]
72615 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction mayasuran_guard
72617 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/orks.json)]
72618 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction orks
72620 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/roider.json)]
72620 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction roider
72621 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/scy.json)]
72622 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction scy
72624 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/diable_avionics.json)]
72625 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction diable_avionics
72627 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/ora.json)]
72627 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction ora
72629 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/kadur_remnant.json)]
72631 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction kadur_remnant
72633 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/kadur_theocracy.json)]
72634 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction kadur_theocracy
72636 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/qamar_insurgency.json)]
72637 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction qamar_insurgency
72639 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/gmda.json)]
72640 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction gmda
72641 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/mvs.json)]
72642 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction mvs
72644 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/kyeltziv.json)]
72645 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction kyeltziv
72647 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/apex_design.json)]
72648 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction apex_design
72650 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/sikr_saniris.json)]
72651 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction sikr_saniris
72653 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/pearson_exotronics.json)]
72654 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction pearson_exotronics
72656 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/brighton.json)]
72656 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction brighton
72658 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/hmi.json)]
72659 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction hmi
72661 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/dassault_mikoyan.json)]
72662 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction dassault_mikoyan
72664 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/blackrock_driveyards.json)]
72665 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction blackrock_driveyards
72667 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/interstellarimperium.json)]
72667 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction interstellarimperium
72669 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/neutrinocorp.json)]
72670 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction neutrinocorp
72672 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/ironshell.json)]
72672 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction ironshell
72674 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/uaf.json)]
72675 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction uaf
72677 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TakeNoPrisoners-v0.16.1 (data/config/takenoprisonersFactionConfig/famous_bounty.json)]
72677 [Thread-3] INFO  takenoprisoners.config.FactionConfiguration  - Loaded exotica faction config for faction famous_bounty
72687 [Thread-3] INFO  ungp.scripts.campaign.specialist.rules.UNGP_RulesManager  - Start updating rule caches...
72695 [Thread-3] INFO  ungp.scripts.campaign.specialist.rules.UNGP_RulesManager  - Rule caches update completed.
72901 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 34
72901 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 35
72922 [Thread-3] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/fx/rat_center.png (using cast)
72948 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 36
72948 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 37
72949 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 38
72949 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 39 - last
73805 [Thread-3] INFO  net.andylizi.starsector.planetsearch.CoreUIWatchScript  - CoreUI changed
73811 [Thread-3] INFO  net.andylizi.starsector.planetsearch.CoreUIWatchScript  - CoreUI injected
74799 [Thread-7] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [miscallenous_main_menu.ogg]
75147 [Thread-10] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [Sovereignty.ogg]
75149 [Thread-10] INFO  sound.H  - Playing music with id [Sovereignty.ogg]
75800 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  - Loading mercenary data
75802 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin (data/config/exerelin/mercConfig.json)]
75803 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\tahlan-shipworks-1.2.6 (data/config/exerelin/mercConfig.json)]
75803 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: tahlan_mercKnightsErrant
75804 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: dickerson
75804 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: lastCrusader
75804 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: steinerGuards
75804 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: tahlan_mercRosenritter
75804 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: theJokers
75804 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: endbringer
75804 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: menFromVolturn
75805 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: tahlan_mercLegio
75805 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: westernesseKingsOwn
75805 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: trigun
75805 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: dorasSurvey
75809 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelin/miningConfig.json]
75813 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
75814 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\tahlan-shipworks-1.2.6]
75816 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
75817 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\tahlan-shipworks-1.2.6]
75820 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
77043 [Thread-3] INFO  net.andylizi.starsector.planetsearch.CoreUIWatchScript  - CoreUI changed
77043 [Thread-3] INFO  net.andylizi.starsector.planetsearch.CoreUIWatchScript  - CoreUI injected
77151 [Thread-10] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [faction_generic_market_01_neutral_var01.ogg]
77152 [Thread-10] INFO  sound.H  - Playing music with id [faction_generic_market_01_neutral_var01.ogg]
89086 [Thread-3] INFO  com.fs.starfarer.util.OOoO  - Saving screenshot to C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\screenshots\screenshot137.png...
98296 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\stelnet]
98304 [Thread-3] INFO  net.andylizi.starsector.planetsearch.CoreUIWatchScript  - CoreUI changed
98642 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Weapons Cache, faction: Adversary
99314 [Thread-7] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [faction_generic_market_01_neutral_var01.ogg]
99675 [Thread-10] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [faction_generic_market_01_neutral_var01.ogg]
99675 [Thread-10] INFO  sound.H  - Playing music with id [faction_generic_market_01_neutral_var01.ogg]
99899 [Thread-3] INFO  net.andylizi.starsector.planetsearch.CoreUIWatchScript  - CoreUI changed
99900 [Thread-3] INFO  net.andylizi.starsector.planetsearch.CoreUIWatchScript  - CoreUI injected
103843 [Thread-3] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [Sovereignty.ogg]
103855 [Thread-7] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [faction_generic_market_01_neutral_var01.ogg]
104080 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.research.CancelUpgradeUIOverride.createTooltip(CancelUpgradeUIOverride.java:49)
   at com.fs.starfarer.campaign.ui.marketinfo.c$6.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.oÒ0000(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.c.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
104184 [Thread-10] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [faction_generic_market_01_neutral_var01.ogg]
104185 [Thread-10] INFO  sound.H  - Playing music with id [faction_generic_market_01_neutral_var01.ogg]
[close]
Title: Re: [0.96a] Ashes of The Domain
Post by: J2Greene on October 09, 2023, 11:35:02 AM
Its not possible as i cant detect moment when exactly market is deleted, without duplicating items.

I see. Perhaps you can put in a feature request with Alex, as the author of a major mod, to introduce a OnMarketClosing() method, which the base game would call whenever it deletes a market. By default empty, and modders then could override/extend it.
Title: Re: [0.96a] Ashes of The Domain
Post by: projecttemp on October 10, 2023, 12:53:56 PM
How do i change the head of research? Is there a way to research something without the VOK? What are research databank use for?
Title: Re: [0.96a] Ashes of The Domain
Post by: Mobfey on October 10, 2023, 03:23:31 PM
Hi! I got the same error as a previous user when hovering over the cancel button when upgrading industries. It was the same log and everything.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on October 10, 2023, 03:55:03 PM
Ashes of The Domain - Vaults of Knowledge 1.6.8 patch 

I DONT KNOW HOW I MADE IT BUT ITS SAVE COMPATIBLE ACTUALLY WITH 1.6.7 and 1.6.6
 
Spoiler
fix bug with Policrystalizator production

new: Repurpose Research Databanks into new Universal currency for research : Either you pay for research with VOK, or with Research Databanks : They can only be found in new saves on Research Stations and only there, very small chance in ruins

new: From now on Research Facilities on markets with Pre Collapse Facility can produce +1 research databank per month
[close]
Sorry i was not posting in comments other patches , kinda then i did not had time to do it
Title: Re: [0.96a] Ashes of The Domain
Post by: Cooi on October 10, 2023, 04:41:13 PM
Thank you for updating the mod. :)
Title: Re: [0.96a] Ashes of The Domain
Post by: Sarix on October 11, 2023, 04:20:56 AM
Welp,here I go again.I had a CTD with sublimation upgrade on a TASC`s siphon station(probably on planets too).I wanted to upgrade mining to the sublimation,when clicked OK,CTD happened.
Logs:
Spoiler
[Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.ui.UpgradeListUI.customDialogConfirm(UpgradeListUI.java:582)
   at com.fs.starfarer.ui.newui.A.dismiss(Unknown Source)
   at com.fs.starfarer.ui.newui.A.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]
AOTD VOK verion 1.6.8
Modlist:
Spoiler
"PAGSM",
  "AAZ_arrus_hullmods",
  "aotd_lost_glory",
  "Cryo_but_better",
  "aod_core",
  "armaa",
  "CJHM",
  "Csp",
  "combatactivators",
  "chatter",
  "lw_console",
  "customizablestarsystems",
  "DetailedCombatResults",
  "Diktat Enhancement",
  "exoticatechnologies",
  "XLU",
  "gss",
  "GrandColonies",
  "Guardian_prototype",
  "HMI",
  "sun_hyperdrive",
  "IndEvo",
  "lw_lazylib",
  "luddenhance",
  "lunalib",
  "MODCalveraSystem",
  "MagicLib",
  "Mayasuran Navy",
  "nexerelin",
  "officerExtension",
  "console_overlord_additionalcommands",
  "pt_qolpack",
  "yunru_pilot_radiant",
  "assortment_of_things",
  "scan_those_gates",
  "secretsofthefrontier",
  "swp",
  "mayu_specialupgrades",
  "speedUp",
  "sun_starship_legends",
  "StopGapMeasures3",
  "sss",
  "tahlan",
  "Terraforming & Station Construction",
  "Tesseract_prototype",
  "TBJ",
  "thong",
  "thongredacto",
  "ungp",
  "whichmod",
  "YNA",
  "mir_np",
  "shaderLib",
  "KFM3",
  "KGT1",
  "KGT2"
[close]
Title: Re: [0.96a] Ashes of The Domain
Post by: StariTV on October 11, 2023, 06:16:45 AM
Is the mod compatible with DIY Planets?
Title: Re: [0.96a] Ashes of The Domain
Post by: Algoul on October 11, 2023, 03:40:51 PM
Ashes of The Domain - Vaults of Knowledge 1.6.8 patch 

I DONT KNOW HOW I MADE IT BUT ITS SAVE COMPATIBLE ACTUALLY WITH 1.6.7 and 1.6.6
 
Spoiler
fix bug with Policrystalizator production

new: Repurpose Research Databanks into new Universal currency for research : Either you pay for research with VOK, or with Research Databanks : They can only be found in new saves on Research Stations and only there, very small chance in ruins

new: From now on Research Facilities on markets with Pre Collapse Facility can produce +1 research databank per month
[close]
Sorry i was not posting in comments other patches , kinda then i did not had time to do it

Im not sure, but how many databanks need for research? I mean may be there displayed wrong numbers? I have some and as i see research can not start - but show them as valid currency for action.
Title: Re: [0.96a] Ashes of The Domain
Post by: StariTV on October 11, 2023, 09:00:31 PM
hello, I found a bug with the farm. When you change production, the money is not spent, and when you cancel, the money is returned to you
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on October 11, 2023, 10:38:04 PM
Ashes of The Domain - Vaults of Knowledge 1.6.8 patch 

I DONT KNOW HOW I MADE IT BUT ITS SAVE COMPATIBLE ACTUALLY WITH 1.6.7 and 1.6.6
 
Spoiler
fix bug with Policrystalizator production

new: Repurpose Research Databanks into new Universal currency for research : Either you pay for research with VOK, or with Research Databanks : They can only be found in new saves on Research Stations and only there, very small chance in ruins

new: From now on Research Facilities on markets with Pre Collapse Facility can produce +1 research databank per month
[close]
Sorry i was not posting in comments other patches , kinda then i did not had time to do it

Im not sure, but how many databanks need for research? I mean may be there displayed wrong numbers? I have some and as i see research can not start - but show them as valid currency for action.
It was a bug , fixed now
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on October 11, 2023, 10:38:24 PM
Welp,here I go again.I had a CTD with sublimation upgrade on a TASC`s siphon station(probably on planets too).I wanted to upgrade mining to the sublimation,when clicked OK,CTD happened.
Logs:
Spoiler
[Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.ui.UpgradeListUI.customDialogConfirm(UpgradeListUI.java:582)
   at com.fs.starfarer.ui.newui.A.dismiss(Unknown Source)
   at com.fs.starfarer.ui.newui.A.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]
AOTD VOK verion 1.6.8
Modlist:
Spoiler
"PAGSM",
  "AAZ_arrus_hullmods",
  "aotd_lost_glory",
  "Cryo_but_better",
  "aod_core",
  "armaa",
  "CJHM",
  "Csp",
  "combatactivators",
  "chatter",
  "lw_console",
  "customizablestarsystems",
  "DetailedCombatResults",
  "Diktat Enhancement",
  "exoticatechnologies",
  "XLU",
  "gss",
  "GrandColonies",
  "Guardian_prototype",
  "HMI",
  "sun_hyperdrive",
  "IndEvo",
  "lw_lazylib",
  "luddenhance",
  "lunalib",
  "MODCalveraSystem",
  "MagicLib",
  "Mayasuran Navy",
  "nexerelin",
  "officerExtension",
  "console_overlord_additionalcommands",
  "pt_qolpack",
  "yunru_pilot_radiant",
  "assortment_of_things",
  "scan_those_gates",
  "secretsofthefrontier",
  "swp",
  "mayu_specialupgrades",
  "speedUp",
  "sun_starship_legends",
  "StopGapMeasures3",
  "sss",
  "tahlan",
  "Terraforming & Station Construction",
  "Tesseract_prototype",
  "TBJ",
  "thong",
  "thongredacto",
  "ungp",
  "whichmod",
  "YNA",
  "mir_np",
  "shaderLib",
  "KFM3",
  "KGT1",
  "KGT2"
[close]
***, that will take me while to investigate why
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on October 11, 2023, 10:38:47 PM
hello, I found a bug with the farm. When you change production, the money is not spent, and when you cancel, the money is returned to you
Hi , I will fix it in next patch
Title: Re: [0.96a] Ashes of The Domain
Post by: hunterkiller725 on October 12, 2023, 06:01:39 AM
do the basic databanks do anything anymore or can i sell them? also is it still true that you cant find multiple of the same vok databank cause i think ive gotten more than one refinery one
Title: Re: [0.96a] Ashes of The Domain
Post by: Jazuke Taizago on October 12, 2023, 02:43:56 PM
Is your Mod causing the Conditions to be replaced by other ones, like RAT_megacities and RAT_ancient_fuel_hub cannot be on the Planet at the same time and same goes for US_base and US_elevator? Since after i updated to the newest version of this before this and it's previous update, this started happening.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on October 12, 2023, 03:44:11 PM
Is your Mod causing the Conditions to be replaced by other ones, like RAT_megacities and RAT_ancient_fuel_hub cannot be on the Planet at the same time and same goes for US_base and US_elevator? Since after i updated to the newest version of this before this and it's previous update, this started happening.
I am not interfering with those conditions at all
Title: Re: [0.96a] Ashes of The Domain
Post by: Jazuke Taizago on October 12, 2023, 03:53:40 PM
Is your Mod causing the Conditions to be replaced by other ones, like RAT_megacities and RAT_ancient_fuel_hub cannot be on the Planet at the same time and same goes for US_base and US_elevator? Since after i updated to the newest version of this before this and it's previous update, this started happening.
I am not interfering with those conditions at all
Okay. Thank you for informing me. Trying to figure it out between the updates that happened between Aptly Simple Hullmods, RAT (Random Assortment of Things) and your Mod. Then it has some be RAT somehow, despite trying a previous Build...? So strange and so annoying.

Peace and take care!
Title: Re: [0.96a] Ashes of The Domain
Post by: Sarix on October 13, 2023, 01:51:06 AM
Welp,here I go again.I had a CTD with sublimation upgrade on a TASC`s siphon station(probably on planets too).I wanted to upgrade mining to the sublimation,when clicked OK,CTD happened.
Logs:
Spoiler
[Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.ui.UpgradeListUI.customDialogConfirm(UpgradeListUI.java:582)
   at com.fs.starfarer.ui.newui.A.dismiss(Unknown Source)
   at com.fs.starfarer.ui.newui.A.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]
AOTD VOK verion 1.6.8
Modlist:
Spoiler
"PAGSM",
  "AAZ_arrus_hullmods",
  "aotd_lost_glory",
  "Cryo_but_better",
  "aod_core",
  "armaa",
  "CJHM",
  "Csp",
  "combatactivators",
  "chatter",
  "lw_console",
  "customizablestarsystems",
  "DetailedCombatResults",
  "Diktat Enhancement",
  "exoticatechnologies",
  "XLU",
  "gss",
  "GrandColonies",
  "Guardian_prototype",
  "HMI",
  "sun_hyperdrive",
  "IndEvo",
  "lw_lazylib",
  "luddenhance",
  "lunalib",
  "MODCalveraSystem",
  "MagicLib",
  "Mayasuran Navy",
  "nexerelin",
  "officerExtension",
  "console_overlord_additionalcommands",
  "pt_qolpack",
  "yunru_pilot_radiant",
  "assortment_of_things",
  "scan_those_gates",
  "secretsofthefrontier",
  "swp",
  "mayu_specialupgrades",
  "speedUp",
  "sun_starship_legends",
  "StopGapMeasures3",
  "sss",
  "tahlan",
  "Terraforming & Station Construction",
  "Tesseract_prototype",
  "TBJ",
  "thong",
  "thongredacto",
  "ungp",
  "whichmod",
  "YNA",
  "mir_np",
  "shaderLib",
  "KFM3",
  "KGT1",
  "KGT2"
[close]
***, that will take me while to investigate why
To add more fuel to the fire,heavy industry has the same problem when upgrading to the militarized version of it.
Title: Re: [0.96a] Ashes of The Domain
Post by: hermitgleaming on October 14, 2023, 03:03:10 AM
I am on version 1.5.3 with IndEvo 3.3b. Is there some way to add the custom industries in a working fashion to the IndEvo Centralization Bureau whitelist? Your .csv features them but the Bureau still doesnt recognize them.
Title: Re: [0.96a] Ashes of The Domain
Post by: SC_Reaper on October 14, 2023, 05:44:31 AM
So I don’t have the newest version, but I finally managed to get some colonies set up and noticed that the help page for research seems to contain some grammatical mistakes. Would you mind if I went through the text and sent you the corrections?
Title: Re: [0.96a] Ashes of The Domain
Post by: Lessyloo on October 14, 2023, 01:40:01 PM
I have to say some of the descriptions for stuff could really use some work, am I incorrect to assume English isn't your first language? If so I'd happily try and make the sentence structure make more sense;

Old: "On this planet there are many ancient facilities, bearing mark of Domain. Our team suggest, that we can find here valuable data."

New: "An ancient facility bearing the mark of the Domain Explorarium. If it's automated systems could be brought back online a wealth of valuable data could be mined."
Title: Re: [0.96a] Ashes of The Domain
Post by: Desregaurd on October 14, 2023, 06:22:31 PM
There seems to be a strange intersection between RED Oculian Armada and Nexerelin Strategic AI on the 1.6.x versions of Vaults of Knowledge causing the following crash without fail within a month of loading a save:

Code
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.startUpgrading(BaseIndustry.java:572)
at data.scripts.world.exerelin.industry.ocua_orbital_matrix.apply(ocua_orbital_matrix.java:95)
at exerelin.campaign.ai.action.industry.BuildHeavyIndustryAction.buildOrUpgrade(BuildHeavyIndustryAction.java:38)
at exerelin.campaign.ai.action.industry.BuildHeavyIndustryAction.generate(BuildHeavyIndustryAction.java:29)
at exerelin.campaign.ai.concern.BaseStrategicConcern.initAction(BaseStrategicConcern.java:262)
at exerelin.campaign.ai.concern.BaseStrategicConcern.fireBestAction(BaseStrategicConcern.java:196)
at exerelin.campaign.ai.ExecutiveAIModule.actOnConcerns(ExecutiveAIModule.java:100)
at exerelin.campaign.ai.StrategicAI.update(StrategicAI.java:151)
at exerelin.campaign.ai.StrategicAI.advanceImpl(StrategicAI.java:133)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)

I've managed to find a solution without disabling any involved mods or disabling Strategic AI on Nex by using an older version of VoK before 1.6 so I thought it'd be worthwhile to post it here in case anyone else has run into the same issue since this error report has been made to the other two involved mods already.

Edit: Managed to get everything working with current version of VoK by removing a line from Oculian Armada in Oculian Armada\data\config\exerelin\industryClassDefs.csv
Change it from:
Code
id,name,class,priority,special,requiredMod
ocua_food_industry,Food Processing Plant,data.scripts.world.exerelin.industry.ocua_food_industry,,,OcuA
ocua_cookie_industry,Oculian Bakery Complex,data.scripts.world.exerelin.industry.ocua_cookie_industry,,TRUE,OcuA
ocua_orbital_matrix,Orbital Assembly Matrix,data.scripts.world.exerelin.industry.ocua_orbital_matrix,,TRUE,OcuA
to
Code
id,name,class,priority,special,requiredMod
ocua_food_industry,Food Processing Plant,data.scripts.world.exerelin.industry.ocua_food_industry,,,OcuA
ocua_cookie_industry,Oculian Bakery Complex,data.scripts.world.exerelin.industry.ocua_cookie_industry,,TRUE,OcuA

And it'll work fine. All it changes is removing Oculians version of an Orbital Works from being an upgrade for Nex Strategic AI upgrading.
Title: Re: [0.96a] Ashes of The Domain
Post by: Morgan Rue on October 14, 2023, 07:30:59 PM
Water taking up extra cargo space results in some trade missions being very deceptive and, in my opinion, 'breaks' them sometimes.  I'd strongly recommend making it take the normal amount of cargo space and be moved in higher volumes to prevent undesired behavior.  If you really want it to be bad per-volume price, then just make it have a bad per-volume price, like raw ore.
Title: Re: [0.96a] Ashes of The Domain
Post by: SC_Reaper on October 15, 2023, 09:30:37 AM
I have to say some of the descriptions for stuff could really use some work, am I incorrect to assume English isn't your first language? If so I'd happily try and make the sentence structure make more sense;

Old: "On this planet there are many ancient facilities, bearing mark of Domain. Our team suggest, that we can find here valuable data."

New: "An ancient facility bearing the mark of the Domain Explorarium. If it's automated systems could be brought back online a wealth of valuable data could be mined."

Minor nitpick, but it should probably be ‘its’ instead of ‘it is’ :)

Maybe we should create a google doc or something to make the corrections? It would be pretty efficient that way.
Title: Re: [0.96a] Ashes of The Domain
Post by: SC_Reaper on October 15, 2023, 09:36:52 AM
Water taking up extra cargo space results in some trade missions being very deceptive and, in my opinion, 'breaks' them sometimes.  I'd strongly recommend making it take the normal amount of cargo space and be moved in higher volumes to prevent undesired behavior.  If you really want it to be bad per-volume price, then just make it have a bad per-volume price, like raw ore.

I second this. I’ve had to abandon or avoid a bunch of missions due to the cargo space it takes up. When giving the missions I don’t think the game takes into account the cargo space used, simply the amount of cargo units. Lower per-volume price would be a great change and make it more viable.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on October 15, 2023, 03:55:58 PM
So I don’t have the newest version, but I finally managed to get some colonies set up and noticed that the help page for research seems to contain some grammatical mistakes. Would you mind if I went through the text and sent you the corrections?
Hi i know about few gramma mistakes , but I did not fixed them as this page will be rewritten
Water taking up extra cargo space results in some trade missions being very deceptive and, in my opinion, 'breaks' them sometimes.  I'd strongly recommend making it take the normal amount of cargo space and be moved in higher volumes to prevent undesired behavior.  If you really want it to be bad per-volume price, then just make it have a bad per-volume price, like raw ore.

I second this. I’ve had to abandon or avoid a bunch of missions due to the cargo space it takes up. When giving the missions I don’t think the game takes into account the cargo space used, simply the amount of cargo units. Lower per-volume price would be a great change and make it more viable.
Yea after while of thinking i will change water to behave like ore
So I don’t have the newest version, but I finally managed to get some colonies set up and noticed that the help page for research seems to contain some grammatical mistakes. Would you mind if I went through the text and sent you the corrections?
Yea english is not my first language, it's actually polish, but  whenever I can I fix some gramma mistakes
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on October 15, 2023, 03:58:55 PM
Hi I got here survey for new Module : Virtue of Society Where you can submit your own events!
https://forms.gle/TkvWXt3WgSyE4eb39
Title: Re: [0.96a] Ashes of The Domain
Post by: J2Greene on October 16, 2023, 02:07:14 AM
Logic bug in Vaults of Knowledge 1.6.9 :

In the current version, research can be paid for with 1 dedicated VOK Databank or, alternatively, 2 generic databanks.
The bug: if you have zero generic databanks in the industrial store, you cannot start any research — all the buttons will be greyed out — even if you have some dedicated VOK Databanks.
Workaround: You have to add some generic databanks to the store before you can initiate research. When you press the button, only the dedicated VOK Databank is actually consumed.
Title: Re: [0.96a] Ashes of The Domain
Post by: SC_Reaper on October 16, 2023, 11:51:23 AM
So I don’t have the newest version, but I finally managed to get some colonies set up and noticed that the help page for research seems to contain some grammatical mistakes. Would you mind if I went through the text and sent you the corrections?
Hi i know about few gramma mistakes , but I did not fixed them as this page will be rewritten

Yea english is not my first language, it's actually polish, but  whenever I can I fix some gramma mistakes
Okay yeah in that case it’s probably better to just wait for the new page. If you want someone to proofread then just shoot me a message. If I’m not too busy I’ll look it through.
Title: Re: [0.96a] Ashes of The Domain
Post by: Psylo on October 16, 2023, 11:50:39 PM
Logic bug in Vaults of Knowledge 1.6.9 :

In the current version, research can be paid for with 1 dedicated VOK Databank or, alternatively, 2 generic databanks.
The bug: if you have zero generic databanks in the industrial store, you cannot start any research — all the buttons will be greyed out — even if you have some dedicated VOK Databanks.
Workaround: You have to add some generic databanks to the store before you can initiate research. When you press the button, only the dedicated VOK Databank is actually consumed.

Seems i to have this problem too, don't have any generic banks gonna check if i can find one and see if it works
Title: Re: [0.96a] Ashes of The Domain
Post by: 702982 on October 17, 2023, 12:40:42 AM
So I don't know if im doing this right or not but I researched Stella Castellum and Coronal Energetic Hub and I cannot build them on my planets? I understand that stella Castellum is a space station but even planets without ones I do not get the option to. Also i have a Mezoic Park VOK database but I don't see a research for it and I also have a few VOK Databases that still have the research option greyed out, and i saw a previous post about needing the default databases to research but still didn't work.
Title: Re: [0.96a] Ashes of The Domain
Post by: Psylo on October 17, 2023, 01:41:37 AM
Logic bug in Vaults of Knowledge 1.6.9 :

In the current version, research can be paid for with 1 dedicated VOK Databank or, alternatively, 2 generic databanks.
The bug: if you have zero generic databanks in the industrial store, you cannot start any research — all the buttons will be greyed out — even if you have some dedicated VOK Databanks.
Workaround: You have to add some generic databanks to the store before you can initiate research. When you press the button, only the dedicated VOK Databank is actually consumed.

Seems to have this problem too, don't have any generic banks gonna check if i can find one and see if it works

putting the normal bank in it seems to work fine, very goofy

Title: Re: [0.96a] Ashes of The Domain
Post by: DrCoconuties on October 18, 2023, 12:54:20 PM
Hi, is there any way to increase the amount of time between virtues of society events? I tried going into the aotd_colony_events and increasing the cooldown but it seems to have no effect.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on October 18, 2023, 12:55:22 PM
Hi, is there any way to increase the amount of time between virtues of society events? I tried going into the aotd_colony_events and increasing the cooldown but it seems to have no effect.
I have not yet implemented cooldown to be adjustable in settings: Interval between events is from 30 to 40 days so player is not flooded with events one by one
Title: Re: [0.96a] Ashes of The Domain
Post by: Kingofchebureki on October 19, 2023, 12:52:56 AM
I think there might be a bug from the new AOTD thing. It keeps crashing my game.

945965 [Thread-3] INFO  data.colonyevents.manager.AoTDColonyEventManager  - Passed first interval of guaranteed event
945966 [Thread-3] INFO  data.colonyevents.manager.AoTDColonyEventManager  - Start Picking Event
945966 [Thread-3] INFO  data.colonyevents.manager.AoTDColonyEventManager  - Event Picked
945966 [Thread-3] INFO  data.colonyevents.manager.AoTDColonyEventManager  - We have assigned event Sands of Time - Facility Exploration
945966 [Thread-3] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: data.colonyevents.ui.AoTDColonyEventOutomeDP
945967 [Thread-3] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: data.colonyevents.ui.AoTDColonyEventOutomeDP$OptionID
945968 [Thread-3] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: data.colonyevents.ui.AoTDColonyEventOutcomeDelegate
945968 [Thread-3] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: data.colonyevents.ui.AoTDColonyEventOutcomeUI
945979 [Thread-7] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [campaign_noncore_part1.ogg]
946338 [Thread-9] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [campaign_noncore_part1.ogg]
946339 [Thread-9] INFO  sound.H  - Playing music with id [campaign_noncore_part1.ogg]
947652 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.colonyevents.events.SandsOfTimeEvent.generateDescriptionOfEvent(SandsOfTimeEvent.java:116)
   at data.colonyevents.ui.AoTDColonyEventOutcomeUI.createUIForDecision(AoTDColonyEventOutcomeUI.java:193)
   at data.colonyevents.ui.AoTDColonyEventOutcomeUI.reset(AoTDColonyEventOutcomeUI.java:175)
   at data.colonyevents.ui.AoTDColonyEventOutcomeUI.init(AoTDColonyEventOutcomeUI.java:160)
   at data.colonyevents.ui.AoTDColonyEventOutcomeDelegate.init(AoTDColonyEventOutcomeDelegate.java:21)
   at com.fs.starfarer.ui.newui.return.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.showCustomVisualDialog(Unknown Source)
   at data.colonyevents.ui.AoTDColonyEventOutomeDP.optionSelected(AoTDColonyEventOutomeDP.java:39)
   at data.colonyevents.ui.AoTDColonyEventOutomeDP.init(AoTDColonyEventOutomeDP.java:28)
   at com.fs.starfarer.ui.newui.classsuper.o 0000(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.showInteractionDialog(Unknown Source)
   at data.colonyevents.manager.AoTDColonyEventManager.advance(AoTDColonyEventManager.java:189)
   at data.colonyevents.manager.AoTDColonyEventAssigner.advance(AoTDColonyEventAssigner.java:21)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on October 19, 2023, 02:37:56 AM
I think there might be a bug from the new AOTD thing. It keeps crashing my game.

945965 [Thread-3] INFO  data.colonyevents.manager.AoTDColonyEventManager  - Passed first interval of guaranteed event
945966 [Thread-3] INFO  data.colonyevents.manager.AoTDColonyEventManager  - Start Picking Event
945966 [Thread-3] INFO  data.colonyevents.manager.AoTDColonyEventManager  - Event Picked
945966 [Thread-3] INFO  data.colonyevents.manager.AoTDColonyEventManager  - We have assigned event Sands of Time - Facility Exploration
945966 [Thread-3] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: data.colonyevents.ui.AoTDColonyEventOutomeDP
945967 [Thread-3] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: data.colonyevents.ui.AoTDColonyEventOutomeDP$OptionID
945968 [Thread-3] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: data.colonyevents.ui.AoTDColonyEventOutcomeDelegate
945968 [Thread-3] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: data.colonyevents.ui.AoTDColonyEventOutcomeUI
945979 [Thread-7] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [campaign_noncore_part1.ogg]
946338 [Thread-9] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [campaign_noncore_part1.ogg]
946339 [Thread-9] INFO  sound.H  - Playing music with id [campaign_noncore_part1.ogg]
947652 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.colonyevents.events.SandsOfTimeEvent.generateDescriptionOfEvent(SandsOfTimeEvent.java:116)
   at data.colonyevents.ui.AoTDColonyEventOutcomeUI.createUIForDecision(AoTDColonyEventOutcomeUI.java:193)
   at data.colonyevents.ui.AoTDColonyEventOutcomeUI.reset(AoTDColonyEventOutcomeUI.java:175)
   at data.colonyevents.ui.AoTDColonyEventOutcomeUI.init(AoTDColonyEventOutcomeUI.java:160)
   at data.colonyevents.ui.AoTDColonyEventOutcomeDelegate.init(AoTDColonyEventOutcomeDelegate.java:21)
   at com.fs.starfarer.ui.newui.return.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.showCustomVisualDialog(Unknown Source)
   at data.colonyevents.ui.AoTDColonyEventOutomeDP.optionSelected(AoTDColonyEventOutomeDP.java:39)
   at data.colonyevents.ui.AoTDColonyEventOutomeDP.init(AoTDColonyEventOutomeDP.java:28)
   at com.fs.starfarer.ui.newui.classsuper.o 0000(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.showInteractionDialog(Unknown Source)
   at data.colonyevents.manager.AoTDColonyEventManager.advance(AoTDColonyEventManager.java:189)
   at data.colonyevents.manager.AoTDColonyEventAssigner.advance(AoTDColonyEventAssigner.java:21)
   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)
Please update to 1.0.1
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on October 20, 2023, 06:19:37 PM
Ashes of The Domain - Vaults of Knowledge Patch 1.6.10 : Save Compatbile with all patches after 1.6.6
Spoiler
fix: no longer api overrides logic gate, so research is not blocked even when you have VOK databank already placed in Research facility
fix: Finally I have managed to fix this: Items are no longer deleted when player shut's down research facility instead they are transfered to local storage
new : reduced drop rate of research databanks
new : Added setting for Pre Collapse Facilties generating research databanks : Dissabled by default
new : Now Lunalib is mandatory mod for Vaults of Knowledge : I plan more settings and I think this is for my own best
new : Cross content between Vaults of Knowledge and Virtue of Society
[close]
Ashes of The Domain - Virtue of Society Patch 1.0.2 Save Compatible with all previous patches
Spoiler
THIS CONTENT IS ONLY WHEN BOTH VIRTUE OF SOCIETY AND VAULTS OF KNOWLEDGE ARE ENABLED
-------------------------------------------------------------------------------------
new: Added 2 more events :  Project Charon , Question of Archimedes
new: Added 3 structures  : Charon Facility , Archimedes SQC, Dolos Network Center
new: Added quest regarding Project Charon
new: Added new type of AI Core : Theta Core with unique skill : 4th Dimensional Sight which allows Dolos Network center to be functional
new: Added Soulkiller mechanic to create Theta Cores (Straight Cyberpunk reference) - REMEMBER TO NOT OVERUSE IT
-------------------------------------------------------------------------------------
new: Added two events : New Colossus and Harvest of Year
[close]
Title: Re: [0.96a] Ashes of The Domain
Post by: Jimminy Crimbles on October 20, 2023, 09:59:53 PM
here's a bug: virtue of society's events can currently trigger on nexerelin outposts. this is especially irritating when one-time events like the UAF bakery event happen on a random empty outpost in the middle of nowhere.

edit: also having crashes happen when i mouse over the cancel upgrade prompt on my heavy industry. no idea what's happening there.
Code
1484102 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.research.CancelUpgradeUIOverride.createTooltip(CancelUpgradeUIOverride.java:51)
at com.fs.starfarer.campaign.ui.marketinfo.c$6.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
at com.fs.starfarer.ui.O0Oo.oÒ0000(Unknown Source)
at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.c.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
Title: Re: [0.96a] Ashes of The Domain
Post by: Milanin on October 20, 2023, 10:16:45 PM
I have run into a problem.

I have the Ouroboros quest to go to the planet and find something. The problem originates from the fact that I had an event for some kind of core before I got the Ouroboros quest as there was another Galatia quest nearby and I just went from planet to planet surveying everything.

Now I am unable to find the "Core" required for the Ouroboros quest to tick over and it is staying as the next task for the quest to progress through.

Edit: After visiting the Galatia Academy again, it gave me the rewards, but it didn't close the quest, leaving it open.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on October 20, 2023, 10:48:07 PM
here's a bug: virtue of society's events can currently trigger on nexerelin outposts. this is especially irritating when one-time events like the UAF bakery event happen on a random empty outpost in the middle of nowhere.

edit: also having crashes happen when i mouse over the cancel upgrade prompt on my heavy industry. no idea what's happening there.
Code
1484102 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.research.CancelUpgradeUIOverride.createTooltip(CancelUpgradeUIOverride.java:51)
at com.fs.starfarer.campaign.ui.marketinfo.c$6.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
at com.fs.starfarer.ui.O0Oo.oÒ0000(Unknown Source)
at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.c.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
With Vos, i will fix it

For Vaults of Knowledge what version it is ?
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on October 20, 2023, 10:50:37 PM
I have run into a problem.

I have the Ouroboros quest to go to the planet and find something. The problem originates from the fact that I had an event for some kind of core before I got the Ouroboros quest as there was another Galatia quest nearby and I just went from planet to planet surveying everything.

Now I am unable to find the "Core" required for the Ouroboros quest to tick over and it is staying as the next task for the quest to progress through.

Edit: After visiting the Galatia Academy again, it gave me the rewards, but it didn't close the quest, leaving it open.
Gonna fix it in next patch
Title: Re: [0.96a] Ashes of The Domain
Post by: EastwardBucket on October 20, 2023, 10:57:34 PM
I'm seeing a crash on launch in Linux with the 0.96aRC10 build of Starsector and version 1.2.0 of The Sleeper.

Mod list is the minimal set:

Code
{"enabledMods": [
  "Cryo_but_better",
  "lw_lazylib",
  "lunalib",
  "MagicLib"
]}
Code
9730 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/industry/heavy_industry.png (using cast)
9731 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/industry/orbital_works.png (using cast)
9731 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/industry/fuel_production.png (using cast)
9732 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/industry/commerce.png (using cast)
9732 [Thread-9] ERROR com.fs.graphics.for  -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.put(Unknown Source)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
9732 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/industry/station_category.png (using cast)
9733 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/industry/orbital_station.png (using cast)
9733 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/industry/battlestation.png (using cast)
9734 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/industry/ground_defenses.png (using cast)
9734 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/industry/heavy_batteries.png (using cast)
9735 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/industry/patrol_hq.png (using cast)
9736 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/industry/military_base.png (using cast)
9736 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/industry/high_command.png (using cast)
9736 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/industry/lions_guard.png (using cast)
9737 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/industry/planetary_shield.png (using cast)
9737 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/industry/waystation.png (using cast)
9738 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/industry/cryosanctum.png (using cast)
9738 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/industry/cryorevival.png (using cast)
9778 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.void.o00000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(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'm not familiar with Starsector modding, but cases where Linux specifically is broken are normally from casing differences if that helps at all.
Title: Re: [0.96a] Ashes of The Domain
Post by: Jimminy Crimbles on October 20, 2023, 11:12:52 PM
With Vos, i will fix it

For Vaults of Knowledge what version it is ?

1.6.9, at first. after updating to 1.6.10, i checked again, and the crash still happens
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on October 20, 2023, 11:38:41 PM
I'm seeing a crash on launch in Linux with the 0.96aRC10 build of Starsector and version 1.2.0 of The Sleeper.

Mod list is the minimal set:

Code
{"enabledMods": [
  "Cryo_but_better",
  "lw_lazylib",
  "lunalib",
  "MagicLib"
]}
Code
9730 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/industry/heavy_industry.png (using cast)
9731 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/industry/orbital_works.png (using cast)
9731 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/industry/fuel_production.png (using cast)
9732 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/industry/commerce.png (using cast)
9732 [Thread-9] ERROR com.fs.graphics.for  -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.put(Unknown Source)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
9732 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/industry/station_category.png (using cast)
9733 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/industry/orbital_station.png (using cast)
9733 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/industry/battlestation.png (using cast)
9734 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/industry/ground_defenses.png (using cast)
9734 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/industry/heavy_batteries.png (using cast)
9735 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/industry/patrol_hq.png (using cast)
9736 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/industry/military_base.png (using cast)
9736 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/industry/high_command.png (using cast)
9736 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/industry/lions_guard.png (using cast)
9737 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/industry/planetary_shield.png (using cast)
9737 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/industry/waystation.png (using cast)
9738 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/industry/cryosanctum.png (using cast)
9738 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/industry/cryorevival.png (using cast)
9778 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.void.o00000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(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'm not familiar with Starsector modding, but cases where Linux specifically is broken are normally from casing differences if that helps at all.
Honestly i dont know what have *** up
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on October 20, 2023, 11:39:09 PM
With Vos, i will fix it

For Vaults of Knowledge what version it is ?

1.6.9, at first. after updating to 1.6.10, i checked again, and the crash still happens
Honestly i m trying to fix this bug , but it returns in different forms, as this one button should not be visible
Title: Re: [0.96a] Ashes of The Domain
Post by: EastwardBucket on October 21, 2023, 03:10:52 AM
I've narrowed my crash down to the `cryoorgans.png` file. It looks like libpng on Linux doesn't recognize this as a valid PNG.

The other PNG files in the mod load just fine, was this one created in a special way?

Code
$pngfix cryoorgans.png
HEAD ERR 00 libpng Success Success not_a_PNG_(signature) cryoorgans.png

vs
Code
$pngfix cryoharvester.png 
IDAT OK  stdfast 13 13 3823 6440 cryoharvester.png

Edit: Actually it looks like this might be from using 7z to decompress the rar...

Code
ERROR: Unsupported Method : Ashes of  The Domain - Cryosleeper Module/data/campaign/industries.csv
ERROR: Unsupported Method : Ashes of  The Domain - Cryosleeper Module/data/campaign/market_conditions.csv
ERROR: Unsupported Method : Ashes of  The Domain - Cryosleeper Module/data/campaign/rules.csv
ERROR: Unsupported Method : Ashes of  The Domain - Cryosleeper Module/data/config/custom_entities.json
ERROR: Unsupported Method : Ashes of  The Domain - Cryosleeper Module/data/config/modSettings.json
ERROR: Unsupported Method : Ashes of  The Domain - Cryosleeper Module/data/hulls/ca_cryosleeper.ship
ERROR: Unsupported Method : Ashes of  The Domain - Cryosleeper Module/data/hulls/ship_data.csv
ERROR: Unsupported Method : Ashes of  The Domain - Cryosleeper Module/data/strings/descriptions.csv
ERROR: Unsupported Method : Ashes of  The Domain - Cryosleeper Module/data/variants/ca_cryosleeper_variant _depleted_stage_1.variant
ERROR: Unsupported Method : Ashes of  The Domain - Cryosleeper Module/data/variants/ca_cryosleeper_variant _depleted_stage_2.variant
ERROR: Unsupported Method : Ashes of  The Domain - Cryosleeper Module/data/variants/ca_cryosleeper_variant _depleted_stage_3.variant
ERROR: Unsupported Method : Ashes of  The Domain - Cryosleeper Module/data/variants/ca_cryosleeper_variant _depleted_stage_begin.variant
ERROR: Unsupported Method : Ashes of  The Domain - Cryosleeper Module/data/variants/ca_cryosleeper_variant _depleted_stage_final.variant
ERROR: Unsupported Method : Ashes of  The Domain - Cryosleeper Module/data/variants/ca_cryosleeper_variant.variant
ERROR: Unsupported Method : Ashes of  The Domain - Cryosleeper Module/jars/Cryos.jar
ERROR: Unsupported Method : Ashes of  The Domain - Cryosleeper Module/mod_info.json
ERROR: Unsupported Method : Ashes of  The Domain - Cryosleeper Module/graphics/icons/industry/cryoorgans.jpg
ERROR: Unsupported Method : Ashes of  The Domain - Cryosleeper Module/graphics/icons/industry/cryoorgans.png

Let me try the Linux friendly unrar.

Edit 2:

Yep that was the issue, this is the only mod I had installed that came from a .rar and the GUI archive utility doesn't report errors! Used 7z with the nonfree rar and it's all good now, apologies for the noise.
Title: Re: [0.96a] Ashes of The Domain
Post by: Babuino on October 22, 2023, 04:17:25 PM
During my game, whenever I click on the vaults of knowledge ui/hud my game crashes. I've allotted 4 gb and 2 gb of ram to the game, but the game still crashes. I recently got the game so I don't know how to access crash logs yet, so this is all the information I can provide as of now.
Title: Re: [0.96a] Ashes of The Domain
Post by: Jimminy Crimbles on October 22, 2023, 04:39:08 PM
During my game, whenever I click on the vaults of knowledge ui/hud my game crashes. I've allotted 4 gb and 2 gb of ram to the game, but the game still crashes. I recently got the game so I don't know how to access crash logs yet, so this is all the information I can provide as of now.

go into your starsector-core folder, open starsector.log as a text document, and then scroll to the bottom. that'll be where the crash happened.
Title: Re: [0.96a] Ashes of The Domain
Post by: Bespe125 on October 24, 2023, 10:52:05 AM
Hello, I goofed and erased my copy of the 1.6.4 version and I can't find a way to download legacy versions of your mod since the new ones are uncompatible with my save. Is there a way to download the 1.6.4 version back ? :'(
edit : I figured I forgot to specify with part of the mod I was speaking of, it's Vaults of knowledge.
Title: Re: [0.96a] Ashes of The Domain
Post by: AnAverageNerd on October 24, 2023, 01:33:26 PM
For some reason whenever i mouse over a fishery my game instantly crashes

1223559 [Thread-9] INFO  sound.H  - Playing music with id [faction_generic_market_01_neutral_var01.ogg]
1223730 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.plugins.AoDUtilis.checkForFamilyIndustryInstance(AoDUtilis.java:250)
   at data.scripts.industry.KaysaarFishery.isAvailableToBuild(KaysaarFishery.java:43)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:1092)
   at com.fs.starfarer.campaign.ui.marketinfo.intnew$1.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o 0000(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.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(Thread.java:748)
Title: Re: [0.96a] Ashes of The Domain
Post by: CarBattery on October 25, 2023, 05:36:38 AM
Hello, don't quite know of anything weird I did to replicate it, but I had the New Colossus event trigger a few hours into a new game without owning any colonies. Regardless of which outcome I choose the game crashes afterwards with this error. The event always triggers shortly after the save, so I've tried quickly making some colonies beforehand too and there's still the same crash.

Mod list:
Spoiler
Code
{"enabledMods": [
  "PAGSM",
  "$$$_trailermoments",
  "pantera_ANewLevel40",
  "aotd_lost_glory",
  "Cryo_but_better",
  "aod_core",
  "aod_vos",
  "HMI_brighton",
  "combatactivators",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_console",
  "istl_dassaultmikoyan",
  "diableavionics",
  "exoticatechnologies",
  "fast_engine_rendering",
  "GrandColonies",
  "HMI",
  "IndEvo",
  "timid_xiv",
  "lost_sector",
  "lw_lazylib",
  "lunalib",
  "MagicLib",
  "MoreMilitaryMissions",
  "nexerelin",
  "pt_qolpack",
  "assortment_of_things",
  "roider",
  "scalartech",
  "scan_those_gates",
  "secretsofthefrontier",
  "SEEKER",
  "swp",
  "sun_starship_legends",
  "symbiotic_void_creatures",
  "tahlan",
  "presmattdamon_takenoprisoners",
  "Terraforming & Station Construction",
  "timid_tmi",
  "TORCHSHIPS",
  "underworld",
  "uaf",
  "vic",
  "XhanEmpire",
  "shaderLib",
  "zzz_DakkaHolics"
]}
[close]

Code
466459 [Thread-9] INFO  sound.H  - Playing music with id [campaign_noncore_part1.ogg]
469208 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Market condition [crest_of_phoenix] not found
java.lang.RuntimeException: Market condition [crest_of_phoenix] not found
at com.fs.starfarer.campaign.econ.MarketCondition.readResolve(Unknown Source)
at com.fs.starfarer.campaign.econ.MarketCondition.<init>(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at data.colonyevents.listeners.AoTDCrestOfPhoenixListener.reportEconomyTick(AoTDCrestOfPhoenixListener.java:12)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:118)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on October 25, 2023, 12:33:52 PM
Hello, don't quite know of anything weird I did to replicate it, but I had the New Colossus event trigger a few hours into a new game without owning any colonies. Regardless of which outcome I choose the game crashes afterwards with this error. The event always triggers shortly after the save, so I've tried quickly making some colonies beforehand too and there's still the same crash.

Mod list:
Spoiler
Code
{"enabledMods": [
  "PAGSM",
  "$$$_trailermoments",
  "pantera_ANewLevel40",
  "aotd_lost_glory",
  "Cryo_but_better",
  "aod_core",
  "aod_vos",
  "HMI_brighton",
  "combatactivators",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_console",
  "istl_dassaultmikoyan",
  "diableavionics",
  "exoticatechnologies",
  "fast_engine_rendering",
  "GrandColonies",
  "HMI",
  "IndEvo",
  "timid_xiv",
  "lost_sector",
  "lw_lazylib",
  "lunalib",
  "MagicLib",
  "MoreMilitaryMissions",
  "nexerelin",
  "pt_qolpack",
  "assortment_of_things",
  "roider",
  "scalartech",
  "scan_those_gates",
  "secretsofthefrontier",
  "SEEKER",
  "swp",
  "sun_starship_legends",
  "symbiotic_void_creatures",
  "tahlan",
  "presmattdamon_takenoprisoners",
  "Terraforming & Station Construction",
  "timid_tmi",
  "TORCHSHIPS",
  "underworld",
  "uaf",
  "vic",
  "XhanEmpire",
  "shaderLib",
  "zzz_DakkaHolics"
]}
[close]

Code
466459 [Thread-9] INFO  sound.H  - Playing music with id [campaign_noncore_part1.ogg]
469208 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Market condition [crest_of_phoenix] not found
java.lang.RuntimeException: Market condition [crest_of_phoenix] not found
at com.fs.starfarer.campaign.econ.MarketCondition.readResolve(Unknown Source)
at com.fs.starfarer.campaign.econ.MarketCondition.<init>(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at data.colonyevents.listeners.AoTDCrestOfPhoenixListener.reportEconomyTick(AoTDCrestOfPhoenixListener.java:12)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:118)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Did you happen to use devmode?
Title: Re: [0.96a] Ashes of The Domain
Post by: CarBattery on October 25, 2023, 01:22:03 PM
Did you happen to use devmode?

Yeah I've been turning it on and off randomly. Started another run too with in on for a while to catch up with things and it feels like the event showed up again much quicker
Title: Re: [0.96a] Ashes of The Domain
Post by: Brightness on October 25, 2023, 04:53:31 PM
So what do I do with the research facility and materials after I've gotten all the research done, including the two secret projects (the two that require the chip to be installed)?
Title: Re: [0.96a] Ashes of The Domain
Post by: TheGamer on October 25, 2023, 09:28:16 PM
I got a bug when I got the new Colossus event and chose the our own legacy option.
3219724 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Market condition [crest_of_phoenix] not found
java.lang.RuntimeException: Market condition [crest_of_phoenix] not found
   at com.fs.starfarer.campaign.econ.MarketCondition.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.econ.MarketCondition.<init>(Unknown Source)
   at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
   at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
   at data.colonyevents.listeners.AoTDCrestOfPhoenixListener.reportEconomyTick(AoTDCrestOfPhoenixListener.java:12)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:118)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.96a] Ashes of The Domain
Post by: J2Greene on October 27, 2023, 04:31:32 AM
Some issues when this mod is used together with Industrial Evolution

Vaults of Knowledge v.1.6.10 and Industrial Evolution v.3.3.c :

IndEvo's Centralization Bureau gives a production bonus to an industry when the same industry is built on multiple planets.
The issue : Centralization Bureau gives no bonus (no effect) to Artisanal Farming. Bonus is given correctly to Farming and Subsidized Farming.

The Sleeper v.1.2.0 and Industrial Evolution v.3.3.c :

Corporate Governance (switchable government type in IndEvo under Population & Infrastructure) allows a colony to shrink in size, not only grow (among its other effects).
The issue : when growing a Corporate Governance colony with Cryorevival Facility from e.g. size 6 to 7, after the growth bar reaches 100%, the colony will grow from 6 to 7, immediately shrink from 7 to 6, immediately grow from 6 to 7, and so repeat, until the Cryosleeper charges are used up.

The Sleeper v.1.2.0 and vanilla(?) :

When growing a colony past size 6 with Cryorevival Facility, you can turn on Hazard Pay, but when you leave the colony then visit again, you will find that Hazard Pay has turned itself off.
Title: Re: [0.96a] Ashes of The Domain
Post by: SC_Reaper on October 27, 2023, 09:50:05 AM
I'm unfortunately stuck in version 1.6.5 of Vaults of Knowledge, so I'm not sure if this has been fixed or is intentional, but I noticed that I'm unable to utilize colony items such as the Autonomous Mantle Bore on the upgraded version of extraction facilities such as the Fracking industry. I haven't reached the upgrade of Refining or Light Industry yet, but I'm guessing this would also be the case for the Catalytic Core and the Biofactory Embryo?

Also how bricked is my save going to be if I switch to the newest version? Just out of curiosity.
Title: Re: [0.96a] Ashes of The Domain
Post by: Desregaurd on October 28, 2023, 03:51:43 AM
I'm unfortunately stuck in version 1.6.5 of Vaults of Knowledge, so I'm not sure if this has been fixed or is intentional, but I noticed that I'm unable to utilize colony items such as the Autonomous Mantle Bore on the upgraded version of extraction facilities such as the Fracking industry. I haven't reached the upgrade of Refining or Light Industry yet, but I'm guessing this would also be the case for the Catalytic Core and the Biofactory Embryo?

Also how bricked is my save going to be if I switch to the newest version? Just out of curiosity.

As far as I understood it, Fracking is specifically meant for when you don't have an Autonomous Mantle Bore with you and yet still need to extract more ores than you could get from regular Mining. It seems a deliberate design choice when you consider that Fracking gives you +2 for mining Ores while the Mantle Bore will give you a flat +3 to mining everything that you could mine from the world.

As for other upgraded structures not accepting their specific Industry items when their downgraded versions do, I believe that's intentional. It's even the case where the Industry item is required in order to upgrade the structure, such as with the Orbital Works into the Fleetwork or Skunkwork final upgrade as it consumes the item to complete it.
Title: Re: [0.96a] Ashes of The Domain
Post by: SC_Reaper on October 28, 2023, 05:44:46 AM
I'm unfortunately stuck in version 1.6.5 of Vaults of Knowledge, so I'm not sure if this has been fixed or is intentional, but I noticed that I'm unable to utilize colony items such as the Autonomous Mantle Bore on the upgraded version of extraction facilities such as the Fracking industry. I haven't reached the upgrade of Refining or Light Industry yet, but I'm guessing this would also be the case for the Catalytic Core and the Biofactory Embryo?

Also how bricked is my save going to be if I switch to the newest version? Just out of curiosity.

As far as I understood it, Fracking is specifically meant for when you don't have an Autonomous Mantle Bore with you and yet still need to extract more ores than you could get from regular Mining. It seems a deliberate design choice when you consider that Fracking gives you +2 for mining Ores while the Mantle Bore will give you a flat +3 to mining everything that you could mine from the world.

As for other upgraded structures not accepting their specific Industry items when their downgraded versions do, I believe that's intentional. It's even the case where the Industry item is required in order to upgrade the structure, such as with the Orbital Works into the Fleetwork or Skunkwork final upgrade as it consumes the item to complete it.

Ah, that’s a good point. I was seeing the tech tree as a bit of an ‘Upgrade Tree’ and while that is kinda true, it is really more of a ‘Progression Tree’. Thanks for the insight!

Also have anyone else had issues with the cryosleeper? As soon as I placed it into orbit of my colony it immediately got the ‘size 7’ modifier and output (it was somehow already at 100%, but locked at size 6), but the size in the interface seems to be stuck at ‘6’.
Title: Re: [0.96a] Ashes of The Domain
Post by: Uther Phobos on October 28, 2023, 04:06:10 PM
Some issues when this mod is used together with Industrial Evolution

Vaults of Knowledge v.1.6.10 and Industrial Evolution v.3.3.c :

IndEvo's Centralization Bureau gives a production bonus to an industry when the same industry is built on multiple planets.
The issue : Centralization Bureau gives no bonus (no effect) to Artisanal Farming. Bonus is given correctly to Farming and Subsidized Farming.

I found the bureau to be rather less useful in combination anyway, since it has to be the exact same industry to generate a bonus. With how many different options there are with the splitting upgrade paths, that isn't really all that helpfull even with the special logistics core.
Title: Re: [0.96a] Ashes of The Domain
Post by: Laf on October 28, 2023, 07:29:20 PM
java.lang.NullPointerException
   at data.colonyevents.events.SandsOfTimeEvent.generateDescriptionOfEvent(SandsOfTimeEvent.java:116)
   at data.colonyevents.ui.AoTDColonyEventOutcomeUI.createUIForDecision(AoTDColonyEventOutcomeUI.java:193)
   at data.colonyevents.ui.AoTDColonyEventOutcomeUI.reset(AoTDColonyEventOutcomeUI.java:175)
   at data.colonyevents.ui.AoTDColonyEventOutcomeUI.init(AoTDColonyEventOutcomeUI.java:160)
   at data.colonyevents.ui.AoTDColonyEventOutcomeDelegate.init(AoTDColonyEventOutcomeDelegate.java:21)
   at com.fs.starfarer.ui.newui.return.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.showCustomVisualDialog(Unknown Source)
   at data.colonyevents.ui.AoTDColonyEventOutomeDP.optionSelected(AoTDColonyEventOutomeDP.java:39)
   at data.colonyevents.ui.AoTDColonyEventOutomeDP.init(AoTDColonyEventOutomeDP.java:28)
   at com.fs.starfarer.ui.newui.classsuper.oö0000(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.showInteractionDialog(Unknown Source)
   at data.colonyevents.manager.AoTDColonyEventManager.advance(AoTDColonyEventManager.java:189)
   at data.colonyevents.manager.AoTDColonyEventAssigner.advance(AoTDColonyEventAssigner.java:21)
   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)

Can anyone help me with this?
I had downloaded the newest patch and still got this one. Is there anyway to save this save?
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on October 29, 2023, 02:30:26 AM
java.lang.NullPointerException
   at data.colonyevents.events.SandsOfTimeEvent.generateDescriptionOfEvent(SandsOfTimeEvent.java:116)
   at data.colonyevents.ui.AoTDColonyEventOutcomeUI.createUIForDecision(AoTDColonyEventOutcomeUI.java:193)
   at data.colonyevents.ui.AoTDColonyEventOutcomeUI.reset(AoTDColonyEventOutcomeUI.java:175)
   at data.colonyevents.ui.AoTDColonyEventOutcomeUI.init(AoTDColonyEventOutcomeUI.java:160)
   at data.colonyevents.ui.AoTDColonyEventOutcomeDelegate.init(AoTDColonyEventOutcomeDelegate.java:21)
   at com.fs.starfarer.ui.newui.return.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.showCustomVisualDialog(Unknown Source)
   at data.colonyevents.ui.AoTDColonyEventOutomeDP.optionSelected(AoTDColonyEventOutomeDP.java:39)
   at data.colonyevents.ui.AoTDColonyEventOutomeDP.init(AoTDColonyEventOutomeDP.java:28)
   at com.fs.starfarer.ui.newui.classsuper.oö0000(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.showInteractionDialog(Unknown Source)
   at data.colonyevents.manager.AoTDColonyEventManager.advance(AoTDColonyEventManager.java:189)
   at data.colonyevents.manager.AoTDColonyEventAssigner.advance(AoTDColonyEventAssigner.java:21)
   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)

Can anyone help me with this?
I had downloaded the newest patch and still got this one. Is there anyway to save this save?
You need to runcode this via Console Commands mod

Code
import data.colonyevents.manager.AoTDColonyEventManager;


        AoTDColonyEventManager.getInstance().guaranteedNextEventId=null;
        AoTDColonyEventManager.getInstance().guaranteedNextEventMarket=null;
Title: Re: [0.96a] Ashes of The Domain
Post by: ZanDraluss on October 29, 2023, 10:23:36 PM
Can i disable the research options of this mod. I like the mechanics of Lost Glory and The Sleeper tho. Thanks.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on October 29, 2023, 10:38:20 PM
Can i disable the research options of this mod. I like the mechanics of Lost Glory and The Sleeper tho. Thanks.
For lost Glory no , you can't unless you dont install Vaults of Knowledge
Sleeper can be runned without Vaults of Knowledge
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on October 29, 2023, 11:38:49 PM
I have made event guide with triggers and outcomes for Virtue of Society , you can find link here or in Virtue of Society section https://docs.google.com/document/d/1Abb34zOe5EjqXMVsOL-EVCLD4bydQ24R1VdPPQZtTiE/edit?usp=sharing
Title: Re: [0.96a] Ashes of The Domain
Post by: RaymondLuxuryYacht on October 30, 2023, 01:48:40 AM
So i installed all the modules in one go to try them out and i think it's a neat mod but i don't really dig the research. I tried disabling it but i got an error trying to load my last save.

Is there a way to safely remove just that module and keep the save?
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on October 30, 2023, 01:50:03 AM
So i installed all the modules in one go to try them out and i think it's a neat mod but i don't really dig the research. I tried disabling it but i got an error trying to load my last save.

Is there a way to safely remove just that module and keep the save?
Unfortunaetly no
Title: Re: [0.96a] Ashes of The Domain
Post by: ZanDraluss on October 30, 2023, 03:00:11 AM
Can i disable the research options of this mod. I like the mechanics of Lost Glory and The Sleeper tho. Thanks.
For lost Glory no , you can't unless you dont install Vaults of Knowledge
Sleeper can be runned without Vaults of Knowledge

So lost Glory required Vaults of Knowledge? Shame, i would love that Hypershunt Rework buff in my colony  :P
Title: Re: [0.96a] Ashes of The Domain
Post by: ilisium on October 30, 2023, 08:32:32 PM
java.lang.NullPointerException
   at data.ui.ResearchUIPlugin.showIndustryDescrp(ResearchUIPlugin.java:1690)
   at data.ui.ResearchUIPlugin.reset(ResearchUIPlugin.java:226)
   at data.ui.ResearchUIPlugin.advance(ResearchUIPlugin.java:2116)
   at com.fs.starfarer.ui.newui.int.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.E.I.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.public.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.newui.return.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.public.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Hey! would anyone be able to help me figure out how to fix this? it comes up when selecting researches in the research tab.
Title: Re: [0.96a] Ashes of The Domain
Post by: Arctalos on October 31, 2023, 01:49:15 AM
Regarding the recent update to Virtue of Society, if we have already enabled the mod, but haven't started Sands of Time or Project Charon yet, is it also not safe to update the mod?

I just wanted some clarification because it says not to update during those quests, but not about if we haven't reached them yet.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on October 31, 2023, 02:10:38 AM
Regarding the recent update to Virtue of Society, if we have already enabled the mod, but haven't started Sands of Time or Project Charon yet, is it also not safe to update the mod?

I just wanted some clarification because it says not to update during those quests, but not about if we haven't reached them yet.
You can
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on October 31, 2023, 02:11:14 AM
java.lang.NullPointerException
   at data.ui.ResearchUIPlugin.showIndustryDescrp(ResearchUIPlugin.java:1690)
   at data.ui.ResearchUIPlugin.reset(ResearchUIPlugin.java:226)
   at data.ui.ResearchUIPlugin.advance(ResearchUIPlugin.java:2116)
   at com.fs.starfarer.ui.newui.int.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.E.I.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.public.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.newui.return.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.public.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Hey! would anyone be able to help me figure out how to fix this? it comes up when selecting researches in the research tab.
I need to look into this
Title: Re: [0.96a] Ashes of The Domain
Post by: Arctalos on October 31, 2023, 02:20:29 AM
Regarding the recent update to Virtue of Society, if we have already enabled the mod, but haven't started Sands of Time or Project Charon yet, is it also not safe to update the mod?

I just wanted some clarification because it says not to update during those quests, but not about if we haven't reached them yet.
You can

Oh okay, thank you.
Title: Re: [0.96a] Ashes of The Domain
Post by: Desregaurd on October 31, 2023, 02:22:54 AM
Got hit with a crash mid-travel in an unexplored system.
Code
java.lang.NullPointerException
at data.colonyevents.events.TriTachyonInvestmentEvent.canOccur(TriTachyonInvestmentEvent.java:22)
at data.colonyevents.manager.AoTDColonyEventManager.validateEvent(AoTDColonyEventManager.java:283)
at data.colonyevents.manager.AoTDColonyEventManager.pickEvent(AoTDColonyEventManager.java:261)
at data.colonyevents.manager.AoTDColonyEventManager.advance(AoTDColonyEventManager.java:211)
at data.colonyevents.manager.AoTDColonyEventAssigner.advance(AoTDColonyEventAssigner.java:21)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on October 31, 2023, 02:30:49 AM
Got hit with a crash mid-travel in an unexplored system.
Code
java.lang.NullPointerException
at data.colonyevents.events.TriTachyonInvestmentEvent.canOccur(TriTachyonInvestmentEvent.java:22)
at data.colonyevents.manager.AoTDColonyEventManager.validateEvent(AoTDColonyEventManager.java:283)
at data.colonyevents.manager.AoTDColonyEventManager.pickEvent(AoTDColonyEventManager.java:261)
at data.colonyevents.manager.AoTDColonyEventManager.advance(AoTDColonyEventManager.java:211)
at data.colonyevents.manager.AoTDColonyEventAssigner.advance(AoTDColonyEventAssigner.java:21)
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)
redownload mod
Title: Re: [0.96a] Ashes of The Domain
Post by: ilisium on October 31, 2023, 02:18:02 PM
java.lang.NullPointerException
   at data.ui.ResearchUIPlugin.showIndustryDescrp(ResearchUIPlugin.java:1690)
   at data.ui.ResearchUIPlugin.reset(ResearchUIPlugin.java:226)
   at data.ui.ResearchUIPlugin.advance(ResearchUIPlugin.java:2116)
   at com.fs.starfarer.ui.newui.int.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.E.I.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.public.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.newui.return.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.public.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Hey! would anyone be able to help me figure out how to fix this? it comes up when selecting researches in the research tab.
I need to look into this

Alright, thanks! I've been thoroughly enjoying your mod otherwise! Edit: Hey! as I was going through to attempt to clean up my mod folder, I found a second instance of "virtues of knowledge" in its own folder with a duplicate of the data. I removed it and dont seem to have any issues yet.
Title: Re: [0.96a] Ashes of The Domain
Post by: EastwardBucket on November 02, 2023, 12:00:47 AM
Hello again  :D

I'm seeing a crash when UAF & Nex are enabled in the UAFCakeEvent colony event.

Code
124741 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.colonyevents.events.UAFCakeEvent.executeDecision(UAFCakeEvent.java:37)
at data.colonyevents.ui.AoTDColonyEventOutcomeUI.reportButtonPressed(AoTDColonyEventOutcomeUI.java:266)
at data.colonyevents.ui.AoTDColonyEventOutcomeUI$ButtonReportingCustomPanel.buttonPressed(AoTDColonyEventOutcomeUI.java:293)
at com.fs.starfarer.ui.newui.I.actionPerformed(Unknown Source)

I assume the error here is caused by it choosing a Nex Outpost and not a real colony as the target for the event.  Currently this bug will deadlock a playthrough, as clicking any of the event options will trip the NPE.

Edit: Noticed I was still on an older version (1.0.2) updated to the latest 1.0.6 which I think was ok to do - and it seems to have resolved the NPE. Thanks!
Title: Re: [0.96a] Ashes of The Domain
Post by: HallyHallway on November 02, 2023, 05:44:38 AM
Good day Kaysaar.
First, thanks a lot for this amazing mod, there's a lot of work being put here and the effort is palpable. Having a lot of fun wih your mods and waiting to see how far they go.  ;D ;D

I'm having my game crash at the same point, when a colony finishes building the cryptosleep facility after moving the sleeper to the desired planet. It crashes on the same day even if I stop the construction order before it's done. Truth to be told I don't know if the issue is caused by your mod, but since the issue started appearing when I engaged with the sleeper, though it might be related.
Quote
289887 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.HullVariantSpec.setHullSpec(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.createEmptyVariant(Unknown Source)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.creat eAndPrepareMember(MonasticOrderSubIndustry.java:181)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.repor tEconomyTick(MonasticOrderSubIndustry.java:142)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:118)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Might be related to Industrial Evolution and/or Grand colonies, but the planet in question has the vanilla govern type and isn't over max building capacity yet.
Thanks for the help.
Title: Re: [0.96a] Ashes of The Domain
Post by: OrariusTempus on November 02, 2023, 10:39:23 AM
Lovely mod, just downloaded it recently and I like it so far. Have a quick question:
Chicomoztoc requires 5 refined metals, but Coatl only produces 2 at most. This slightly kneecaps Chico's supplies production, or can moderately impact it when Coatl is producing even less. Is this intentional?
Title: Re: [0.96a] Ashes of The Domain
Post by: mstachife on November 02, 2023, 12:06:37 PM
Good day Kaysaar.
First, thanks a lot for this amazing mod, there's a lot of work being put here and the effort is palpable. Having a lot of fun wih your mods and waiting to see how far they go.  ;D ;D

I'm having my game crash at the same point, when a colony finishes building the cryptosleep facility after moving the sleeper to the desired planet. It crashes on the same day even if I stop the construction order before it's done. Truth to be told I don't know if the issue is caused by your mod, but since the issue started appearing when I engaged with the sleeper, though it might be related.
Quote
289887 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.HullVariantSpec.setHullSpec(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.createEmptyVariant(Unknown Source)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.creat eAndPrepareMember(MonasticOrderSubIndustry.java:181)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.repor tEconomyTick(MonasticOrderSubIndustry.java:142)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:118)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Might be related to Industrial Evolution and/or Grand colonies, but the planet in question has the vanilla govern type and isn't over max building capacity yet.
Thanks for the help.

Check your other planets, I'm pretty sure that's a crash due to you trying to change the type to "Monastic Order" from industrial evolution.
I've had crashes with that and I'd highly recommend to just use vanilla governing types everywhere.
Title: Re: [0.96a] Ashes of The Domain
Post by: Uther Phobos on November 02, 2023, 12:23:58 PM
Might be related to Industrial Evolution and/or Grand colonies, but the planet in question has the vanilla govern type and isn't over max building capacity yet.
Thanks for the help.

Do you have any other worlds with Monastic Order governance? You might be looking in the wrong corner.

Certainly sounds like Monastic Order trying and failing to generate ships and your sleeper just happens to finish at the same time.
Title: Re: [0.96a] Ashes of The Domain
Post by: Cimbri on November 03, 2023, 06:55:24 PM
Is there a way to get rid of the Tri-Tachyon cut from your space port? If not I feel like a permanent 20k hit is not "limiting" their involvement when allowing them to come in themselves is a 15% hit (or 11.25% with a Beta Core watching them) and that is going to be way less than 20k until the colony gets exceptionally rich.
Title: Re: [0.96a] Ashes of The Domain
Post by: Uther Phobos on November 04, 2023, 06:29:56 PM
Is there a way to get rid of the Tri-Tachyon cut from your space port? If not I feel like a permanent 20k hit is not "limiting" their involvement when allowing them to come in themselves is a 15% hit (or 11.25% with a Beta Core watching them) and that is going to be way less than 20k until the colony gets exceptionally rich.

That option seems like a poor choice all around. Meager reward, major downside, no long-term benefit whatsoever. Meanwhile the Branch HQ gives +1 to all commodity production across the board for the market. Even with a 15% cut, that may well be a major gain.
Title: Re: [0.96a] Ashes of The Domain
Post by: Cimbri on November 04, 2023, 07:01:25 PM
That option seems like a poor choice all around. Meager reward, major downside, no long-term benefit whatsoever. Meanwhile the Branch HQ gives +1 to all commodity production across the board for the market. Even with a 15% cut, that may well be a major gain.

Yeah, that's my thinking too. You basically get screwed more for trying to limit them than for just outright accepting them. Theoretically when/if the event pops up again you can get the money again I guess?
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on November 05, 2023, 02:30:51 AM
Ashes of The Domain - Vaults of Knowledge 1.7.0 patch 

 NOT SAVE COMPATIBLE WITH ALL PREVIOUS VERSIONS
Spoiler

fix: no longer surveyed planets should appear in bar events so paying for location will always get you unexplored one
fix: Ouroboros quest properly is finished once you go to galatia and retrieve core(Intel info is deleted)
new: Improved info about industries by adding a lot of info to tooltips
fix: No longer Chicomoztoc have deficit of Refined metals
new: Add Maglev Network Center structure
new: Changed pathing of mod so its easier to troubleshoot issues for future (Yea this is cause of not being save compatible)
new: Smelting have its own new image.
new: Add Which-Industry as mod requierement
 
[close]
Ashes of The Domain - Virtue of Society Patch 1.0.7 Save Compatible with all previous patches
Spoiler
fix: Fixed typo with Harvest of The year event
fix: No longer events are applied on nexerlin outposts
fix: Tri tachyon's event wont fire on planet second time after declining
fix: Tri tachyon's second decisison to lower their influence now properly vanishes (As after 720 days that income penalty should be removed)
new: Added new tooltip to Dolos Network Center and Charon Facility
[close]
Title: Re: [0.96a] Ashes of The Domain
Post by: DriKidu on November 05, 2023, 04:09:35 AM
sorry but where do i download Which-Industry mod?
Title: Re: [0.96a] Ashes of The Domain
Post by: MrKinneas on November 05, 2023, 04:31:02 AM
sorry but where do i download Which-Industry mod?

https://fractalsoftworks.com/forum/index.php?topic=28262.0
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on November 05, 2023, 04:42:37 AM
sorry but where do i download Which-Industry mod?

https://fractalsoftworks.com/forum/index.php?topic=28262.0
thanks, i added this link to downlad links so there wont be issue for looking where to downlaod this mod
Title: Re: [0.96a] Ashes of The Domain
Post by: jorisR31 on November 05, 2023, 11:44:08 AM
hello,

thanks for all your super work.

I don't know if someone or you have see this but I have a bug with Ouroboros quest.
I don't know why but the mission point on galactica system and not on a specific planet
but the desctiption present the saha planet (visited but nothing happen

could you please check please ?

if you need any complementary info in my game please tell me

thanks again for your big work
Title: Re: [0.96a] Ashes of The Domain
Post by: tovarichcookie on November 05, 2023, 02:41:30 PM
The Tri-Tachyon event keeps proccing over and over again, and it will not go away for some reason.

https://imgur.com/a/UCixoMc

Steps taken so far:

1 - Tri-tach event procs. I welcomed him to the colony, and the structure builds.
2 - Another event procs, UAF bakery event. I chose the option for them to keep a patrol fleet in orbit.
3 - I remove the Tri-tach building from my colony.
4 - The Tri-tach events keep proccing over and over again every in game month or so, and I politely refuse every time.
Title: Re: [0.96a] Ashes of The Domain
Post by: KarlianaVonMauser on November 05, 2023, 04:57:11 PM
So i found the Veil of Knowledge, but when i finished battling the defenders there, it crashed my game, showing the error "'Drop_Pob_Officer_Omega_core' not found".
Making it impossible to explore the planet.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on November 05, 2023, 10:31:15 PM
The Tri-Tachyon event keeps proccing over and over again, and it will not go away for some reason.

https://imgur.com/a/UCixoMc

Steps taken so far:

1 - Tri-tach event procs. I welcomed him to the colony, and the structure builds.
2 - Another event procs, UAF bakery event. I chose the option for them to keep a patrol fleet in orbit.
3 - I remove the Tri-tach building from my colony.
4 - The Tri-tach events keep proccing over and over again every in game month or so, and I politely refuse every time.
in new version this should be fixed as refusing will make them ignore that planet for rest of game
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on November 05, 2023, 10:31:33 PM
So i found the Veil of Knowledge, but when i finished battling the defenders there, it crashed my game, showing the error "'Drop_Pob_Officer_Omega_core' not found".
Making it impossible to explore the planet.
I heard about this bug, but this is not caused by AoTD
Title: Re: [0.96a] Ashes of The Domain
Post by: Ovid on November 06, 2023, 02:13:45 AM
I haven't tested it myself yet, but is this mod compatible with the DIY Planets-Community Edition mod? I'm wondering specifically about that mod's ability to build new Hypershunts, and how it'd interact with AoTD's Lost Glory module's changes to hypershunts/etc.
Title: Re: [0.96a] Ashes of The Domain
Post by: Clockwokis on November 06, 2023, 12:41:27 PM
is there an actual use to decayed databanks?
Title: Re: [0.96a] Ashes of The Domain
Post by: Aran1 on November 06, 2023, 04:04:57 PM
I've made a great discovery, the game will crash if you attempt to upgrade farming on a station. Who could have possibly guessed this could happen XD

This is sarcasm, if I wasn't in auto mode I would have known better than to try this. Was upgrading a couple dozen colonies when this happened so my brain was off.
Title: Re: [0.96a] Ashes of The Domain
Post by: Uther Phobos on November 07, 2023, 03:59:41 AM
is there an actual use to decayed databanks?

Some techs need the tech-specific databank and can't use generic ones. Fleetworks and Skunkworks come to mind.
Title: Re: [0.96a] Ashes of The Domain
Post by: Maethendias on November 08, 2023, 11:32:15 AM
some of the advanced industries seem to need some tuning

polymers especially come to mind....having a terran planet with normal organics makes them produce only 2 on a 6 size colony... which seems kinda off considering how you need 4 at LEAST to keep the respective production chains running, not to mention 6 for the pre collapse industries... which seems impossible

unless bores still work with those upgrades?

which would be kinda wierd considering these buildings are more about refining waste products than.... direct ressource extraction
Title: Re: [0.96a] Ashes of The Domain
Post by: Uther Phobos on November 08, 2023, 05:03:54 PM
some of the advanced industries seem to need some tuning

polymers especially come to mind....having a terran planet with normal organics makes them produce only 2 on a 6 size colony... which seems kinda off considering how you need 4 at LEAST to keep the respective production chains running, not to mention 6 for the pre collapse industries... which seems impossible

unless bores still work with those upgrades?

which would be kinda wierd considering these buildings are more about refining waste products than.... direct ressource extraction

Put it somewhere with Plentiful Organics, that should give you 4 base at size 6. Then get an Admin with Industrial Planning and story points or an Alpha core. Or all three and corner the market. Same for Volatiles.
If you're running IndEvo, you could use the Industrial Incentives Edict for another +1, too. But 6 is doable with just AotD and no other mods on a size 6 with room to spare.

Benefication works the same with Ore deposits, too.



On an unrelated noted, with Lost Glory the Hypershunt Tap still provides its +1 Industries bonus, making a colony with a Coronal Energetic Hub get +2 Industries total. Is that intended?
Title: Re: [0.96a] Ashes of The Domain
Post by: Leones on November 09, 2023, 02:05:15 AM
the ui for research screen is going over the screen my display is 1366 x 768
Title: Re: [0.96a] Ashes of The Domain
Post by: CrusadeX on November 09, 2023, 02:55:23 PM
Hey,

First I want to say it's a very impressive mod, a bit overwhelming and maybe too grindy for my taste but still: VERY impressive, had many playthroughs but now is the 1st with this mod.

I think I encountered a bug\error from this mod or mods that go with it, here's what I have so far:
- bug appearance: after I order a building upgraded(for this experience: to light industry or to heavy industry) and click on it to view options few times, an error appears and when I press OK the game crashes completely with a window message(image file added)
- log file - this is the part I think is relevant:
java.lang.NullPointerException
   at data.scripts.research.CancelUpgradeUIOverride.createTooltip(CancelUpgradeUIOverride.java:49)
   at com.fs.starfarer.campaign.ui.marketinfo.c$6.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.oÒ0000(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.c.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)

- added notes: i didn't have any crashes prior to this mod added. I added a few mods along this one that I can remmber:
HMI_brighton_0_0_3b
HMI_Supervillains_0_0_4d
ThirstSector :X
Hyperdrive
Random-Assortment-of-Things
HMI_Supervillains_0_0_4d
HMI_brighton_0_0_3b

thanks in advance, good luck & GJ with the mod! :)
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on November 09, 2023, 03:16:20 PM
Hey,

First I want to say it's a very impressive mod, a bit overwhelming and maybe too grindy for my taste but still: VERY impressive, had many playthroughs but now is the 1st with this mod.

I think I encountered a bug\error from this mod or mods that go with it, here's what I have so far:
- bug appearance: after I order a building upgraded(for this experience: to light industry or to heavy industry) and click on it to view options few times, an error appears and when I press OK the game crashes completely with a window message(image file added)
- log file - this is the part I think is relevant:
java.lang.NullPointerException
   at data.scripts.research.CancelUpgradeUIOverride.createTooltip(CancelUpgradeUIOverride.java:49)
   at com.fs.starfarer.campaign.ui.marketinfo.c$6.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.oÒ0000(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.c.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)

- added notes: i didn't have any crashes prior to this mod added. I added a few mods along this one that I can remmber:
HMI_brighton_0_0_3b
HMI_Supervillains_0_0_4d
ThirstSector :X
Hyperdrive
Random-Assortment-of-Things
HMI_Supervillains_0_0_4d
HMI_brighton_0_0_3b

thanks in advance, good luck & GJ with the mod! :)

Please could you send me your save?
This bug is sth that i REALLY wanna replicate
Also mod seems to be overwhelming with amount of content it adds, but i would not say it's grinding, slowing you in colony development yes , but progression is not getting instantly cool stuff, but with time

the ui for research screen is going over the screen my display is 1366 x 768
This res is broken for that UI , in 2.0 this will be fixed

Title: Re: [0.96a] Ashes of The Domain
Post by: CrusadeX on November 09, 2023, 04:02:28 PM
I'll try, hope this site and my upload works:
campaign file - https://fastupload.io/PiTJz4YqncuG5q3/file
descriptor file - https://fastupload.io/lzGUAJrSvHlGeUN/file

You can use the colony that can upgrade extraction to mining. I noticed clicking it several times to open the menu does nothing, but hovering over the options causes the error.
Title: Re: [0.96a] Ashes of The Domain
Post by: Thorgon on November 10, 2023, 02:53:32 PM
does anyone know what the Dolos Network Center actually Does?
Title: Re: [0.96a] Ashes of The Domain
Post by: lolitsjack on November 10, 2023, 04:55:52 PM
For Virtue of Society, I only get Event: Tri Tachyon Investment. Every ~1 or 2 months, every time. Nothing else happens. And I always just choose
Spoiler
Option: Politely Welcome them, but restrict their ability to invest in our industry to protect it from Tri-Tachyon influence
You immediately get 350000 credits but your income from colony is also taken a little by TT
+10 to relation with TT
[close]
I also do not see ANY downside, as I can not check if it is actually taking away the money anywhere. I do see the icon that it says its taking 20k a month in the icons that tell you the planets hazards and available resources, but I do not believe that is taking the 20k away? It is certainly not in the income main income window.
When trying to remove the mod the save file will not load.
(https://i.imgur.com/ysR955m.png)
The money bonus made the game to easy.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on November 10, 2023, 05:35:38 PM
For Virtue of Society, I only get Event: Tri Tachyon Investment. Every ~1 or 2 months, every time. Nothing else happens. And I always just choose
Spoiler
Option: Politely Welcome them, but restrict their ability to invest in our industry to protect it from Tri-Tachyon influence
You immediately get 350000 credits but your income from colony is also taken a little by TT
+10 to relation with TT
[close]
I also do not see ANY downside, as I can not check if it is actually taking away the money anywhere. I do see the icon that it says its taking 20k a month in the icons that tell you the planets hazards and available resources, but I do not believe that is taking the 20k away? It is certainly not in the income main income window.
When trying to remove the mod the save file will not load.
(https://i.imgur.com/ysR955m.png)
The money bonus made the game to easy.
Removing mod from save is not possible
Also it takes 20 k income from colony for x amount of days
Title: Re: [0.96a] Ashes of The Domain
Post by: Ovid on November 11, 2023, 08:00:21 PM
The FAQ mentions that you can find researchers at Galatia Academy, but where are they? I don't see any in the Contacts list, and there's no other option that mentions any sort of researchers.
For clarification, I've used Nexerelin to skip the main game plotline, and I'm pretty sure another mod is adding an option to have the Galatia Academy count as an officer/administrator trainer location. And I already got one event/message to do the Ouroboros quest, which I did and got the specific databanks.

Also, I have a recommendation for the FAQ. Is there any benefit to having multiple research labs (assuming you don't have the mod setting active to have them generate research databanks on worlds with Pre-Collapse modifier)? Cause as far as I can tell, it's not mentioned anywhere, and the research time seems to be the same regardless.

EDIT: to answer my own question I finally had the Researcher Sophia bar event happen, and when she's active in the research window, it tells you that she enables multiple research stations being beneficial. Before that point, only run 1 for research.
Title: Re: [0.96a] Ashes of The Domain
Post by: TheSAguy on November 12, 2023, 02:57:51 PM
Thanks for this great mod!
I definitely feel like research is a bog part that's missing from the base game and really enjoy having that with your mod!

Is there a way to make research take longer? I feel like one should really work for it.

I'd like to suggest some new contact if possible.
Create a shipyard that almost works like the one that removes d-mods, but have it upgrade your ship. You could research stull like:
Add x Ordinance points.
Increase armor/shield by x
Flux, Hull points, etc.

(Alternatively, this could be an artifact you craft like the domain era stuff)

So this way one could finda make your own unique ships by slowly upgrading them.

Also, possibly endless research, that's very expensive, each time you complete it you get 1% better shield technology for your faction. Same for armor, hull, maintenance, etc.

Thanks again for your mod.

Title: Re: [0.96a] Ashes of The Domain
Post by: cjy4312 on November 12, 2023, 11:04:20 PM
Hi Kaysaar
There is a trouble when upgrading Vanilla Industries by startUpgrading()
like this:(Nex)
10445951 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.startUpgrading(BaseIndustry.java:572)
   at exerelin.world.industry.HeavyIndustry.apply(HeavyIndustry.java:135)
   at exerelin.world.NexMarketBuilder.addIndustriesToMarket(NexMarketBuilder.java:997)
   at exerelin.world.NexMarketBuilder.addIndustriesToMarket(NexMarketBuilder.java:924)
   at exerelin.campaign.ColonyManager.buildIndustries(ColonyManager.java:1600)
   at exerelin.campaign.ColonyManager.buildIndustries(ColonyManager.java:1620)
   at exerelin.campaign.ColonyManager.upsizeMarket(ColonyManager.java:282)
   at exerelin.campaign.ColonyManager.updateMarkets(ColonyManager.java:188)
   at exerelin.campaign.ColonyManager.reportEconomyTick(ColonyManager.java:1421)
   at com.fs.starfarer.campaign.CampaignEngine.reportEconomyTick(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

I guess this caused by unresearched techtree
Is there any solution to this problem?
Title: Re: [0.96a] Ashes of The Domain
Post by: BlashJCasual on November 13, 2023, 06:53:06 PM
hello, i have an issue with the cryorevival facility. anytime i try to build it it keeps saying that the facility is disrupted for 1 day and never actually gets undisrupted. i have a cryosleeper in my colony orbiting it. i put it there before i built the facility. am i missing something? thanks in advance
Title: Re: [0.96a] Ashes of The Domain
Post by: saqib126 on November 14, 2023, 07:59:40 AM
Having a strange issue with sector generation, everything works fine except there are an insane amount of pre-collapse facilities, nearly half the planets I survey have them, and I found several of every subtype of vok databank and sold them(while still having more to sell or use). I don't think this is intended(and it rather breaks the economy). Not sure whats causing it, since I don't have any mods installed that change overall sector generation such as adjusted sector.
Title: Re: [0.96a] Ashes of The Domain
Post by: WillTheWaffler on November 14, 2023, 07:10:56 PM
Having a strange issue with sector generation, everything works fine except there are an insane amount of pre-collapse facilities, nearly half the planets I survey have them, and I found several of every subtype of vok databank and sold them(while still having more to sell or use). I don't think this is intended(and it rather breaks the economy). Not sure whats causing it, since I don't have any mods installed that change overall sector generation such as adjusted sector.

Having a similar issue myself, I've just been playing it off that this sector had an abundance of facilities, not sure if it was an update or any of the many mods I installed for the first time for my latest playthrough.
Title: Re: [0.96a] Ashes of The Domain
Post by: Uther Phobos on November 15, 2023, 11:25:43 AM
This is going to end up as an ACOT/Gigastructural Engineering crossover mod, isn't it?
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on November 15, 2023, 03:42:51 PM
Sneak peak into new rework of Tech tree ( Vaults of Knowledge 2.0 WIP)
Spoiler
(https://i.imgur.com/46nrQuW.png)
[close]
Title: Re: [0.96a] Ashes of The Domain
Post by: TheSAguy on November 16, 2023, 09:57:00 AM
I assume VoK 2 will not be save game compatible.
Any rough ETA on release?
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on November 16, 2023, 01:04:14 PM
I assume VoK 2 will not be save game compatible.
Any rough ETA on release?
Vok 2.0  Is basically full rewrite of this mod
I think first alpha release will be available in next 2-3 weeks the best eta would be one week but this really depends
Also i plan to release today 1.7.1 patch for VOK that fix issue with Procedural Generation
Title: Re: [0.96a] Ashes of The Domain
Post by: Insolent Peon on November 17, 2023, 06:19:20 PM
Encountered a crash related to this mod interacting with Nex, and was able to reproduce it.

1. Have single colony with research facility.
2. Hand over colony to faction I'm commissioned with, without removing research facility. My 'faction' is eliminated.
3. Become governor of colony.
4. Go into tech tree through research facility, select more info on a technology.
5. Crash.

I guess trying to mess with research when you don't actually have a faction is a no-no.
Title: Re: [0.96a] Ashes of The Domain
Post by: Crescent on November 18, 2023, 03:10:45 PM
Can't find Head of Research Facility. It's been at least a cycle with Research Facility. I have 71 mod active, so something probably interferes with the bar event. Could you create a console command for such cases?

Edit: Sophia event instantly appeared after using: "research_all_technologies".
Title: Re: [0.96a] Ashes of The Domain
Post by: playbabeTheBookShelf on November 19, 2023, 10:12:19 AM
i got everything researched but can’t seems to find any blueprints for charon facility, orbital skunkeworks and orbital fleetsork. if it’s locked behind mission or something i would like a clear better hint on where to obtain them. (also it’s said i’m missing 5 research but i can only see those 3?)
Title: Re: [0.96a] Ashes of The Domain
Post by: Uther Phobos on November 19, 2023, 10:27:04 AM
i got everything researched but can’t seems to find any blueprints for charon facility, orbital skunkeworks and orbital fleetsork. if it’s locked behind mission or something i would like a clear better hint on where to obtain them. (also it’s said i’m missing 5 research but i can only see those 3?)
The last 2 researches require finding a certain planet with some rather beefy defenses.

For the other 3, you just need to get lucky with the databases or use the Head researcher that negates that requirement. (The latter requires doing the Tech cache quest and returning the AI core, i think?)
Title: Re: [0.96a] Ashes of The Domain
Post by: xxrqxaxx12325 on November 19, 2023, 09:55:31 PM
i got everything researched but can’t seems to find any blueprints for charon facility, orbital skunkeworks and orbital fleetsork. if it’s locked behind mission or something i would like a clear better hint on where to obtain them. (also it’s said i’m missing 5 research but i can only see those 3?)
You can find blueprints for orbital skunkwork and fleetwork on Curann (Tri-Tachyon) and Chicomoztoc (Hegemony) planets in that order iirc. The only way to get them is to raid them. And for Charon, I'm still stuck at it but I would use the male researcher to save me time running around to find one.
Title: Re: [0.96a] Ashes of The Domain
Post by: playbabeTheBookShelf on November 19, 2023, 09:58:21 PM
thanks for info! here we go again *preparing 10k marine*
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on November 20, 2023, 06:12:50 PM
The most optimistic ETA For Vok 2.0 - First Alpha version is around 2-3 days so stay tuned
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on November 22, 2023, 09:02:38 PM
Ashes of The Domain - Vaults of Knowledge 1.7.2 patch

Save compatible with 1.7.x patches

Spoiler
permamently fix issue wth Cancel Upgrade button appearing and crashing game ( when it should not appear) by using different method, ported from Vaults of Knowledge 2.0
[close]

Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on November 23, 2023, 07:25:04 AM
Hello everyone
I need to be honest here : Recently my financial situation has gotten to the point, that its get too hard for me to afford living. I just wanna ask you all for little donation on Kofi, so i can somehow stabilize my situation.
I thank all of you in advance for supporting me. I promise to repay in continiuing making good quality mods in short amount of time
https://ko-fi.com/kaysaar
Title: Re: [0.96a] Ashes of The Domain
Post by: KABR on November 23, 2023, 11:51:50 PM
When starting as own faction with nexerilin and choosing heavy industry it will not show the ability to upgrade to orbital works or tell me i need to make a research facility to be able to upgrade the industries had to do some light research about what was going on
Title: Re: [0.96a] Ashes of The Domain
Post by: Excel.exe on November 26, 2023, 02:57:31 PM
Is there a tech tree planned for Industrial Evolution buildings?
Title: Re: [0.96a] Ashes of The Domain
Post by: Uther Phobos on November 28, 2023, 07:19:23 AM
Question regarding the Alpha: Does it work with Lost Glory, or do you have to use VoK 1.7.2 for that?
Title: Re: [0.96a] Ashes of The Domain
Post by: Bangchow on November 28, 2023, 11:20:57 PM
Fun mod, loving it that it makes more depth and planning into building your system. I'm playing with the ALPHA VoK 2.0

I had trouble upgrading both my Light and Heavy Industries to 2nd tier, right until I finished researching Hazmat tech and it let me upgrade them, must've been prerequisite but wasn't apparent - might wanna look into it.

As of typing still couldn't get my Fishery industry to upgrade to Aquaculture even after researching for it.
[Edited]: If it helps, maybe because this planet wasn't originally a water planet, it was a barren planet. Terraformed with TASC mod.

Question regarding the Alpha: Does it work with Lost Glory, or do you have to use VoK 1.7.2 for that?

It wouldn't run as-is and so had to modify the mod_json.txt in Lost Glory and delete the line needing VoK, and it ran. Must be an oversight or I've yet to experience game crash.
Title: Re: [0.96a] Ashes of The Domain
Post by: SomeRandomGuy on December 01, 2023, 03:39:49 AM
On the 2.0 alpha build of the Vaults of Knowledge mod on the unofficial starsector discord, there is a bug with Nexerelin's Faction Commission starts that makes it to where you can't access the Research Facility Tech tree (even after building the research facility) and have all the techs researched automatically. The only times it does allow you to access the Tech tree is if you start the game without being commissioned to a faction.

Wasn't sure if this is a known issue but I figured I'd mention it in here in case others have the same issue.
Title: Re: [0.96a] Ashes of The Domain
Post by: Uther Phobos on December 01, 2023, 11:35:42 AM
On the 2.0 alpha build of the Vaults of Knowledge mod on the unofficial starsector discord, there is a bug with Nexerelin's Faction Commission starts that makes it to where you can't access the Research Facility Tech tree (even after building the research facility) and have all the techs researched automatically. The only times it does allow you to access the Tech tree is if you start the game without being commissioned to a faction.

Wasn't sure if this is a known issue but I figured I'd mention it in here in case others have the same issue.
Same here. Research building has no options other than shutdown, CTRL-T does nothing.

I should note though that i do not have every research available; in fact, the selection seems somewhat inconsistent. Hazmat Working Equipment is available, as well as TASC Atmosphere Processors, but none of the post-Vanilla tiers for industries nor Stellar Mirrors.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on December 01, 2023, 11:54:17 PM
On the 2.0 alpha build of the Vaults of Knowledge mod on the unofficial starsector discord, there is a bug with Nexerelin's Faction Commission starts that makes it to where you can't access the Research Facility Tech tree (even after building the research facility) and have all the techs researched automatically. The only times it does allow you to access the Tech tree is if you start the game without being commissioned to a faction.

Wasn't sure if this is a known issue but I figured I'd mention it in here in case others have the same issue.
Same here. Research building has no options other than shutdown, CTRL-T does nothing.

I should note though that i do not have every research available; in fact, the selection seems somewhat inconsistent. Hazmat Working Equipment is available, as well as TASC Atmosphere Processors, but none of the post-Vanilla tiers for industries nor Stellar Mirrors.
what do you mean by that ?
Title: Re: [0.96a] Ashes of The Domain
Post by: SomeRandomGuy on December 02, 2023, 02:13:33 AM
On the 2.0 alpha build of the Vaults of Knowledge mod on the unofficial starsector discord, there is a bug with Nexerelin's Faction Commission starts that makes it to where you can't access the Research Facility Tech tree (even after building the research facility) and have all the techs researched automatically. The only times it does allow you to access the Tech tree is if you start the game without being commissioned to a faction.

Wasn't sure if this is a known issue but I figured I'd mention it in here in case others have the same issue.
Same here. Research building has no options other than shutdown, CTRL-T does nothing.

I should note though that i do not have every research available; in fact, the selection seems somewhat inconsistent. Hazmat Working Equipment is available, as well as TASC Atmosphere Processors, but none of the post-Vanilla tiers for industries nor Stellar Mirrors.
what do you mean by that ?

If you start the game commissioned to a faction which Nexerelin allows you to do. You essentially have zero access to the tech tree. Doing the keybind to access the research facility doesn't open anything even if you have 1. There isn't an option on the facility itself on the planet to access the tree either. As with what the last person said it seems to be inconsistent on what techs it "gives" you. What I'm assuming is it's giving you the tech that the faction you started the game commissioned to had access to. But still doesn't allow you to open the tech tree to research anything even after resigning the commission.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on December 02, 2023, 02:26:43 AM
On the 2.0 alpha build of the Vaults of Knowledge mod on the unofficial starsector discord, there is a bug with Nexerelin's Faction Commission starts that makes it to where you can't access the Research Facility Tech tree (even after building the research facility) and have all the techs researched automatically. The only times it does allow you to access the Tech tree is if you start the game without being commissioned to a faction.

Wasn't sure if this is a known issue but I figured I'd mention it in here in case others have the same issue.
Same here. Research building has no options other than shutdown, CTRL-T does nothing.

I should note though that i do not have every research available; in fact, the selection seems somewhat inconsistent. Hazmat Working Equipment is available, as well as TASC Atmosphere Processors, but none of the post-Vanilla tiers for industries nor Stellar Mirrors.
what do you mean by that ?

If you start the game commissioned to a faction which Nexerelin allows you to do. You essentially have zero access to the tech tree. Doing the keybind to access the research facility doesn't open anything even if you have 1. There isn't an option on the facility itself on the planet to access the tree either. As with what the last person said it seems to be inconsistent on what techs it "gives" you. What I'm assuming is it's giving you the tech that the faction you started the game commissioned to had access to. But still doesn't allow you to open the tech tree to research anything even after resigning the commission.
For now i am trying to rework it a little as i dont like idea for example someone skipping research through faction
Same goes with commisions, i dont like idea of player telling other faction what to research, as it is YOU who are commisiooned, therefore sort of vassal

Title: Re: [0.96a] Ashes of The Domain
Post by: SomeRandomGuy on December 02, 2023, 03:24:29 AM
For now i am trying to rework it a little as i dont like idea for example someone skipping research through faction
Same goes with commisions, i dont like idea of player telling other faction what to research, as it is YOU who are commisiooned, therefore sort of vassal

I didn't even know about the player being able to tell the other faction what to research ngl. But can't wait to actually be able to do a full-playthrough with the mod without breaking stuff on accident lol. (Although might accidentally break stuff anyways)
Title: Re: [0.96a] Ashes of The Domain
Post by: Uther Phobos on December 02, 2023, 06:05:21 AM
For now i am trying to rework it a little as i dont like idea for example someone skipping research through faction
Same goes with commisions, i dont like idea of player telling other faction what to research, as it is YOU who are commisiooned, therefore sort of vassal
The problem is that the entire research system is completely inaccessible if you use a commissioned start. It's not just that you can't tell your parent faction what to do, you can't even tell your own player faction what to research and it seems like you only get access to the techs your commissioner has with no ability to advance beyond that.

Basically, using a start commissioned to a faction reduces this mod to a 10% Hazard reduction and makes TASC partially unusable.

Just to add: This appears to be a game setup issue, as you remain unable to access research even after resigning your commission.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on December 02, 2023, 06:25:02 AM
For now i am trying to rework it a little as i dont like idea for example someone skipping research through faction
Same goes with commisions, i dont like idea of player telling other faction what to research, as it is YOU who are commisiooned, therefore sort of vassal
The problem is that the entire research system is completely inaccessible if you use a commissioned start. It's not just that you can't tell your parent faction what to do, you can't even tell your own player faction what to research and it seems like you only get access to the techs your commissioner has with no ability to advance beyond that.

Basically, using a start commissioned to a faction reduces this mod to a 10% Hazard reduction and makes TASC partially unusable.

Just to add: This appears to be a game setup issue, as you remain unable to access research even after resigning your commission.
As i said i am still planning to change it anyway how tech works with commisions
Remember its Alpha Version, not official
Also for now as i said Ctrl+T is way to open UI
Not Button , at least for now
Also as you have Access to Alpha i really appricieate if you write on discord, not here as i reply much quciker there
Title: Re: [0.96a] Ashes of The Domain
Post by: Uther Phobos on December 02, 2023, 07:42:32 AM
For now i am trying to rework it a little as i dont like idea for example someone skipping research through faction
Same goes with commisions, i dont like idea of player telling other faction what to research, as it is YOU who are commisiooned, therefore sort of vassal
The problem is that the entire research system is completely inaccessible if you use a commissioned start. It's not just that you can't tell your parent faction what to do, you can't even tell your own player faction what to research and it seems like you only get access to the techs your commissioner has with no ability to advance beyond that.

Basically, using a start commissioned to a faction reduces this mod to a 10% Hazard reduction and makes TASC partially unusable.

Just to add: This appears to be a game setup issue, as you remain unable to access research even after resigning your commission.
As i said i am still planning to change it anyway how tech works with commisions
Remember its Alpha Version, not official
Also for now as i said Ctrl+T is way to open UI
Not Button , at least for now
Also as you have Access to Alpha i really appricieate if you write on discord, not here as i reply much quciker there
I find Discord discussions difficult to follow at best. I'm not exactly in a hurry to get a reply, either. And your discord invite link is outdated.

On a semi-related note, on 1080p at 125% UI scaling, the Research UI scroll bar's visible position does not match up with where you need to click to move it. It also noticeably moves at a different rate than the mouse cursor, to the point that it reaches the right border when the cursor is only about 80% there.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on December 02, 2023, 07:58:41 AM
For now i am trying to rework it a little as i dont like idea for example someone skipping research through faction
Same goes with commisions, i dont like idea of player telling other faction what to research, as it is YOU who are commisiooned, therefore sort of vassal
The problem is that the entire research system is completely inaccessible if you use a commissioned start. It's not just that you can't tell your parent faction what to do, you can't even tell your own player faction what to research and it seems like you only get access to the techs your commissioner has with no ability to advance beyond that.

Basically, using a start commissioned to a faction reduces this mod to a 10% Hazard reduction and makes TASC partially unusable.

Just to add: This appears to be a game setup issue, as you remain unable to access research even after resigning your commission.
As i said i am still planning to change it anyway how tech works with commisions
Remember its Alpha Version, not official
Also for now as i said Ctrl+T is way to open UI
Not Button , at least for now
Also as you have Access to Alpha i really appricieate if you write on discord, not here as i reply much quciker there
I find Discord discussions difficult to follow at best. I'm not exactly in a hurry to get a reply, either. And your discord invite link is outdated.

On a semi-related note, on 1080p at 125% UI scaling, the Research UI scroll bar's visible position does not match up with where you need to click to move it. It also noticeably moves at a different rate than the mouse cursor, to the point that it reaches the right border when the cursor is only about 80% there.
You know you can just dm me bug or srh like that ?
Like really its easier for me especially for me
Also UI scaling is a issue i had found out recently, i dont know how to fix it as i usually had no intrest in using more than 100%
Title: Re: [0.96a] Ashes of The Domain
Post by: SpaceWaifu on December 02, 2023, 09:56:07 PM
I tried searching but i wasnt able to see if this has been reported or it is known but with the newest updated for VoK 0.2.1.a  Lost Glory does not recognize that it exists and says that it needs VoK to run. Also by chance do you have a discord for Ashes of the Domain?  Thank you!
Title: Re: [0.96a] Ashes of The Domain
Post by: Lord0Trade on December 05, 2023, 09:30:02 PM
Short question, what's the difference between the research here and research on industrial evolution?
Title: Re: [0.96a] Ashes of The Domain
Post by: Uther Phobos on December 06, 2023, 12:15:26 AM
Short question, what's the difference between the research here and research on industrial evolution?
Totally different thing.

IndEvo gives you some dorito-derived weapons (and BPs) in exchange for the base versions kinda like a fetch quest, this actually lets you research colony tech like better industries and stuff, more like 4X, with some time required to research them.
Title: Re: [0.96a] Ashes of The Domain
Post by: mstachife on December 08, 2023, 08:09:25 PM
I tried searching but i wasnt able to see if this has been reported or it is known but with the newest updated for VoK 0.2.1.a  Lost Glory does not recognize that it exists and says that it needs VoK to run. Also by chance do you have a discord for Ashes of the Domain?  Thank you!

dont use lost glory if you're using the alpha.
Title: Re: [0.96a] Ashes of The Domain
Post by: ClockworkLullaby on December 09, 2023, 09:44:20 AM
Hi, I seem to have an issue with the project charon quest, hovering over the archimedes SQC shows "-99 days left to ,,,", though I have actually went to the location in the quest log and retrieved the core, no further events are popping up though to finish the quest chain.

is there any command I can run to continue the event chain?
Title: Re: [0.96a] Ashes of The Domain
Post by: Absolutego on December 10, 2023, 06:26:53 PM
I don't understand how to use cryosleepers in this mod
"Once it has arrived at your desired colony, an option should appear regarding the Cryosleeper."
What option? Nothing has popped up for me. Do I store the ship or keep it in my fleet?
Title: Re: [0.96a] Ashes of The Domain
Post by: Shogouki on December 10, 2023, 06:44:55 PM
I don't understand how to use cryosleepers in this mod
"Once it has arrived at your desired colony, an option should appear regarding the Cryosleeper."
What option? Nothing has popped up for me. Do I store the ship or keep it in my fleet?

I believe you need a special structure built on the colony in order to use it.  I think you can build a facility to organize the waking of the sleepers and there's another facility that can be built to harvest them for organs.
Title: Re: [0.96a] Ashes of The Domain
Post by: KarlianaVonMauser on December 10, 2023, 09:27:55 PM
I don't understand how to use cryosleepers in this mod
"Once it has arrived at your desired colony, an option should appear regarding the Cryosleeper."
What option? Nothing has popped up for me. Do I store the ship or keep it in my fleet?
Click on the planet, there would be an option within the choices, it should be number 7, 8, or 9 when you visit your colony.
Title: Re: [0.96a] Ashes of The Domain
Post by: Uther Phobos on December 11, 2023, 08:37:26 PM
I don't understand how to use cryosleepers in this mod
"Once it has arrived at your desired colony, an option should appear regarding the Cryosleeper."
What option? Nothing has popped up for me. Do I store the ship or keep it in my fleet?
It should be right in the first menu when you approach the colony.
Title: Re: [0.96a] Ashes of The Domain
Post by: LetTheGalaxyBurn on December 14, 2023, 06:08:59 AM
Will there be an option to give investment/technical expertise to build and upgrade other faction industry to buff them and increase market demands, if you already have the tech.

For example player invest/give technical expertise to Nova Maxios to build Orbital Skunkworks facility, after meeting the requirements. To give Independent buff and demand for purified transplutonic.

Currently the only way is giving colony of said industry to other faction is through Dev mode and console command
Title: Re: [0.96a] Ashes of The Domain
Post by: SFF on December 14, 2023, 06:43:53 PM
Any chance of adding an option to remove VOK Databanks or make an option to craft them? I'm not sure if it's bugged or what but I haven't gotten one in 20 hours of exploration so I can't research anything (even the basic tech), and by making them appear only once per game each if something goes wrong like one of your ships blows up and you lose that tech forever. I like the idea of researching tech but needing an RNG databank just doesn't feel good.
Title: Re: [0.96a] Ashes of The Domain
Post by: Uther Phobos on December 14, 2023, 07:50:25 PM
Any chance of adding an option to remove VOK Databanks or make an option to craft them? I'm not sure if it's bugged or what but I haven't gotten one in 20 hours of exploration so I can't research anything (even the basic tech), and by making them appear only once per game each if something goes wrong like one of your ships blows up and you lose that tech forever. I like the idea of researching tech but needing an RNG databank just doesn't feel good.
Only some of the higher techs specificially need a VOK database, and by then you can get a researcher that nixes that requirement.
Title: Re: [0.96a] Ashes of The Domain
Post by: SFF on December 14, 2023, 07:55:19 PM
Any chance of adding an option to remove VOK Databanks or make an option to craft them? I'm not sure if it's bugged or what but I haven't gotten one in 20 hours of exploration so I can't research anything (even the basic tech), and by making them appear only once per game each if something goes wrong like one of your ships blows up and you lose that tech forever. I like the idea of researching tech but needing an RNG databank just doesn't feel good.
Only some of the higher techs specificially need a VOK database, and by then you can get a researcher that nixes that requirement.
Oh I misunderstood that my bad thanks
Title: Re: [0.96a] Ashes of The Domain
Post by: Fibroidauto on December 18, 2023, 01:42:09 PM
After getting Sophia, or whatever the Researcher that has the resourceful trait for researching, I am now currently unable to research any tech despite it showing that I don't need any of the Research Data Banks. For some odd reason the VOK data banks did not get included in Sophia's trait as they are showed as one of the requirements. I hope you can fix this please and I'm running the latest version.
Title: Re: [0.96a] Ashes of The Domain
Post by: Uther Phobos on December 18, 2023, 07:26:22 PM
After getting Sophia, or whatever the Researcher that has the resourceful trait for researching, I am now currently unable to research any tech despite it showing that I don't need any of the Research Data Banks. For some odd reason the VOK data banks did not get included in Sophia's trait as they are showed as one of the requirements. I hope you can fix this please and I'm running the latest version.
Sophia only makes research cheaper. Any research requiring a VOK will still do so. There's another researcher removing that particular requirement at the cost of much longer research time.
Title: Re: [0.96a] Ashes of The Domain
Post by: Fibroidauto on December 19, 2023, 06:29:54 PM
After getting Sophia, or whatever the Researcher that has the resourceful trait for researching, I am now currently unable to research any tech despite it showing that I don't need any of the Research Data Banks. For some odd reason the VOK data banks did not get included in Sophia's trait as they are showed as one of the requirements. I hope you can fix this please and I'm running the latest version.
Sophia only makes research cheaper. Any research requiring a VOK will still do so. There's another researcher removing that particular requirement at the cost of much longer research time.

I mean normal technology like the Aquaculture or the Atmosphere Processor. I am literally unable to research those as after Sophia was gained it removed the normal research cost but kept the VOK as the only way to research it. You can see how this is a game breaking bug
Title: Re: [0.96a] Ashes of The Domain
Post by: Uther Phobos on December 20, 2023, 01:56:37 AM
After getting Sophia, or whatever the Researcher that has the resourceful trait for researching, I am now currently unable to research any tech despite it showing that I don't need any of the Research Data Banks. For some odd reason the VOK data banks did not get included in Sophia's trait as they are showed as one of the requirements. I hope you can fix this please and I'm running the latest version.
Sophia only makes research cheaper. Any research requiring a VOK will still do so. There's another researcher removing that particular requirement at the cost of much longer research time.

I mean normal technology like the Aquaculture or the Atmosphere Processor. I am literally unable to research those as after Sophia was gained it removed the normal research cost but kept the VOK as the only way to research it. You can see how this is a game breaking bug
No, because those VOKs are rather easy to get. Though you should just be able to research them for free.
Title: Re: [0.96a] Ashes of The Domain
Post by: Fibroidauto on December 20, 2023, 05:28:59 PM
After getting Sophia, or whatever the Researcher that has the resourceful trait for researching, I am now currently unable to research any tech despite it showing that I don't need any of the Research Data Banks. For some odd reason the VOK data banks did not get included in Sophia's trait as they are showed as one of the requirements. I hope you can fix this please and I'm running the latest version.
Sophia only makes research cheaper. Any research requiring a VOK will still do so. There's another researcher removing that particular requirement at the cost of much longer research time.

I mean normal technology like the Aquaculture or the Atmosphere Processor. I am literally unable to research those as after Sophia was gained it removed the normal research cost but kept the VOK as the only way to research it. You can see how this is a game breaking bug
No, because those VOKs are rather easy to get. Though you should just be able to research them for free.

I think you misunderstand what I'm saying? But I mean that Sophia has blocked me from researching any tech, unless I use Vok even on technology I could originally research with just normal Data Banks. So I cannot research them for free since Sophia breaks me from researching.

Edit: It would also be helpful if anyone gave me the commands to spawn the Decayed VOKs so I can research stuff normally until it gets fixed.
Title: Re: [0.96a] Ashes of The Domain
Post by: Uther Phobos on December 20, 2023, 06:38:35 PM
I think you misunderstand what I'm saying? But I mean that Sophia has blocked me from researching any tech, unless I use Vok even on technology I could originally research with just normal Data Banks. So I cannot research them for free since Sophia breaks me from researching.

Edit: It would also be helpful if anyone gave me the commands to spawn the Decayed VOKs so I can research stuff normally until it gets fixed.
And i said you should be able to do that, i.e. you not being able to should be a bug.

I don't see why you can't just go out and grab those VOKs, though. This sounds more like you're to lazy to search for them.
Title: Re: [0.96a] Ashes of The Domain
Post by: lonmwe on December 20, 2023, 07:43:09 PM
This feels like a FAQ. But I searched and did not find anything, so please bear with me.
Is tier 3 industry building weren't supposed to be buffed by items? If so, is it also intended that the industry building swallowed the items currently installed when upgraded from t2 to t3?
I used the item buffing farms, but it is gone when I upgraded it into artisanal farms. Plus, even the subsidized farming upgrade seems incomparable to buffed t2, so this must be a bug, no?
Also, is it just me or having colonies producing luxury good is unprofitable in this mod?
Title: Re: [0.96a] Ashes of The Domain
Post by: Uther Phobos on December 21, 2023, 01:42:44 AM
This feels like a FAQ. But I searched and did not find anything, so please bear with me.
Is tier 3 industry building weren't supposed to be buffed by items? If so, is it also intended that the industry building swallowed the items currently installed when upgraded from t2 to t3?
I used the item buffing farms, but it is gone when I upgraded it into artisanal farms. Plus, even the subsidized farming upgrade seems incomparable to buffed t2, so this must be a bug, no?
Also, is it just me or having colonies producing luxury good is unprofitable in this mod?
Refining, Benefication (but not Sublimation or Fracking) and Heavy Industry consumes the items and cannot be upgraded without it. This is stated in the upgrade tooltip.
The rest just dumps them into local storage. Subsidized Farming and Consumer Industry do work with it though. If it doesn't, you've got a conflict with another mod changing it.

Note that Fracking is intentionally worse than Mining with a Mantle Bore/Plasma Dynamo; it's intended for planets where you cannot use these.
Title: Re: [0.96a] Ashes of The Domain
Post by: lonmwe on December 22, 2023, 02:42:00 PM
This feels like a FAQ. But I searched and did not find anything, so please bear with me.
Is tier 3 industry building weren't supposed to be buffed by items? If so, is it also intended that the industry building swallowed the items currently installed when upgraded from t2 to t3?
I used the item buffing farms, but it is gone when I upgraded it into artisanal farms. Plus, even the subsidized farming upgrade seems incomparable to buffed t2, so this must be a bug, no?
Also, is it just me or having colonies producing luxury good is unprofitable in this mod?
Refining, Benefication (but not Sublimation or Fracking) and Heavy Industry consumes the items and cannot be upgraded without it. This is stated in the upgrade tooltip.
The rest just dumps them into local storage. Subsidized Farming and Consumer Industry do work with it though. If it doesn't, you've got a conflict with another mod changing it.

Note that Fracking is intentionally worse than Mining with a Mantle Bore/Plasma Dynamo; it's intended for planets where you cannot use these.
Then artisanal farms weren't supposed to consume it, but it did. I checked the local storage before I commented, but the soil nanites wasn't there. No other mods for industry, only nexerelin and factions/ships packs, so I believe this a bug.
Tks for replying, and have a merry xmas!
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on December 23, 2023, 08:15:13 AM
2.0 Version of Vaults of Knowledge soon
Title: Re: [0.96a] Ashes of The Domain
Post by: Akekho on December 23, 2023, 09:20:09 AM
But my save, i just got to the fun part...
Title: Re: [0.96a] Ashes of The Domain
Post by: synchrotron on December 23, 2023, 11:13:26 PM
2.0 Version of Vaults of Knowledge soon

Will it be save compatible with the current version?
Title: Re: [0.96a] Ashes of The Domain
Post by: Re-Search-er on December 24, 2023, 04:30:41 AM
Got a small mod conflict with Industrial Evolution's Centralisation Bureau and your upgraded industries. I can't get the new industries to proc with the CB, even with them on multiple planets.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on December 24, 2023, 08:56:02 PM
2.0 Version of Vaults of Knowledge soon

Will it be save compatible with the current version?
Not really 2.0 is basically rewrite of whole mod

I can post ss of one major change that will be comming with 2.0
Treat this with grain of salt, this is still Alpha build

Spoiler
(https://i.imgur.com/7MAWeCu.png)
[close]
Title: Re: [0.96a] Ashes of The Domain
Post by: Akekho on December 25, 2023, 04:12:52 PM
Will the VOK 2.0 include research integration for industrial evolution?
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on December 27, 2023, 05:42:01 AM
Will the VOK 2.0 include research integration for industrial evolution?
All depends if IndEvo author will apply collab
This is sth that is not dependent from my side
Title: Re: [0.96a] Ashes of The Domain
Post by: AMOA on December 28, 2023, 05:58:08 AM
Hey Kaysaar, great mod. In my recent game i spend about 30 hours already, exploring stars and planets, but I have found only 4 research papers (the thing that allows me to do research). And my game somehow not progressing, so I am looking for tips or places where i could find more/rest of reasearch stuff. Thanks.
Title: Re: [0.96a] Ashes of The Domain
Post by: Doberman on December 30, 2023, 03:46:56 PM
Hi there! Just stumbled upon a little bug.

I'm running a bunch of mods (including AoTD), one of which allows to capture colonies.
If an ai faction captures players colony with a research facility on it, at some point it will try to shut it down, which crashes the game and prompts following error message:
Code
919439 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.kaysaar_aotd_vok.scripts.campaign.econ.industry.ResearchFacility.notifyBeingRemoved(ResearchFacility.java:66)
at com.fs.starfarer.campaign.econ.Market.removeIndustry(Unknown Source)
at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.decivilize(DecivTracker.java:228)
at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.decivilize(DecivTracker.java:186)
at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.checkDeciv(DecivTracker.java:181)
at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.checkDeciv(DecivTracker.java:126)
at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.advance(DecivTracker.java:77)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)

I know that this bug won't occur in vanilla, but considering how popular both AoTD and Nexelerin (I believe it's this one that allows to capture colonies) are, I think it would be nice if you managed to patch this.

Also, if you do decide to patch it, there's also a secondary bug - Items that were stored in Research tab during capture dissapear if a player re-captures his colony.

Sorry if there was some other dedicated place to post bugs, couldn't find anything.

P.S.: Great mod, absolutely loving it!
Title: Re: [0.96a] Ashes of The Domain
Post by: Kyuhau on January 01, 2024, 12:58:10 PM
Hello, I ran into a bug as well, and it's preventing me from continuing the game. Here's the bug. After seeing the above post, I concluded that its in regard to the ResearchFacility part and when war gets declared.

 Cheers and hope it gets resolved soon.


1256343 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
    at java.util.ArrayList.rangeCheck(Unknown Source)
    at java.util.ArrayList.get(Unknown Source)
    at data.kaysaar.aotd.vok.scripts.research.AoTDFactionResearchManager.sentFleet(AoTDFactionResearchManager.java:117)
    at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.setExpeditionFle et(AoTDMainResearchManager.java:312)
    at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.advance(AoTDMainResearchManager.java:351)
    at data.kaysaar.aotd.vok.scripts.research.AoTDFactionResearchProgressionScript.adv ance(AoTDFactionResearchProgressionScript.java:18)
    at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
    at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
    at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
    at com.fs.state.AppDriver.begin(Unknown Source)
    at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    at java.lang.Thread.run(Unknown Source)
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on January 03, 2024, 05:28:33 AM
Ashes of The Domain : Vaults of Knowledge 2.0 Release
Not save compatible with 1.7.2, only save compatible with fifth alpha version
Changes
Spoiler
Fully reworked UI of Research interface, simplifying it and changing it to look like an actual tech tree, compared with 1.7.2 ver

Removed Fully VOK Databank mechanic from game, and returned to paying for research with databanks

Added ability for other NPC factions to also research stuff from AoTD

Added Custom icons to tech tree, Credits to CY/Milkydromeda for his contribution to mod

Temporarily removed Tri Tachyon scientist , as scientist mechanic will get overhaul in 2.1 patch : Council Of Galatia

Added new special project mechanic, which are projects, that have different outcomes depending on your choices

Fully reworked encounters at Pre Collapse Facilities : From now on factions will send their own expeditions which if successful will result in faction's technological boost

Added Special script that is basically making factions use AoTD industries ,once research certain techs

Added new technologies, that gives new modifiers to colonies, your fleets, faciton fleets etc

Changed how a lot of commodities are now produced

Changed entirely how Hypershunt repair phase looks like (You will see for yourself ;3)

Bunch of bugfixes regarding alpha versions

Short summary : Total Overhaul of most mod's mechanics
[close]
Announcement 1 : Collabs Situation
Spoiler
From this version TASC, Intestellar Imperium , VRI Dont have support for their content : Mainly due to massive backend changes
For TASC : Basically TASC is currently in process of being rewritten and after that collab will be applied
For VRI : I am merging lost glory into Vaults of Knowledge , beginning with 2.0 version , after sorting few things , the planetary tether will be brought back in different form, than currently is.
For Intestellar Imperium : I plan to adjust special projects mechanic a little and tie Stella Castellum to special project, which will req more time and thinking

This does not mean, that this is over, collabs are over, as I basically need time to sort few things out.
[close]
Announcement 2 : Lost Glory situation
Spoiler
Lost glory will be from now on merged with vok 2.0, as basically i had different vision few months ago for lost glory, than currently
I ll be leaving links for 1.7.2 version of Vaults of Knowledge and last version of lost glory for those who want to still play with currently established collabs
[close]

Announcement 3 : Next Plans
Spoiler
Currently next plans are mainly centered around full rework of The Sleeper module : Sleeper 2.0 which will fully change mechanic of Cryosleepers , mainly how population growth works from getting cryosleeper and with new nexerlin origin and bunch of new mechanics.

In meantime Virtue of Society will get new patches as this is time for new events, and new collabs to be established

After completing sleeper 2.0 next focus will be around Vaults of Knowledge again :
Mainly 2.1 Patch : Council of Galatia
[close]


For Vok 2.0 Big shotouts to CY/Milkydromeda for massive help with icons, without him this tech tree would not look like currently is
Thank you all for your continuous support either with  bug reports ,or paying me on Kofi
Title: Re: [0.96a] Ashes of The Domain
Post by: Izikiel on January 03, 2024, 06:30:13 AM
I seem to be encountering a bug with the 2.0 VOK version, tried both fully modded and only VOK (and the libs, of course). Prevents even starting Starsector, crashing with an error message. Issue seems to be an exception with Command [SophiaAgreed] not being found in the packages.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on January 03, 2024, 06:40:02 AM
I seem to be encountering a bug with the 2.0 VOK version, tried both fully modded and only VOK (and the libs, of course). Prevents even starting Starsector, crashing with an error message. Issue seems to be an exception with Command [SophiaAgreed] not being found in the packages.
Redownload and make sure you deleted all Vok files
Title: Re: [0.96a] Ashes of The Domain
Post by: Izikiel on January 03, 2024, 06:51:43 AM
I seem to be encountering a bug with the 2.0 VOK version, tried both fully modded and only VOK (and the libs, of course). Prevents even starting Starsector, crashing with an error message. Issue seems to be an exception with Command [SophiaAgreed] not being found in the packages.
Redownload and make sure you deleted all Vok files
That did it. Thought I did a clean removal, guess I messed it up. My bad, thanks for the assist!
Title: Re: [0.96a] Ashes of The Domain
Post by: cake on January 03, 2024, 10:08:26 AM
AAAAAAAAAAAAAAA I JUST STARTED A GAME
anyway thanks for the update. I'm actually starting my first "vanilla" playthrough with no ship packs, so a lot of the new content in my current run will be through 4x mods like this
I kinda wish there was DIY support, but DIY is just coming back, and nothing supports it yet
Title: Re: [0.96a] Ashes of The Domain
Post by: da5idh on January 03, 2024, 02:31:38 PM
hi

found another bug, new game:

Code
2381123 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Added officer at timms
12381943 [Thread-4] INFO  data.colonyevents.manager.AoTDColonyEventManager  - Passed first interval
12381958 [Thread-4] INFO  data.colonyevents.manager.AoTDColonyEventManager  - Passed first interval
12381958 [Thread-4] INFO  data.colonyevents.manager.AoTDColonyEventManager  - Passed second interval
12382244 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [pirate raiders] at hyperloc Vector2f[-22000.0, -12000.0]
12382244 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: Persean League
12382402 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [pirate raiders] at hyperloc Vector2f[-23909.088, -11907.18]
12382713 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [pirate raiders] at hyperloc Vector2f[-22880.36, -11008.088]
12383088 [Thread-4] INFO  sound.public  - Cleaning up music with id [HostileWaters.ogg]
12383104 [Thread-8] INFO  sound.public  - Cleaning up music with id [Spacer20Seconds.ogg]
12383187 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
        at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.getSpecificFactionManager(AoTDMainResearchManager.java:380)
        at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.setExpeditionFleet(AoTDMainResearchManager.java:321)
        at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.advance(AoTDMainResearchManager.java:363)
        at data.kaysaar.aotd.vok.scripts.research.AoTDFactionResearchProgressionScript.advance(AoTDFactionResearchProgressionScript.java:18)
        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)
12383546 [Thread-11] INFO  sound.public  - Creating streaming player for music with id [Starsea.ogg]
12383547 [Thread-11] INFO  sound.H  - Playing music with id [Starsea.ogg]

BR
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on January 03, 2024, 08:51:10 PM
Ashes of The Domain : Vaults of Knowledge 2.0.2 Hotfix Save compat with 2.0.0 and 2.0.1
Spoiler
fixed random crash during game that invovled research manager for factions, AGAIN , this time should work
[close]

Sorry for problems , and for that i could not fix them quicker , mainly i got cold , and i dont feel good. Hope this patch will fix all issues
Title: Re: [0.96a] Ashes of The Domain
Post by: Shogouki on January 03, 2024, 09:30:37 PM
Ashes of The Domain : Vaults of Knowledge 2.0.2 Hotfix Save compat with 2.0.0 and 2.0.1
Spoiler
fixed random crash during game that invovled research manager for factions, AGAIN , this time should work
[close]

Sorry for problems , and for that i could not fix them quicker , mainly i got cold , and i dont feel good. Hope this patch will fix all issues

No worries, take care of yourself first and foremost!
Title: Re: [0.96a] Ashes of The Domain
Post by: Dinvan on January 04, 2024, 01:16:52 AM
Code
16223 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at java.util.Collections.shuffle(Collections.java:457)
at java.util.Collections.shuffle(Collections.java:427)
at data.kaysaar.aotd.vok.scripts.research.AoTDFactionResearchManager.sentFleet(AoTDFactionResearchManager.java:116)
at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.setExpeditionFleet(AoTDMainResearchManager.java:322)
at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.advance(AoTDMainResearchManager.java:368)
at data.kaysaar.aotd.vok.scripts.research.AoTDFactionResearchProgressionScript.advance(AoTDFactionResearchProgressionScript.java:18)
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)

Getting this is 2.0.2.
Title: Re: [0.96a] Ashes of The Domain
Post by: Khazahm on January 04, 2024, 04:18:09 AM
Made an account for this , LOL

29066203 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.getSpecificFacti onManager(AoTDMainResearchManager.java:384)
   at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.setExpeditionFle et(AoTDMainResearchManager.java:321)
   at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.advance(AoTDMainResearchManager.java:367)
   at data.kaysaar.aotd.vok.scripts.research.AoTDFactionResearchProgressionScript.adv ance(AoTDFactionResearchProgressionScript.java:18)
   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)


newest version of vault of knowlege 2.0.2, got it after chlicking on (entering station menu)astropolis space station
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on January 04, 2024, 04:21:16 AM
Made an account for this , LOL

29066203 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.getSpecificFacti onManager(AoTDMainResearchManager.java:384)
   at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.setExpeditionFle et(AoTDMainResearchManager.java:321)
   at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.advance(AoTDMainResearchManager.java:367)
   at data.kaysaar.aotd.vok.scripts.research.AoTDFactionResearchProgressionScript.adv ance(AoTDFactionResearchProgressionScript.java:18)
   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)


newest version of vault of knowlege 2.0.2, got it after chlicking on (entering station menu)astropolis space station
I hoenstly have no idea what is causing that , make sure you deleted all vok files and redownload it as this error looks similar to prev versions
Title: Re: [0.96a] Ashes of The Domain
Post by: Gris on January 04, 2024, 04:39:12 AM
Good day Kaysaar any plans to update or bugfix and polish Virtue of Society after Vaults of Knowledge? Or is it already finished or still in development?  :-\ Thank you.
Title: Re: [0.96a] Ashes of The Domain
Post by: SirStargateur on January 04, 2024, 04:50:31 AM
```none
133410 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.getSpecificFacti onManager(AoTDMainResearchManager.java:384)
   at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.setExpeditionFle et(AoTDMainResearchManager.java:321)
   at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.advance(AoTDMainResearchManager.java:367)
   at data.kaysaar.aotd.vok.scripts.research.AoTDFactionResearchProgressionScript.adv ance(AoTDFactionResearchProgressionScript.java:18)
   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)
```

Fresh new save with last version of "Ashes of  The Domain - Cryosleeper Module" "Ashes of  The Domain - Virtue Of Society" "Ashes of  The Domain- Vaults of Knowledge" & tons of other mods. Tested on both java 7 & 8 and more ram. Happen everytime when I get close to a specific planet to get a bounty.

```json
{"enabledMods": [
  "$$$_lightshow",
  "pantera_ANewLevel40",
  "Cryo_but_better",
  "aod_vos",
  "aotd_vok",
  "automatedcommands",
  "lw_autosave",
  "CaptainsLog",
  "chatter",
  "lw_radar",
  "DetailedCombatResults",
  "hte",
  "immersionFriendlyPortraitPack",
  "interestingportraitspack",
  "largerZoomOut",
  "lw_lazylib",
  "leadingPip",
  "logisticsNotifications",
  "lunalib",
  "MagicLib",
  "nexerelin",
  "portrait",
  "swp",
  "speedUp",
  "sun_starship_legends",
  "stelnet",
  "which_industry",
  "whichmod",
  "audio_plus",
  "shaderLib"
]}
```
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on January 04, 2024, 09:48:41 AM
Good day Kaysaar any plans to update or bugfix and polish Virtue of Society after Vaults of Knowledge? Or is it already finished or still in development?  :-\ Thank you.
Vos will be further developed in future
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on January 04, 2024, 09:49:07 AM
```none
133410 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.getSpecificFacti onManager(AoTDMainResearchManager.java:384)
   at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.setExpeditionFle et(AoTDMainResearchManager.java:321)
   at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.advance(AoTDMainResearchManager.java:367)
   at data.kaysaar.aotd.vok.scripts.research.AoTDFactionResearchProgressionScript.adv ance(AoTDFactionResearchProgressionScript.java:18)
   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)
```

Fresh new save with last version of "Ashes of  The Domain - Cryosleeper Module" "Ashes of  The Domain - Virtue Of Society" "Ashes of  The Domain- Vaults of Knowledge" & tons of other mods. Tested on both java 7 & 8 and more ram. Happen everytime when I get close to a specific planet to get a bounty.

```json
{"enabledMods": [
  "$$$_lightshow",
  "pantera_ANewLevel40",
  "Cryo_but_better",
  "aod_vos",
  "aotd_vok",
  "automatedcommands",
  "lw_autosave",
  "CaptainsLog",
  "chatter",
  "lw_radar",
  "DetailedCombatResults",
  "hte",
  "immersionFriendlyPortraitPack",
  "interestingportraitspack",
  "largerZoomOut",
  "lw_lazylib",
  "leadingPip",
  "logisticsNotifications",
  "lunalib",
  "MagicLib",
  "nexerelin",
  "portrait",
  "swp",
  "speedUp",
  "sun_starship_legends",
  "stelnet",
  "which_industry",
  "whichmod",
  "audio_plus",
  "shaderLib"
]}
```
Please update mod
Title: Re: [0.96a] Ashes of The Domain
Post by: oneyou on January 04, 2024, 04:20:15 PM
I can confirm that the update fixes the crash for me. Crash was reliable for me (3x in a row on reloading save), and its gone after updating.
Title: Re: [0.96a] Ashes of The Domain
Post by: Ancient Mariner on January 04, 2024, 07:44:36 PM
Hello, I've run into a soft-lock situation with Project Charon. When I try to salvage the planet protected by the [REDACTED] Doritos, I get the attached below result. I saw someone post the same issue in the Unofficial Starsector Discord on 12/31/23, but it looked like it was only with the alpha build. I'm running VoK 2.0.4 and the save started with the 2.0 release. I haven't had too much luck resolving the issue myself, so any help is appreciated.

{"enabledMods": [
  "PAGSM",
  "SBTM",
  "$$$_DakkaHolics_sprites",
  "$$$_trailermoments",
  "pantera_ANewLevel40R",
  "adjustableautomatedships",
  "Adjusted Sector",
  "anotherportraitpack",
  "Cryo_but_better",
  "aod_vos",
  "aotd_vok",
  "ApproLightPlus",
  "ApproLight",
  "armaa2",
  "lw_autosave",
  "timid_admins",
  "better_deserving_smods",
  "blackrock_driveyards",
  "yrutl",
  "CaptainsLog",
  "combatactivators",
  "chatter",
  "lw_radar",
  "timid_commissioned_hull_mods",
  "lw_console",
  "hm_flagpack",
  "DetailedCombatResults",
  "diableavionics",
  "hiigaran_descendants",
  "illustrated_entities",
  "immersionFriendlyPortraitPack",
  "IndEvo",
  "interestingportraitspack",
  "Imperium",
  "timid_xiv",
  "lw_lazylib",
  "ArkLeg",
  "lockedAndLoaded",
  "logisticsNotifications",
  "luddenhance",
  "luddenhanceied",
  "lunalib",
  "MagicLib",
  "Mayasuran Navy",
  "ness_saw",
  "Neutrino",
  "nexerelin",
  "officerExtension",
  "particleengine",
  "wisp_perseanchronicles",
  "portrait_changer",
  "progressiveSMods",
  "pt_qolpack",
  "assortment_of_things",
  "SalvageEverything",
  "scalartech",
  "secretsofthefrontier",
  "SEEKER",
  "shadow_ships",
  "swp",
  "spacetruckin",
  "mayu_specialupgrades",
  "speedUp",
  "sun_starship_legends",
  "stelnet",
  "alcoholism",
  "superweapons",
  "Sylphon_RnD",
  "tahlan",
  "presmattdamon_takenoprisoners",
  "Terraforming & Station Construction",
  "mayorate",
  "timid_tmi",
  "underworld",
  "uaf",
  "ungp",
  "URW",
  "vic",
  "vayrasector",
  "which_industry",
  "yrxp",
  "audio_plus",
  "shaderLib",
  "zzz_DakkaHolics"
]}
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on January 04, 2024, 09:08:00 PM
Hello, I've run into a soft-lock situation with Project Charon. When I try to salvage the planet protected by the [REDACTED] Doritos, I get the attached below result. I saw someone post the same issue in the Unofficial Starsector Discord on 12/31/23, but it looked like it was only with the alpha build. I'm running VoK 2.0.4 and the save started with the 2.0 release. I haven't had too much luck resolving the issue myself, so any help is appreciated.

{"enabledMods": [
  "PAGSM",
  "SBTM",
  "$$$_DakkaHolics_sprites",
  "$$$_trailermoments",
  "pantera_ANewLevel40R",
  "adjustableautomatedships",
  "Adjusted Sector",
  "anotherportraitpack",
  "Cryo_but_better",
  "aod_vos",
  "aotd_vok",
  "ApproLightPlus",
  "ApproLight",
  "armaa2",
  "lw_autosave",
  "timid_admins",
  "better_deserving_smods",
  "blackrock_driveyards",
  "yrutl",
  "CaptainsLog",
  "combatactivators",
  "chatter",
  "lw_radar",
  "timid_commissioned_hull_mods",
  "lw_console",
  "hm_flagpack",
  "DetailedCombatResults",
  "diableavionics",
  "hiigaran_descendants",
  "illustrated_entities",
  "immersionFriendlyPortraitPack",
  "IndEvo",
  "interestingportraitspack",
  "Imperium",
  "timid_xiv",
  "lw_lazylib",
  "ArkLeg",
  "lockedAndLoaded",
  "logisticsNotifications",
  "luddenhance",
  "luddenhanceied",
  "lunalib",
  "MagicLib",
  "Mayasuran Navy",
  "ness_saw",
  "Neutrino",
  "nexerelin",
  "officerExtension",
  "particleengine",
  "wisp_perseanchronicles",
  "portrait_changer",
  "progressiveSMods",
  "pt_qolpack",
  "assortment_of_things",
  "SalvageEverything",
  "scalartech",
  "secretsofthefrontier",
  "SEEKER",
  "shadow_ships",
  "swp",
  "spacetruckin",
  "mayu_specialupgrades",
  "speedUp",
  "sun_starship_legends",
  "stelnet",
  "alcoholism",
  "superweapons",
  "Sylphon_RnD",
  "tahlan",
  "presmattdamon_takenoprisoners",
  "Terraforming & Station Construction",
  "mayorate",
  "timid_tmi",
  "underworld",
  "uaf",
  "ungp",
  "URW",
  "vic",
  "vayrasector",
  "which_industry",
  "yrxp",
  "audio_plus",
  "shaderLib",
  "zzz_DakkaHolics"
]}
Project Charon ahoudl not fire with Vok 2.0
Title: Re: [0.96a] Ashes of The Domain
Post by: Sarix on January 05, 2024, 04:47:51 AM
Say, will console commands return?This would make testing things easier.
Title: Re: [0.96a] Ashes of The Domain
Post by: Ancient Mariner on January 05, 2024, 05:17:18 AM
Hello, I've run into a soft-lock situation with Project Charon. When I try to salvage the planet protected by the [REDACTED] Doritos, I get the attached below result. I saw someone post the same issue in the Unofficial Starsector Discord on 12/31/23, but it looked like it was only with the alpha build. I'm running VoK 2.0.4 and the save started with the 2.0 release. I haven't had too much luck resolving the issue myself, so any help is appreciated.

{"enabledMods": [
  "PAGSM",
  "SBTM",
  "$$$_DakkaHolics_sprites",
  "$$$_trailermoments",
  "pantera_ANewLevel40R",
  "adjustableautomatedships",
  "Adjusted Sector",
  "anotherportraitpack",
  "Cryo_but_better",
  "aod_vos",
  "aotd_vok",
  "ApproLightPlus",
  "ApproLight",
  "armaa2",
  "lw_autosave",
  "timid_admins",
  "better_deserving_smods",
  "blackrock_driveyards",
  "yrutl",
  "CaptainsLog",
  "combatactivators",
  "chatter",
  "lw_radar",
  "timid_commissioned_hull_mods",
  "lw_console",
  "hm_flagpack",
  "DetailedCombatResults",
  "diableavionics",
  "hiigaran_descendants",
  "illustrated_entities",
  "immersionFriendlyPortraitPack",
  "IndEvo",
  "interestingportraitspack",
  "Imperium",
  "timid_xiv",
  "lw_lazylib",
  "ArkLeg",
  "lockedAndLoaded",
  "logisticsNotifications",
  "luddenhance",
  "luddenhanceied",
  "lunalib",
  "MagicLib",
  "Mayasuran Navy",
  "ness_saw",
  "Neutrino",
  "nexerelin",
  "officerExtension",
  "particleengine",
  "wisp_perseanchronicles",
  "portrait_changer",
  "progressiveSMods",
  "pt_qolpack",
  "assortment_of_things",
  "SalvageEverything",
  "scalartech",
  "secretsofthefrontier",
  "SEEKER",
  "shadow_ships",
  "swp",
  "spacetruckin",
  "mayu_specialupgrades",
  "speedUp",
  "sun_starship_legends",
  "stelnet",
  "alcoholism",
  "superweapons",
  "Sylphon_RnD",
  "tahlan",
  "presmattdamon_takenoprisoners",
  "Terraforming & Station Construction",
  "mayorate",
  "timid_tmi",
  "underworld",
  "uaf",
  "ungp",
  "URW",
  "vic",
  "vayrasector",
  "which_industry",
  "yrxp",
  "audio_plus",
  "shaderLib",
  "zzz_DakkaHolics"
]}
Project Charon ahoudl not fire with Vok 2.0

Hmmm, Is the firing of the quest tied to the "Pre Collapse Facility" planet modifier? I added that to a planet I colonized out of curiosity and I'm pretty sure that's the planet the event triggered on. If the "Pre Collapse Facility" is not supposed to be obtainable in the game, then that would explain it. In any case, as long as the quest being unfinished in-game does not lock me out of content from VoK 2.0, then I'll just ignore it. Thanks for the response!
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on January 05, 2024, 05:56:12 AM
Say, will console commands return?This would make testing things easier.
Will return patience please
I am working on AoTD (Where vok is basically megamod on its own and sleeper and vos being two other mods if we speak about size )
Also i am helping with UAF development soo i am kinda busy a lot
not to mention private life
Patience
Title: Re: [0.96a] Ashes of The Domain
Post by: Raxos149 on January 06, 2024, 04:40:05 PM
Side question, I appear to be unable to have Terraforming and Station Construction mod's Remnant Orbital Station with this mod after getting the required Automated Ships Skill. Is there a potential reason for it?
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on January 06, 2024, 04:42:26 PM
Side question, I appear to be unable to have Terraforming and Station Construction mod's Remnant Orbital Station with this mod after getting the required Automated Ships Skill. Is there a potential reason for it?
Nope
If you use version i provided on discord for testing disregard it , as from what i heart TASC is being currently rewritten so it will take time to apply collab again
Title: Re: [0.96a] Ashes of The Domain
Post by: Raxos149 on January 06, 2024, 05:07:27 PM
Sorry, I just found it in the research interface. Everything looks pretty cool here. Great job with the UI.
Title: Re: [0.96a] Ashes of The Domain
Post by: Pep on January 07, 2024, 09:33:03 AM
Cool mod…
Title: Re: [0.96a] Ashes of The Domain
Post by: Menos87 on January 08, 2024, 11:31:42 PM
Hey. I’m running a heavily modded game and while I’ve been loving the mod, I’ve got a problem where I got a few VOK databases in the early cycles, I haven’t had a single one drop for the last half of the game or so. I did just complete the mission that gives you the basic upgrades but I’m concerned that I haven’t gotten any in. Such a long time. Is this a bug or am I doing something wrong?
Title: Re: [0.96a] Ashes of The Domain
Post by: Morginstjarna on January 10, 2024, 05:55:34 AM
(https://www.webpagescreenshot.info/image-url/i5WH-iI6v)

Anyone else suddenly just getting this? Changed nothing. Added nothing. Just... happaned? lol
Title: Re: [0.96a] Ashes of The Domain
Post by: DerpFaceCake on January 10, 2024, 07:42:00 AM
Hey, I think I might've stumbled on a hard crash bug with the Coronal Hypershunt colony

If for some reason the Coronal Shielding was not completed before the emergency power runs out, the game will hard crash.

I circled in on this mod because the crash always consistently happened at a certain date that lined up with the hypershunt running out of emergency power.

I used console commands to force complete the shielding instead of waiting for the repair and the game managed to continue past the date I would constantly crash at.
(I used removeindustry and addindustry as a duct tape solution)
Code
633522 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
at java.util.ArrayList$Itr.checkForComodification(ArrayList.java:911)
at java.util.ArrayList$Itr.next(ArrayList.java:861)
at com.fs.starfarer.campaign.econ.Market.reapplyIndustries(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.MainWorkTask2.doNextBatch(Unknown Source)
at com.fs.starfarer.campaign.econ.contract.iter.MultiFrameTask.advance(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
Context: I was relying on Hegemony Chicomoztoc for Refined Metals and it suffered a disruption which delayed repairs till emergency power ran out
I assume its something to do with multiple industries having to be removed at once.

Addendum: Using addindustry for the coronal shield only bought me about a week extra before crashing (everything looked fine), this time with a more explicit error pointing here instead.

Only solution left was to abandon the Hypershunt Colony and so far so good. But Terraforming and Station Construction prevents (?) proper recolonization into a 'Hypershunt' Colony
Code
1205650 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.rulecmd.AoTDHypershuntColonization$2.advance(AoTDHypershuntColonization.java:105)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.CustomCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)

Addendum 2: Unrelated additional(?) bug
I can't seem to upgrade Refining into a Crystallizator after updating from 2.0.4 to 2.0.6 despite having a Catalytic Core
It seems to play the Invalid mouseclick sound and does not highlight when I try to click it as the upgrade option, same for the Isotope Seperator
Title: Re: [0.96a] Ashes of The Domain
Post by: Ronin0 on January 10, 2024, 03:21:45 PM
Does anyone know if theres a confirmed spot for the farming VOXs because i explored the entire sector and didnt find any besides artisinal
Title: Re: [0.96a] Ashes of The Domain
Post by: oneyou on January 11, 2024, 02:57:59 AM
Game crashed on Bifrost completion. (Vaults of Knowledge 2.0.6)

Code
200885 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at data.kaysaar.aotd.vok.campaign.econ.industry.BiFrostGate.spawnGate(BiFrostGate.java:87)
at data.kaysaar.aotd.vok.campaign.econ.industry.BiFrostGate.finishBuildingOrUpgrading(BiFrostGate.java:76)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.advance(BaseIndustry.java:457)
at data.kaysaar.aotd.vok.campaign.econ.industry.BiFrostGate.advance(BiFrostGate.java:48)
at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.96a] Ashes of The Domain
Post by: Shogouki on January 11, 2024, 01:25:38 PM
Does anyone know if theres a confirmed spot for the farming VOXs because i explored the entire sector and didnt find any besides artisinal

Woah, that's strange.  I'm not currently aware of any but maybe someone else can chime in?
Title: Re: [0.96a] Ashes of The Domain
Post by: Gris on January 13, 2024, 12:42:50 AM
Good day do I need to get Better Colonies by SirHartley to play this mod properly? Thank you.  :-\
Title: Re: [0.96a] Ashes of The Domain
Post by: Axale on January 13, 2024, 09:06:35 AM
Hi, I have been playing this mod for a while now but for some reason the Beyond the Veil mission is not appearing anywhere at all. I have researched all the pre collapse tech and can't go further cuz I need to do the mission for experimental tech but even though I have checked every core system I can't find the mission starter.
Title: Re: [0.96a] Ashes of The Domain
Post by: robepriority on January 13, 2024, 09:31:57 AM
Good day do I need to get Better Colonies by SirHartley to play this mod properly? Thank you.  :-\

You mean Grand Colonies?
Title: Re: [0.96a] Ashes of The Domain
Post by: Gris on January 13, 2024, 10:20:45 AM
Good day do I need to get Better Colonies by SirHartley to play this mod properly? Thank you.  :-\

You mean Grand Colonies?

Yes from SirHartley.
Title: Re: [0.96a] Ashes of The Domain
Post by: Baren on January 14, 2024, 05:43:52 AM
It seems that I can no longer construct sublimation on gas giants. The tooltip tells me that there isn't sufficient organics and that it needs a mantle bore.

Is this intentional? I'm pretty sure that previously. Sublimation can be constructed on any place that has either volatiles or organics. And it will need plasma dynamo if placed on a gas giant.
Title: Re: [0.96a] Ashes of The Domain
Post by: PJ_2005 on January 14, 2024, 07:31:43 PM
I have the funny research square in my research facility yet it is not unlocking the techs it should
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on January 14, 2024, 10:51:52 PM
I have the funny research square in my research facility yet it is not unlocking the techs it should
Can you specify more ?
Cause this tells me nothing
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on January 14, 2024, 10:52:28 PM
It seems that I can no longer construct sublimation on gas giants. The tooltip tells me that there isn't sufficient organics and that it needs a mantle bore.

Is this intentional? I'm pretty sure that previously. Sublimation can be constructed on any place that has either volatiles or organics. And it will need plasma dynamo if placed on a gas giant.
Update mod , if its not working then i ll fix it , for now i am on break
Title: Re: [0.96a] Ashes of The Domain
Post by: PJ_2005 on January 14, 2024, 10:57:40 PM
I have the funny research square in my research facility yet it is not unlocking the techs it should
Can you specify more ?
Cause this tells me nothing
I have the Hyperdimensional processor in my research facility, and have everything that does not require it researched. However, I am not able to research the technologies that require it, despite it being present in my research facility. I also have ensured this is my only research facility.
if you need logs, i will need to be told where to look.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on January 14, 2024, 11:03:19 PM
I have the funny research square in my research facility yet it is not unlocking the techs it should
Can you specify more ?
Cause this tells me nothing
I have the Hyperdimensional processor in my research facility, and have everything that does not require it researched. However, I am not able to research the technologies that require it, despite it being present in my research facility. I also have ensured this is my only research facility.
if you need logs, i will need to be told where to look.
I ll look into it
Title: Re: [0.96a] Ashes of The Domain
Post by: vorpal+5 on January 14, 2024, 11:38:08 PM
Can each part of the mod be activated independently?
The first post does not mention compatibility with Nexerelin?
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on January 15, 2024, 12:44:20 AM
Can each part of the mod be activated independently?
The first post does not mention compatibility with Nexerelin?
The main idea od splitting mod was so they can act Independently
And second question
Honestly why I must mention this?
Is this so important to put
Yes this mod is 100% compatible with Nexerlin
In first place you would need to Ask , why it should not be
If there would be mod I would know that there are issues with i would simply list it as with what AoTD is not compatible rather than going with list with what compatible is
( i am not counting to this bootlegs as i know only Varya Sector have issues )
This is not that i am hostile towards Nexerlin, just from my perspecitve this questions seems like : Why your post did not mentioned compatiblity with Nexerlin , like it is sth mandatory
Title: Re: [0.96a] Ashes of The Domain
Post by: SneakyDevil on January 15, 2024, 04:38:46 AM
Howdy, loving the mod.

Unfortunately, I have seem to have encountered an odd bug, my colony can't grow past 8. I have extra charges enabled, my colony grows to 9 and then a day passes and it says it regressed to 8. I'm on a corpo gov but I have 466 growth without the negative modifier so others no reason for it to regress... It's a major issue because it ate 6 cryosleeper charges doing this.
Title: Re: [0.96a] Ashes of The Domain
Post by: Baren on January 15, 2024, 04:47:40 AM
It seems that I can no longer construct sublimation on gas giants. The tooltip tells me that there isn't sufficient organics and that it needs a mantle bore.

Is this intentional? I'm pretty sure that previously. Sublimation can be constructed on any place that has either volatiles or organics. And it will need plasma dynamo if placed on a gas giant.
Update mod , if its not working then i ll fix it , for now i am on break

I already updated to 2.0.9 when i discovered this bug.

I guess I'll just have to wait for the fix
Title: Re: [0.96a] Ashes of The Domain
Post by: Cooi on January 15, 2024, 08:51:21 PM
I got this weird bug as part of the project charon questline. I also got it when those omega guys were chasing me after i found a hypershunt. Here's the error log:
Spoiler
7471908 [Thread-3] INFO  exoticatechnologies.campaign.ScanUtils  - Fleet has 8 notable members
7471908 [Thread-3] INFO  exoticatechnologies.campaign.ScanUtils  - Fleet has 8 notable members
7471909 [Thread-3] INFO  exoticatechnologies.campaign.ScanUtils  - Fleet has 8 notable members
7471928 [Thread-3] INFO  exoticatechnologies.campaign.ScanUtils  - Fleet has 8 notable members
7471929 [Thread-3] INFO  exoticatechnologies.campaign.ScanUtils  - Fleet has 8 notable members
7472030 [Thread-9] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [survey_ambient.ogg]
7472033 [Thread-9] INFO  sound.H  - Playing music with id [survey_ambient.ogg]
7474163 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\starsector 0.96 ish\New folder\Starsector\starsector-core\..\mods\ShipDirectionMarker (ShipDirectionMarker.ini)]
7474170 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\starsector 0.96 ish\New folder\Starsector\starsector-core\..\mods\HexShields]
7474172 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\starsector 0.96 ish\New folder\Starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering]
7474172 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\starsector 0.96 ish\New folder\Starsector\starsector-core\..\mods\EXPSP 0.61.1]
7474173 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\starsector 0.96 ish\New folder\Starsector\starsector-core\..\mods\Nes's SAW]
7474173 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\starsector 0.96 ish\New folder\Starsector\starsector-core\..\mods\PearsonExotronics]
7474174 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\starsector 0.96 ish\New folder\Starsector\starsector-core\..\mods\scalartech-solutions-0.9]
7474174 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\starsector 0.96 ish\New folder\Starsector\starsector-core\..\mods\tahlan-shipworks-1.2.7]
7474175 [Thread-3] INFO  data.princess.CarrierUI  - MethodHandle(Field,boolean)void
7474175 [Thread-3] INFO  fleethistory.BattleLogger  - Battle logger initialized
7474185 [Thread-3] DEBUG variants_lib.scripts.UnofficeredPersonalitySetPlugin  - variants_lib: fleet has no default personality, set to default
7474186 [Thread-3] INFO  combat.plugin.aEP_CombatEffectPlugin  - aEP_CombatEffectPlugin register in EveryFrameCombatPlugin
7474193 [Thread-3] INFO  combat.plugin.aEP_CombatEffectPlugin  - aEP_CombatEffectPlugin register in CombatLayeredRenderingPlugin
7474221 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\starsector 0.96 ish\New folder\Starsector\starsector-core\..\mods\Flux Reticle (FLUX_RETICLE_OPTIONS.ini)]
7475200 [Thread-7] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [survey_ambient.ogg]
7475536 [Thread-9] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [combat_ambient.ogg]
7475538 [Thread-9] INFO  sound.H  - Playing music with id [combat_ambient.ogg]
7477336 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship HSS Flower, isEnemy 0
7481339 [Thread-3] INFO  org.lazywizard.console.Console  - > NUKE
7481341 [Thread-3] INFO  org.lazywizard.console.Console  - All enemy ships destroyed.
7491979 [Thread-3] INFO  org.lazywizard.console.Console  - > NUKE
7491981 [Thread-3] INFO  org.lazywizard.console.Console  - All enemy ships destroyed.
7502511 [Thread-3] INFO  org.lazywizard.console.Console  - > NUKE
7502512 [Thread-3] INFO  org.lazywizard.console.Console  - All enemy ships destroyed.
7514266 [Thread-3] INFO  data.scripts.combatanalytics.damagedetection.EveryFrameDamageDetector  - Total time in EveryFrameDamageDetector: 22 ms Long frame count: 0 FrameCount: 1330 Mean Time Per Frame: 0.02ms
7514266 [Thread-3] INFO  data.scripts.combatanalytics.damagedetection.EveryFrameDamageDetector  - Projectile Processing (4ms): Accuracy: 100%  Resolved Damages: 0 (0)  Unassigned ListenerDamages: 0 (0)  Unassigned FrameDamages: 0 (0)
7514266 [Thread-3] INFO  data.scripts.combatanalytics.damagedetection.EveryFrameDamageDetector  -
7514266 [Thread-3] INFO  data.scripts.combatanalytics.damagedetection.EveryFrameDamageDetector  - Unclaimed Processor (6ms):  Total: 44  Custom: 0 (0%)  Collision: 0  Unknown 0 (0%)
7514266 [Thread-3] INFO  data.scripts.combatanalytics.damagedetection.EveryFrameDamageDetector  - Destroyed Missiles Processor: (0ms)  Intercepted Missiles: 0  Tracked Missiles: 0
7514267 [Thread-3] INFO  data.scripts.combatanalytics.damagedetection.EveryFrameDamageDetector  - Damages Reported: 0  Total Shield: 0  Total Armor: 0  Total Hull: 0  Total EMP: 0
7514267 [Thread-3] INFO  data.scripts.combatanalytics.damagedetection.EveryFrameDamageDetector  - FrameProcessorState (3ms):   Identified Explosions: 14
7514267 [Thread-3] INFO  fleethistory.listeners.BattleListener  - Storing current battle record key: p
7514268 [Thread-3] DEBUG variants_lib.scripts.VariantsLibListener  - resetting faction aggressions
7514268 [Thread-3] DEBUG variants_lib.scripts.VariantsLibListener  - resetting aggresion of omega
7515289 [Thread-7] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [combat_ambient.ogg]
7515583 [Thread-9] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [faction_generic_market_01_neutral_var01.ogg]
7515583 [Thread-9] INFO  sound.H  - Playing music with id [faction_generic_market_01_neutral_var01.ogg]
7519798 [Thread-3] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
7519810 [Thread-7] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [faction_generic_market_01_neutral_var01.ogg]
7520097 [Thread-9] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [faction_generic_market_01_neutral_var01.ogg]
7520098 [Thread-9] INFO  sound.H  - Playing music with id [faction_generic_market_01_neutral_var01.ogg]
7526530 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: org.json.JSONException: JSONObject["drop_prob_officer_omega_core"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["drop_prob_officer_omega_core"] not found.
   at com.fs.starfarer.settings.StarfarerSettings. 00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getFloat(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.lootWeapons(FleetEncounterContext.java:2601)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.generatePlayerLoot(FleetEncounterContext.java:2202)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.generateLoot(FleetEncounterContext.java:2170)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.winningPath(FleetInteractionDialogPluginImpl.java:2157)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.goToEncount erEndPath(FleetInteractionDialogPluginImpl.java:1839)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelec ted(FleetInteractionDialogPluginImpl.java:1567)
   at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I. 00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Caused by: org.json.JSONException: JSONObject["drop_prob_officer_omega_core"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getDouble(JSONObject.java:445)
   ... 20 more
[close]
Title: Re: [0.96a] Ashes of The Domain
Post by: Sajuuk on January 16, 2024, 05:32:14 AM
Hello!
during Project Charon quest,
after the battle it is impossible to get a continuation and exit the dialogue, see image.
Mod version: 2.0.9
Title: Re: [0.96a] Ashes of The Domain
Post by: Gris on January 16, 2024, 06:12:23 AM
Im looking forward Kaysaar for the next update of Virtue of Society mod after the Cyrosleeper overhaul mod if you're not busy anymore. Thank you. :D
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaiserjoe on January 16, 2024, 10:50:30 PM
Hello! I'm not sure if I have a random bug, doing something wrong, or if it's working as intended, but I'm unable to do the special research to restore a corrupted nanoforge after failing it the first time.

Had an event where I had to choose an option to take, which failed and destroyed the nanoforge and disabled research for 150 days. However, it's been well past 150 days, I've acquired and put a new corrupted nanoforge into the research inventory, and when I go to click "Star Project" it just makes that...like shovel hitting a rock sound. Did I permanently lock myself out of restoring a nanoforge by failing the 50/50 event test? It says it should be infinitely repeatable, do I just need to modify something in the mod settings?

Thank you!
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on January 17, 2024, 01:02:17 AM
I am making quality survey about current state of aotd
This will greatly help me in future, specifically with next patches and what should be addressed
https://forms.gle/NMgs4muEPdXqhyCaA
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on January 17, 2024, 01:02:58 AM
Hello! I'm not sure if I have a random bug, doing something wrong, or if it's working as intended, but I'm unable to do the special research to restore a corrupted nanoforge after failing it the first time.

Had an event where I had to choose an option to take, which failed and destroyed the nanoforge and disabled research for 150 days. However, it's been well past 150 days, I've acquired and put a new corrupted nanoforge into the research inventory, and when I go to click "Star Project" it just makes that...like shovel hitting a rock sound. Did I permanently lock myself out of restoring a nanoforge by failing the 50/50 event test? It says it should be infinitely repeatable, do I just need to modify something in the mod settings?

Thank you!
Restoring nanoforge should be repeatable , i ll look into it once my break will end
Title: Re: [0.96a] Ashes of The Domain
Post by: Arenji on January 17, 2024, 05:22:42 AM
Hello!
during Project Charon quest,
after the battle it is impossible to get a continuation and exit the dialogue, see image.
Mod version: 2.0.9

Getting the same problem

Spoiler
[Thread-3] WARN  com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.ProjectCharonGenLoot: null
java.lang.NullPointerException
   at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addSpecial(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.ProjectCharonGenLoot.genLoot(ProjectCharonGenLoot.java:107)
   at com.fs.starfarer.api.impl.campaign.rulecmd.ProjectCharonGenLoot.execute(ProjectCharonGenLoot.java:73)
   at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.C.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:177)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:210)
   at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

EDIT: Thankfully if you have console command you can use "Forcedismissdialog" to get out of it. If not, you're pretty much SOL.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on January 17, 2024, 01:53:36 PM
Ashes of The Domain : Vaults of Knowledge 2.0.10 Patch Save compat with 2.0.0-2.0.9
Spoiler
fixed critical bug with Hyperdimensional Processor
added option for lunalib to adjust  research speed (for those who wants their research to trully last longer)
removed req for other items than databanks or colony items for research due to doing more harm than good
[close]

2.0.10 is one of last  patches for long time , as i said I really wanna take a break from modding AoTD .Survey also showed  me a lot of things  regarding what people wants from Ashes of The Domain , but one thing I need to address and I am not gonna hide it.


Survey not only showed, what people want, but also showed me how people started to treat my speed , in which I am operating (mainly that  bugfixes  and updates are very often and consistent). For many of people it has become a standard, sth that MUST be required from me and not fixing mod within 2 hours of posting bugfix started to become offensive for  a quite number of people.
I just want one thing for what I am doing : A sign of respect for my hard work and  nothing else. I very much like criticism towards my mod. Good to hear how people love your work , but its also good to hear that indeed there are people who  find still AoTD lacking, And it is not only a complaint but holy *** constructive feedback. One of which already influenced mod as i added Research Speed multiplier option for Lunalib. But to not deviate from what I want to say.

From now on I am stopping at least for quite time posting patches so often. Because this has become for a lot of people a standard which MUST be enforced, to the point that i am constantly harassed on private messages from discord.
I am not a developer, which gets payed for what I am doing.  All I am doing is free of charge. Yes you can support me, but it is only helping me , the only thing you get from this , is that I can actually commission someone to do custom arts, music etc etc.  If what I get for this is being disrespected then sorry, I wont keep doing like this

I hope that this mod will bring and its brining all who play joy and have a good day
Title: Re: [0.96a] Ashes of The Domain
Post by: Shogouki on January 17, 2024, 02:04:44 PM
Ashes of The Domain : Vaults of Knowledge 2.0.10 Patch Save compat with 2.0.0-2.0.9
Spoiler
fixed critical bug with Hyperdimensional Processor
added option for lunalib to adjust  research speed (for those who wants their research to trully last longer)
removed req for other items than databanks or colony items for research due to doing more harm than good
[close]

2.0.10 is one of last  patches for long time , as i said I really wanna take a break from modding AoTD .Survey also showed  me a lot of things  regarding what people wants from Ashes of The Domain , but one thing I need to address and I am not gonna hide it.


Survey not only showed, what people want, but also showed me how people started to treat my speed , in which I am operating (mainly that  bugfixes  and updates are very often and consistent). For many of people it has become a standard, sth that MUST be required from me and not fixing mod within 2 hours of posting bugfix started to become offensive for  a quite number of people.
I just want one thing for what I am doing : A sign of respect for my hard work and  nothing else. I very much like criticism towards my mod. Good to hear how people love your work , but its also good to hear that indeed there are people who  find still AoTD lacking, And it is not only a complaint but holy *** constructive feedback. One of which already influenced mod as i added Research Speed multiplier option for Lunalib. But to not deviate from what I want to say.

From now on I am stopping at least for quite time posting patches so often. Because this has become for a lot of people a standard which MUST be enforced, to the point that i am constantly harassed on private messages from discord.
I am not a developer, which gets payed for what I am doing.  All I am doing is free of charge. Yes you can support me, but it is only helping me , the only thing you get from this , is that I can actually commission someone to do custom arts, music etc etc.  If what I get for this is being disrespected then sorry, I wont keep doing like this

I hope that this mod will bring and its brining all who play joy and have a good day

I'm so sorry people have been treating you like that.  Your mods are wonderful and I enjoy them a great deal but you have to take care of yourself first and foremost.  I hope if you feel like spending more time modding that people will have taken what you've posted here to heart by then.  Anyway, thank you again and I hope you'll benefit from a much needed break!
Title: Re: [0.96a] Ashes of The Domain
Post by: liliyn on January 17, 2024, 05:06:08 PM
Hello, I love the mod thanks for the hard work.

regarding aquaculture, could you perhaps improve it a little bit, to include the resources that the other types of farms give, because it feels very weak compared to them
Title: Re: [0.96a] Ashes of The Domain
Post by: Shogouki on January 17, 2024, 05:58:18 PM
Hello, I love the mod thanks for the hard work.

regarding aquaculture, could you perhaps improve it a little bit, to include the resources that the other types of farms give, because it feels very weak compared to them

Well aquaculture has one thing that it can provide that nothing else can.  If you build Gene Labs they will start seeding the oceans with lobsters and when that's complete your aquaculture will not only provide food but Volturnian lobsters too.
Title: Re: [0.96a] Ashes of The Domain
Post by: lonmwe on January 17, 2024, 07:38:20 PM
People should know better about the time, place, and occasion for these sorts of things. Breaks my heart to see a mod author burnt out by their audience. IDK what's the nature of those interactions, but you as the author are almost always in the right regarding your work. Hope you feel better about it soon, bud.
Title: Re: [0.96a] Ashes of The Domain
Post by: Axale on January 17, 2024, 09:25:47 PM
Hi, i'm enjoying the mod so far.

But I do have a problem, I can't start the Beyond the Veil quest. I have been running around doing other mod quests and stuff but I can never find that veteran to start Beyond the Veil. Any help possible ?
Title: Re: [0.96a] Ashes of The Domain
Post by: Shogouki on January 17, 2024, 09:56:43 PM
Hi, i'm enjoying the mod so far.

But I do have a problem, I can't start the Beyond the Veil quest. I have been running around doing other mod quests and stuff but I can never find that veteran to start Beyond the Veil. Any help possible ?

It should just be a random encounter in bars.  I've had no trouble running into them in my current game anyway.  Are you running any mods that modify encounters in bars by chance?
Title: Re: [0.96a] Ashes of The Domain
Post by: Arenji on January 17, 2024, 10:50:07 PM
Ashes of The Domain : Vaults of Knowledge 2.0.10 Patch Save compat with 2.0.0-2.0.9
Spoiler
fixed critical bug with Hyperdimensional Processor
added option for lunalib to adjust  research speed (for those who wants their research to trully last longer)
removed req for other items than databanks or colony items for research due to doing more harm than good
[close]

2.0.10 is one of last  patches for long time , as i said I really wanna take a break from modding AoTD .Survey also showed  me a lot of things  regarding what people wants from Ashes of The Domain , but one thing I need to address and I am not gonna hide it.


Survey not only showed, what people want, but also showed me how people started to treat my speed , in which I am operating (mainly that  bugfixes  and updates are very often and consistent). For many of people it has become a standard, sth that MUST be required from me and not fixing mod within 2 hours of posting bugfix started to become offensive for  a quite number of people.
I just want one thing for what I am doing : A sign of respect for my hard work and  nothing else. I very much like criticism towards my mod. Good to hear how people love your work , but its also good to hear that indeed there are people who  find still AoTD lacking, And it is not only a complaint but holy *** constructive feedback. One of which already influenced mod as i added Research Speed multiplier option for Lunalib. But to not deviate from what I want to say.

From now on I am stopping at least for quite time posting patches so often. Because this has become for a lot of people a standard which MUST be enforced, to the point that i am constantly harassed on private messages from discord.
I am not a developer, which gets payed for what I am doing.  All I am doing is free of charge. Yes you can support me, but it is only helping me , the only thing you get from this , is that I can actually commission someone to do custom arts, music etc etc.  If what I get for this is being disrespected then sorry, I wont keep doing like this

I hope that this mod will bring and its brining all who play joy and have a good day

Updating quickly is awesome, but there are still people that demand you do it faster and better somehow. Thing is, they fail to understand that this community thrives because of people like you, who do so much work for this game at your own expense.

 I appreciate your works, and they have become a staple in my mod-list. I hope the support you get can outweigh the negativity.
Title: Re: [0.96a] Ashes of The Domain
Post by: Renovator4830 on January 18, 2024, 02:15:01 AM
Please do not be disheartened by a vocal minority who produce nothing but complaints. Most of us are enjoying the mod just fine. Negative survey data is likely the outcome of sampling bias. People with complaints tend to be over-represented because of self selection.
Title: Re: [0.96a] Ashes of The Domain
Post by: Lethice on January 18, 2024, 08:31:47 AM
I agree with this, please dont let the vocal minority bring your awesome modding skills down
Title: Re: [0.96a] Ashes of The Domain
Post by: Keybindet on January 18, 2024, 08:41:12 AM
Complaining when you get stuf for free bruuuhh......
Title: Re: [0.96a] Ashes of The Domain
Post by: Axale on January 18, 2024, 10:37:40 AM
Hi, i'm enjoying the mod so far.

But I do have a problem, I can't start the Beyond the Veil quest. I have been running around doing other mod quests and stuff but I can never find that veteran to start Beyond the Veil. Any help possible ?

It should just be a random encounter in bars.  I've had no trouble running into them in my current game anyway.  Are you running any mods that modify encounters in bars by chance?

I have a lot of mods, including some that adds bar encounters but none of them should be modifying bar encounters. I will also confirm that I have indeed researched 1 tier 3 tech. Any idea what I should look for exactly ? Like is it an event that starts when entering the bar or one of the clickable strangers, if its the latter what should I be looking for ?
Title: Re: [0.96a] Ashes of The Domain
Post by: PJ_2005 on January 18, 2024, 10:59:44 AM
Thanks for fixing the bug I reported a couple days ago with the Processor. Despite what some vocal minorities say, that was really quite fast!
Title: Re: [0.96a] Ashes of The Domain
Post by: Shogouki on January 18, 2024, 11:44:19 AM
Hi, i'm enjoying the mod so far.

But I do have a problem, I can't start the Beyond the Veil quest. I have been running around doing other mod quests and stuff but I can never find that veteran to start Beyond the Veil. Any help possible ?

It should just be a random encounter in bars.  I've had no trouble running into them in my current game anyway.  Are you running any mods that modify encounters in bars by chance?

I have a lot of mods, including some that adds bar encounters but none of them should be modifying bar encounters. I will also confirm that I have indeed researched 1 tier 3 tech. Any idea what I should look for exactly ? Like is it an event that starts when entering the bar or one of the clickable strangers, if its the latter what should I be looking for ?

It's not an event, just a person that you can talk to in the bar.  I don't remember exactly but I thought they were described as a grizzled veteran or explorer or some such.  It was kind of a long description if I remember correctly but it also doesn't look any different than other bar patrons, the text is the normal coloration with no other hints.
Title: Re: [0.96a] Ashes of The Domain
Post by: Axale on January 18, 2024, 12:24:57 PM
Hi, i'm enjoying the mod so far.

But I do have a problem, I can't start the Beyond the Veil quest. I have been running around doing other mod quests and stuff but I can never find that veteran to start Beyond the Veil. Any help possible ?

It should just be a random encounter in bars.  I've had no trouble running into them in my current game anyway.  Are you running any mods that modify encounters in bars by chance?

I have a lot of mods, including some that adds bar encounters but none of them should be modifying bar encounters. I will also confirm that I have indeed researched 1 tier 3 tech. Any idea what I should look for exactly ? Like is it an event that starts when entering the bar or one of the clickable strangers, if its the latter what should I be looking for ?

It's not an event, just a person that you can talk to in the bar.  I don't remember exactly but I thought they were described as a grizzled veteran or explorer or some such.  It was kind of a long description if I remember correctly but it also doesn't look any different than other bar patrons, the text is the normal coloration with no other hints.

I did yet another tour of the core, didn't go everywhere but most systems were checked and still nothing. Any commands or prerequisites I might not be aware of?
Title: Re: [0.96a] Ashes of The Domain
Post by: Shogouki on January 18, 2024, 12:38:55 PM
I'm not currently aware of any.  I didn't run into the person very often however, so it might just be that they're rare.  I had just been focusing on bounties, keeping my hostile activity level low and exploring and would just occasionally find them from time to time.
Title: Re: [0.96a] Ashes of The Domain
Post by: Axale on January 18, 2024, 04:00:36 PM
I'm not currently aware of any.  I didn't run into the person very often however, so it might just be that they're rare.  I had just been focusing on bounties, keeping my hostile activity level low and exploring and would just occasionally find them from time to time.

I just did another little round in devmode just to see if it would spawn and couldn't even find in it while doing it, so either I am missing something or I am utterly blind.
Title: Re: [0.96a] Ashes of The Domain - Research Center How To?
Post by: TheMachineGod on January 18, 2024, 05:45:20 PM
Help! lol. Not sure if I'm missing something or something isn't working right. I have the 2.0.9 mod installed. Vaults of Knowledge. I can build the research center, and I can go and see the skill tree. Industrial Base Template and the Rudimentary Equipment sections are complete and researched, but that's it, and I can't do anything else. I can click on other sections and I just get a confirmation bleep, but nothing happens. I have "Research Databanks" but not sure if these are the same thing as the VOK data... I can also see the section for a "Head of Research Council" and I'm assuming a slot for an officer (or what?) but I can't seem to find any way to assign anyone or do anything further. I can't build more advanced buildings. Do I need to assign an officer somewhere? Is there something else I need to build? Do I even have the right "Databanks"? If the the Research Databanks aren't what I'm looking for or need, where do I find these others that go with the Research Center. What am I missing? What do I need to do to progress in the research tree, can't seem to find out how to do it. Thanks.
Title: Re: [0.96a] Ashes of The Domain - Research Center How To?
Post by: Shogouki on January 18, 2024, 07:41:45 PM
Help! lol. Not sure if I'm missing something or something isn't working right. I have the 2.0.9 mod installed. Vaults of Knowledge. I can build the research center, and I can go and see the skill tree. Industrial Base Template and the Rudimentary Equipment sections are complete and researched, but that's it, and I can't do anything else. I can click on other sections and I just get a confirmation bleep, but nothing happens. I have "Research Databanks" but not sure if these are the same thing as the VOK data... I can also see the section for a "Head of Research Council" and I'm assuming a slot for an officer (or what?) but I can't seem to find any way to assign anyone or do anything further. I can't build more advanced buildings. Do I need to assign an officer somewhere? Is there something else I need to build? Do I even have the right "Databanks"? If the the Research Databanks aren't what I'm looking for or need, where do I find these others that go with the Research Center. What am I missing? What do I need to do to progress in the research tree, can't seem to find out how to do it. Thanks.

The VOK data is indeed different than the research banks and is needed to research techs.  You find it from exploring stations and planetary ruins sometimes.  You can assign a researcher to head your lab but I can't remember if there's more than one available at the moment.  I do know that one can be acquired by completing a quest at Galatia that will be available after you've done quite a bit of research.

So number one priority is finding VOK data and two is researching enough until you've piqued the interest of Galatia scientists that you can do a quest for them and then you'll have a researcher join you.
Title: Re: [0.96a] Ashes of The Domain
Post by: Cooi on January 19, 2024, 09:26:59 AM
Spoiler
Ashes of The Domain : Vaults of Knowledge 2.0.10 Patch Save compat with 2.0.0-2.0.9
Spoiler
fixed critical bug with Hyperdimensional Processor
added option for lunalib to adjust  research speed (for those who wants their research to trully last longer)
removed req for other items than databanks or colony items for research due to doing more harm than good
[close]

2.0.10 is one of last  patches for long time , as i said I really wanna take a break from modding AoTD .Survey also showed  me a lot of things  regarding what people wants from Ashes of The Domain , but one thing I need to address and I am not gonna hide it.


Survey not only showed, what people want, but also showed me how people started to treat my speed , in which I am operating (mainly that  bugfixes  and updates are very often and consistent). For many of people it has become a standard, sth that MUST be required from me and not fixing mod within 2 hours of posting bugfix started to become offensive for  a quite number of people.
I just want one thing for what I am doing : A sign of respect for my hard work and  nothing else. I very much like criticism towards my mod. Good to hear how people love your work , but its also good to hear that indeed there are people who  find still AoTD lacking, And it is not only a complaint but holy *** constructive feedback. One of which already influenced mod as i added Research Speed multiplier option for Lunalib. But to not deviate from what I want to say.

From now on I am stopping at least for quite time posting patches so often. Because this has become for a lot of people a standard which MUST be enforced, to the point that i am constantly harassed on private messages from discord.
I am not a developer, which gets payed for what I am doing.  All I am doing is free of charge. Yes you can support me, but it is only helping me , the only thing you get from this , is that I can actually commission someone to do custom arts, music etc etc.  If what I get for this is being disrespected then sorry, I wont keep doing like this

I hope that this mod will bring and its brining all who play joy and have a good day
[close]

I'm glad to hear that you're taking a break Kaysaar. You have done very good work. All the voices you have not heard were voices of praise, and there are many more that are speaking in praise of your work than those that speak poorly of it. Please take all the time you need.
Title: Re: [0.96a] Ashes of The Domain
Post by: da5idh on January 19, 2024, 11:58:10 AM
Hi,

i seem to have found a new one with 2.0.9/10

Code
2581747 [Thread-4] INFO  org.niatahl.tahlan.plugins.TahlanModPlugin  - Daemons lurk
2581747 [Thread-4] INFO  data.scripts.campaign.XHAN_DroneshipProductionListener  - Economy month ended producing 0ship with variant id XHAN_Lurr_Limax
2581747 [Thread-4] INFO  data.scripts.campaign.XHAN_DroneshipEliteProductionListener  - Economy month ended producing 0ship with variant id XHAN_Hassak_Occisor
2581747 [Thread-4] INFO  scripts.kissa.LOST_SECTOR.campaign.nskr_licensingFees  - licensingFees 0, 0
2581747 [Thread-4] INFO  sound.public  - Cleaning up music with id [Starsea.ogg]
2581751 [Thread-8] INFO  sound.public  - Cleaning up music with id [Blackrock.ogg]
2581818 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
        at data.kaysaar.aotd.vok.campaign.econ.industry.ResearchFacility.reportEconomyMonthEnd(ResearchFacility.java:112)
        at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyMonthEnd(ListenerUtil.java:123)
        at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfMonthStuff(Unknown Source)
        at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
        at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
        at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
        at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
        at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
        at com.fs.state.AppDriver.begin(Unknown Source)
        at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
        at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
        at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
        at java.lang.Thread.run(Thread.java:748)
2582112 [Thread-11] INFO  sound.public  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
2582112 [Thread-11] INFO  sound.H  - Playing music with id [miscallenous_corvus_campaign_music.ogg]

br
da5id
Title: Re: [0.96a] Ashes of The Domain - Research Center How To?
Post by: TheMachineGod on January 19, 2024, 04:35:17 PM
Help! lol. Not sure if I'm missing something or something isn't working right. I have the 2.0.9 mod installed. Vaults of Knowledge. I can build the research center, and I can go and see the skill tree. Industrial Base Template and the Rudimentary Equipment sections are complete and researched, but that's it, and I can't do anything else. I can click on other sections and I just get a confirmation bleep, but nothing happens. I have "Research Databanks" but not sure if these are the same thing as the VOK data... I can also see the section for a "Head of Research Council" and I'm assuming a slot for an officer (or what?) but I can't seem to find any way to assign anyone or do anything further. I can't build more advanced buildings. Do I need to assign an officer somewhere? Is there something else I need to build? Do I even have the right "Databanks"? If the the Research Databanks aren't what I'm looking for or need, where do I find these others that go with the Research Center. What am I missing? What do I need to do to progress in the research tree, can't seem to find out how to do it. Thanks.

The VOK data is indeed different than the research banks and is needed to research techs.  You find it from exploring stations and planetary ruins sometimes.  You can assign a researcher to head your lab but I can't remember if there's more than one available at the moment.  I do know that one can be acquired by completing a quest at Galatia that will be available after you've done quite a bit of research.

So number one priority is finding VOK data and two is researching enough until you've piqued the interest of Galatia scientists that you can do a quest for them and then you'll have a researcher join you.

OK, thanks for the help
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on January 21, 2024, 05:25:53 AM
Hi ,  I was thinking for while writing that , mainly I want to first clarify : I am asking, not demanding from you. I have no right to demand you that

I was pondering recently after all that negative , but also positive feedback from community. It really made me think hard about it
For now I decided break is a break and it will be there for at least month , I think this is enough time for me to just sort things out.

Second thing : This is that Asking part. Since a lot of people started to treat me more like developer than modder that made me think to just simply ask you all.
I ask for you to support me on kofi a monthly mighty one dollar of support.

Like seriously one dollar not 50 , if you give 50 monthly then i dont know what to say, but stop. This is not full game , hell even full game dont req 50 dollars monthly

But okey for real why I am asking for such thing?
I wanted to have one of stable income sources , as I have very very far in future plans , which would require that source first. Mainly I wanted to fully dive into Game development and modding , as this has become sth I geniuley love to do. That stable source of income would enable me to fully embrace that side. As for now its more of balancing  things out, and I mean really balancing on very edge.

As i said I am asking , dont wanna be seemed as money pig that want to extort money from people who follow me. And as much as I would like to give benefits to my supporters I can't
Mainly because of IRS system in my country , which would immediately cause this to be treated as selling sth which means heavy taxes and revoking tax priviliges i already have
What I can give as I said numerous times is quality of mod i am making and things like custom sprites, music etc etc.
I can only  be grateful for support , and I am for those who already supported or want to. Etiher with money or with kind words
https://ko-fi.com/kaysaar
Title: Re: [0.96a] Ashes of The Domain
Post by: muratira on January 21, 2024, 06:13:01 AM
 Hm, I'm getting a null point exception when exploring the planet related to the Charon facility (given by Archimedes) and cannot exit the dialog menu normally. I also saw a post where the Charon facility should not trigger with VoK 2.0? So, it is leftover code and useless, or is there supposed to be something? Any help would be appreciated.

Edit: NOT by the author, you are on break. Stop thinking about this. As a matter of fact don't even open the forums unless you are doing it for your entertainment. On a second subject, entered a monthly donation of Ko-fi(just now) although it does not yet appear on my profile. Does it take some time to process? Also, this might burst your bubble but Starsector is a rather nice and not all that known game. I don't think all that many people known this game even exists for some reason.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on January 21, 2024, 06:50:32 AM
Hm, I'm getting a null point exception when exploring the planet related to the Charon facility (given by Archimedes) and cannot exit the dialog menu normally. I also saw a post where the Charon facility should not trigger with VoK 2.0? So, it is leftover code and useless, or is there supposed to be something? Any help would be appreciated.

Edit: NOT by the author, you are on break. Stop thinking about this. As a matter of fact don't even open the forums unless you are doing it for your entertainment. On a second subject, entered a monthly donation of Ko-fi(just now) although it does not yet appear on my profile. Does it take some time to process? Also, this might burst your bubble but Starsector is a rather nice and not all that known game. I don't think all that many people known this game even exists for some reason.
Sometimes it takes time
Honestly I go for forums mainly to gather intel , I know break is break , but i am just noting bug reports so in next month i ll go back and fix everything, cause for now i am just sitting and doing other things.
Also thanks for donation !
Title: Re: [0.96a] Ashes of The Domain
Post by: Shogouki on January 21, 2024, 12:10:09 PM
Hm, I'm getting a null point exception when exploring the planet related to the Charon facility (given by Archimedes) and cannot exit the dialog menu normally. I also saw a post where the Charon facility should not trigger with VoK 2.0? So, it is leftover code and useless, or is there supposed to be something? Any help would be appreciated.

Edit: NOT by the author, you are on break. Stop thinking about this. As a matter of fact don't even open the forums unless you are doing it for your entertainment. On a second subject, entered a monthly donation of Ko-fi(just now) although it does not yet appear on my profile. Does it take some time to process? Also, this might burst your bubble but Starsector is a rather nice and not all that known game. I don't think all that many people known this game even exists for some reason.
Sometimes it takes time
Honestly I go for forums mainly to gather intel , I know break is break , but i am just noting bug reports so in next month i ll go back and fix everything, cause for now i am just sitting and doing other things.
Also thanks for donation !

Hope you can relax and have a good break!
Title: Re: [0.96a] Ashes of The Domain
Post by: Axale on January 22, 2024, 11:57:35 AM
I know its possible to use console commands to start quests but I don't know how especially when I have not been able to do that quest before so I don't have any info on how a command would be like, or how to formulate it. Any help to start Beyond the Veil with command ?
Title: Re: [0.96a] Ashes of The Domain
Post by: Arghy on January 22, 2024, 12:47:07 PM
Love what you did with water, another great bulk commodity to fill out your holds during specialized cargo runs. I noticed theres a new thing about ruins in the bar--is that basically spawning ruins for me or is it a singular event? I didn't want to keep grabbing it if it was a singular event and i don't see it on the map but i didn't look very hard at it yet haha i'm running the expanded sector mod and even with 1.5 it's a little overwhelming.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on January 25, 2024, 05:53:20 AM
Hi , during my break I started to play a lot of games, during which i found a lot of new mechanics , also playing starsector for first time recently I got inspired
Those are plans for 3.0 patch : Council of Galatia

Dev Diary : Vaults of Knowledge 3.0 : Council of Galatia Update Plans
Hello there my dear enjoyers of ashes
I want to present you roadmap for VOK 3.0 : Council of Galatia , which is aptch that basically grew from 2.1 to 3.0 due to sheer size of of content

Research Council : Heavy rework towards scientist
You will have from now on ability to create Research Concil for generous donation of 1 Milion Credits
Council will have 3 seats : Each for your scientist.
Every scientist, that have seat will have unique perks , active : when they are member of council and passive : mostly uppon joining you unlocking special projects etc etc
It will come together with custom UI that will showcase your Council

A ton of special projects
I plan to fix and improve this system : Mainly so there will be a lot of special projects : centered around Combat layer. I plan a lot of hullmods to be added , maybe some ships time will tell

Types of Technologies

From now on certain techologies will benefit from certain researchers : Like for  example someone skilled with engineering will help with heavy industry techs etc etc

Return of VOK databanks : But in different form
From now on VOK databanks will return , but they will be part of special quests, with VOK databanks you will acquire special things needed for certain special projects
Aslo retriving some VOK databanks will improve your already existing technologies , like additional produciton etc etc

Introduction of Small faction around Southern side of Sector : Ouroboros Archives.
 Size 7 planet , which basically seems untouched by  Collapse. Still preserving most of advanced technology
Ouroboros  archives will provide player with ability to recruit additional scientists, and will enable some unique special projects.

New Mechanic : Infrastructure

From now on upgrading your worlds to next tier will require you to upgrade your infrastructre: infrastructure level you will see in another custom UI in Population and Infrastructure. This will prevent freshly colonized worlds to basically catch up too quickly and become marvels of technology

Significant buff to research for NPC facitons


Very optional : Gate System Restoration project
Will enable you exploration of another sector : much more advanced than Persean one : Orion Sector
Together with new sector to explore (I plan to work it similar to abyss) , new technologies and of course new ships cause you will encounter there ships belonging to prestigious First Domain Battlegroup
Title: Re: [0.96a] Ashes of The Domain
Post by: Shogouki on January 25, 2024, 01:38:49 PM
Hi , during my break I started to play a lot of games, during which i found a lot of new mechanics , also playing starsector for first time recently I got inspired
Those are plans for 3.0 patch : Council of Galatia

Dev Diary : Vaults of Knowledge 3.0 : Council of Galatia Update Plans
Hello there my dear enjoyers of ashes
I want to present you roadmap for VOK 3.0 : Council of Galatia , which is aptch that basically grew from 2.1 to 3.0 due to sheer size of of content

Research Council : Heavy rework towards scientist
You will have from now on ability to create Research Concil for generous donation of 1 Milion Credits
Council will have 3 seats : Each for your scientist.
Every scientist, that have seat will have unique perks , active : when they are member of council and passive : mostly uppon joining you unlocking special projects etc etc
It will come together with custom UI that will showcase your Council

A ton of special projects
I plan to fix and improve this system : Mainly so there will be a lot of special projects : centered around Combat layer. I plan a lot of hullmods to be added , maybe some ships time will tell

Types of Technologies

From now on certain techologies will benefit from certain researchers : Like for  example someone skilled with engineering will help with heavy industry techs etc etc

Return of VOK databanks : But in different form
From now on VOK databanks will return , but they will be part of special quests, with VOK databanks you will acquire special things needed for certain special projects
Aslo retriving some VOK databanks will improve your already existing technologies , like additional produciton etc etc

Introduction of Small faction around Southern side of Sector : Ouroboros Archives.
 Size 7 planet , which basically seems untouched by  Collapse. Still preserving most of advanced technology
Ouroboros  archives will provide player with ability to recruit additional scientists, and will enable some unique special projects.

New Mechanic : Infrastructure

From now on upgrading your worlds to next tier will require you to upgrade your infrastructre: infrastructure level you will see in another custom UI in Population and Infrastructure. This will prevent freshly colonized worlds to basically catch up too quickly and become marvels of technology

Significant buff to research for NPC facitons


Very optional : Gate System Restoration project
Will enable you exploration of another sector : much more advanced than Persean one : Orion Sector
Together with new sector to explore (I plan to work it similar to abyss) , new technologies and of course new ships cause you will encounter there ships belonging to prestigious First Domain Battlegroup

O_o
.
.
.
Nice!  Don't overwork yourself though!
Title: Re: [0.96a] Ashes of The Domain
Post by: guardiangamer on January 25, 2024, 07:35:18 PM
my game crashed when i colonised the coronal hypershunt how do i fix this
Title: Re: [0.96a] Ashes of The Domain
Post by: Shogouki on January 25, 2024, 08:10:45 PM
my game crashed when i colonised the coronal hypershunt how do i fix this

Posting your log would help determine what caused it.  It's a text file located in Starsector>starsector-core folder.
Title: Re: [0.96a] Ashes of The Domain
Post by: Fonfon on January 26, 2024, 08:31:41 AM
Question: I'm still flying in commision of other factions and didnt colonised any planet yet, so is it safe to add Sleeper, VoK and VoS? Because I see theres a warning note under VoS download link but I wonder if it will affect me as I dont have colonies yet?
Title: Re: [0.96a] Ashes of The Domain
Post by: Hauda on January 26, 2024, 08:52:25 AM
Hi, thought I'd just like to add this here, I'm currently trying to figure out what type of planet is required for the Sublimation industry. It's requirements are both volatiles and organics as well as requiring a mantle-bore to upgrade. Mantle-bores can't be on habitable, gas giants and extreme weathers. So far the closest I could find, planet-wise, are Tundras, but those are mostly habitable. Even Baetis (the independents from the Eos Exodus star system) is only a barren-bombarded world with plentiful volatiles, a thin atmosphere and low gravity, so the industry itself shouldn't even be on this rock.

Is it possible to look into the requirements for the Sublimation industry again, like either having volatiles or organics + mantle-bore, or have volatiles and organics - mantle-bore? Not asking for an instant response or expecting you to rapidly look into this, but more if it is something we could consider! Thanks again for the mod, definitely enjoying the added variety to the entire industry/civilisation part of this game and looking forward to your next batch of updates!
Title: Re: [0.96a] Ashes of The Domain
Post by: Shogouki on January 26, 2024, 01:18:47 PM
Hi, thought I'd just like to add this here, I'm currently trying to figure out what type of planet is required for the Sublimation industry. It's requirements are both volatiles and organics as well as requiring a mantle-bore to upgrade. Mantle-bores can't be on habitable, gas giants and extreme weathers. So far the closest I could find, planet-wise, are Tundras, but those are mostly habitable. Even Baetis (the independents from the Eos Exodus star system) is only a barren-bombarded world with plentiful volatiles, a thin atmosphere and low gravity, so the industry itself shouldn't even be on this rock.

Is it possible to look into the requirements for the Sublimation industry again, like either having volatiles or organics + mantle-bore, or have volatiles and organics - mantle-bore? Not asking for an instant response or expecting you to rapidly look into this, but more if it is something we could consider! Thanks again for the mod, definitely enjoying the added variety to the entire industry/civilisation part of this game and looking forward to your next batch of updates!

I don't believe you need the organics to be from the same planet, it just requires that organics are supplied which can come from other worlds that you control or from importing them from NPC worlds.
Title: Re: [0.96a] Ashes of The Domain
Post by: Hauda on January 26, 2024, 01:57:21 PM
Hi, thought I'd just like to add this here, I'm currently trying to figure out what type of planet is required for the Sublimation industry. It's requirements are both volatiles and organics as well as requiring a mantle-bore to upgrade. Mantle-bores can't be on habitable, gas giants and extreme weathers. So far the closest I could find, planet-wise, are Tundras, but those are mostly habitable. Even Baetis (the independents from the Eos Exodus star system) is only a barren-bombarded world with plentiful volatiles, a thin atmosphere and low gravity, so the industry itself shouldn't even be on this rock.

Is it possible to look into the requirements for the Sublimation industry again, like either having volatiles or organics + mantle-bore, or have volatiles and organics - mantle-bore? Not asking for an instant response or expecting you to rapidly look into this, but more if it is something we could consider! Thanks again for the mod, definitely enjoying the added variety to the entire industry/civilisation part of this game and looking forward to your next batch of updates!

I don't believe you need the organics to be from the same planet, it just requires that organics are supplied which can come from other worlds that you control or from importing them from NPC worlds.

I ran a dev-mode run to test this, the industry was still locked, the planet itself said it required the missing condition (in this case, the tundra planet I was testing had rich ore and volatiles, no organics and was hospitable), forced the planet to upgrade to a lv6 just to make sure, forced research to allow the industry and it locked, stating this planet lacked organics of a sufficient amount. Only got it working once I cheated in some organics and removed the hospitable so I could insert the mantle-bore too, but at this point this planet is not really something the game has generated. I'll go do a few more planet a tests in a bit, so far any planet I'm able to have both volatiles and organics are mainly tundras and possibly arids i think, though those tend to have the barest amount but are also generally hospitable planets too.

Just to make sure I've reinstalled the mod too, but I'll also add I am only running AoTD - VoK (2.0.10) and AoTD - The Sleeper.

I'll also go test this again, both with organic-only planets, volatile-only planets, combination of both (if I find them) and whether they're hospitable or not and see if it may only be certain conditions this is affecting.
Title: Re: [0.96a] Ashes of The Domain
Post by: Hauda on January 26, 2024, 02:48:29 PM
Hi, thought I'd just like to add this here, I'm currently trying to figure out what type of planet is required for the Sublimation industry. It's requirements are both volatiles and organics as well as requiring a mantle-bore to upgrade. Mantle-bores can't be on habitable, gas giants and extreme weathers. So far the closest I could find, planet-wise, are Tundras, but those are mostly habitable. Even Baetis (the independents from the Eos Exodus star system) is only a barren-bombarded world with plentiful volatiles, a thin atmosphere and low gravity, so the industry itself shouldn't even be on this rock.

Is it possible to look into the requirements for the Sublimation industry again, like either having volatiles or organics + mantle-bore, or have volatiles and organics - mantle-bore? Not asking for an instant response or expecting you to rapidly look into this, but more if it is something we could consider! Thanks again for the mod, definitely enjoying the added variety to the entire industry/civilisation part of this game and looking forward to your next batch of updates!

I don't believe you need the organics to be from the same planet, it just requires that organics are supplied which can come from other worlds that you control or from importing them from NPC worlds.

I ran a dev-mode run to test this, the industry was still locked, the planet itself said it required the missing condition (in this case, the tundra planet I was testing had rich ore and volatiles, no organics and was hospitable), forced the planet to upgrade to a lv6 just to make sure, forced research to allow the industry and it locked, stating this planet lacked organics of a sufficient amount. Only got it working once I cheated in some organics and removed the hospitable so I could insert the mantle-bore too, but at this point this planet is not really something the game has generated. I'll go do a few more planet a tests in a bit, so far any planet I'm able to have both volatiles and organics are mainly tundras and possibly arids i think, though those tend to have the barest amount but are also generally hospitable planets too.

Just to make sure I've reinstalled the mod too, but I'll also add I am only running AoTD - VoK (2.0.10) and AoTD - The Sleeper.

I'll also go test this again, both with organic-only planets, volatile-only planets, combination of both (if I find them) and whether they're hospitable or not and see if it may only be certain conditions this is affecting.

Did a few more tests, turns out it might just be the description when you try to apply the upgrade, on planets with just volatiles, no hospitable and an installed mantle-bore the problem disappears. Think it should be good on this end now, gonna run some more planets but at this rate, it's probably just a false alarm!  ;D

[Edit] Yeh, it's just the installation of the mantle-bore (or... not having it installed in the first place) which triggers the the orange text saying that there is a resource missing, otherwise it works on any planet with either volatiles OR organics, but the amount can't be "trace [condition]". So far, best planets for this sublimation industry seems to be cryovolcanics, frozen and barren-Desert! Sure there are exceptions but overall it's probably the fact that I didn't have the mantle-bore installed first which triggered the orange text that the industry did not work. Problem solved I guess?!
Title: Re: [0.96a] Ashes of The Domain
Post by: Kumomo on January 27, 2024, 06:26:54 AM
Whoah ;)
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on January 27, 2024, 06:28:55 AM
A page has went through major rework thanks to Kumomo
I really encourage you all to see his mod that he is working on ,as his art-style is very good !
Click here to see Savaksky Union mod ! (https://fractalsoftworks.com/forum/index.php?topic=28669.0)
Title: Re: [0.96a] Ashes of The Domain
Post by: Reter on January 27, 2024, 12:46:41 PM
I might be stupid, but what's Mikoshi and why am I using it?
It's giving me a huge stability debuff. Anyway to stop it?
Title: Re: [0.96a] Ashes of The Domain
Post by: IroncladLion on January 27, 2024, 01:07:59 PM
Love the new graphics on the mod page, looking forward to trying this!
Title: Re: [0.96a] Ashes of The Domain
Post by: lol on January 28, 2024, 02:56:42 AM
question: is the 2.0 compate with 1.7.2?
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on January 28, 2024, 04:23:56 AM
question: is the 2.0 compate with 1.7.2?
Guess reading or paying attention too hard
(https://i.imgur.com/5cmGOmS.png)
Title: Re: [0.96a] Ashes of The Domain
Post by: lol on January 28, 2024, 05:03:39 AM
question: is the 2.0 compate with 1.7.2?
Guess reading or paying attention too hard
(https://i.imgur.com/5cmGOmS.png)
sorry for bothering,i'm just unsure of what it means,cause i didn't know it will be save compate with 1.7.2
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on January 28, 2024, 05:29:47 AM
question: is the 2.0 compate with 1.7.2?
Guess reading or paying attention too hard
(https://i.imgur.com/5cmGOmS.png)
sorry for bothering,i'm just unsure of what it means,cause i didn't know it will be save compate with 1.7.2
sighhhh
This means that for patch 2.0.10 you can download safely without breaking the save if you have 2.0.0, 2.0.1 , 2.0.2 , 2.0.3 , 2.0.4 ,2.0.5 , 2.0.6, 2.0.7 , 2.0.8 , 2.0.9 and fifth alpha version if you acutally have it
If you are on 1.7.2 then it is not save compatible
I honestly dont know how this is not logical , you have list of compatible patches so logic dictates that if you dont have one of those patches then yes , it will break saves
And if sound rude, Sorry for my perspective if someone asks question , where there is already answer in first page of forums then that person did not bothered to read articule , honestly this is the least person can acutally do. You are not the only person asking questions. I get dosen more on discord , where most of them are basically caused by players being to lazy to search for info in mod page.
Sure I ll answer questions politley if answer for question you asked has not been found in main page of mod , or its very unclear , meanwhile what you asked has been stated very clearly
Title: Re: [0.96a] Ashes of The Domain
Post by: Wootersagain on January 28, 2024, 07:12:39 PM
I've looked through the previous posts on here a bit and haven't seen any other similar issues, so I thought I'd ask here. I've explored about 10 systems fully now and have found no databanks whatsoever to do research with. I've made sure that all the modules I have are installed correctly and up to date, but for some reason in this particular seed none have seemed to spawn. Is there any other way to get these or am I stuck at tech 0 for the whole save? I know 10 stars isn't a ton, but its starting to slow my progression down quite a bit.

Sorry if I've missed a post talking about this already, this is my first time using the forums to do more than download mods.
Title: Re: [0.96a] Ashes of The Domain
Post by: Shogouki on January 28, 2024, 08:17:14 PM
I've looked through the previous posts on here a bit and haven't seen any other similar issues, so I thought I'd ask here. I've explored about 10 systems fully now and have found no databanks whatsoever to do research with. I've made sure that all the modules I have are installed correctly and up to date, but for some reason in this particular seed none have seemed to spawn. Is there any other way to get these or am I stuck at tech 0 for the whole save? I know 10 stars isn't a ton, but its starting to slow my progression down quite a bit.

Sorry if I've missed a post talking about this already, this is my first time using the forums to do more than download mods.

It could very possibly be just bad luck in the distribution of the research materials.  I'd explore some more before coming to the conclusion that there's something wrong.  In the event that there is something wrong I'd imagine that you could create the materials needed via console commands if push comes to shove though I don't know that for sure.
Title: Re: [0.96a] Ashes of The Domain
Post by: Uther Phobos on January 29, 2024, 06:49:24 AM
question: is the 2.0 compate with 1.7.2?
Guess reading or paying attention too hard
(https://i.imgur.com/5cmGOmS.png)
sorry for bothering,i'm just unsure of what it means,cause i didn't know it will be save compate with 1.7.2
It literally says the exact range of versions its compatible with. Note the complete absence of any versions outside the 2.0 line.

And of course it isn't save compatible with 1.x. The system was completely changed in between.
Title: Re: [0.96a] Ashes of The Domain
Post by: TiberQ on January 29, 2024, 08:29:29 AM

I just want one thing for what I am doing : A sign of respect for my hard work and  nothing else.


meh, dont worry about it.
Mostly bugs erros crash ect ect are reported... and not so mutch the times that things go great.
An extra layer on top of that is grammar, reading, languages, perception of those, ect ect

In short.. +1 from me ;-)
Title: Re: [0.96a] Ashes of The Domain
Post by: Fonfon on January 30, 2024, 05:40:25 AM
Tried to download all 3 mods and run them mid save, as I have yet to colonise a planet, and everything was fine until it wasn't. I got 6+h until I started to get game crash :(

  10748966 [Thread-9] INFO  sound.H  - Playing music with id [RunningDark.ogg]
  10749912 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
  java.lang.NullPointerException
   at java.util.Collections.shuffle(Unknown Source)
   at java.util.Collections.shuffle(Unknown Source)
   at data.kaysaar.aotd.vok.scripts.research.AoTDFactionResearchManager.sentFleet(AoTDFactionResearchManager.java:117)
   at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.setExpeditionFle et(AoTDMainResearchManager.java:323)
   at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.advance(AoTDMainResearchManager.java:380)
   at data.kaysaar.aotd.vok.scripts.research.AoTDFactionResearchProgressionScript.adv ance(AoTDFactionResearchProgressionScript.java:18)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I have more mods but am I reading it right that AoTD is the one thats crashing? Guess I'm starting new game :)
Title: Re: [0.96a] Ashes of The Domain
Post by: pgamesfood on January 30, 2024, 06:02:30 AM
hi this mod sounds cool :)
can i check if i can add them to an existing game (if i have never used your 3 mods before)? (it sounds like i can but just wanted to double check)

as far as i can tell, "Starsector-V096aRC10" is the latest game version that i am using, and im using it with several mods and so far so good, and already have 1 colony so far with some buildings from Industrial Evolution, and it would be nice to add your mods too, if possible  :)

as far as i can tell, this would be these mods?
"Ashes of The Domain - Cryosleeper Module.rar" + "Ashes of The Domain - Virtue Of Society.rar" (v1.2.0 & v1.0.7 both for 0.96a-RC6)
+ Ashes of The Domain- Vaults of Knowledge 2.0.zip (v2.0.10 for 0.96a)
+ which industry.
Title: Re: [0.96a] Ashes of The Domain
Post by: Fonfon on January 30, 2024, 10:26:30 AM
hi this mod sounds cool :)
can i check if i can add them to an existing game (if i have never used your 3 mods before)? (it sounds like i can but just wanted to double check)

as far as i can tell, "Starsector-V096aRC10" is the latest game version that i am using, and im using it with several mods and so far so good, and already have 1 colony so far with some buildings from Industrial Evolution, and it would be nice to add your mods too, if possible  :)

as far as i can tell, this would be these mods?
"Ashes of The Domain - Cryosleeper Module.rar" + "Ashes of The Domain - Virtue Of Society.rar" (v1.2.0 & v1.0.7 both for 0.96a-RC6)
+ Ashes of The Domain- Vaults of Knowledge 2.0.zip (v2.0.10 for 0.96a)
+ which industry.

I did just that and Virue of Society is probably crashing my game right now
Title: Re: [0.96a] Ashes of The Domain
Post by: pgamesfood on January 30, 2024, 12:31:21 PM
ah ok, i might save them for a fresh new game with all the Ashes mods :)
(currently ive got a mix mash of gothic 40k and starwars + :)
Title: Re: [0.96a] Ashes of The Domain
Post by: Uther Phobos on January 30, 2024, 07:06:19 PM
ah ok, i might save them for a fresh new game with all the Ashes mods :)
(currently ive got a mix mash of gothic 40k and starwars + :)
You definitely want a fresh start for AotD VoK. It changes the economy to much to make sense midgame.
Title: Re: [0.96a] Ashes of The Domain
Post by: Arghy on January 30, 2024, 10:27:10 PM
What do faction expeditions do? I've seen multiple ones trigger but they often just sit around the world that started them without doing anything. Do i need to do something to trigger them?
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on January 31, 2024, 12:24:22 AM
What do faction expeditions do? I've seen multiple ones trigger but they often just sit around the world that started them without doing anything. Do i need to do something to trigger them?
They sent acutall expeditions to planets with Pre Collapse Facilities, they should literally go and explore
Title: Re: [0.96a] Ashes of The Domain
Post by: lol on January 31, 2024, 06:08:43 AM
question: is the 2.0 compate with 1.7.2?
Guess reading or paying attention too hard
(https://i.imgur.com/5cmGOmS.png)
sorry for bothering,i'm just unsure of what it means,cause i didn't know it will be save compate with 1.7.2
sighhhh
This means that for patch 2.0.10 you can download safely without breaking the save if you have 2.0.0, 2.0.1 , 2.0.2 , 2.0.3 , 2.0.4 ,2.0.5 , 2.0.6, 2.0.7 , 2.0.8 , 2.0.9 and fifth alpha version if you acutally have it
If you are on 1.7.2 then it is not save compatible
I honestly dont know how this is not logical , you have list of compatible patches so logic dictates that if you dont have one of those patches then yes , it will break saves
And if sound rude, Sorry for my perspective if someone asks question , where there is already answer in first page of forums then that person did not bothered to read articule , honestly this is the least person can acutally do. You are not the only person asking questions. I get dosen more on discord , where most of them are basically caused by players being to lazy to search for info in mod page.
Sure I ll answer questions politley if answer for question you asked has not been found in main page of mod , or its very unclear , meanwhile what you asked has been stated very clearly
very sorry about that
Title: Re: [0.96a] Ashes of The Domain
Post by: Compi on January 31, 2024, 07:35:58 AM
Hey there, I'm currently playing through the Project Cheron mission and it seams that the looting mechanic after defeating the enemy, doesen't work.
It just gives me a bunch of "NullPointerException: null" messages and it also refuses to let me exit the screen.
I was able to get out of it by the ForceDismissDialog command but even after restaring the game the issue still persists.

If there is already a fix pls let me know, thx guys

(https://imgur.com/9x6Quzs)
Title: Re: [0.96a] Ashes of The Domain
Post by: Arghy on January 31, 2024, 09:18:44 AM
The TT executive moving to your colony keeps firing, had it 4 times in a row now and i keep choosing the 3rd minimal investment option. I'll try to choose the 1st option and have him improve the planet to see if it causes the event to progress.
Title: Re: [0.96a] Ashes of The Domain
Post by: SoupCan on January 31, 2024, 09:31:51 AM

Hey there, I'm currently playing through the Project Cheron mission and it seams that the looting mechanic after defeating the enemy, doesen't work.
It just gives me a bunch of "NullPointerException: null" messages and it also refuses to let me exit the screen.
I was able to get out of it by the ForceDismissDialog command but even after restaring the game the issue still persists.

If there is already a fix pls let me know, thx guys

(https://imgur.com/9x6Quzs)

Project Charon ahoudl not fire with Vok 2.0

For now just ignore that planet and you should be good at least for me there wasn't any problems with leaving it alone.
Title: Re: [0.96a] Ashes of The Domain
Post by: Arghy on January 31, 2024, 11:14:11 PM
So choosing option 1 or 2 will end the TT executive event, choosing option 3(limited investment) will have it constantly fire for a nice 350k credits every time. I have also researched the entire tree beyond the advanced stuff and still have over 100 data banks, sooo if anyone is having trouble finding them that's on them haha.
Title: Re: [0.96a] Ashes of The Domain
Post by: pgamesfood on February 01, 2024, 03:04:59 PM
ah ok, i might save them for a fresh new game with all the Ashes mods :)
(currently ive got a mix mash of gothic 40k and starwars + :)
You definitely want a fresh start for AotD VoK. It changes the economy to much to make sense midgame.

ok thanks will do,  :)
Title: Re: [0.96a] Ashes of The Domain
Post by: TheWildcat77 on February 01, 2024, 08:33:54 PM
the AI wont build these industries in their colonies
is there something i'm missing? or it's just like that
Title: Re: [0.96a] Ashes of The Domain
Post by: Shogouki on February 01, 2024, 09:05:03 PM
the AI wont build these industries in their colonies
is there something i'm missing? or it's just like that

As far as I know it's just like that.  I'm not sure if that's something that can be very easily changed but, if so, it'll probably be in Nexerelin.
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on February 01, 2024, 11:00:00 PM
This is one of dev diares that is very improtant to read for those that follow mod development
Also today or tommorow there will be bugfix patch for most of things you reported so far

Dev  Diary 2024 Road Map

March 21 - 1 Anniversary of Aotd : Special Update for Virtue of Society
Just to celebare First Anniversary of Mod

End of April : Beginning of May - 2.1 Patch for Vaults of Knowledge: Council of Galatia
Spoiler
Research Council : Heavy rework towards scientist
You will have from now on ability to create Research Concil for generous donation of 1 Milion Credits
Council will have 3 seats : Each for your scientist.
Every scientist, that have seat will have unique perks , active : when they are member of council and passive : mostly uppon joining you unlocking special projects etc etc
It will come together with custom UI that will showcase your Council

A ton of special projects

I plan to fix and improve this system : Mainly so there will be a lot of special projects : centered around Combat layer. I plan a lot of hullmods to be added , maybe some ships time will tell

Types of Technologies
From now on certain techologies will benefit from certain researchers : Like for  example someone skilled with engineering will help with heavy industry techs etc etc

Return of VOK databanks : But in different form
From now on VOK databanks will return , but they will be part of special quests, with VOK databanks you will acquire special thingfs needed for certain special projects
Aslo retriving some VOK databanks will improve your already existing technologies , like additional produciton etc etc .

New Mechanic : Infrastructure
From now on upgrading your worlds to next tier will require you to upgrade your infrastructre: infrastructure level you will see in another custom UI in Population and Infrastructure. This will prevent freshly colonized worlds to basically catch up too quickly and become marvels of technology

Significant buff to research for NPC facitons
[close]
Around September : Virtue of Society 1.1 Patch - Voices of Many
Spoiler
Events Extend from" Colony only" to :
Global Events - Those will affect Entire sector
Faction Events - Only affecting Faction
Fleet Events - Events that will be regarding to player actions

A lot of new events regarding new categories to be added

A lot of new collabs with other mods
[close]
November : Beginning of December - Ashes of The Domain - Grave of Colossus
Spoiler
New area to Explore - Orion Sector
Around 30-40 custom star systems with planets , and wonders of Domain

If Vaults of Knowledge is enabled then a lot of tech will be moved there , for lore reasons

Uncover Mystery of Orion Sector and The Collapse

Encounter the glimpse of power of fallen Colossus - First Battlegroup

New Industries to be built and new ships to be recovered
Spoiler
(https://i.imgur.com/ko8yjhP.png)
[close]

Custom events related to Orion Sector, if Virtue of Society enabled.
[close]
This RoadMap is for Aotd 3.0. The biggest and most ambitious project that Has been done by me
Note: Ill try to stick to RoadMap but there might be delays either because of real life or me being not able to meet ETA

Title: Re: [0.96a] Ashes of The Domain
Post by: Bendigo on February 01, 2024, 11:38:44 PM
Question:

Which settings do I need to modify for the Research Tab to not shunt half of it's interface outside of the borders of my screen?
Title: Re: [0.96a] Ashes of The Domain
Post by: Shogouki on February 01, 2024, 11:52:01 PM
This is one of dev diares that is very improtant to read for those that follow mod development
Also today or tommorow there will be bugfix patch for most of things you reported so far

Dev  Diary 2024 Road Map

March 21 - 1 Anniversary of Aotd : Special Update for Virtue of Society
Just to celebare First Anniversary of Mod

End of April : Beginning of May - 2.1 Patch for Vaults of Knowledge: Council of Galatia
Spoiler
Research Council : Heavy rework towards scientist
You will have from now on ability to create Research Concil for generous donation of 1 Milion Credits
Council will have 3 seats : Each for your scientist.
Every scientist, that have seat will have unique perks , active : when they are member of council and passive : mostly uppon joining you unlocking special projects etc etc
It will come together with custom UI that will showcase your Council

A ton of special projects

I plan to fix and improve this system : Mainly so there will be a lot of special projects : centered around Combat layer. I plan a lot of hullmods to be added , maybe some ships time will tell

Types of Technologies
From now on certain techologies will benefit from certain researchers : Like for  example someone skilled with engineering will help with heavy industry techs etc etc

Return of VOK databanks : But in different form
From now on VOK databanks will return , but they will be part of special quests, with VOK databanks you will acquire special thingfs needed for certain special projects
Aslo retriving some VOK databanks will improve your already existing technologies , like additional produciton etc etc .

New Mechanic : Infrastructure
From now on upgrading your worlds to next tier will require you to upgrade your infrastructre: infrastructure level you will see in another custom UI in Population and Infrastructure. This will prevent freshly colonized worlds to basically catch up too quickly and become marvels of technology

Significant buff to research for NPC facitons
[close]
Around September : Virtue of Society 1.1 Patch - Voices of Many
Spoiler
Events Extend from" Colony only" to :
Global Events - Those will affect Entire sector
Faction Events - Only affecting Faction
Fleet Events - Events that will be regarding to player actions

A lot of new events regarding new categories to be added

A lot of new collabs with other mods
[close]
November : Beginning of December - Ashes of The Domain - Grave of Colossus
Spoiler
New area to Explore - Orion Sector
Around 30-40 custom star systems with planets , and wonders of Domain

If Vaults of Knowledge is enabled then a lot of tech will be moved there , for lore reasons

Uncover Mystery of Orion Sector and The Collapse

Encounter the glimpse of power of fallen Colossus - First Battlegroup

New Industries to be built and new ships to be recovered
Spoiler
(https://i.imgur.com/ko8yjhP.png)
[close]

Custom events related to Orion Sector, if Virtue of Society enabled.
[close]
This RoadMap is for Aotd 3.0. The biggest and most ambitious project that Has been done by me
Note: Ill try to stick to RoadMap but there might be delays either because of real life or me being not able to meet ETA

Oh very cool!  Thank you for the amazing work you've done but definitely no worries about delays, your wellbeing and life takes precedence!
Title: Re: [0.96a] Ashes of The Domain
Post by: Kaysaar on February 02, 2024, 12:24:31 AM
Question:

Which settings do I need to modify for the Research Tab to not shunt half of it's interface outside of the borders of my screen?
What ?
There is scrollbar you can use to move it in X axis
Title: Re: [0.97a-RC6] Ashes of The Domain
Post by: Kaysaar on February 02, 2024, 11:28:00 AM
All 3 Modules have been updated to new patch
Title: Re: [0.97a] Ashes of The Domain
Post by: Kaysaar on February 02, 2024, 06:22:58 PM
Ashes of The Domain - Vaults Of Knolwedge  patch 2.0.12 Save Compatible with 2.0.0-2.0.11
Spoiler
Fixed Bug with hypershunt causing random crash after shield does a little  trolling
Fixed Bug with Special Project : Nanoforge Restoration  : If you are soft locked run this code through console command
Code
        AoTDMainResearchManager.getInstance().getResearchProjectFromRepo("aotd_nanoforge_restoration").setCurrentlyOngoing(false);

Added few improvments to special project ui , mainly about descriptions
Nanoforge Restoriation now have 3 Different Outcomes : One has been added
Fixed bug with spontanious combustion of research facility which crashed the game
[close]
Title: Re: [0.97a] Ashes of The Domain
Post by: Hebi on February 02, 2024, 10:39:15 PM
does Which industry also need to be updated for 0.97a-rc6? it's listed as a dependency...
Title: Re: [0.97a] Ashes of The Domain
Post by: Nico_Sama on February 03, 2024, 12:26:12 AM
Spoiler
(https://i.imgur.com/xTOfEAD.png)
[close]

Am I blind or is there a link somewhere? :D
Title: Re: [0.97a] Ashes of The Domain
Post by: avioh on February 03, 2024, 01:01:56 AM
Hello yes hi

Apparently I chose the wrong time to reinstall this game + mods, what with the new patch haha

Any chance you can temporarily provide download links to the old 0.96a mods? Just until the other devs have a chance to update their mods :)
Title: Re: [0.97a] Ashes of The Domain
Post by: Kaysaar on February 03, 2024, 01:13:27 AM
Just change mod_version in mod_info
Changes are not using new things from new patch , do i think there should not be an issie
Title: Re: [0.97a] Ashes of The Domain
Post by: Psylo on February 03, 2024, 01:33:57 AM
tried running the game with the sleeper module, game crashs upon finishing loading.
Required mods lists Lazylib 2.8 not Lazylib 2.8b, so there might be an issue there
Title: Re: [0.97a] Ashes of The Domain
Post by: muratira on February 03, 2024, 02:00:33 AM
 Ok, so informative question, if anyone knows. What exactly affects AI faction tech expeditions? I understand they target Pre-Collapse facilities but would they get nothing if I already explored them, would they get something regardless, could i stop them by colonizing the planet (what I tried in my last game before I realized just how many there are) or would even that have little effect?

Edit:Kaysaar, if you plan to add new weapons/ships/hullmods in any meaningful quantity please have a separate Type (Ex: Remant, High-tech, 14th Battlegroup) just so they can be more easily found if playing with other mods as well. My hullmod tabs is already flooded and from what I've seen my mod list is quite tame compared so some people on these forums.
Title: Re: [0.97a] Ashes of The Domain
Post by: Tairanos on February 03, 2024, 06:27:06 AM
I am having trubles upgrading my refineries and mining to the advanced versions, is there any kind of restriction to  upgrading them? I can,t find a prompt anywhere to what i need to upgrade them
Title: Re: [0.97a] Ashes of The Domain
Post by: immortalartisan on February 03, 2024, 10:39:38 PM
So i just asked about the TaSC tech tree integration ive had both it and AoTD during a run yet i seemed to start with all the terraforming structures and no research does this integration need to enabled somewhere and if so does it need to be done prior to a run? I only just now noticed the integration when checking mods that had updated
Title: Re: [0.97a] Ashes of The Domain
Post by: Reiconn on February 04, 2024, 02:00:54 AM
Just got CTD when trying to cancel heavy industry upgrade

Code
10421045 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.kaysaar.aotd.vok.campaign.econ.listeners.AoTDIndButtonsListener$1.customDialogConfirm(AoTDIndButtonsListener.java:177)
at com.fs.starfarer.ui.newui.A.dismiss(Unknown Source)
at com.fs.starfarer.ui.newui.A.advance(Unknown Source)
at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.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)
Title: Re: [0.97a] Ashes of The Domain
Post by: muratira on February 04, 2024, 08:04:07 AM
So i just asked about the TaSC tech tree integration ive had both it and AoTD during a run yet i seemed to start with all the terraforming structures and no research does this integration need to enabled somewhere and if so does it need to be done prior to a run? I only just now noticed the integration when checking mods that had updated
It is literally stated in the compatibility tab "Currently not Supported for 2.0 Version of VOK". As in, past version 2.0 (Vaults of Knowledge), where the tech-tree UI was overhauled, TaSC is not compatible. At least as of writing this reply. You can still build them, they are simply not present in the tech tree right now.
Title: Re: [0.97a] Ashes of The Domain
Post by: Uther Phobos on February 04, 2024, 03:57:24 PM
So i just asked about the TaSC tech tree integration ive had both it and AoTD during a run yet i seemed to start with all the terraforming structures and no research does this integration need to enabled somewhere and if so does it need to be done prior to a run? I only just now noticed the integration when checking mods that had updated
It is literally stated in the compatibility tab "Currently not Supported for 2.0 Version of VOK". As in, past version 2.0 (Vaults of Knowledge), where the tech-tree UI was overhauled, TaSC is not compatible. At least as of writing this reply. You can still build them, they are simply not present in the tech tree right now.
Well, the version that was bundled with the beta actually worked just fine... but that is for .96. There's no integration for .97 so far.
Title: Re: [0.97a] Ashes of The Domain
Post by: bankman1234 on February 06, 2024, 10:49:42 AM
I can't seems to add a special item to industry (Autonomous mantle bore to fracking etc.)
 was this an intended feature?
Title: Re: [0.97a] Ashes of The Domain
Post by: Shogouki on February 06, 2024, 10:52:36 PM
I can't seems to add a special item to industry (Autonomous mantle bore to fracking etc.)
 was this an intended feature?

I believe so.  I believe the intended purpose was for Fracking to allow better yields without needing the mantle bore so that the bore could be saved for the two top tier special mining types as they consume a bore in order to be built.
Title: Re: [0.97a] Ashes of The Domain
Post by: xenapan on February 07, 2024, 08:48:58 AM
I started a new run with 0.97, AOTD (all of it) and nex, RAT, stardust ventures and a bunch of QOL mods (so no new factions other than exo)
and the game ended with hegemony conquest victory in 209 (they started with annexing sindria - the planet pretty much out the gate) not sure if this is normal? (I've only been playing with nex+qol stuff up to this point and AOTD is the only big new mod I've added and heg never steamrolled this hard or fast but I also decided not to actively fight them this time cause I wanted to play with the stardust venture stuff + explore for AOTD stuff. 
Title: Re: [0.97a] Ashes of The Domain
Post by: mstachife on February 07, 2024, 12:24:56 PM
I started a new run with 0.97, AOTD (all of it) and nex, RAT, stardust ventures and a bunch of QOL mods (so no new factions other than exo)
and the game ended with hegemony conquest victory in 209 (they started with annexing sindria - the planet pretty much out the gate) not sure if this is normal? (I've only been playing with nex+qol stuff up to this point and AOTD is the only big new mod I've added and heg never steamrolled this hard or fast but I also decided not to actively fight them this time cause I wanted to play with the stardust venture stuff + explore for AOTD stuff.

That sounds completely like a Nex issue. Factions don't start even sending expeditions out until 210 by default I'm pretty sure.
Title: Re: [0.97a] Ashes of The Domain
Post by: Re-Search-er on February 07, 2024, 08:18:10 PM
I have a small question for you, would you like me to help proofread your text? There's quite a bit of "Engrish" and it's kind of jarring. Not as bad as say, Celestial Mount Circle in that i have no idea what tf the ship systems do, but it breaks immersion.
Title: Re: [0.97a] Ashes of The Domain
Post by: Ryder on February 08, 2024, 10:04:31 PM
i tried executing runcode AoTDMainResearchManager.getInstance().getResearchProjectFromRepo("aotd_nanoforge_restoration").setCurrentlyOngoing(false);

but it told me unknown type or variable AOTDMAinReseachmanager

i am using v2.0.9 Aotd Society mod
Title: Re: [0.97a] Ashes of The Domain
Post by: GemAye on February 09, 2024, 01:00:42 AM
Virtue of Society, version checker keeps reporting there's a new version out (1.08) and that I have version 1.07 installed when in fact I do have version 1.08 installed.
Am I missing something?
Before updating I always remove the old version first.
Title: Re: [0.97a] Ashes of The Domain
Post by: Sleepy Rachel on February 09, 2024, 02:53:08 AM
Hey Kaysaar, sorry to add more to your plate but I've been getting a crash at a certain point in my campaign and it always occurs at the same point in time even while I'm not doing anything.

Code
543018 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.kaysaar.aotd.vok.scripts.research.AoTDFactionResearchManager.sentFleet(AoTDFactionResearchManager.java:153)
at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.setExpeditionFleet(AoTDMainResearchManager.java:323)
at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.advance(AoTDMainResearchManager.java:380)
at data.kaysaar.aotd.vok.scripts.research.AoTDFactionResearchProgressionScript.advance(AoTDFactionResearchProgressionScript.java:18)
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)

Anyone got a clue what's happening at all? I'm assuming a faction's research fleet expedition might be derping out or something.
Title: Re: [0.97a] Ashes of The Domain
Post by: Sleepy Rachel on February 09, 2024, 04:04:51 PM
Hey Kaysaar, sorry to add more to your plate but I've been getting a crash at a certain point in my campaign and it always occurs at the same point in time even while I'm not doing anything.

Code
543018 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.kaysaar.aotd.vok.scripts.research.AoTDFactionResearchManager.sentFleet(AoTDFactionResearchManager.java:153)
at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.setExpeditionFleet(AoTDMainResearchManager.java:323)
at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.advance(AoTDMainResearchManager.java:380)
at data.kaysaar.aotd.vok.scripts.research.AoTDFactionResearchProgressionScript.advance(AoTDFactionResearchProgressionScript.java:18)
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)

Anyone got a clue what's happening at all? I'm assuming a faction's research fleet expedition might be derping out or something.

I believe I've further narrowed the crash down. It happens right as the IX Battlegroup faction from the Emergent Threats mod departs for a Research Expedition. Crash happens exactly at departure.

(https://puu.sh/K0CwZ/47ec7a8665.png)

EDIT: Playing on version 0.96. No mods have been added midway or removed for the duration of my save. The only thing I did try was to update VoK to the latest version (from 1.7.2 to 2.0.12) to see if that would fix this particular crash (It didn't :().
Title: Re: [0.97a] Ashes of The Domain
Post by: cake on February 09, 2024, 04:10:51 PM
I had the same issue occur with the luddic path

Code
java.lang.NullPointerException
at java.util.Collections.shuffle(Collections.java:457)
at java.util.Collections.shuffle(Collections.java:427)
at data.kaysaar.aotd.vok.scripts.research.AoTDFactionResearchManager.sentFleet(AoTDFactionResearchManager.java:119)
at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.setExpeditionFleet(AoTDMainResearchManager.java:323)
at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.advance(AoTDMainResearchManager.java:380)
at data.kaysaar.aotd.vok.scripts.research.AoTDFactionResearchProgressionScript.advance(AoTDFactionResearchProgressionScript.java:18)
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)


there's something I compeltely forgot to mention. this is a save that existed before I installed the mod. that may have something to do with it, although I have no idea
Title: Re: [0.97a] Ashes of The Domain
Post by: Fatyn on February 09, 2024, 07:49:25 PM
I'm just starting my first run with the mod, and I ran into an old spacer at a bar.

I hope you wont mind me suggesting that the dialogue / grammar is a bit ropey in places - like it hasn't had a good proof read!

I had a go at making some suggestions - feel free to ignore any / all of them if you want :)

https://imgur.com/a/iGKnq0M (https://imgur.com/a/iGKnq0M)

I didn't know whether you were going for gender neutral pronouns or not, because "he" and "his" and "they" and "their" were used at different times. I went for "he" and "his" in my suggestions.

Also the last paragraph mentions the "Navigation in Chigara in Chigara system", while the bit at the end says "Pre Collapse Facility - Chigara - Novy Tayvay System".

Cheers!
Fat
Title: Re: [0.97a] Ashes of The Domain
Post by: Drazhya on February 10, 2024, 01:41:02 PM
Assigned and unassigned a Alpha AI to the Resort Center and the income bonus stayed.

Alpha AI doesn't seem to improve the output of the Purification Center.

Decivilized Hypershunt disappears.

Stella Manufactorium can make things at colony size 4, but in one spot says it needs size 5?
Title: Re: [0.96a] Ashes of The Domain
Post by: TiberQ on February 10, 2024, 03:16:22 PM
Current run is still in 0.96a-RC10
Latest versions of mods including yours to go whit it;


Project Charon still fires and:


Bugs;
1&2
Archimedes SQC Structure minus -1742 day left till Project Charon Main facility is located.
-Took a picture, but alas, main engine dit not allow to normal PrntScrn capture of the popup showing that minus timer atm.
Also, 2 locations whit Project Cheron (Red planet icon ) completely bug out, getting game fully stuck in menu whitout options.
This screen can not be cancelled by Esc / clicking random spots / etc etc, which means a hard Task manager end task shutdown is needed.... very unfortunate :-(

Hello, I've run into a soft-lock situation with Project Charon. When I try to salvage the planet protected by the [REDACTED] Doritos, I get the attached below result. I saw someone post the same issue in the Unofficial Starsector Discord on 12/31/23, but it looked like it was only with the alpha build. I'm running VoK 2.0.4 and the save started with the 2.0 release. I haven't had too much luck resolving the issue myself, so any help is appreciated.


Project Charon should not fire with Vok 2.0

So for now i will ignore it i suppose.

3
Theta Core
The theta Core production / spawn facility lingers (whit stack ) -1 stability long after the 180day cooldown period.


I suspect this is an grab data for timers in combo whit another popular
Mod; Speedup, which i also use, and has been known to cause other mods, like yours to miss their ''date of end /start timers''.

Whatever it may be,
A fix or 2 would be appreciated, one that allows both Speedup and your mods to run at the same time ofc.



About to recover a Sleeper ship, i sure hope it will function as advertised ;-)


Good mod overall, +1 from me.
Title: Re: [0.97a] Ashes of The Domain
Post by: Uther Phobos on February 11, 2024, 09:03:53 AM
Assigned and unassigned a Alpha AI to the Resort Center and the income bonus stayed.

In my experience, it takes a bit, but it does eventually disappear. So it isn't quite free money.
Title: Re: [0.97a] Ashes of The Domain
Post by: Bangchow on February 12, 2024, 08:07:23 PM
Virtue of Society, version checker keeps reporting there's a new version out (1.08) and that I have version 1.07 installed when in fact I do have version 1.08 installed.
Am I missing something?
Before updating I always remove the old version first.

Same.
Title: Re: [0.97a] Ashes of The Domain
Post by: Twilight Sentinel on February 14, 2024, 07:20:41 PM
Editing report: some issues when meeting a scientist in the bar for the first time:

https://i.imgur.com/LKLt6Vf.png


EDIT: Another bug, looks like the 'Aquatic Biosphere Harvest' technology does not provide the listed -10% hazard rating to water worlds.  My water world only has -10% from 'Hazmat working equipment'.
https://i.imgur.com/yYjxHFo.png
Title: Re: [0.97a] Ashes of The Domain
Post by: whatisthisbug on February 15, 2024, 11:24:39 PM
is there anyway to catch research expeditions ie destroy their fleet and sometime the research expedition don't return to their home system after they been launched?
Title: Re: [0.97a] Ashes of The Domain
Post by: papasan on February 16, 2024, 10:36:12 AM
anywhere to find Research Databanks besides Research Stations? taking forever just to get to vanilla production levels.
Title: Re: [0.97a] Ashes of The Domain
Post by: Uther Phobos on February 16, 2024, 11:04:32 AM
anywhere to find Research Databanks besides Research Stations? taking forever just to get to vanilla level production levels.
Pre-Collapse facilities. That's kinda their whole point. Building a research station on one will also passively generate databanks.
Title: Re: [0.97a] Ashes of The Domain
Post by: papasan on February 16, 2024, 01:27:46 PM
Pre-Collapse facilities. That's kinda their whole point. Building a research station on one will also passively generate databanks.

I have a research station on a plant with Vast Ruins but no bonus, guessing you mean a specific facility?
Title: Re: [0.97a] Ashes of The Domain
Post by: Twilight Sentinel on February 16, 2024, 01:43:46 PM
I have a research station on a plant with Vast Ruins but no bonus, guessing you mean a specific facility?
Ruins are different.  While exploring you should run into planets that have a modifier called, "Pre-Collapse Facility" which will be guarded by a Remnant fleet.  Defeating that fleet and salvaging the facility will give a large number of data packs immediately and if you put a research base on one of those planets, it will generate one per month.
Title: Re: [0.97a] Ashes of The Domain
Post by: OptimisticSociopath on February 16, 2024, 01:48:27 PM
Hey Kaysaar, sorry to add more to your plate but I've been getting a crash at a certain point in my campaign and it always occurs at the same point in time even while I'm not doing anything.

Code
543018 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.kaysaar.aotd.vok.scripts.research.AoTDFactionResearchManager.sentFleet(AoTDFactionResearchManager.java:153)
at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.setExpeditionFleet(AoTDMainResearchManager.java:323)
at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.advance(AoTDMainResearchManager.java:380)
at data.kaysaar.aotd.vok.scripts.research.AoTDFactionResearchProgressionScript.advance(AoTDFactionResearchProgressionScript.java:18)
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)

Anyone got a clue what's happening at all? I'm assuming a faction's research fleet expedition might be derping out or something.


I have found a "band-aid" solution to the crashing problem due to enemy faction expedition:

If enemy expedition crashes your game... just make them take forever untill you destroy everyone :^)

1) INSTALL LUNALIB AND ENABLED IT
2) Go to Starsector main folder
3) > Saves > common > LunaSettings
4) Open "aotd_vok.json.data" in notepad c++ and set "aotd_expedition_begin" and
    "aotd_expedition_threshold" to almost infinite number of days:
     Example
     {
   "aotd_expedition_begin": "2200000000000000000000000000000000000000000000000000000",
   "aotd_expedition_threshold": "400000000000000000000000000000000000000000000000000",
   "aotd_pcf_amount": 50,
   "aotd_reserarch_speed_multiplier": 1
}
5) It should be ok :^)
6) But remember to kill them all  :           ^)

After this the crashes were gone... Now I am currently doing an AI inspection on Planet Chicomoztoc :^)
Title: Re: [0.97a] Ashes of The Domain
Post by: alexlemire on February 16, 2024, 07:40:20 PM
It seems ashes of domain keeps crashing my game.
115267 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at java.util.Collections.shuffle(Unknown Source)
   at java.util.Collections.shuffle(Unknown Source)
   at data.kaysaar.aotd.vok.scripts.research.AoTDFactionResearchManager.sentFleet(AoTDFactionResearchManager.java:119)
   at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.setExpeditionFle et(AoTDMainResearchManager.java:323)
   at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.advance(AoTDMainResearchManager.java:380)
   at data.kaysaar.aotd.vok.scripts.research.AoTDFactionResearchProgressionScript.adv ance(AoTDFactionResearchProgressionScript.java:18)
   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)

can't figure out what's causing it?
Title: Re: [0.97a] Ashes of The Domain
Post by: Kaysaar on February 17, 2024, 08:06:08 AM
Hi i saw all bug reports.
Due to my huge workload i was not able to work on aotd for while , but good news: Work starts soon again so expect bug fixes and updates sooner than later
Title: Re: [0.97a] Ashes of The Domain
Post by: SteelHeart on February 17, 2024, 09:44:14 AM
Is there a way to make the cryosleepers infinite? I know you can get up to 4 charges with the setting but can that be edited further?
Title: Re: [0.97a] Ashes of The Domain
Post by: Darrow on February 18, 2024, 07:04:22 AM
One of the modules has a dependency on your other mod Which-Industry which is out of date.
Any chance thats gonna get updated?
Title: Re: [0.97a] Ashes of The Domain
Post by: Kaysaar on February 18, 2024, 07:35:25 AM
One of the modules has a dependency on your other mod Which-Industry which is out of date.
Any chance thats gonna get updated?
If i remember it was removed
Also this only req version change
Title: Re: [0.97a] Ashes of The Domain
Post by: Arghy on February 18, 2024, 11:09:50 AM
My colonies before .97 were able to naturally get to lv7 and had 5 industries but now with the same mod list it's back to being capped on 6/4, did one of these mods change it?
Title: Re: [0.97a] Ashes of The Domain
Post by: Shogouki on February 18, 2024, 11:59:18 AM
Hi i saw all bug reports.
Due to my huge workload i was not able to work on aotd for while , but good news: Work starts soon again so expect bug fixes and updates sooner than later

No worries!  Thank you for all your hard work on this amazing mod!
Title: Re: [0.97a] Ashes of The Domain
Post by: Twilight Sentinel on February 18, 2024, 03:14:35 PM
My colonies before .97 were able to naturally get to lv7 and had 5 industries but now with the same mod list it's back to being capped on 6/4, did one of these mods change it?
That is vanilla.  A few years ago they changed it so that colonies cap at size 6 with 4 industries.  You would need a mod to change that behavior.
Title: Re: [0.97a] Ashes of The Domain
Post by: Vestung on February 19, 2024, 05:58:35 AM
Hi, I was looking at AOTD, and I see that 2.0 Vaults of Knowledge does not have full compat with TASC, Interstellar Imperium, and Volantian Reclamation. If I run these mods with AOTD, will there be issues?
Title: Re: [0.97a] Ashes of The Domain
Post by: Takion Kasukedo on February 19, 2024, 07:11:01 AM
Getting an error crash to do with Vaults of Knowledge.

2246216 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.kaysaar.aotd.vok.campaign.econ.industry.PurificationCenter.unapply(PurificationCenter.java:47)
   at com.fs.starfarer.campaign.econ.Market.removeIndustry(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.decivilize(DecivTracker.java:228)
   at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.decivilize(DecivTracker.java:186)
   at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.checkDeciv(DecivTracker.java:181)
   at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.checkDeciv(DecivTracker.java:126)
   at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.advance(DecivTracker.java:77)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Not sure if it's common, but it's better to know than not to know.
Title: Re: [0.97a] Ashes of The Domain
Post by: SoupCan on February 19, 2024, 11:30:20 AM
My colonies before .97 were able to naturally get to lv7 and had 5 industries but now with the same mod list it's back to being capped on 6/4, did one of these mods change it?


go to settings.json in \starsector-core\data\config
change lines 262 and 264 to your liking.

default values below:
"maxIndustries":[1,1,1,2,3,4,4,4,4,4],
"maxColonySize":6, # maximum size to which a player colony can grow
Title: Re: [0.97a] Ashes of The Domain
Post by: Shogouki on February 19, 2024, 11:45:12 AM
Hi, I was looking at AOTD, and I see that 2.0 Vaults of Knowledge does not have full compat with TASC, Interstellar Imperium, and Volantian Reclamation. If I run these mods with AOTD, will there be issues?

While I don't know for certain I would definitely assume that there is at least a high possibility of issues.
Title: Re: [0.97a] Ashes of The Domain
Post by: Uther Phobos on February 19, 2024, 01:57:44 PM
Hi, I was looking at AOTD, and I see that 2.0 Vaults of Knowledge does not have full compat with TASC, Interstellar Imperium, and Volantian Reclamation. If I run these mods with AOTD, will there be issues?

While I don't know for certain I would definitely assume that there is at least a high possibility of issues.
No, there's just no extra integration anymore. Though if you have a version of TASC with 2.0 beta integration, it will still work.
Title: Re: [0.97a] Ashes of The Domain
Post by: Shogouki on February 19, 2024, 03:24:20 PM
Hi, I was looking at AOTD, and I see that 2.0 Vaults of Knowledge does not have full compat with TASC, Interstellar Imperium, and Volantian Reclamation. If I run these mods with AOTD, will there be issues?

While I don't know for certain I would definitely assume that there is at least a high possibility of issues.
No, there's just no extra integration anymore. Though if you have a version of TASC with 2.0 beta integration, it will still work.

Ahh, my mistake!  Thank you and good to know!
Title: Re: [0.97a] Ashes of The Domain
Post by: Twilight Sentinel on February 19, 2024, 03:43:09 PM
Bug: Looks like the Drugs Amplification tech isn't actually needed to build the BioSynth laboratory.  It might have been accidentally assigned to the Consumer Goods Production tech instead.

EDIT: It looks like there might be a memory leak on the research screen.  I left it open for a few minutes while I stepped away from my computer and when I came back the game was visibly and audibly choppy.  When I got the screen closed the game immediately threw low VRAM errors at me and I had to restart the game.
Title: Re: [0.97a] Ashes of The Domain
Post by: fenodyree on February 19, 2024, 06:09:49 PM
Not sure if this is the correct place for bug reports, but I couldn't find anywhere on the Discord.

My Coronal Hypershunt keeps being destroyed, it happens at exactly the same time no matter what I do. No one is attacking it and attempting to recolonize what is left gives an error.
Using all Sleeper, Vaults and Virtue, along with Nexelerin, which I'm pretty sure is the mod thats causing it to be destroyed.
Title: Re: [0.97a] Ashes of The Domain
Post by: wodzu_93 on February 20, 2024, 07:19:01 AM
Did you neglect it? In Vaults of Knowledge, after you colonize the hypershunt, you have to repair it's shielding within 1 cycle, or it will blow up. Can't remember the resource requirements, but you pretty much have to have colonies with high production (9+) of advanced materials (Refined Metal, Purified Transplutonics, Polymers and Compounds).
Title: Re: [0.97a] Ashes of The Domain
Post by: Kaysaar on February 20, 2024, 07:39:27 AM
Bug: Looks like the Drugs Amplification tech isn't actually needed to build the BioSynth laboratory.  It might have been accidentally assigned to the Consumer Goods Production tech instead.

EDIT: It looks like there might be a memory leak on the research screen.  I left it open for a few minutes while I stepped away from my computer and when I came back the game was visibly and audibly choppy.  When I got the screen closed the game immediately threw low VRAM errors at me and I had to restart the game.
I ll investigate that , but so far this is only report about performance issue
Also i ll  see about Drugs Amplification tech
Btw are you on discord?
I would like to use your help with troubleshooting if it has been corrected
Title: Re: [0.97a] Ashes of The Domain
Post by: Takion Kasukedo on February 20, 2024, 10:33:58 AM
Getting an error crash to do with Vaults of Knowledge.

2246216 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.kaysaar.aotd.vok.campaign.econ.industry.PurificationCenter.unapply(PurificationCenter.java:47)
   at com.fs.starfarer.campaign.econ.Market.removeIndustry(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.decivilize(DecivTracker.java:228)
   at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.decivilize(DecivTracker.java:186)
   at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.checkDeciv(DecivTracker.java:181)
   at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.checkDeciv(DecivTracker.java:126)
   at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.advance(DecivTracker.java:77)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Not sure if it's common, but it's better to know than not to know.

Could we get a theoretical estimate on when the next bugfix/patch for Vaults of Knowledge is please, Kaysaar? No idea what the purification center is (or if there's a method that won't screw the current save I've got with the disabling of whatever it is)
Title: Re: [0.97a] Ashes of The Domain
Post by: Shogouki on February 20, 2024, 02:14:08 PM
Getting an error crash to do with Vaults of Knowledge.

2246216 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.kaysaar.aotd.vok.campaign.econ.industry.PurificationCenter.unapply(PurificationCenter.java:47)
   at com.fs.starfarer.campaign.econ.Market.removeIndustry(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.decivilize(DecivTracker.java:228)
   at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.decivilize(DecivTracker.java:186)
   at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.checkDeciv(DecivTracker.java:181)
   at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.checkDeciv(DecivTracker.java:126)
   at com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker.advance(DecivTracker.java:77)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Not sure if it's common, but it's better to know than not to know.

Could we get a theoretical estimate on when the next bugfix/patch for Vaults of Knowledge is please, Kaysaar? No idea what the purification center is (or if there's a method that won't screw the current save I've got with the disabling of whatever it is)

She might not have an estimate yet, she's been pretty busy IRL it sounds like.
Title: Re: [0.97a] Ashes of The Domain
Post by: Twilight Sentinel on February 20, 2024, 03:47:06 PM
I ll investigate that , but so far this is only report about performance issue
Also i ll  see about Drugs Amplification tech
Btw are you on discord?
I would like to use your help with troubleshooting if it has been corrected
I am on Discord, but not terribly active on the Starsector one.
Title: Re: [0.97a] Ashes of The Domain
Post by: Kaysaar on February 20, 2024, 06:45:12 PM
Ashes of The Domain - Vaults Of Knolwedge  patch 2.0.13 Save Compatible with 2.0.0-2.0.12
Spoiler
Fixed bug with spontanious combustion of Purification Center on Voltrum or other water worlds
Fixed bug with BioLab being unlocked via Consumer Gooods tech, not Drug Amplification
Implemented new way of clearning UI componenets memory, as it was reported by one person  some performance issues
Fixed bug with overwriting Mothership drop poll
Adjusted Automatic Defence Force fleets to also include remannt AI core admirals ( not like previously did not had anyone)
Fixed remannt being able to retreat from battle
[close]
Title: Re: [0.97a] Ashes of The Domain
Post by: Fonfon on February 20, 2024, 11:14:39 PM
Before main page had a facelift it had list of all new colony buildings, is the list still somewhere?
Title: Re: [0.97a] Ashes of The Domain
Post by: 5ColouredWalker on February 21, 2024, 01:29:39 AM
I forgot to take a screenshot first before attempting to replicate this so enjoy with a pinch of salt, but I've had a issue where for a pre-collapse facility where I had no cargo space, after the remnant forces retreated, I was given the option the engage/harrass as normal for a retreating force, loot, and then given the options to engage again or leave the planet.

After a couple of cycles including a auto-resolve for straglers, I attempted to leave only to have what I recall as two lines of null-pointer text above the options, and all menu options (Leave, colonize, mine (Nex), etc) were unresponsive.
This is with version 2.0.12. I intend to do a bout of updating and starting a new run, so this may already be fixed as I haven't checked for changelogs.
Title: Re: [0.97a] Ashes of The Domain
Post by: matt1 on February 21, 2024, 02:04:56 AM
More of an opinion instead of a report, but is it just me or are Polymers insanely difficult to produce? It seems fine at first, just upgrade organics mining right? But no, it actually requires you to find a planet that has organics deposits, that is not habitable. Because the building requires an autonomous mantle bore, which cannot be installed on habitable worlds... those worlds form the vast majority of organics mining. Across 5 sectors worth of games I have maybe found 2 or 3 planets that could produce polymers.

I am currently trying to restore a hypershunt just so I can unlock the research to build them without items. It honestly feels ridiculous how far I have to go just to make a material we can produce in abundance with modern technology. I would really appreciate some other way to make them, even at much less efficiency
Title: Re: [0.97a] Ashes of The Domain
Post by: Twilight Sentinel on February 21, 2024, 10:06:20 AM
...
The slowdown on the research screen has been vastly improved and I didn't see any of the problems I saw with a potential memory leak in this update.

EDIT: I'd also noticed since modding my game recently that saves would sometimes take a very long time to do after I'd left the game running for an extended period of time.  This patch seems to have solved that as well.
Title: Re: [0.97a] Ashes of The Domain
Post by: mengsk87 on February 23, 2024, 09:56:46 PM
So I paid and waited for ruins to be restored, but nothing happened.  The planet condition just went to negative days until restored.
Title: Re: [0.97a] Ashes of The Domain
Post by: scionofsouls on February 24, 2024, 12:52:49 AM
hey kaysaar, whats the point of the nanoforges anymore if I cant use them in any of the orbital industries past orbital works? same for the autonomous mantle bore down the mining industry when it becomes fracking?

thanks

Title: Re: [0.97a] Ashes of The Domain
Post by: Kaysaar on February 24, 2024, 12:17:35 PM
hey kaysaar, whats the point of the nanoforges anymore if I cant use them in any of the orbital industries past orbital works? same for the autonomous mantle bore down the mining industry when it becomes fracking?

thanks
Because they are getting consumed to upgrade further
and also i wont allow using special items on upgraded industries because sorry
Fracking already gives +2, where with mantle bore would be +5
Fracking should  be alternative , where you can get bonus , but without mantle bore
Title: Re: [0.97a] Ashes of The Domain
Post by: Twilight Sentinel on February 24, 2024, 03:22:49 PM
They don't actually get consumed right now, they merely have to be installed to upgrade.  After that the colony item gets ejected into the local colony storage.
Title: Re: [0.97a] Ashes of The Domain
Post by: Kaysaar on February 24, 2024, 04:12:21 PM
They don't actually get consumed right now, they merely have to be installed to upgrade.  After that the colony item gets ejected into the local colony storage.
Ohhh if you have researched end game tech : Domain-Model  Standarization then items are spared
But items are non installable as those industries are already broken in their form , and adding nanoforge or any other item to equation will be overkill
Title: Re: [0.97a] Ashes of The Domain
Post by: Twilight Sentinel on February 24, 2024, 05:23:08 PM
They don't actually get consumed right now, they merely have to be installed to upgrade.  After that the colony item gets ejected into the local colony storage.
Ohhh if you have researched end game tech : Domain-Model  Standarization then items are spared
But items are non installable as those industries are already broken in their form , and adding nanoforge or any other item to equation will be overkill
No need for that tech, I don't have it.  It's likely a bug that the items are not destroyed then and get kicked to the storage.  I haven't been able to research that tech yet because I don't have the research colony item needed to research them.  Nor have I been able to get the nanoforge restoration project to work to play around with the most advanced shipbuilding industries.  I've got everything else, more or less.  I plan to give a more complete report when I finish the Galatian academy questline and wrap up this run.
Title: Re: [0.97a] Ashes of The Domain
Post by: Kaysaar on February 24, 2024, 09:11:39 PM
Ashes Of The Domain - Virtues of Society patch 1.0.9 Save compatible with all previous patches
Spoiler
Fixed issue with all conditions , that have time limit , like harvest of year being for infinite time
Added new event : Rampant Crime which is two stage event
Tri Tachyon event now at least req 20 relations with Tri Tachyon
[close]
Title: Re: [0.97a] Ashes of The Domain
Post by: Kaysaar on February 24, 2024, 09:13:59 PM
They don't actually get consumed right now, they merely have to be installed to upgrade.  After that the colony item gets ejected into the local colony storage.
Ohhh if you have researched end game tech : Domain-Model  Standarization then items are spared
But items are non installable as those industries are already broken in their form , and adding nanoforge or any other item to equation will be overkill
No need for that tech, I don't have it.  It's likely a bug that the items are not destroyed then and get kicked to the storage.  I haven't been able to research that tech yet because I don't have the research colony item needed to research them.  Nor have I been able to get the nanoforge restoration project to work to play around with the most advanced shipbuilding industries.  I've got everything else, more or less.  I plan to give a more complete report when I finish the Galatian academy questline and wrap up this run.
I ll look into it
Title: Re: [0.97a] Ashes of The Domain
Post by: Kwaize on February 24, 2024, 09:29:13 PM
Not sure if it's just me being dumb but the download link for Virtues of Society is giving the 1.0.7 Version? Acording to the aos_vos.version. The mod_info.json says it's 1.0.8
Title: Re: [0.97a] Ashes of The Domain
Post by: Kaysaar on February 25, 2024, 01:21:48 AM
Not sure if it's just me being dumb but the download link for Virtues of Society is giving the 1.0.7 Version? Acording to the aos_vos.version. The mod_info.json says it's 1.0.8
Re-Download mod , for some stupid reason , on my pc it was 1.0.9 , while google drive version was 1.0.7 , first i thought i just forgot to again save , version file
but for some stupid reason , when convereted to zip again , older version of file stayed
Title: Re: [0.97a] Ashes of The Domain
Post by: Qurion2 on February 25, 2024, 06:47:26 AM
Heya,

Just wanted to stop by and say that the Virtues update might not be compatible with updating from a prior version on an ongoing save. Experienced a crash that I think relates to to Virtues of Society after some testing around.

In hindsight I should have backed up the whole Starsector log file, I apologize for forgetting.

Spoiler
2016541 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.StackOverflowError
java.lang.StackOverflowError: null
    at java.base/java.util.HashMap.hash(HashMap.java:338) ~[?:?]
    at java.base/java.util.HashMap.remove(HashMap.java:805) ~[?:?]
    at com.fs.starfarer.api.combat.MutableStat.unmodifyMult(MutableStat.java:286) ~[starfarer.api.jar:?]
    at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:30) ~[?:?]
    at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source) ~[port_obf.jar:?]
    at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36) ~[?:?]
    at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34) ~[?:?]
    at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source) ~[port_obf.jar:?]
(repeats a bunch of times after that)
[close]

Title: Re: [0.97a] Ashes of The Domain
Post by: Saevarna on February 25, 2024, 08:01:55 AM
Hey,
I'm also running the new version 1.0.9 after updating into an existing save. Im crashing upon the first even Rampant crime triggers on one of my colonies, coincidentally also the first event of VOS to trigger during the entire save. It crashes right after clicking the "WE MUST DO SOMETHING" Button for the second time.
Spoiler
505801 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.addCondition(String)" because "this.currentlyAffectedMarket" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.addCondition(String)" because "this.currentlyAffectedMarket" is null
   at data.colonyevents.events.CrimeSyndicateEvent.executeDecision(CrimeSyndicateEvent.java:90) ~[?:?]
   at data.colonyevents.ui.AoTDColonyEventOutcomeUI.reportButtonPressed(AoTDColonyEventOutcomeUI.java:266) ~[?:?]
   at data.colonyevents.ui.AoTDColonyEventOutcomeUI$ButtonReportingCustomPanel.buttonPressed(AoTDColonyEventOutcomeUI.java:293) ~[?:?]
   at com.fs.starfarer.ui.newui.I.actionPerformed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.OOoO.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
[close]
Apart from that I'd just like to say AOTD has become one of my favorite and staple mods. Thanks for developing it!
Title: Re: [0.97a] Ashes of The Domain
Post by: Kaysaar on February 25, 2024, 11:43:08 AM
Hey,
I'm also running the new version 1.0.9 after updating into an existing save. Im crashing upon the first even Rampant crime triggers on one of my colonies, coincidentally also the first event of VOS to trigger during the entire save. It crashes right after clicking the "WE MUST DO SOMETHING" Button for the second time.
Spoiler
505801 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.addCondition(String)" because "this.currentlyAffectedMarket" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.addCondition(String)" because "this.currentlyAffectedMarket" is null
   at data.colonyevents.events.CrimeSyndicateEvent.executeDecision(CrimeSyndicateEvent.java:90) ~[?:?]
   at data.colonyevents.ui.AoTDColonyEventOutcomeUI.reportButtonPressed(AoTDColonyEventOutcomeUI.java:266) ~[?:?]
   at data.colonyevents.ui.AoTDColonyEventOutcomeUI$ButtonReportingCustomPanel.buttonPressed(AoTDColonyEventOutcomeUI.java:293) ~[?:?]
   at com.fs.starfarer.ui.newui.I.actionPerformed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.OOoO.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
[close]
Apart from that I'd just like to say AOTD has become one of my favorite and staple mods. Thanks for developing it!
Fix will be soon , together with bonus event
Title: Re: [0.97a] Ashes of The Domain
Post by: Kaysaar on February 25, 2024, 05:13:02 PM
Ashes Of The Domain - Virtues of Society patch 1.0.9a Save compatible with all previous patches
Fixed crash with new event added in previous patch
Title: Re: [0.97a] Ashes of The Domain
Post by: Cytosematic on February 25, 2024, 06:41:11 PM
Not sure if I linked the image correctly, but was having issues with the Virtues mod.

208623 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException

Was in the same thread as the exerelin.campaign data, maybe a conflict with that.
Title: Re: [0.97a] Ashes of The Domain
Post by: cesuoking on February 25, 2024, 07:20:52 PM
Ashes Of The Domain - Virtues of Society patch 1.0.9a Save compatible with all previous patches
Fixed crash with new event added in previous patch

Hello, thanks for the update, but currently I already got this event in my save and updating the mod doesn't fix that, the game still crash when I click "we must do something". Is there anything I can do to skip the event?
Title: Re: [0.97a] Ashes of The Domain
Post by: Kaysaar on February 25, 2024, 07:50:33 PM
Ashes Of The Domain - Virtues of Society patch 1.0.9a Save compatible with all previous patches
Fixed crash with new event added in previous patch

Hello, thanks for the update, but currently I already got this event in my save and updating the mod doesn't fix that, the game still crash when I click "we must do something". Is there anything I can do to skip the event?
Can you redownload , i made special script that should prevent that right now
Title: Re: [0.97a] Ashes of The Domain
Post by: cesuoking on February 25, 2024, 08:12:35 PM
Ashes Of The Domain - Virtues of Society patch 1.0.9a Save compatible with all previous patches
Fixed crash with new event added in previous patch

Hello, thanks for the update, but currently I already got this event in my save and updating the mod doesn't fix that, the game still crash when I click "we must do something". Is there anything I can do to skip the event?
Can you redownload , i made special script that should prevent that right now

yes it was fixed! thank you!
Title: Re: [0.97a] Ashes of The Domain
Post by: LAJ-47FC9 on February 26, 2024, 12:32:09 AM
Got slapped with the following error, alongside a CTD, presumably on the very day that the Safety Conditions thing was supposed to expire:
Spoiler
2471864 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.StackOverflowError
java.lang.StackOverflowError
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
   at data.colonyevents.models.BaseEventCondition.removeWhenPassCertainTime(BaseEventCondition.java:36)
   at data.colonyevents.conditions.SafetyConditionsApplier.unapply(SafetyConditionsApplier.java:34)
   at com.fs.starfarer.campaign.econ.Market.removeCondition(Unknown Source)
[close]
Title: Re: [0.97a] Ashes of The Domain
Post by: Helldiver on February 26, 2024, 04:01:09 AM
I've been trying things out from Vaults of Knowledge and I have to say I really love the added complexity and involvment around industries, structures etc. It makes building up colonies and a faction of your own something that really takes attention. I can't give much feedback yet because I've yet to test out everything but so far this is just amazing work, and fits so well with Ind Evo.
Title: Re: [0.97a] Ashes of The Domain
Post by: Darrow on February 26, 2024, 10:40:30 AM
Getting a crash from the "Rampant Crime" Event that pops up.

Tried reloading and still crashes every time.


Edit: Ok so I went back one page and found it was fixed. Sorry
Title: Re: [0.97a] Ashes of The Domain
Post by: cesuoking on February 27, 2024, 02:31:53 AM
Hello, how do I get rid of the "massive arrests" debuff? iirc it said it will go off in 720 days, but I believe it had already passed and the debuff is still there.
Title: Re: [0.97a] Ashes of The Domain
Post by: Saevarna on February 27, 2024, 09:46:34 AM
So I paid and waited for ruins to be restored, but nothing happened.  The planet condition just went to negative days until restored.
I am also experiencing this exact thing with a Vast ruins restoration.
Still a fresh save, the administrator (the one that was waiting in a bar) has not been removed after starting the restoration project.
I am running two mods that should affect Tech-Mining in the colony, if that helps anything:
Better Colonies & Yunru Slightly Better Tech-Mining, which were both 'updated' via changing the mod_info.json
EDIT:
It seems the progress reset at some point, but is again negative.
Title: Re: [0.97a] Ashes of The Domain
Post by: Bangle on February 27, 2024, 11:07:49 AM
I have a crash report for vault of knowledge.
Putting the mouse over Perihelion Project in the TASC tech-tree causes the game to crash:

Spoiler
227613 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.StarSystemAPI.getName()" because the return value of "com.fs.starfarer.api.campaign.econ.MarketAPI.getStarSystem()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.StarSystemAPI.getName()" because the return value of "com.fs.starfarer.api.campaign.econ.MarketAPI.getStarSystem()" is null
   at data.campaign.econ.industries.Boggled_Perihelion_Project.addRightAfterDescripti onSection(Boggled_Perihelion_Project.java:315) ~[?:?]
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:1047) ~[starfarer.api.jar:?]
   at data.kaysaar.aotd.vok.ui.components.TechTreeResearchOptionPanel$2.createTooltip(TechTreeResearchOptionPanel.java:233) ~[?:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable$14.createImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O0Oo.super.new(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.OOoO.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
[close]

Title: Re: [0.97a] Ashes of The Domain
Post by: Uther Phobos on February 27, 2024, 01:32:59 PM
I have a crash report for vault of knowledge.
Putting the mouse over Perihelion Project in the TASC tech-tree causes the game to crash:

Spoiler
227613 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.StarSystemAPI.getName()" because the return value of "com.fs.starfarer.api.campaign.econ.MarketAPI.getStarSystem()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.StarSystemAPI.getName()" because the return value of "com.fs.starfarer.api.campaign.econ.MarketAPI.getStarSystem()" is null
   at data.campaign.econ.industries.Boggled_Perihelion_Project.addRightAfterDescripti onSection(Boggled_Perihelion_Project.java:315) ~[?:?]
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:1047) ~[starfarer.api.jar:?]
   at data.kaysaar.aotd.vok.ui.components.TechTreeResearchOptionPanel$2.createTooltip(TechTreeResearchOptionPanel.java:233) ~[?:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable$14.createImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O0Oo.super.new(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.OOoO.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
[close]
That's an issue with TASC, not AotD.
Title: Re: [0.96a] Ashes of The Domain
Post by: lolnick34 on February 27, 2024, 08:17:25 PM
hello, i have an issue with the cryorevival facility. anytime i try to build it it keeps saying that the facility is disrupted for 1 day and never actually gets undisrupted. i have a cryosleeper in my colony orbiting it. i put it there before i built the facility. am i missing something? thanks in advance

i am having an identical issue! can't seem to find anything about it in the forum. any advice fellow gamers?
Title: Re: [0.97a] Ashes of The Domain
Post by: Gris on February 28, 2024, 06:07:33 AM
Good day Kaysaar! Can you atleast bring back the guide for Virtue of Society Mod(The one with text choices)?  :-\

And Do I need to use Better Colonies from Sirhartley for this Mod? (Im not referring to the other one: The Vaults of Knowledge)

Thank you.
Title: Re: [0.97a] Ashes of The Domain
Post by: Saevarna on February 28, 2024, 11:19:00 AM
So I paid and waited for ruins to be restored, but nothing happened.  The planet condition just went to negative days until restored.
I am also experiencing this exact thing with a Vast ruins restoration.
Still a fresh save, the administrator (the one that was waiting in a bar) has not been removed after starting the restoration project.
I am running two mods that should affect Tech-Mining in the colony, if that helps anything:
Better Colonies & Yunru Slightly Better Tech-Mining, which were both 'updated' via changing the mod_info.json
EDIT:
It seems the progress reset at some point, but is again negative.
So I've done some more testing on this:
Does reloading a save reset the progress into the negative to prevent save-scumming? I have tried out a couple of things to see what I did wrong earlier, and even my own suspicions of Governance type from IndEvo did not apply. During this testing I found that every time I reload to an earlier save that has an active project, this projects progress goes negative.
This would explain the 'weird' behaviour at least.
Title: Re: [0.97a] Ashes of The Domain
Post by: AnimeshkaTvar on February 28, 2024, 12:11:19 PM
Spoiler
java.lang.NullPointerException
   at data.colonyevents.events.CrimeSyndicateEvent.generateDescriptionOfEvent(CrimeSyndicateEvent.java:32)
   at data.colonyevents.ui.AoTDColonyEventOutcomeUI.createUIForDecision(AoTDColonyEventOutcomeUI.java:193)
   at data.colonyevents.ui.AoTDColonyEventOutcomeUI.reset(AoTDColonyEventOutcomeUI.java:175)
   at data.colonyevents.ui.AoTDColonyEventOutcomeUI.init(AoTDColonyEventOutcomeUI.java:160)
   at data.colonyevents.ui.AoTDColonyEventOutcomeDelegate.init(AoTDColonyEventOutcomeDelegate.java:21)
   at com.fs.starfarer.ui.newui.F.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.W.showCustomVisualDialog(Unknown Source)
   at data.colonyevents.ui.AoTDColonyEventOutomeDP.optionSelected(AoTDColonyEventOutomeDP.java:40)
   at data.colonyevents.ui.AoTDColonyEventOutomeDP.init(AoTDColonyEventOutomeDP.java:29)
   at com.fs.starfarer.ui.newui.W.void.void(Unknown Source)
   at com.fs.starfarer.ui.newui.W.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.W.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.showInteractionDialog(Unknown Source)
   at data.colonyevents.manager.AoTDColonyEventManager.advance(AoTDColonyEventManager.java:196)
   at data.colonyevents.manager.AoTDColonyEventAssigner.advance(AoTDColonyEventAssigner.java:21)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I dont know, may be this is becouse of rampand crime, but first time, I install new version and this fix first choice, when this only begining. On second event, I chose massive arrest, and, I think, this ERROR happen when 720 days debuff is over
Title: Re: [0.97a] Ashes of The Domain
Post by: Takion Kasukedo on February 29, 2024, 04:53:54 AM
Ashes of The Domain - Vaults Of Knolwedge  patch 2.0.13 Save Compatible with 2.0.0-2.0.12

I think this patch fixed the save error I was having. Forgot to thank you, so...thanks, Kaysaar!
Title: Re: [0.97a] Ashes of The Domain
Post by: Phas on February 29, 2024, 05:25:28 AM
So I'm using the Vaults of Knowledge; and after exploring for a hot minute I finally settled down now that I had a good amount of items to improve my initial industries (Soil Nanites, Catalytic Core, etc). However I am unable to install any of them, is this because I need to research "tiers" of the industries before I can install them?
Title: Re: [0.97a] Ashes of The Domain
Post by: 5ColouredWalker on February 29, 2024, 07:13:06 AM
Yes. Soil Nantes need farming, which you start out not having. The higher theirs also don't count for some items and industries.
Title: Re: [0.97a] Ashes of The Domain
Post by: Uther Phobos on February 29, 2024, 09:07:25 AM
So I'm using the Vaults of Knowledge; and after exploring for a hot minute I finally settled down now that I had a good amount of items to improve my initial industries (Soil Nanites, Catalytic Core, etc). However I am unable to install any of them, is this because I need to research "tiers" of the industries before I can install them?
Tier 1 industries generally don't accept colony items, only tier 2 and 3. Some higher tier industries can't take the items themself, but you need them to upgrade to that tier and they should be consumed on upgrading unless you have the tech to do it without.
Title: Re: [0.97a] Ashes of The Domain
Post by: Kaysaar on February 29, 2024, 01:18:04 PM
Ashes of The Domain - Vaults Of Knowledge patch 2.0.14 Save Compatible with 2.0.0-2.0.13
Spoiler
Updated industry images with refurbished on
[close]
As First Anniversary of AoTD is comming very close , i just want to introduce you this
A official Ashes of the domain website ,where from now on you will be able to download mod , and keep track of patch notes in much more clear and fancy way
In future there is plans for guides
Thanks to ELIF_  as she is the main cook here !
Thanks to ZeroNexus SOPHIA  , and elia rowan for profreading , and wiritng descriptionf for each module section
(https://i.imgur.com/EtdvmsL.png) (http://www.ashesofthedomain.info)
Title: Re: [0.97a] Ashes of The Domain
Post by: Shogouki on February 29, 2024, 02:02:48 PM
Oh sweet!  Thanks Kaysaar!
Title: Re: [0.97a] Ashes of The Domain
Post by: Saevarna on February 29, 2024, 02:15:18 PM
This looks absolutely sick, thanks!
Title: Re: [0.97a] Ashes of The Domain
Post by: Penny Royal on February 29, 2024, 03:04:43 PM
Loving this mod - though I cannot seem to unlock some of the later upgraded facilities/industries even though I've researched them? Is there a specific supply chain or series of upgraded facilities built I need for each one? does anyone have a list/guide?
Title: Re: [0.97a] Ashes of The Domain
Post by: Soviet Tom Bombadil on February 29, 2024, 04:34:26 PM
new page is swanky af
Title: Re: [0.97a] Ashes of The Domain
Post by: SolariumOnTheMoon on February 29, 2024, 04:38:40 PM
will this new update break my save?

Edit#1 it does

EDIT #2 it doesn't. maybe?
Title: Re: [0.97a] Ashes of The Domain
Post by: cesuoking on February 29, 2024, 08:03:35 PM
The coronal network center station destroyed itself after a couple of years, and the entire structure just disappeared into oblivion. What could happen? I'm using Nexerelin, AoTD, Industrial Evolution, and Random assort of things, these are all mods I'm using that could affect colonies.
Title: Re: [0.97a] Ashes of The Domain
Post by: GoldenGlory on February 29, 2024, 08:47:31 PM
wow that mod page is super nice! love the colors!
Title: Re: [0.97a] Ashes of The Domain
Post by: Uther Phobos on February 29, 2024, 08:51:08 PM
The coronal network center station destroyed itself after a couple of years, and the entire structure just disappeared into oblivion. What could happen? I'm using Nexerelin, AoTD, Industrial Evolution, and Random assort of things, these are all mods I'm using that could affect colonies.
Did you repair the shield?
Title: Re: [0.97a] Ashes of The Domain
Post by: ddemo on March 01, 2024, 01:18:42 AM
Hello Kaysaar!
Absolutely love this mod but I have a small peeve with the mod folder's title having an extra space between "Ashes of" and "The Domain" pls fix the mod is unplayable until I manually fix them myself

this is a joke it does not affect mod functionality at all
Title: Re: [0.97a] Ashes of The Domain
Post by: Shogouki on March 01, 2024, 02:46:58 PM
Oh wow, I just got back to my PC and that is a very sweet looking webpage for Ashes!  Very nice work!
Title: Re: [0.97a] Ashes of The Domain
Post by: Zalpha on March 01, 2024, 04:10:22 PM
I just want to say, the website looks awesome. Amazing graphic design, I like the colour scheme as well as the moving elements.
Title: Re: [0.97a] Ashes of The Domain
Post by: PJ_2005 on March 01, 2024, 05:18:14 PM
unfathomably based mod website
Title: Re: [0.97a] Ashes of The Domain
Post by: LukeTasrook on March 02, 2024, 12:11:16 AM
There is a problem with the Massive Arrests event resolution. The debuff to the colony is permanent. I had to surgically edit my save file to remove it. I'm not sure what's up.
Title: Re: [0.97a] Ashes of The Domain
Post by: alexlemire on March 02, 2024, 05:11:50 PM
Hey, so I'm somewhat new to this mod. I have two of those things that go in the energetic hubs. How do I get a hub?
Title: Re: [0.97a] Ashes of The Domain
Post by: tovarichcookie on March 03, 2024, 02:10:58 AM
Massive arrests from the second part of the rampant crime events is not going away, even after the requisite 600 days.

(https://i.imgur.com/z4onkcI.png)
Title: Re: [0.97a] Ashes of The Domain
Post by: Luaro on March 03, 2024, 04:30:54 AM
is it still not possible to park cryosleeper on planet you governing as commissioned officer?
Title: Re: [0.97a] Ashes of The Domain
Post by: GunLinser on March 03, 2024, 10:34:24 AM
Does anyone have last version for 0.96a version?
Title: Re: [0.97a] Ashes of The Domain
Post by: terminal on March 03, 2024, 03:03:44 PM
I am Getting a crash whenever i unpause the game. i think the issue is virtues of society, if the text at the bottom of the log is the most recent.
java.lang.NullPointerException
   at data.colonyevents.events.CrimeSyndicateEvent.generateDescriptionOfEvent(CrimeSyndicateEvent.java:32)
   at data.colonyevents.ui.AoTDColonyEventOutcomeUI.createUIForDecision(AoTDColonyEventOutcomeUI.java:193)
   at data.colonyevents.ui.AoTDColonyEventOutcomeUI.reset(AoTDColonyEventOutcomeUI.java:175)
   at data.colonyevents.ui.AoTDColonyEventOutcomeUI.init(AoTDColonyEventOutcomeUI.java:160)
   at data.colonyevents.ui.AoTDColonyEventOutcomeDelegate.init(AoTDColonyEventOutcomeDelegate.java:21)
   at com.fs.starfarer.ui.newui.OOoO.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.showCustomVisualDialog(Unknown Source)
   at data.colonyevents.ui.AoTDColonyEventOutomeDP.optionSelected(AoTDColonyEventOutomeDP.java:40)
   at data.colonyevents.ui.AoTDColonyEventOutomeDP.init(AoTDColonyEventOutomeDP.java:29)
   at com.fs.starfarer.ui.newui.o0Oo.void.void(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.showInteractionDialog(Unknown Source)
   at data.colonyevents.manager.AoTDColonyEventManager.advance(AoTDColonyEventManager.java:196)
   at data.colonyevents.manager.AoTDColonyEventAssigner.advance(AoTDColonyEventAssigner.java:21)
   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)
Title: Re: [0.97a] Ashes of The Domain
Post by: Zeran on March 04, 2024, 03:34:43 AM
Sadly i am getting the same error log as posted above. It appears to be an issue with the Tri-Tachyon event for colonies in Virtues of Society.

For the gentleperson above, best i can recommend as i wasn't able to find a way around it myself, (sadly Virtues isn't removal friendly to saves it seems), Is to make a backup of the playthrough you are getting the error in, and remove virtues to start a new playthrough until a fix is posted, where you can hopefully pick up where you left.
Title: Re: [0.97a] Ashes of The Domain
Post by: Gris on March 04, 2024, 08:34:18 AM
Good day Kaysaar!
When you update your mods in your own website,

Can you atleast specify if the next update is save game compatible or not?  :-\

And also guides for the events (some of pdf) in the Virtue of Society?

So it seems there's something wrong in Rampant crime event in your Virtue of Society mod .

That is all and thank you.  :)
Title: Re: [0.97a] Ashes of The Domain
Post by: Lephim on March 04, 2024, 09:26:46 AM
Anyone know how to get the hyperdimensional processor? I heard it's a random quest you get at the bar but I've been around the core worlds barhopping and spending tens of thousands of credits on space beer and no quest in sight. Is it still a quest or is it maybe something I can find on my own like a static location?
Title: Re: [0.97a] Ashes of The Domain
Post by: wodzu_93 on March 04, 2024, 09:32:33 AM
Anyone know how to get the hyperdimensional processor? I heard it's a random quest you get at the bar but I've been around the core worlds barhopping and spending tens of thousands of credits on space beer and no quest in sight. Is it still a quest or is it maybe something I can find on my own like a static location?

Go explore, and find a planet named "Veil of Knowledge". You need to explore it to get the item. Warning, heavily guarded!
Title: Re: [0.97a] Ashes of The Domain
Post by: Darrow on March 04, 2024, 11:12:53 AM
I am Getting a crash whenever i unpause the game. i think the issue is virtues of society, if the text at the bottom of the log is the most recent.
java.lang.NullPointerException
   at data.colonyevents.events.CrimeSyndicateEvent.generateDescriptionOfEvent(CrimeSyndicateEvent.java:32)
   at data.colonyevents.ui.AoTDColonyEventOutcomeUI.createUIForDecision(AoTDColonyEventOutcomeUI.java:193)
   at data.colonyevents.ui.AoTDColonyEventOutcomeUI.reset(AoTDColonyEventOutcomeUI.java:175)
   at data.colonyevents.ui.AoTDColonyEventOutcomeUI.init(AoTDColonyEventOutcomeUI.java:160)
   at data.colonyevents.ui.AoTDColonyEventOutcomeDelegate.init(AoTDColonyEventOutcomeDelegate.java:21)
   at com.fs.starfarer.ui.newui.OOoO.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.showCustomVisualDialog(Unknown Source)
   at data.colonyevents.ui.AoTDColonyEventOutomeDP.optionSelected(AoTDColonyEventOutomeDP.java:40)
   at data.colonyevents.ui.AoTDColonyEventOutomeDP.init(AoTDColonyEventOutomeDP.java:29)
   at com.fs.starfarer.ui.newui.o0Oo.void.void(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.showInteractionDialog(Unknown Source)
   at data.colonyevents.manager.AoTDColonyEventManager.advance(AoTDColonyEventManager.java:196)
   at data.colonyevents.manager.AoTDColonyEventAssigner.advance(AoTDColonyEventAssigner.java:21)
   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)

Seconding this
Title: Re: [0.97a] Ashes of The Domain
Post by: Fonfon on March 04, 2024, 11:18:22 AM
Ashes of The Domain - Vaults Of Knowledge patch 2.0.14 Save Compatible with 2.0.0-2.0.13
Spoiler
Updated industry images with refurbished on
[close]
As First Anniversary of AoTD is comming very close , i just want to introduce you this
A official Ashes of the domain website ,where from now on you will be able to download mod , and keep track of patch notes in much more clear and fancy way
In future there is plans for guides
Thanks to ELIF_  as she is the main cook here !
Thanks to ZeroNexus SOPHIA  , and elia rowan for profreading , and wiritng descriptionf for each module section
(https://i.imgur.com/EtdvmsL.png) (http://www.ashesofthedomain.info)
Wicked :)
Title: Re: [0.97a] Ashes of The Domain
Post by: fuserite on March 04, 2024, 02:31:14 PM
I crash right after the "Safety Concern" Event. My choice doesn't matter.

116979 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.colonyevents.events.CrimeSyndicateEvent.generateDescriptionOfEvent(CrimeSyndicateEvent.java:32)
   at data.colonyevents.ui.AoTDColonyEventOutcomeUI.createUIForDecision(AoTDColonyEventOutcomeUI.java:193)
   at data.colonyevents.ui.AoTDColonyEventOutcomeUI.reset(AoTDColonyEventOutcomeUI.java:175)
   at data.colonyevents.ui.AoTDColonyEventOutcomeUI.init(AoTDColonyEventOutcomeUI.java:160)
   at data.colonyevents.ui.AoTDColonyEventOutcomeDelegate.init(AoTDColonyEventOutcomeDelegate.java:21)
   at com.fs.starfarer.ui.newui.OOoO.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.showCustomVisualDialog(Unknown Source)
   at data.colonyevents.ui.AoTDColonyEventOutomeDP.optionSelected(AoTDColonyEventOutomeDP.java:40)
   at data.colonyevents.ui.AoTDColonyEventOutomeDP.init(AoTDColonyEventOutomeDP.java:29)
   at com.fs.starfarer.ui.newui.o0Oo.void.void(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.showInteractionDialog(Unknown Source)
   at data.colonyevents.manager.AoTDColonyEventManager.advance(AoTDColonyEventManager.java:196)
   at data.colonyevents.manager.AoTDColonyEventAssigner.advance(AoTDColonyEventAssigner.java:21)
   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)
Title: Re: [0.97a] Ashes of The Domain
Post by: Jazuke Taizago on March 04, 2024, 06:03:54 PM
Has Lost Glory and Capital Module been abandoned or just put to hiatus? Just asking. Since i didn't see them on that truly beautiful Website for AoTD.
Title: Re: [0.97a] Ashes of The Domain
Post by: Uther Phobos on March 04, 2024, 09:16:26 PM
Has Lost Glory and Capital Module been abandoned or just put to hiatus? Just asking. Since i didn't see them on that truly beautiful Website for AoTD.
Lost Glory is integrated into Vaults. Seats of Power has been discontinued months ago, well before Vaults 2.0.
Title: Re: [0.97a] Ashes of The Domain
Post by: Bangchow on March 04, 2024, 10:06:59 PM
Sweet website~!
Title: Re: [0.97a] Ashes of The Domain
Post by: cesuoking on March 05, 2024, 02:28:40 AM
The coronal network center station destroyed itself after a couple of years, and the entire structure just disappeared into oblivion. What could happen? I'm using Nexerelin, AoTD, Industrial Evolution, and Random assort of things, these are all mods I'm using that could affect colonies.
Did you repair the shield?

Yes, I repaired everything
Title: Re: [0.97a] Ashes of The Domain
Post by: Kaysaar on March 05, 2024, 04:34:57 AM
Ashes of The Domain : Vaults of Knowledge patch 2.1.0 : Modularis Constructors (NON SAVE COMPATIBLE WITH PREV VERSIONS)
Spoiler
new: Addition of UI, that keeps track of currently researching technologies on your screen ( Button will appear always on left side of UI)
new: Modular Constructors are now items used to upgrade further.
new: Pre Collapse Facilities now drops Modular Constructor in various quantities and with different effects.
new: Added Digital Codex Consortium industry
fix: Now fight in Pre Collapse Facility wont damage Remnant relations
fix: Fixed bug with UI , where progression bar was too long
fix: Fixed bug, where after defeating Automatic Defense Fleet , dialog got cleared and was weird( the text one)
[close]

Ashes of The Domain : Virtue of Society patch 1.0.9c (Save compatible with all prev versions)
Spoiler
fix: Fixed crash with Rampant crime event, and all events, that have more than one stage!.
fix: Ensured now all modifiers are deleted properly
[close]
Title: Re: [0.97a] Ashes of The Domain
Post by: Gris on March 05, 2024, 05:56:47 AM
Good day Kaysaar! Thank you for the bugfix in Virtue of Society and update in Vaults of Knowledge!  :D

And

Also thank you for specifying if the update is compatible or not in your Mod Website!
Title: Re: [0.97a] Ashes of The Domain
Post by: tovarichcookie on March 05, 2024, 06:36:32 AM
Industry - sublimation might not be possible to construct.

Requires both a mantle bore and volatiles, however mantle bores cannot be installed in gas giants.

(https://i.imgur.com/UBrt0FU.png)
Title: Re: [0.97a] Ashes of The Domain
Post by: WyldMann on March 05, 2024, 07:44:43 AM
Industry - sublimation might not be possible to construct.

Requires both a mantle bore and volatiles, however mantle bores cannot be installed in gas giants.

Cryovolcanic planets also have volatiles. Still sucks though. It should've accepted plasma dynamos as well because those actually increase volatile production.

Sublimation also works for organics that actually do work with mantle bore. Problem is, organics usually (only?) come from habitable worlds which means no mantle bore. I might be wrong but I think I've run into non-habitable water worlds a long while back?

Yeah, this industry requires very specific planet conditions. Not sure if this is intentional.
Title: Re: [0.97a] Ashes of The Domain
Post by: Stalkar on March 05, 2024, 08:09:24 AM
Own website is good and all,but its a bit lacking as of now in comparison to original post
Those being the main feedback for now
Title: Re: [0.97a] Ashes of The Domain
Post by: SteelHeart on March 05, 2024, 10:50:20 AM
Where do you get the Hyperdimensional Computational thing? I have every tech researched before you need it for research, and I've got all of the colony items I need. What are the spawn conditions for the beyond the veil quest?
Title: Re: [0.97a] Ashes of The Domain
Post by: Jazuke Taizago on March 05, 2024, 11:58:29 AM
Has Lost Glory and Capital Module been abandoned or just put to hiatus? Just asking. Since i didn't see them on that truly beautiful Website for AoTD.
Lost Glory is integrated into Vaults. Seats of Power has been discontinued months ago, well before Vaults 2.0.
Okay. Thank you for the clarification!
Title: Re: [0.97a] Ashes of The Domain
Post by: Astrefernal on March 05, 2024, 05:27:32 PM
My impressions on "Virtues of Society" : Nice addition. Just wish events were more common and that there was an intel thing to remind you that you had one. Also, the administrator from the new bar event in EXPENSIVE compared to others.

As for "Cryosleeper Options" : My game crash a few seconds after I repair one. I can move a few light years with it then BOOM ! Crash.

Edit : Nevermind, something else is causing the crash. Don't know what.
Title: Re: [0.97a] Ashes of The Domain
Post by: GoldenGlory on March 05, 2024, 06:31:05 PM
holy hek those pre collapse facilities are tough nuts to crack! im not sure how im gonna be able to get in there, each one is guarded by multiple battleships with a big fleet and i dont even know what theyre guarding. remnants are always hard to deal with for me without some silly modded shenanigans, or my own remnant fleets
Title: Re: [0.97a] Ashes of The Domain
Post by: CaptianVlad on March 05, 2024, 06:55:02 PM
 8) That new site's heckin Cool
Title: Re: [0.97a] Ashes of The Domain
Post by: SteelHeart on March 06, 2024, 09:35:40 AM
Seriously, where do you get the Hyper Dimensional Processor? I've got everything up to that point unlocked.
Title: Re: [0.97a] Ashes of The Domain
Post by: Zeran on March 06, 2024, 11:01:03 AM
Seriously, where do you get the Hyper Dimensional Processor? I've got everything up to that point unlocked.
Go explore, and find a planet named "Veil of Knowledge". You need to explore it to get the item. Warning, heavily guarded!
:)

Also
Ashes of The Domain : Vaults of Knowledge patch 2.1.0 : Modularis Constructors (NON SAVE COMPATIBLE WITH PREV VERSIONS)
Spoiler
new: Addition of UI, that keeps track of currently researching technologies on your screen ( Button will appear always on left side of UI)
new: Modular Constructors are now items used to upgrade further.
new: Pre Collapse Facilities now drops Modular Constructor in various quantities and with different effects.
new: Added Digital Codex Consortium industry
fix: Now fight in Pre Collapse Facility wont damage Remnant relations
fix: Fixed bug with UI , where progression bar was too long
fix: Fixed bug, where after defeating Automatic Defense Fleet , dialog got cleared and was weird( the text one)
[close]

Ashes of The Domain : Virtue of Society patch 1.0.9c (Save compatible with all prev versions)
Spoiler
fix: Fixed crash with Rampant crime event, and all events, that have more than one stage!.
fix: Ensured now all modifiers are deleted properly
[close]

Thank you for your hard work <3
Title: Re: [0.97a] Ashes of The Domain
Post by: tovarichcookie on March 06, 2024, 11:56:45 PM
How do you actually build the Stella Manufactorium? It is not showing up as a structure in the colony buildings, nor can i seem to plop it down in a stable location. It has been researched and everything.
Title: Re: [0.97a] Ashes of The Domain
Post by: Fist_of_family_values on March 07, 2024, 03:18:38 AM
holy hek those pre collapse facilities are tough nuts to crack! im not sure how im gonna be able to get in there, each one is guarded by multiple battleships with a big fleet and i dont even know what theyre guarding. remnants are always hard to deal with for me without some silly modded shenanigans, or my own remnant fleets

I was having exactly this issue, I understand that people want a late game challenge but for me it brought exploration to a screeching halt and gated access to loads of ruins that are needed for mid game.

One option is to go into \Starsector\mods\Ashes of  The Domain- Vaults of Knowledge\data\campaign\procgen\salvage_entity_gen_data.csv and then change their defender fleets - not sure if that works on existing saves though.

Look for line 43 and column K:Q in the CSV, and there are other encounters in there on the lines above you can use as a template to shift them to something a bit less spicy


EDIT: Nope, apologies, doesn't seem to work... I thought it was a slam dunk but my newly generated facilities are still crawling... I'll keep digging
Title: Re: [0.97a] Ashes of The Domain
Post by: Fonfon on March 07, 2024, 06:57:50 AM
Question about VoK. There is tech  "Janus Device Analysis, it states that it would allow more further studies into gate technology. But nothing happen, no special project. Unless Project Cheron, which is bugged, is related to this tech?
Title: Re: [0.97a] Ashes of The Domain
Post by: balordezul on March 07, 2024, 07:03:30 AM
I'm getting a UI bug in the Coronal Network Center colony.  I can't get the optional cancel the upgrade as the UI does a very small bar.  This could be a bug strictly on myside. Also if anyone knows a way to stop construction via editing a file please let me know.  Mistakes were made and I'm going to need to abandon it before it tanks my game.

(https://i.imgur.com/IdO8e2Z.png)
Title: Re: [0.97a] Ashes of The Domain
Post by: Holyhell on March 07, 2024, 08:15:20 PM
Hello ! Someone has Vaults of knowledge patch 2.0.10 for version 0.96a please ? Cant find it anywhere :(
Title: Re: [0.97a] Ashes of The Domain
Post by: Cerevox on March 07, 2024, 09:57:51 PM
The pre-collapse can vary a lot. Some of them are actually pretty easy, some are extremely hard, the actual amount of defenders seems to pull from a pretty large range. There are also quite a few ruins without any, it isn't too limiting, at least as far as I have seen.
Title: Re: [0.97a] Ashes of The Domain
Post by: RoboticManiac on March 07, 2024, 11:20:51 PM
Really like the new website you've got for them.
Title: Re: [0.97a] Ashes of The Domain
Post by: nise888 on March 08, 2024, 12:44:51 AM
Hello ! Someone has Vaults of knowledge patch 2.0.10 for version 0.96a please ? Cant find it anywhere :(
check their discord!    ;)
Title: Re: [0.97a] Ashes of The Domain
Post by: cesuoking on March 08, 2024, 04:35:18 AM
On latest version, When I try to research the Terraform and Station Construct technologies the game crashes

14356968 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at boggled.campaign.econ.industries.BoggledCommonIndustry.getFocusMarketOrMarket(BoggledCommonIndustry.java:277)
   at boggled.scripts.BoggledTerraformingRequirement$RequirementContext.getFocusContext(BoggledTerraformingRequirement.java:182)
   at boggled.campaign.econ.boggledTools.getTokenReplacements(boggledTools.java:1499)
   at boggled.scripts.BoggledTerraformingProjectEffect$EffectWithRequirement.addTooltipInfoImpl(BoggledTerraformingProjectEffect.java:1187)
   at boggled.scripts.BoggledTerraformingProjectEffect$TerraformingProjectEffect.addEffectTooltipInfo(BoggledTerraformingProjectEffect.java:85)
   at boggled.scripts.BoggledTerraformingProject.getOngoingEffectTooltipInfo(BoggledTerraformingProject.java:210)
   at boggled.campaign.econ.industries.BoggledCommonIndustry.addPostDemandSection(BoggledCommonIndustry.java:654)
   at boggled.campaign.econ.industries.BoggledBaseIndustry.addPostDemandSection(BoggledBaseIndustry.java:124)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:1265)
   at data.kaysaar.aotd.vok.ui.components.TechTreeResearchOptionPanel$2.createTooltip(TechTreeResearchOptionPanel.java:233)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable$14.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.super.new(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OOoO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.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.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Title: Re: [0.97a] Ashes of The Domain
Post by: Jazuke Taizago on March 08, 2024, 05:35:10 AM
On latest version, When I try to research the Terraform and Station Construct technologies the game crashes

14356968 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at boggled.campaign.econ.industries.BoggledCommonIndustry.getFocusMarketOrMarket(BoggledCommonIndustry.java:277)
   at boggled.scripts.BoggledTerraformingRequirement$RequirementContext.getFocusContext(BoggledTerraformingRequirement.java:182)
   at boggled.campaign.econ.boggledTools.getTokenReplacements(boggledTools.java:1499)
   at boggled.scripts.BoggledTerraformingProjectEffect$EffectWithRequirement.addTooltipInfoImpl(BoggledTerraformingProjectEffect.java:1187)
   at boggled.scripts.BoggledTerraformingProjectEffect$TerraformingProjectEffect.addEffectTooltipInfo(BoggledTerraformingProjectEffect.java:85)
   at boggled.scripts.BoggledTerraformingProject.getOngoingEffectTooltipInfo(BoggledTerraformingProject.java:210)
   at boggled.campaign.econ.industries.BoggledCommonIndustry.addPostDemandSection(BoggledCommonIndustry.java:654)
   at boggled.campaign.econ.industries.BoggledBaseIndustry.addPostDemandSection(BoggledBaseIndustry.java:124)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:1265)
   at data.kaysaar.aotd.vok.ui.components.TechTreeResearchOptionPanel$2.createTooltip(TechTreeResearchOptionPanel.java:233)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable$14.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.super.new(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OOoO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.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.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

Getting the same. I'll put up my log as well, in case it is different in any way.

861564 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at boggled.campaign.econ.industries.BoggledCommonIndustry.getFocusMarketOrMarket(BoggledCommonIndustry.java:277)
   at boggled.scripts.BoggledTerraformingRequirement$RequirementContext.getFocusContext(BoggledTerraformingRequirement.java:182)
   at boggled.campaign.econ.boggledTools.getTokenReplacements(boggledTools.java:1499)
   at boggled.scripts.BoggledTerraformingProjectEffect$EffectWithRequirement.addTooltipInfoImpl(BoggledTerraformingProjectEffect.java:1187)
   at boggled.scripts.BoggledTerraformingProjectEffect$TerraformingProjectEffect.addEffectTooltipInfo(BoggledTerraformingProjectEffect.java:85)
   at boggled.scripts.BoggledTerraformingProject.getOngoingEffectTooltipInfo(BoggledTerraformingProject.java:210)
   at boggled.campaign.econ.industries.BoggledCommonIndustry.addPostDemandSection(BoggledCommonIndustry.java:654)
   at boggled.campaign.econ.industries.BoggledBaseIndustry.addPostDemandSection(BoggledBaseIndustry.java:124)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:1265)
   at data.kaysaar.aotd.vok.ui.components.TechTreeResearchOptionPanel$2.createTooltip(TechTreeResearchOptionPanel.java:233)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable$14.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.super.new(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OOoO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.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.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Title: Re: [0.97a] Ashes of The Domain
Post by: Kaysaar on March 08, 2024, 07:59:00 AM
On latest version, When I try to research the Terraform and Station Construct technologies the game crashes

14356968 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at boggled.campaign.econ.industries.BoggledCommonIndustry.getFocusMarketOrMarket(BoggledCommonIndustry.java:277)
   at boggled.scripts.BoggledTerraformingRequirement$RequirementContext.getFocusContext(BoggledTerraformingRequirement.java:182)
   at boggled.campaign.econ.boggledTools.getTokenReplacements(boggledTools.java:1499)
   at boggled.scripts.BoggledTerraformingProjectEffect$EffectWithRequirement.addTooltipInfoImpl(BoggledTerraformingProjectEffect.java:1187)
   at boggled.scripts.BoggledTerraformingProjectEffect$TerraformingProjectEffect.addEffectTooltipInfo(BoggledTerraformingProjectEffect.java:85)
   at boggled.scripts.BoggledTerraformingProject.getOngoingEffectTooltipInfo(BoggledTerraformingProject.java:210)
   at boggled.campaign.econ.industries.BoggledCommonIndustry.addPostDemandSection(BoggledCommonIndustry.java:654)
   at boggled.campaign.econ.industries.BoggledBaseIndustry.addPostDemandSection(BoggledBaseIndustry.java:124)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:1265)
   at data.kaysaar.aotd.vok.ui.components.TechTreeResearchOptionPanel$2.createTooltip(TechTreeResearchOptionPanel.java:233)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable$14.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.super.new(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OOoO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.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.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

Getting the same. I'll put up my log as well, in case it is different in any way.

861564 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at boggled.campaign.econ.industries.BoggledCommonIndustry.getFocusMarketOrMarket(BoggledCommonIndustry.java:277)
   at boggled.scripts.BoggledTerraformingRequirement$RequirementContext.getFocusContext(BoggledTerraformingRequirement.java:182)
   at boggled.campaign.econ.boggledTools.getTokenReplacements(boggledTools.java:1499)
   at boggled.scripts.BoggledTerraformingProjectEffect$EffectWithRequirement.addTooltipInfoImpl(BoggledTerraformingProjectEffect.java:1187)
   at boggled.scripts.BoggledTerraformingProjectEffect$TerraformingProjectEffect.addEffectTooltipInfo(BoggledTerraformingProjectEffect.java:85)
   at boggled.scripts.BoggledTerraformingProject.getOngoingEffectTooltipInfo(BoggledTerraformingProject.java:210)
   at boggled.campaign.econ.industries.BoggledCommonIndustry.addPostDemandSection(BoggledCommonIndustry.java:654)
   at boggled.campaign.econ.industries.BoggledBaseIndustry.addPostDemandSection(BoggledBaseIndustry.java:124)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:1265)
   at data.kaysaar.aotd.vok.ui.components.TechTreeResearchOptionPanel$2.createTooltip(TechTreeResearchOptionPanel.java:233)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable$14.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.super.new(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OOoO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.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.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Those are issues caused by tASC not Aotd, as i am using vanilla methods to create tooltip
Title: Re: [0.97a] Ashes of The Domain
Post by: Jazuke Taizago on March 08, 2024, 08:10:46 AM
On latest version, When I try to research the Terraform and Station Construct technologies the game crashes

14356968 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at boggled.campaign.econ.industries.BoggledCommonIndustry.getFocusMarketOrMarket(BoggledCommonIndustry.java:277)
   at boggled.scripts.BoggledTerraformingRequirement$RequirementContext.getFocusContext(BoggledTerraformingRequirement.java:182)
   at boggled.campaign.econ.boggledTools.getTokenReplacements(boggledTools.java:1499)
   at boggled.scripts.BoggledTerraformingProjectEffect$EffectWithRequirement.addTooltipInfoImpl(BoggledTerraformingProjectEffect.java:1187)
   at boggled.scripts.BoggledTerraformingProjectEffect$TerraformingProjectEffect.addEffectTooltipInfo(BoggledTerraformingProjectEffect.java:85)
   at boggled.scripts.BoggledTerraformingProject.getOngoingEffectTooltipInfo(BoggledTerraformingProject.java:210)
   at boggled.campaign.econ.industries.BoggledCommonIndustry.addPostDemandSection(BoggledCommonIndustry.java:654)
   at boggled.campaign.econ.industries.BoggledBaseIndustry.addPostDemandSection(BoggledBaseIndustry.java:124)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:1265)
   at data.kaysaar.aotd.vok.ui.components.TechTreeResearchOptionPanel$2.createTooltip(TechTreeResearchOptionPanel.java:233)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable$14.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.super.new(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OOoO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.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.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

Getting the same. I'll put up my log as well, in case it is different in any way.

861564 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at boggled.campaign.econ.industries.BoggledCommonIndustry.getFocusMarketOrMarket(BoggledCommonIndustry.java:277)
   at boggled.scripts.BoggledTerraformingRequirement$RequirementContext.getFocusContext(BoggledTerraformingRequirement.java:182)
   at boggled.campaign.econ.boggledTools.getTokenReplacements(boggledTools.java:1499)
   at boggled.scripts.BoggledTerraformingProjectEffect$EffectWithRequirement.addTooltipInfoImpl(BoggledTerraformingProjectEffect.java:1187)
   at boggled.scripts.BoggledTerraformingProjectEffect$TerraformingProjectEffect.addEffectTooltipInfo(BoggledTerraformingProjectEffect.java:85)
   at boggled.scripts.BoggledTerraformingProject.getOngoingEffectTooltipInfo(BoggledTerraformingProject.java:210)
   at boggled.campaign.econ.industries.BoggledCommonIndustry.addPostDemandSection(BoggledCommonIndustry.java:654)
   at boggled.campaign.econ.industries.BoggledBaseIndustry.addPostDemandSection(BoggledBaseIndustry.java:124)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:1265)
   at data.kaysaar.aotd.vok.ui.components.TechTreeResearchOptionPanel$2.createTooltip(TechTreeResearchOptionPanel.java:233)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable$14.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.super.new(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OOoO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.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.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Those are issues caused by tASC not Aotd, as i am using vanilla methods to create tooltip
Very well. Thank you for clarifying this. I have also reported this to the TASC Thread.
Title: Re: [0.97a] Ashes of The Domain
Post by: SteelHeart on March 08, 2024, 09:43:51 AM
Has anyone encountered a bug where if you abandon the repair of a Hypershunt then there is no way to ever repair the megastructure? I colonized one and realized my empire did not yet have the money or purified alloys to repair it so I abandoned it with intent to return. Well now all that's left is a fancy derelict that I can use for storage. Is this intended function or should I be able to recolonize it?

Also, there really should be an abort function for repairing parts of the station. Trying to fix a part without the right material output just creates a constant drain on my bank account.
Title: Re: [0.97a] Ashes of The Domain
Post by: Rambo615 on March 09, 2024, 12:43:38 PM
How does this mod interact with others? specifically Nexerlin and I am assuming it sorta replaces "Terraforming & Station Construction" and or "Insdustrial Evolution"? Is it worth playing with those 2 and this ? or just use this ? 
Title: Re: [0.97a] Ashes of The Domain
Post by: Selfcontrol on March 09, 2024, 01:10:15 PM
Hi.

I don't know which mod is responsible (Ashes or TASC), but after updating both, my game to stutrer on the campign map after a couple of cycles.

When I start a new game, my game is smooth. No problem at all. Then, after getting to cycle 208, my game starts to stutter every few seconds for approximately one second (going from 60 FPS to 20 then back to 60).

I don't have any problem during combats and before I update Ashes of the Domain and TASC, I wasn't getting any stutter. I'm suspecting some kind of memory leak from Ashes of TASC but I don't know how to confirm it.
Title: Re: [0.97a] Ashes of The Domain
Post by: Uther Phobos on March 09, 2024, 01:11:44 PM
How does this mod interact with others? specifically Nexerlin and I am assuming it sorta replaces "Terraforming & Station Construction" and or "Insdustrial Evolution"? Is it worth playing with those 2 and this ? or just use this ?
TASC integrates its functionality with the research tree, requiring you to actually research how to terraform. Ind.Evo focuses more on other parts of the colony.

They work just fine together... once TASC gets the research bugs fixed, anyway.
Title: Re: [0.97a] Ashes of The Domain
Post by: Rambo615 on March 09, 2024, 05:25:46 PM
Thank you for the reply!
Title: Re: [0.97a] Ashes of The Domain
Post by: Rambo615 on March 09, 2024, 05:26:47 PM
Hi.

I don't know which mod is responsible (Ashes or TASC), but after updating both, my game to stutrer on the campign map after a couple of cycles.

When I start a new game, my game is smooth. No problem at all. Then, after getting to cycle 208, my game starts to stutter every few seconds for approximately one second (going from 60 FPS to 20 then back to 60).

I don't have any problem during combats and before I update Ashes of the Domain and TASC, I wasn't getting any stutter. I'm suspecting some kind of memory leak from Ashes of TASC but I don't know how to confirm it.

I found its generally a bad idea to update mods in an existing game, even if it says to update them.
Title: Re: [0.97a] Ashes of The Domain
Post by: Selfcontrol on March 09, 2024, 05:42:44 PM
Hi.

I don't know which mod is responsible (Ashes or TASC), but after updating both, my game to stutrer on the campign map after a couple of cycles.

When I start a new game, my game is smooth. No problem at all. Then, after getting to cycle 208, my game starts to stutter every few seconds for approximately one second (going from 60 FPS to 20 then back to 60).

I don't have any problem during combats and before I update Ashes of the Domain and TASC, I wasn't getting any stutter. I'm suspecting some kind of memory leak from Ashes of TASC but I don't know how to confirm it.

I found its generally a bad idea to update mods in an existing game, even if it says to update them.


I did test a brand new playtrough and I'm getting the same problem after cycle 208.
Title: Re: [0.97a] Ashes of The Domain
Post by: lai03 on March 09, 2024, 11:06:36 PM
Is there anyway to get the older versions of the mods? I kinda liked the old version of the capitals.
Title: Re: [0.97a] Ashes of The Domain
Post by: lai03 on March 09, 2024, 11:07:54 PM
Is there anyway to get older versions of the mods? I kinda want to use the older colony capitals.
Title: Re: [0.97a] Ashes of The Domain
Post by: Astrefernal on March 10, 2024, 12:05:41 PM
I ran into a bug with the restauration of ruins.

I started a project and save to quit your game. When I reloaded it, the time for the project bugged out (from 152 days, it became -1). I'm now at -192 days and I can't start or stop the restauration project.

Edit : Got to -350+ days and still not finished, it also restarted to 0 and counting down to -19 after reloading the save at a later date.
Title: Re: [0.97a] Ashes of The Domain
Post by: Troika on March 10, 2024, 03:29:49 PM
Can you add a way to queue technologies so I can just queue up a bunch and not have to check back at my colony constantly?
Title: Re: [0.97a] Ashes of The Domain
Post by: Cerevox on March 10, 2024, 03:45:25 PM
Is there a way to view the research tree before you have a research building? I want to make sure I have enough research banks before I drop the first colony, so I can snap through the first couple things asap, but there isn't any way to count it out that I can see. That almost feels mandatory in some mod setups, since if you drop a colony and can't get it up and running fast you tend to get killed by Diable/hivers/IX.
Title: Re: [0.97a] Ashes of The Domain
Post by: cesuoking on March 10, 2024, 08:16:46 PM
Can we have the industry synergy guide back please?
Title: Re: [0.97a] Ashes of The Domain
Post by: Kaysaar on March 11, 2024, 05:19:16 AM
I ran into a bug with the restauration of ruins.

I started a project and save to quit your game. When I reloaded it, the time for the project bugged out (from 152 days, it became -1). I'm now at -192 days and I can't start or stop the restauration project.

Edit : Got to -350+ days and still not finished, it also restarted to 0 and counting down to -19 after reloading the save at a later date.
update uaf
Title: Re: [0.97a] Ashes of The Domain
Post by: Kaysaar on March 11, 2024, 05:19:55 AM
Can you add a way to queue technologies so I can just queue up a bunch and not have to check back at my colony constantly?
there is literally at 2.1.0 patch ui where you can keep track of your research and quickly access tech tree, therefore queue is not needed
Title: Re: [0.97a] Ashes of The Domain
Post by: Kaysaar on March 11, 2024, 05:20:50 AM
Is there a way to view the research tree before you have a research building? I want to make sure I have enough research banks before I drop the first colony, so I can snap through the first couple things asap, but there isn't any way to count it out that I can see. That almost feels mandatory in some mod setups, since if you drop a colony and can't get it up and running fast you tend to get killed by Diable/hivers/IX.
Nope, there is no way for doing that , and probably wont be for while, due to changes API would need to make it work
Title: Re: [0.97a] Ashes of The Domain
Post by: Kaysaar on March 11, 2024, 05:22:12 AM
Can we have the industry synergy guide back please?
I currently have a big workload on my shoulders, it will be back once i ll have
a: time to do it
b: will to do it , not everyone is 24/7 working machine
For me there are much important things, than writing a guide , most importantly work on fourth module and Orion Sector
Title: Re: [0.97a] Ashes of The Domain
Post by: FelixG on March 11, 2024, 12:18:25 PM
Getting a CTD with this error:

Quote
4282482 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getStabilityValue()" because "this.currentlyAffectedMarket" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getStabilityValue()" because "this.currentlyAffectedMarket" is null
   at data.colonyevents.events.CrimeSyndicateEvent.generateDescriptionOfEvent(CrimeSyndicateEvent.java:32) ~[?:?]
   at data.colonyevents.ui.AoTDColonyEventOutcomeUI.createUIForDecision(AoTDColonyEventOutcomeUI.java:193) ~[?:?]
   at data.colonyevents.ui.AoTDColonyEventOutcomeUI.reset(AoTDColonyEventOutcomeUI.java:175) ~[?:?]
   at data.colonyevents.ui.AoTDColonyEventOutcomeUI.init(AoTDColonyEventOutcomeUI.java:160) ~[?:?]
   at data.colonyevents.ui.AoTDColonyEventOutcomeDelegate.init(AoTDColonyEventOutcomeDelegate.java:21) ~[?:?]
   at com.fs.starfarer.ui.newui.OOoO.<init>(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.o0Oo.showCustomVisualDialog(Unknown Source) ~[port_obf.jar:?]
   at data.colonyevents.ui.AoTDColonyEventOutomeDP.optionSelected(AoTDColonyEventOutomeDP.java:40) ~[?:?]
   at data.colonyevents.ui.AoTDColonyEventOutomeDP.init(AoTDColonyEventOutomeDP.java:29) ~[?:?]
   at com.fs.starfarer.ui.newui.o0Oo.void.void(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.o0Oo.<init>(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.o0Oo.<init>(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.showInteractionDialog(Unknown Source) ~[port_obf.jar:?]
   at data.colonyevents.manager.AoTDColonyEventManager.advance(AoTDColonyEventManager.java:196) ~[?:?]
   at data.colonyevents.manager.AoTDColonyEventAssigner.advance(AoTDColonyEventAssigner.java:21) ~[?:?]
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]

Since it has AoTD all over the place in there, I assume this is where it came from.
Title: Re: [0.97a] Ashes of The Domain
Post by: vesparco on March 12, 2024, 12:07:23 PM
Hi Kaysaar,

I dropped just to say thanks for the mod. It is quite palpable the work behind it and specially for the guides concerning market and research tree (almost everything there is on the mod guidelines is focused on ship and weapons).


Title: Re: [0.97a] Ashes of The Domain
Post by: MN64 on March 12, 2024, 01:53:34 PM
The event about the core miner and tectonic activity needs some work.  Was on the entire opposite side of the sector when it procced and was all you have a month to travel all the way back or we will delete the mining from the planet and destroy the core miner.  Whoops its gone eat ***!  A button or something to remove the item or halt the progress would be nice.  Or a warning when you place the core drill.  Other than that the save is already cursed with the infinite arrest stabilty and access penalty so i might just abandon the whole thing and run a new save with that mod disabled.
Title: Re: [0.97a] Ashes of The Domain
Post by: Cerevox on March 12, 2024, 06:29:55 PM
Is there any way to know what some of these techs do before you research them? I assume module programming allows you to program modular constructors, but it doesn't actually say that anywhere. It just has a long lore blurb with no information on what it actually does or how it works. And if that is true, the tech tree is out of order. You can research the 2 upgrades to refining tech before you can research modular programming, but you need a programmed modular constructor(I assume) to actually do the upgrade, so they should be in reverse order.

That is kind of true of a lot of the descriptions in this mod. There is a lot of lore text but no gameplay text so half the time I have no idea what any of these things are for and why I am accumulating dozens of these and if I should just sell them or not or how to make them work or even what tab they need to go in.

I also noticed the catalytic core doesn't seem to bonus the 2 refining specializations so if you have a core, the generic default gives you more of both resources than either of the specializations do of anything.
Title: Re: [0.97a] Ashes of The Domain
Post by: xenapan on March 13, 2024, 11:44:43 AM
I just wanted to pop in, say thank you for this mod. I just finished my first playthrough with this mod on 0.97 and actually made use of colonies and research and wanted to leave a little bit of feedback.

The databanks seem way overvalued. Yes I realize they are quite hard to find, but when I did find them I got like 4 or 5 at a time X 500k each that was a couple million credits each time. Maybe spread them a little thinner (more frequent but less per find) and possibly drop their value as well?

The specific databanks were also very useless. By the time I had found them I'd already researched my way through them. The only ones I used were the ones that were required to start the research like orbital skunkworks and by the time I got access to it I had long been done building my fleet and it was just to boost my faction's ship quality.

Fracking is either too good or the alternatives don't offer enough. The only way I would use any of the alternatives is if I already had a colony with fracking.

I'm still not entirely sure what maglev was doing for my colonies? From the description it seemed like it reduced demand of everything by 1 unit but it didn't feel like it really had any impact.
Similarly terminus? I upgraded all my waystations but didn't really feel a difference.

All in all I'm not sure if its just the way I play with colonies or the way colonies work it just generally feels like colonies are a end game credit dump that converts into eventually a giant monthly income and with all the databanks and money I put into it I basically didn't need the money to begin with. It takes a LONG time to research all the techs, build the buildings, for it to get to net positive on what I spent on the colony. Might be just how colonies are in general and nothing to do with this mod, but adding more cost and requirements to it doesn't really help in that regard.

Finally a question... is there any point of building multiple research stations? I feel like if you should only have one you might as well put it on Galatia academy and just have building it.

And a couple of suggestions: add incremental upgrades to the tech tree. Add bonuses to existing industries instead of adding new ones. eg better mining tech reduces the upkeep of the mining industry by 20%, medical improvements increases growth rate by some small amount (less than hazard pay). Stuff that would affect all your colonies when they are researched without building anything new but give minor improvements that turn the tech tree into ... more of a tech tree and add a consistent payoff without really affecting the end game colony too much.
Some other building suggestions: weapon/ship/blueprint blackmarket as an alternative to weapon/ship building. more costly but doesn't require you to have the blueprints but can get you harder to obtain stuff for 3x (rare weapons/ships that are only sold to factions you are commissioned with +90), 5-10x (unique stuff like XIV legion), 100x the value (cryoblasters?)
Cloning vats: new industry that you can alternate between +population growth to make your colony grow faster or produce harvested organs.
Secure vault: new building. reduces credit loss if colony is taken over, 0 storage cost for stored items even when owned by another faction.
Mercantile group: new building. Allows higher level of import/exports from the colony, also spawns relief/rebellion supression fleets earlier for your own factions or friendly factions.
Foreign embassy: new building. allows you to set faction diplomatic goals. reduces chances of random war declaration, improves/reduces faction standing for a few points every month toward your goals.
Title: Re: [0.97a] Ashes of The Domain
Post by: Matheld on March 14, 2024, 10:20:44 AM
You know.. It would be cool/nice if we could like, commission the Galatia Academy to do research endeavours for us, so that we can research colony things before we got a colony (or research data).
Either supplying the research data and/or paying them a hefty fee.
Title: Accidently sold all my research data banks want to spawn them with console
Post by: jeff12247 on March 14, 2024, 01:30:05 PM
So i started a new playthrough after not playing for a few months and I accidently sold like 14 of my research databanks without realizing that I was gonna need them later. Is it possible to spawn them back in using the console command mod?
Title: Re: [0.97a] Ashes of The Domain
Post by: Crisliten on March 14, 2024, 02:07:56 PM
Fracking is either too good or the alternatives don't offer enough. The only way I would use any of the alternatives is if I already had a colony with fracking.

I'm still not entirely sure what maglev was doing for my colonies? From the description it seemed like it reduced demand of everything by 1 unit but it didn't feel like it really had any impact.
Similarly terminus? I upgraded all my waystations but didn't really feel a difference.

Add incremental upgrades to the tech tree. Add bonuses to existing industries instead of adding new ones. eg better mining tech reduces the upkeep of the mining industry by 20%, medical improvements increases growth rate by some small amount (less than hazard pay). Stuff that would affect all your colonies when they are researched without building anything new but give minor improvements that turn the tech tree into ... more of a tech tree and add a consistent payoff without really affecting the end game colony too much.

Yeah I pretty much agree, the mod is really well made, but due to the nature of Starsector itself, all these new buildings fell like a bit of bloat. I was also a bit clueless about how some things worked. The current amount of buildings is at it's maximum for me, while it's great for fantasy and roleplay to have incrementally more techy buildings, it would become overwhelming eventually, while more techs that give passive bonuses would be great.
Title: Re: [0.97a] Ashes of The Domain
Post by: Uther Phobos on March 14, 2024, 02:29:02 PM
Fracking is either too good or the alternatives don't offer enough. The only way I would use any of the alternatives is if I already had a colony with fracking.

I'm still not entirely sure what maglev was doing for my colonies? From the description it seemed like it reduced demand of everything by 1 unit but it didn't feel like it really had any impact.
Similarly terminus? I upgraded all my waystations but didn't really feel a difference.

Add incremental upgrades to the tech tree. Add bonuses to existing industries instead of adding new ones. eg better mining tech reduces the upkeep of the mining industry by 20%, medical improvements increases growth rate by some small amount (less than hazard pay). Stuff that would affect all your colonies when they are researched without building anything new but give minor improvements that turn the tech tree into ... more of a tech tree and add a consistent payoff without really affecting the end game colony too much.

Yeah I pretty much agree, the mod is really well made, but due to the nature of Starsector itself, all these new buildings fell like a bit of bloat. I was also a bit clueless about how some things worked. The current amount of buildings is at it's maximum for me, while it's great for fantasy and roleplay to have incrementally more techy buildings, it would become overwhelming eventually, while more techs that give passive bonuses would be great.
Fracking doesn't produce advanced resources and is inferior to Mining with a Mantle Bore installed.
Title: Re: [0.97a] Ashes of The Domain
Post by: krisslanza on March 14, 2024, 06:49:40 PM
Fracking is either too good or the alternatives don't offer enough. The only way I would use any of the alternatives is if I already had a colony with fracking.

I'm still not entirely sure what maglev was doing for my colonies? From the description it seemed like it reduced demand of everything by 1 unit but it didn't feel like it really had any impact.
Similarly terminus? I upgraded all my waystations but didn't really feel a difference.

Add incremental upgrades to the tech tree. Add bonuses to existing industries instead of adding new ones. eg better mining tech reduces the upkeep of the mining industry by 20%, medical improvements increases growth rate by some small amount (less than hazard pay). Stuff that would affect all your colonies when they are researched without building anything new but give minor improvements that turn the tech tree into ... more of a tech tree and add a consistent payoff without really affecting the end game colony too much.

Yeah I pretty much agree, the mod is really well made, but due to the nature of Starsector itself, all these new buildings fell like a bit of bloat. I was also a bit clueless about how some things worked. The current amount of buildings is at it's maximum for me, while it's great for fantasy and roleplay to have incrementally more techy buildings, it would become overwhelming eventually, while more techs that give passive bonuses would be great.
Fracking doesn't produce advanced resources and is inferior to Mining with a Mantle Bore installed.
And to add, the Terminus is just 20% more accessibility then the Waystation. So its a little increase, nothing massive, but as the Waystation can only grant more accessibility with an Improvement, its still something!
Title: Re: [0.97a] Ashes of The Domain
Post by: SaucyBagel on March 14, 2024, 07:01:19 PM
Is there anything I can do regarding the "Rampant Crime" event being so common? It seems like it happens nearly immediately every time I make a colony and it's getting pretty ridiculous, would be handy if I could disable it or reduce how much it happens, or SOMETHING, drives me nuts, especially with how harsh the penalties are, wouldnt mind too much if it didnt pretty much cripple your colony for so long, especially early on.

Something like adding a grace period when you colonize a planet would be nice as well, because the rampant crime event happens like 3 days after establishing a colony sometimes, which is just bonkers, lol

Apart from that though, the mod is really good and I enjoy it a lot.
Title: Re: [0.97a] Ashes of The Domain
Post by: kamikazenojihadist on March 15, 2024, 02:16:49 AM
Is there anything I can do regarding the "Rampant Crime" event being so common? It seems like it happens nearly immediately every time I make a colony and it's getting pretty ridiculous, would be handy if I could disable it or reduce how much it happens, or SOMETHING, drives me nuts, especially with how harsh the penalties are, wouldnt mind too much if it didnt pretty much cripple your colony for so long, especially early on.

Something like adding a grace period when you colonize a planet would be nice as well, because the rampant crime event happens like 3 days after establishing a colony sometimes, which is just bonkers, lol

Apart from that though, the mod is really good and I enjoy it a lot.

yeah it also never end for me it keep stuck at -40% accesibility help!
Title: Re: [0.97a] Ashes of The Domain
Post by: Kaysaar on March 15, 2024, 02:49:32 AM
Is there anything I can do regarding the "Rampant Crime" event being so common? It seems like it happens nearly immediately every time I make a colony and it's getting pretty ridiculous, would be handy if I could disable it or reduce how much it happens, or SOMETHING, drives me nuts, especially with how harsh the penalties are, wouldnt mind too much if it didnt pretty much cripple your colony for so long, especially early on.

Something like adding a grace period when you colonize a planet would be nice as well, because the rampant crime event happens like 3 days after establishing a colony sometimes, which is just bonkers, lol

Apart from that though, the mod is really good and I enjoy it a lot.

yeah it also never end for me it keep stuck at -40% accesibility help!
please update to 1.0.9c in my case it is wokring and event is removed properly
Title: Re: [0.97a] Ashes of The Domain
Post by: Roshag on March 15, 2024, 07:40:12 AM
Can't build fishery (not in list) on a water world. Habitable, water-covered surface, volatiles, ores, ruins, lobsters. Can't remember if terraformed via DIY Planets. Is is because of some hidden limitations or terraforming?
Title: Re: [0.97a] Ashes of The Domain
Post by: Kaysaar on March 15, 2024, 05:31:40 PM
Ashes of The Domain : Vaults of Knowledge patch 2.1.1 : Save Compat with 2.1.0
Spoiler
-Added back dynamic cost of Research Facilities.
-Added few UI Improvements to main UI.
-Added research speed bonus depending on how much facilities you have.
-Fixed bug with UI on main screen, that you could click access tech tree even when it was hidden.
[close]
Title: Re: [0.97a] Ashes of The Domain
Post by: mrz on March 16, 2024, 05:17:50 AM
Is it possible to download older versions, I grabbed the latest not reading it's not save compatible and want to try go back

Tried to post stack trace etc but I consistently get errors and the contact the admin message sorry.
Title: Re: [0.97a] Ashes of The Domain
Post by: johnSector on March 16, 2024, 06:09:54 AM
Hello! I am currently having a problem related to the hyperdimensional processor, it seems that I cannot place it inside the research center building.

For added context, I spawned the item in via console commands. I unfortunately cannot find the mission that gives the veil of knowledge quest, even though I have already completed the prerequisite conditions to do so and have spent half a cycle doing bar hopping looking for said mission. It is also worth noting that I have a mod that increases the chance for bar missions to appear, incase that somehow affects the chances of the quest appearing (https://fractalsoftworks.com/forum/index.php?topic=26974.0).

Hopefully some sort of fix can be found! I really enjoy the mod and its a shame I cant complete the final leg of it.

Title: Re: [0.97a] Ashes of The Domain
Post by: Debowy_Mocny on March 17, 2024, 07:05:54 AM
I have a question, tried to google that but i didnt got any awnser.

Where i can find mission about Veil of knowledge? I need that hyperdimensional processor because cant research anymore without that and i keep searching every damn bar and still cant find that mission.
Title: Re: [0.97a] Ashes of The Domain
Post by: Cerevox on March 17, 2024, 10:19:44 PM
So after playing around for a bit more and actually climbing the tree a bit more, I think my real issue has crystalized. There are little things, like the lack of informative guides and the industries/items lacking useful descriptions, that are all things that are relatively easy to fix. What is really frustrating me about the mod seems to be structural is that a lot of the industry upgrades either aren't upgrades or don't feel like upgrades or shouldn't be industries in the first place. They feel like sidegrades in many cases, or just outright downgrades.

Take the sublimation industry for example. It only produces polymer and organics. If you build it on a world with either or both ores, those resources are being wasted. It also can't take a mining bore so its producing basically the same amount of organics as a naked mining. It does produce polymers, but that feels bad when you were making so much more stuff before. It also makes me wonder why its even taking up the mining slot. Why wouldn't the production of polymers be a seperate industry that takes organics as an input? It just doesn't feel like an upgrade. The smelting upgrades feel the same, like they aren't really upgrades, but are instead just sidegrades trading one basic for one advanced resource.

Also, why is the digital codex consortium an industry and not a regular building? You use it like 6 times total, assuming you don't find any pre-programmed modulars at sites. Seems overkill to call it an industry when you use it a half dozen times and then can dismantle, and it doesn't do anything else in between its handful of activations.

To be clear, I do enjoy that colony building is now an actual process with AotD and not just a slap down a colony in 8 seconds and be done, but every time I go to upgrade an industry, I find myself wondering if I really want to actually do it and if it's really worth it.
Title: Re: [0.97a] Ashes of The Domain
Post by: Uther Phobos on March 18, 2024, 01:19:21 AM
I have a question, tried to google that but i didnt got any awnser.

Where i can find mission about Veil of knowledge? I need that hyperdimensional processor because cant research anymore without that and i keep searching every damn bar and still cant find that mission.
Just look around for the planet. The mission only makes it easier to find it.

Take the sublimation industry for example. It only produces polymer and organics. If you build it on a world with either or both ores, those resources are being wasted. It also can't take a mining bore so its producing basically the same amount of organics as a naked mining. It does produce polymers, but that feels bad when you were making so much more stuff before. It also makes me wonder why its even taking up the mining slot. Why wouldn't the production of polymers be a seperate industry that takes organics as an input? It just doesn't feel like an upgrade. The smelting upgrades feel the same, like they aren't really upgrades, but are instead just sidegrades trading one basic for one advanced resource.
It's still an upgrade because you don't get the advanced resources at all otherwise. And you have to if you don't want to be resource starved.

Upgrade does not necessarily mean everything gets better.

As for your other issue, maybe don't use that planet with Ultrarich Ore and Transplutonics for it. You'd be more efficient using one with Organics and Volatiles anyway.
Title: Re: [0.97a] Ashes of The Domain
Post by: MM10000 on March 18, 2024, 10:22:30 AM
Does the cryosleeper options stop the game puting the cryosleeper ship location on the fleet log
Title: Re: Accidently sold all my research data banks want to spawn them with console
Post by: YourLocalMairaaboo on March 18, 2024, 12:19:16 PM
So i started a new playthrough after not playing for a few months and I accidently sold like 14 of my research databanks without realizing that I was gonna need them later. Is it possible to spawn them back in using the console command mod?
Am I dumb, or could you not just repurchase them?
Title: Re: [0.97a] Ashes of The Domain
Post by: Datboikingboi on March 18, 2024, 09:05:50 PM
Im getting a Null error whenever i try to research the Terraforming equipment from DIY Planets and i have no idea why.

 1012158 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at boggled.campaign.econ.industries.BoggledCommonIndustry.getFocusMarketOrMarket(BoggledCommonIndustry.java:277)
   at boggled.scripts.BoggledTerraformingRequirement$RequirementContext.getFocusContext(BoggledTerraformingRequirement.java:182)
   at boggled.campaign.econ.boggledTools.getTokenReplacements(boggledTools.java:1499)
   at boggled.scripts.BoggledTerraformingProjectEffect$EffectWithRequirement.addTooltipInfoImpl(BoggledTerraformingProjectEffect.java:1187)
   at boggled.scripts.BoggledTerraformingProjectEffect$TerraformingProjectEffect.addEffectTooltipInfo(BoggledTerraformingProjectEffect.java:85)
   at boggled.scripts.BoggledTerraformingProject.getOngoingEffectTooltipInfo(BoggledTerraformingProject.java:210)
   at boggled.campaign.econ.industries.BoggledCommonIndustry.addPostDemandSection(BoggledCommonIndustry.java:654)
   at boggled.campaign.econ.industries.BoggledBaseIndustry.addPostDemandSection(BoggledBaseIndustry.java:124)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:1265)
   at data.kaysaar.aotd.vok.ui.components.TechTreeResearchOptionPanel$2.createTooltip(TechTreeResearchOptionPanel.java:245)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable$14.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.super.new(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OOoO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.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.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.97a] Ashes of The Domain
Post by: delta4873 on March 18, 2024, 11:21:20 PM
Sorry if this has been asked before, but do I need to start a new game for just the Cryosleeper module? Or can I continue my current one? I have not yet found a cryosleeper if that has any impact.
Title: Re: [0.97a] Ashes of The Domain
Post by: MM10000 on March 19, 2024, 07:30:06 AM
i think you need a new game , but i am not 100% certan if it's true
Title: Re: [0.97a] Ashes of The Domain
Post by: MM10000 on March 19, 2024, 12:41:17 PM
How do you place the cryosleeper?
Title: Re: [0.97a] Ashes of The Domain
Post by: Uther Phobos on March 19, 2024, 02:23:47 PM
How do you place the cryosleeper?
Just go to one of your own planets with it in your fleet and check the new options in the planet menu.
Title: Re: [0.97a] Ashes of The Domain
Post by: Kaysaar on March 19, 2024, 05:50:53 PM
Ashes of The Domain : Cryosleeper Options 2.0 NOT SAVE COMPATIBLE WITH ALL PREV VERSIONS
Spoiler
Reworked fully behaviour of Cryosleeper , behaving now more like Gatehauler
Added new vessel : Ark
From now on Cryosleeper can make colony into size 7 , Ark into size 8
Added configuration settings if Lunalib is enabled to customzie few things
Removed all scripts that were tempering with market to showcase remotley market growth
[close]

It has been already a year since I started my modding journey in Starsector, and I decided, that to celebreate this milestone, its time to go back to roots.
For those who know me from beginning , Cryosleeper Options, known also as Cryosleeper 2.0 Domain Electric Bogaloo Edition, was the very first mod I have created in Starsector community. It all started as simple Cryosleeper mod , just to rework something, I thought was simply boring.

And now , after year of constant work, here we are , returning to the very roots of AoTD, by 2.0 upgrade to Cryosleeper Options.
Being fully honest with you all , If someone would tell me year ago, that this simple mod will give birth to mod, that will becomee one of biggest mods in starsector community. I would simply laugh and tell, that someone with such little knowledge, wont accomplish such thing.
This has been crazy journey
And its far from over

Ashes of The Domain - Grave of Colossus which will introduce new area to explore : Orion Sector and First Battlegroup shipline is currrently being worked on as we speak. Progress is slow but steady, given the scope of that module.

But ending here, thank you all I thank all people who supported me
Either Financially , or with ideas, or with their skills, or by just sticking with me.

Thank you for sticking with me.
Title: Re: [0.97a] Ashes of The Domain
Post by: terminal on March 19, 2024, 06:49:23 PM
Congratulations! and i am excited to hear about further stuff being planned.
Title: Re: [0.97a] Ashes of The Domain
Post by: Ragnarok101 on March 19, 2024, 06:53:58 PM
Ashes of The Domain : Cryosleeper Options 2.0 NOT SAVE COMPATIBLE WITH ALL PREV VERSIONS
Spoiler
Reworked fully behaviour of Cryosleeper , behaving now more like Gatehauler
Added new vessel : Ark
From now on Cryosleeper can make colony into size 7 , Ark into size 8
Added configuration settings if Lunalib is enabled to customzie few things
Removed all scripts that were tempering with market to showcase remotley market growth
[close]

It has been already a year since I started my modding journey in Starsector, and I decided, that to celebreate this milestone, its time to go back to roots.
For those who know me from beginning , Cryosleeper Options, known also as Cryosleeper 2.0 Domain Electric Bogaloo Edition, was the very first mod I have created in Starsector community. It all started as simple Cryosleeper mod , just to rework something, I thought was simply boring.

And now , after year of constant work, here we are , returning to the very roots of AoTD, by 2.0 upgrade to Cryosleeper Options.
Being fully honest with you all , If someone would tell me year ago, that this simple mod will give birth to mod, that will becomee one of biggest mods in starsector community. I would simply laugh and tell, that someone with such little knowledge, wont accomplish such thing.
This has been crazy journey
And its far from over

Glad you're still with us.

Impressed to see you upgrading it. Is this compatible with stuff like Scan Those Gates?
Title: Re: [0.97a] Ashes of The Domain
Post by: Shogouki on March 19, 2024, 10:32:32 PM
I have a question regarding the research expeditions: Do you have to beat them to pre-collapse sites lest they take all the useful stuff instead of the player?  Or can I take my time and not lose out on anything by letting them complete their expeditions?
Title: Re: [0.97a] Ashes of The Domain
Post by: Arietz on March 21, 2024, 04:25:35 AM
Does anyone know what is the interval between colony events? I think there is something wrong with mine as I get one single event some time after I establish a colony and then nothing happens for years. In my current playthrough I've established 2 colonies so far and both got a single event (something about food excess and cryosleeper found), nothing happened for a year or two afterwards, so I'm puzzled of what went wrong or the events are supposed to very rare/single time per colony.

I've tried searching in this topic and the only message I've found that was related to it says something like 30-40 days which is not the case.

I don't use many weird mods or something like that (hopefully, lol) and I think they are all compatible:
Nex
SpeedUp
Starship legends
Terrareforming and Construction
Better Colonies
Grand Colonies
A few minor faction mods (HMI, Iron Shell, Federation)
Title: Re: [0.97a] Ashes of The Domain
Post by: MM10000 on March 21, 2024, 08:25:49 AM
Same, i think it's the cooldown
Title: Re: [0.97a] Ashes of The Domain
Post by: Matheld on March 21, 2024, 08:38:38 AM
I have a question regarding the research expeditions: Do you have to beat them to pre-collapse sites lest they take all the useful stuff instead of the player?  Or can I take my time and not lose out on anything by letting them complete their expeditions?

They will clean out pre-collapse sites, leaving you with nothing.

I've ran into a few planets occasionally where the flavour text said "Someone already beat you to this site".
Title: Re: [0.97a] Ashes of The Domain
Post by: Arietz on March 21, 2024, 12:03:39 PM
Also, could someone please explain in short how does Digital Codex Consortium work? There are a lot of "flavor" text and I've tried building it and using the module with an upgrade item (I think it was the mining buffing one), but I did not notice any impact.
Title: Re: [0.97a] Ashes of The Domain
Post by: FGRSentinel on March 21, 2024, 12:32:47 PM
Also, could someone please explain in short how does Digital Codex Consortium work? There are a lot of "flavor" text and I've tried building it and using the module with an upgrade item (I think it was the mining buffing one), but I did not notice any impact.

The Digital Codex Consortium lets you take blank modules and a colony item (unless you have a specific tech, then you just need the module) and converts it into a specific module you can use to upgrade an industry. Basically you take the module, put it in the industry, and then it allows you to upgrade that industry if you click to upgrade as normal.
Title: Re: [0.97a] Ashes of The Domain
Post by: OmniScrewDriver on March 21, 2024, 01:35:29 PM
So, how exactly is the new Cryosleeper system supposed to worK?

I've repaired one and sent it to a system with two of my colonies. I was not able to select which planet to park it next to, so, upon arriving in my system, it decided to park itself next to an uninhabited planet. When I interact with it now, I can only select to "Check internal data of this vessel" or "Select Destination", which only lets me select a different star system.

Neither of my planets can build a Cryorevival facility, nor have any new interactions as far as I can tell.

Really not sure what I'm missing here.

Title: Re: [0.97a] Ashes of The Domain
Post by: Twistolation on March 21, 2024, 01:50:28 PM
I'm having issues spawning the quest to get the hyperdimensional processor quest to spawn in. Can anybody tell me what the requirements are beyond researching the three pre collapse technologies?

I've been running around the entire sector with devmode on checking every single bar for a couple of hours now, checking all the quests to no avail.
Title: Re: [0.97a] Ashes of The Domain
Post by: Knugen on March 22, 2024, 03:40:03 PM
So, how exactly is the new Cryosleeper system supposed to worK?

I've repaired one and sent it to a system with two of my colonies. I was not able to select which planet to park it next to, so, upon arriving in my system, it decided to park itself next to an uninhabited planet. When I interact with it now, I can only select to "Check internal data of this vessel" or "Select Destination", which only lets me select a different star system.

Neither of my planets can build a Cryorevival facility, nor have any new interactions as far as I can tell.

Really not sure what I'm missing here.

Same here, can't find any option to add them to fleet or otherwise direct them within a system. Sent 2 of them into a system and they just drift around a colonized ice giant, seemingly not actually parked there but simply orbiting it.
Title: Re: [0.97a] Ashes of The Domain
Post by: Uther Phobos on March 22, 2024, 05:36:08 PM
I'm having issues spawning the quest to get the hyperdimensional processor quest to spawn in. Can anybody tell me what the requirements are beyond researching the three pre collapse technologies?

I've been running around the entire sector with devmode on checking every single bar for a couple of hours now, checking all the quests to no avail.
Just fly to the planet. You don't actually need the quest.
Title: Re: [0.97a] Ashes of The Domain
Post by: pc336301 on March 23, 2024, 04:28:44 PM
The coronal network center station destroyed itself and than I realize maybe I need to fix the shield. Now I only have one save and 1 month to fix it. :(
Are there any way to save the station.
Or the only way is start a new game.....
I put so many hours into this save..... :(
Title: Re: [0.97a] Ashes of The Domain
Post by: Axisoflint on March 23, 2024, 04:43:29 PM
The coronal network center station destroyed itself and than I realize maybe I need to fix the shield. Now I only have one save and 1 month to fix it. :(
Are there any way to save the station.
Or the only way is start a new game.....
I put so many hours into this save..... :(

There are a few mods (TASC I believe for example) that give you the option of creating a coronal hypershunt if that's the last option available to you.
Title: Re: [0.97a] Ashes of The Domain
Post by: GigaWizard on March 23, 2024, 09:46:43 PM
First off, love how far this mod has come and its been a real treat on each of my new playthroughs

I seem to be having trouble with the rampant crime event.  I chose the "WE MUST DO SOMETHING" route and initiated a full purge.  And while the choice description says the stability and accessibility debuffs were temporary for 600 days its been longer than that and the debuffs remain.  I am running the 1.0.9c of VOS. Any help?
Title: Re: [0.97a] Ashes of The Domain
Post by: A.T.L.A.S on March 24, 2024, 05:00:20 AM
Compatibility request

The Farming industry looses the supply production benefit granted from the Rural polity Government style added by Industrial Evolution (https://fractalsoftworks.com/forum/index.php?topic=18011.0 (https://fractalsoftworks.com/forum/index.php?topic=18011.0)) when it is upraged to Subsidized farming. I could see how this could have been an intentional balancing decision, however I would still love to see an interaction between the two in some way.  :D
Title: Re: [0.97a] Ashes of The Domain
Post by: johnSector on March 24, 2024, 05:26:28 AM
The coronal network center station destroyed itself and than I realize maybe I need to fix the shield. Now I only have one save and 1 month to fix it. :(
Are there any way to save the station.
Or the only way is start a new game.....
I put so many hours into this save..... :(

using the console command mod, you can dock into your coronal hypershunt and input a command that instantly builds all currently in progress building/upgrading construction on colonies.

you can look up what the specific command is on the console command forum page. I hope this helped you. I also had an heart attack when I realized the coronal hypershunt had a timer until detonation.
Some sort of warning shouldve been in place when your about to colonize the hyper shunt about this fact not gonna lie
Title: Re: [0.97a] Ashes of The Domain
Post by: akaflox on March 24, 2024, 07:53:16 AM
I encountered a problem on a new run. I did a clean 0.97 install with no other mods than Ashes of the Domain and the usual magic, lazy, luna and graphics lib.
I always get an error on the start of the game. Anybody has an idea how to fix it?
Thank you for any help!
Title: Re: [0.97a] Ashes of The Domain
Post by: A.T.L.A.S on March 24, 2024, 07:57:22 AM
Bug

Auatic biosphere harvest does not apply the advertised 10% hazard reduction.
(https://imgur.com/a/yqDrHlv)
(https://imgur.com/a/4zq3Jiy)
Title: Re: [0.97a] Ashes of The Domain
Post by: Histidine on March 24, 2024, 08:58:37 AM
I was told in #modded_gameplay that AotD is the mod with an autofit replacement that can apparently give Afflictors S-modded Extended Shields. Is this the case?

I encountered a problem on a new run. I did a clean 0.97 install with no other mods than Ashes of the Domain and the usual magic, lazy, luna and graphics lib.
I always get an error on the start of the game. Anybody has an idea how to fix it?
Thank you for any help!
- Did you install Vaults of Knowledge correctly? Make sure the file aotd_vok/jars/Vok.jar exists.
- Does it work without AotD, just having the library mods? If not, might be the problem where mod .jars can't be loaded; if your Starsector install is in a path with 'unusual' characters (or possibly in Downloads/), move it elsewhere. Could also be a problem with some antivirus programs, see here (https://fractalsoftworks.com/forum/index.php?topic=24928.msg371075#msg371075)
Title: Re: [0.97a] Ashes of The Domain
Post by: IHeartSpace on March 24, 2024, 10:18:23 AM
Aloha, is it intended for the blast processing unit to not be affected by either administrator +1 or alpha core +1?
Title: Re: [0.97a] Ashes of The Domain
Post by: agfessel on March 24, 2024, 12:30:38 PM
Hello, i am currently having a problem with the mod
every time I try sending the cryosleeper to a star system my game crashes and give me a fatal error that says "com.fs.starfarer.api.campaign.CryosleeperEntytyplugin cannot be casted to
com.fs.starfarer.api.campaign.AotDCryosleeperEntytyplugin"
do anyone know why this is happening?
Title: Re: [0.97a] Ashes of The Domain
Post by: Kaysaar on March 24, 2024, 06:06:45 PM
Ashes of The Domain : Cryosleeper Options 2.0.2  Save Compat only with 2.0.0 and 2.0.1
Fixed problem with Cryorevival Facility not showing up
Added missing texts to cryosleeper interactions
Title: Re: [0.97a] Ashes of The Domain
Post by: Tairanos on March 24, 2024, 06:25:00 PM
I am getting this error with the new version(2.1.1) on new game creation.

ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SpecialItemSpecAPI.getParams()" because "spec" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SpecialItemSpecAPI.getParams()" because "spec" is null
   at data.kaysaar.aotd.vok.plugins.AoTDSpecialItemRepo.setSpecialItemNewIndustries(AoTDSpecialItemRepo.java:123) ~[?:?]
   at data.kaysaar.aotd.vok.plugins.AoTDVokModPlugin.onGameLoad(AoTDVokModPlugin.java:110) ~[?:?]
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.dismiss(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.W.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]

Title: Re: [0.97a] Ashes of The Domain
Post by: Teyren on March 25, 2024, 01:13:10 AM
Whenever I attempt to bring the context menu up on "Farming - Industry", my game crashes. Improved Fertilizers is researched, it happens on any colony with the farming industry, monoculture plots do not cause a crash, and happens at or away from colony. The mods Industrial Revolution, Grand Colonies, Substance Abuse, and TASC are also being used, not sure if they also touch pre-existing industries though. Issue was actually outdated cryosleeper module, updated to newest version and opening farming context menu no longer crashes the game. I'll remember to always keep my mods up to date.

Spoiler
88151 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.industry.ReawakeningFacility.notifyBeingRemoved(ReawakeningFacility.java:108)
   at com.fs.starfarer.campaign.econ.Market.removeIndustry(Unknown Source)
   at data.kaysaar.aotd.vok.campaign.econ.listeners.AoTDIndButtonsListener.validateUp gradeOption(AoTDIndButtonsListener.java:255)
   at data.kaysaar.aotd.vok.campaign.econ.listeners.AoTDIndButtonsListener.getIndustr yOptions(AoTDIndButtonsListener.java:56)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.getIndustryOptions(ListenerUtil.java:373)
   at com.fs.starfarer.campaign.ui.marketinfo.OO0o.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.r.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.\D200000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.o0O0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.r.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.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.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.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.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.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.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]

You've made a great mod, especially the colony events. The story interaction with other factions shaping local colonies is especially the key aspect which interests me so much with it.
Title: Re: [0.97a] Ashes of The Domain
Post by: Phalamy on March 25, 2024, 04:23:37 PM
Two Questions

1. How do i do anything with a Planetary Tether? I'd imagine theres something you can do with it besides use it as any abandoned station.

2. Is there a way to use the Cryosleeper in the System you found it in? I'm only getting the option to send it to a different system
Ignore the second one, turns out i downloaded the mod an hour before the new update that fixed this was released
Title: Re: [0.97a] Ashes of The Domain
Post by: Matheld on March 26, 2024, 09:38:53 AM
I updated Cryosleeper to 2.0.2 from 2.0.1 and ran into this error on loading my current save.

Spoiler
95922 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [aotd_ark_sleeper] not found!
java.lang.RuntimeException: Ship hull spec [aotd_ark_sleeper] not found!
   at com.fs.starfarer.loading.do.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getHullSpec(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:502)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:496)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onGameLoad(CoreLifecyclePluginImpl.java:473)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
   at com.fs.starfarer.title.Object.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Deleting the mods, all three of them, and replacing them with fresh downloads didn't solve the issue.
Going back to 2.0.1 for cryosleeper didn't work either.
Title: Re: [0.97a] Ashes of The Domain
Post by: Uther Phobos on March 26, 2024, 10:47:19 AM
I updated Cryosleeper to 2.0.2 from 2.0.1 and ran into this error on loading my current save.

Spoiler
95922 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [aotd_ark_sleeper] not found!
java.lang.RuntimeException: Ship hull spec [aotd_ark_sleeper] not found!
   at com.fs.starfarer.loading.do.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getHullSpec(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:502)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:496)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onGameLoad(CoreLifecyclePluginImpl.java:473)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
   at com.fs.starfarer.title.Object.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Deleting the mods, all three of them, and replacing them with fresh downloads didn't solve the issue.
Going back to 2.0.1 for cryosleeper didn't work either.
Because neither version has that hull spec. That's from before 2.0 when you could add cryosleepers to your fleet (and reverse engineer and build them *cough*).
Title: Re: [0.97a] Ashes of The Domain
Post by: Teyren on March 26, 2024, 11:26:33 AM
Hm, even after deleting the old module and replacing it with the new one, cryorevival facilities still won't appear. Do I need to move the cryosleeper at least once first?
Title: Re: [0.97a] Ashes of The Domain
Post by: Talkie Toaster on March 26, 2024, 12:08:29 PM
Running into a bug when I encounter the cryosleeper (2.0.2):
Spoiler
(https://i.imgur.com/Iohmo8h.png)
[close]
Then a crash about 15-20 seconds later with the following log:
Spoiler
Code
227443 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.CryosleeperEntityPlugin cannot be cast to com.fs.starfarer.api.impl.campaign.AoTDCryosleeperEntityPlugin
java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.CryosleeperEntityPlugin cannot be cast to com.fs.starfarer.api.impl.campaign.AoTDCryosleeperEntityPlugin
at com.fs.starfarer.api.impl.campaign.intel.CryosleeperIntelPlugin.getPlugin(CryosleeperIntelPlugin.java:252)
at com.fs.starfarer.api.impl.campaign.intel.CryosleeperIntelPlugin.addBulletPoints(CryosleeperIntelPlugin.java:471)
at com.fs.starfarer.api.impl.campaign.intel.CryosleeperIntelPlugin.createIntelInfo(CryosleeperIntelPlugin.java:523)
[close]
I'm only using Cryosleeper Options, and added it after the game started - does it now change the entity that the cryosleeper is generated as?
Title: Re: [0.97a] Ashes of The Domain
Post by: Matheld on March 26, 2024, 03:26:48 PM
Because neither version has that hull spec. That's from before 2.0 when you could add cryosleepers to your fleet (and reverse engineer and build them *cough*).

Yeah but I used 2.0.1 when I started up that save. So why would it cause a CTD now after I tried to update from 2.0.1 to 2.0.2? And then still cause a crash even when I reverted back to 2.0.1?
Title: Re: [0.97a] Ashes of The Domain
Post by: Kaysaar on March 26, 2024, 08:21:23 PM
Hello

I was thinking for while and i decided its time to give myself a proper break

Not the breaks i was talking about like lasting 2-3 days but rather few weeks

Currently I am involved in what i like to call "Character development" Ark of my life story including but not limited to
University tomfullery

Rest asured, if I will feel like it , I will make an update , but mainly as a fix , nothing more nothing less
I really recommend visitng my own discord ( link is on website ) as this is gonna be the place i will he mainly active from now on at least untill i sort all things out

As i said that many times, I am thankfull for so many people following up my mod.

And of course I thank you all
Title: Re: [0.97a] Ashes of The Domain
Post by: Shogouki on March 26, 2024, 08:49:27 PM
Hello

I was thinking for while and i decided its time to give myself a proper break

Not the breaks i was talking about like lasting 2-3 days but rather few weeks

Currently I am involved in what i like to call "Character development" Ark of my life story including but not limited to
University tomfullery

Rest asured, if I will feel like it , I will make an update , but mainly as a fix , nothing more nothing less
I really recommend visitng my own discord ( link is on website ) as this is gonna be the place i will he mainly active from now on at least untill i sort all things out

As i said that many times, I am thankfull for so many people following up my mod.

And of course I thank you all

No worries!  In all honesty I don't know how you  manage doing all these mod projects as well as university.  I hope the time off helps and we'll be grateful for whatever time you do feel like putting into this and ET!
Title: Re: [0.97a] Ashes of The Domain
Post by: Addicted Starfarer on March 27, 2024, 12:06:59 AM
Hello

I was thinking for while and i decided its time to give myself a proper break

Not the breaks i was talking about like lasting 2-3 days but rather few weeks

Currently I am involved in what i like to call "Character development" Ark of my life story including but not limited to
University tomfullery

Rest asured, if I will feel like it , I will make an update , but mainly as a fix , nothing more nothing less
I really recommend visitng my own discord ( link is on website ) as this is gonna be the place i will he mainly active from now on at least untill i sort all things out

As i said that many times, I am thankfull for so many people following up my mod.

And of course I thank you all

i can't say this enough specially to mod authors and even more so to the ones that pours in countless amount of time and effort for a passion project like this while also maintaining an extremely high standard, PLEASE BY ALL MEANS TAKE A BREAK, NOBODY HAS ANY RIGHT TO TELL YOU NOT TO AND SLAVE OFF YOURSELF TO DEATH, at the end of the day we all enjoy the mod you and other mod authors made for free, (hell i wouldn't even mind buying them sometimes honestly, with the quality so high and unique its no question that a lot of time, effort, and hard work went to it) please stay well and prioritize your health physically, mentally and emotionally.

again thank you for your hard work on such an amazing mod, see you again in a few weeks heck take as long as you want and blow off that stress in life first
Title: Re: [0.97a] Ashes of The Domain
Post by: Spardok on March 27, 2024, 11:59:34 PM
How does this mod interact with others? specifically Nexerlin and I am assuming it sorta replaces "Terraforming & Station Construction" and or "Insdustrial Evolution"? Is it worth playing with those 2 and this ? or just use this ?
TASC integrates its functionality with the research tree, requiring you to actually research how to terraform. Ind.Evo focuses more on other parts of the colony.

They work just fine together... once TASC gets the research bugs fixed, anyway.

I assume that's why I can't actually teraform anything. I don't see anything under special interactions with the planet after researching terraforming. : /
Title: Re: [0.97a] Ashes of The Domain
Post by: Shogouki on March 28, 2024, 02:43:18 AM
How does this mod interact with others? specifically Nexerlin and I am assuming it sorta replaces "Terraforming & Station Construction" and or "Insdustrial Evolution"? Is it worth playing with those 2 and this ? or just use this ?
TASC integrates its functionality with the research tree, requiring you to actually research how to terraform. Ind.Evo focuses more on other parts of the colony.

They work just fine together... once TASC gets the research bugs fixed, anyway.

I assume that's why I can't actually teraform anything. I don't see anything under special interactions with the planet after researching terraforming. : /

It's not done that way anymore, it actually has a button now that you can assign on your skill bar that will open the terraforming interface when used.
Title: Re: [0.97a] Ashes of The Domain
Post by: Spardok on March 28, 2024, 10:01:45 PM
How does this mod interact with others? specifically Nexerlin and I am assuming it sorta replaces "Terraforming & Station Construction" and or "Insdustrial Evolution"? Is it worth playing with those 2 and this ? or just use this ?
TASC integrates its functionality with the research tree, requiring you to actually research how to terraform. Ind.Evo focuses more on other parts of the colony.

They work just fine together... once TASC gets the research bugs fixed, anyway.

I assume that's why I can't actually teraform anything. I don't see anything under special interactions with the planet after researching terraforming. : /

It's not done that way anymore, it actually has a button now that you can assign on your skill bar that will open the terraforming interface when used.

>_> whoops.

In other news. I'm not sure if this is a conflicting mod, shouldn't be because I only have ToSC extra for colonies. But it looks like the items for facilities can't be used on the upgraded versions that this mod adds. Is this working as intended? It seems odd to me considering there is an end-game facility that allows you to create said items only to not be usable on end-game facilities. As an example and while I know it's from base game too, I can't put a pristine nanoforge on an Orbital Manufactorium and above.
Title: Re: [0.97a] Ashes of The Domain
Post by: Droll on March 29, 2024, 03:25:40 PM
How do I trigger the beyond the veil quest for Vaults of Knowledge? I know that it's supposed to appear in a bar but I haven't got it yet and I'm worried that the associated planet may not have spawned.
Title: Re: [0.97a] Ashes of The Domain
Post by: Shogouki on March 29, 2024, 04:30:36 PM
How does this mod interact with others? specifically Nexerlin and I am assuming it sorta replaces "Terraforming & Station Construction" and or "Insdustrial Evolution"? Is it worth playing with those 2 and this ? or just use this ?
TASC integrates its functionality with the research tree, requiring you to actually research how to terraform. Ind.Evo focuses more on other parts of the colony.

They work just fine together... once TASC gets the research bugs fixed, anyway.

I assume that's why I can't actually teraform anything. I don't see anything under special interactions with the planet after researching terraforming. : /

It's not done that way anymore, it actually has a button now that you can assign on your skill bar that will open the terraforming interface when used.

>_> whoops.

In other news. I'm not sure if this is a conflicting mod, shouldn't be because I only have ToSC extra for colonies. But it looks like the items for facilities can't be used on the upgraded versions that this mod adds. Is this working as intended? It seems odd to me considering there is an end-game facility that allows you to create said items only to not be usable on end-game facilities. As an example and while I know it's from base game too, I can't put a pristine nanoforge on an Orbital Manufactorium and above.

As far as I know it's intended.  Basically most of the top tier industry upgrades consume the industry appropriate upgrade in order to reach that final tier, and because of that the final tier is actually better then the lower tier version with the upgrade.
Title: Re: [0.97a] Ashes of The Domain
Post by: Uther Phobos on March 29, 2024, 08:12:54 PM
How do I trigger the beyond the veil quest for Vaults of Knowledge? I know that it's supposed to appear in a bar but I haven't got it yet and I'm worried that the associated planet may not have spawned.
The planet is spawned when the sector is generated. The quest just points you in the direction.
Title: Re: [0.97a] Ashes of The Domain
Post by: fecdan on March 30, 2024, 01:46:52 AM
When I clicked on the research tree Icon on the top left corner, the game would crash. The log record is below:

852328 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Attempt to access data of a consumed InputEvent
java.lang.RuntimeException: Attempt to access data of a consumed InputEvent
   at com.fs.starfarer.util.super.ooOO.o00000(Unknown Source)
   at com.fs.starfarer.util.super.ooOO.getX(Unknown Source)
   at ungp.scripts.campaign.everyframe.UNGP_SpecialistWidgetPlugin.processCampaignInp utPreFleetControl(UNGP_SpecialistWidgetPlugin.java:107)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.processCampaignInputPreFle etControl(ListenerUtil.java:70)
   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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

The Log below was another time happened when I just moved around in a system:

388876 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.industry.MsResearch.createCargoResult(MsResearch.java:68)
   at data.scripts.industry.MsResearch.generateCargoForGatheringPoint(MsResearch.java:127)
   at com.fs.starfarer.api.impl.campaign.CoreScript.doCustomProduction(CoreScript.java:993)
   at com.fs.starfarer.api.impl.campaign.CoreScript.reportEconomyMonthEnd(CoreScript.java:1095)
   at com.fs.starfarer.campaign.CampaignEngine.reportEconomyMonthEnd(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfMonthStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

   

I don't know what it means.
Plz help

Title: Re: [0.97a] Ashes of The Domain
Post by: Kaysaar on March 31, 2024, 10:43:09 PM
Ashes of The Domain : Vaults of Knowledge patch 2.1.2 : NOT SAVE COMPATIBLE WITH PREV VERSIONS
Spoiler
-Added queue system to research
-Added improvemnts to UI to make researching more comfortable.
-Fixed bug with Modula being available without reesarch, and now its structure, not industry
-Fixed bug with Stella Manufactorium showing strange message in building menu
[close]
Spoiler
But is it truly save incompatible, look at calendar boi  ?
[close]
Title: Re: [0.97a] Ashes of The Domain
Post by: Kaysaar on April 01, 2024, 12:42:15 AM
if someone have issues with making new save for vaults of knowledge , fix has been posted  re-download mod
Title: Re: [0.97a] Ashes of The Domain
Post by: Enneatriaconta on April 01, 2024, 01:25:39 AM
if someone have issues with making new save for vaults of knowledge , fix has been posted  re-download mod
I just re-downloaded but VoK is still in 2.1.1

edit: nvm, after ~3 hours, new version is up
Title: Re: [0.97a] Ashes of The Domain
Post by: Gris on April 01, 2024, 01:51:36 AM
Good day Kaysaar!  :)

Same for me its still 2.1.1  :'(
Title: Re: [0.97a] Ashes of The Domain
Post by: Bangchow on April 01, 2024, 02:46:47 AM
Cheers! Aaand crash heehee ;D

It's whenever I hover cursor over newly upgraded monoculture into a farm, game crashes, replicable.
Log:
Spoiler
816172 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.industry.ReawakeningFacility.notifyBeingRemoved(ReawakeningFacility.java:108)
   at com.fs.starfarer.campaign.econ.Market.removeIndustry(Unknown Source)
   at data.kaysaar.aotd.vok.campaign.econ.listeners.AoTDIndButtonsListener.validateUp gradeOption(AoTDIndButtonsListener.java:261)
   at data.kaysaar.aotd.vok.campaign.econ.listeners.AoTDIndButtonsListener.getIndustr yOptions(AoTDIndButtonsListener.java:57)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.getIndustryOptions(ListenerUtil.java:373)
   at com.fs.starfarer.campaign.ui.marketinfo.OO0o.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.r.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.o0O0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.r.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.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.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.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.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.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.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
[close]
installed mods:
Spoiler
{"enabledMods": [
  "pantera_ANewLevel30",
  "Cryo_but_better",
  "aod_vos",
  "aotd_vok",
  "lw_autosave",
  "BVH",
  "CaptainsLog",
  "combatactivators",
  "chatter",
  "cmutils",
  "lw_radar",
  "lw_console",
  "aaacrew_replacer",
  "DetailedCombatResults",
  "exoticatechnologies",
  "fleethistory",
  "fleet_journal",
  "sun_flux_reticle",
  "GrandColonies",
  "HexShields",
  "illustrated_entities",
  "IndEvo",
  "Imperium",
  "timid_xiv",
  "largerZoomOut",
  "lw_lazylib",
  "leadingPip",
  "lobster_proliferation",
  "logisticsNotifications",
  "lunalib",
  "MagicLib",
  "Mayasuran Navy",
  "missingsuperships",
  "MoreBarMissions",
  "MoreMilitaryMissions",
  "more_player_names",
  "more_procgen_names",
  "more_ship_names",
  "nexerelin",
  "officerExtension",
  "PirateMiniMegaMod",
  "planet_search",
  "planetaryshieldreplacer",
  "wyv_planetaryShieldAccessControl",
  "portrait_changer",
  "progressiveSMods",
  "pt_qolpack",
  "QualityCaptains",
  "assortment_of_things",
  "scan_those_gates",
  "secretsofthefrontier",
  "swp",
  "SBTM",
  "mayu_specialupgrades",
  "speedUp",
  "sun_starship_legends",
  "stelnet",
  "alcoholism",
  "System_Marker",
  "tahlan",
  "presmattdamon_takenoprisoners",
  "Terraforming & Station Construction",
  "thirstSector",
  "TrulyAutomatedShips",
  "underworld",
  "US",
  "which_industry",
  "audio_plus",
  "aaamarketRetrofits",
  "shaderLib"
]}
[close]
Title: Re: [0.97a] Ashes of The Domain
Post by: Rider_Reaper on April 01, 2024, 03:30:45 AM
if someone have issues with making new save for vaults of knowledge , fix has been posted  re-download mod
can confirm that as of five min ago with no othert mods other that AOTD modules and required lib starting a new game results in a crash with the modules downloaded as of a few min ago
Title: Re: [0.95.1a] Cryosleeper 2.0 : Domain Electric Boogallo Edition
Post by: Shogouki on April 01, 2024, 12:39:38 PM
New patch has been released: Check Patch notes

Woot, thanks Kaysaar!  Hope you were able to relax!
Title: Re: [0.97a] Ashes of The Domain
Post by: Arghy on April 01, 2024, 03:19:17 PM
It's been so long since i actually got a hypershunt working--is the 10ly radius still a thing with this or was that removed? I'm looking at colony systems and i want to know if i should take the 10ly consideration when choosing my colonies.
Title: Re: [0.97a] Ashes of The Domain
Post by: FGRSentinel on April 01, 2024, 03:31:34 PM
It's been so long since i actually got a hypershunt working--is the 10ly radius still a thing with this or was that removed? I'm looking at colony systems and i want to know if i should take the 10ly consideration when choosing my colonies.
It's 10ly when you get the basic component working, but there's another part of the hypershunt that increases the max range to 50ly when both parts are active. The colony item's also put into its own building that applies the effect systemwide, so it's much more viable to use in systems with a bunch of planets.
Title: Re: [0.97a] Ashes of The Domain
Post by: Def16 on April 02, 2024, 05:45:54 PM
Quote from: AotD Website
From now on, after defeating Guardian, you will have the decision to repair the cryosleeper, after which it becomes a member of your fleet, letting you take it with you away from its current location to orbit around the desired world.
So as other people have pointed out the cryosleeper doesn't seem to follow the behavior explained on the website.

I took the route of simply colonizing the system the cryo was already in since it had the only planet in my game that was 75% habitability. I built a cryo revival facility but it's having no impact whatsoever on population growth. Most of my growth is Luddic immigration. Still cant move the cryo sleeper into orbit to get the previous boost to stability.

EDIT: Ah, managed to activate one of the several revival facilities throughout the system. It counted down as through it was preparing to start reviving people.

And then the colony immediately jumped to size 7.

In every previous iteration it gave the planet a dramatically improved growth rate and increased the size cap of the colony in question. Now it's an instant thing with no way to slowly ramp up the growth of the colony and its industries?
Is this intended? I'm worried this is a bug.
Title: Re: [0.97a] Ashes of The Domain
Post by: Kaysaar on April 03, 2024, 12:59:43 AM
Quote from: AotD Website
From now on, after defeating Guardian, you will have the decision to repair the cryosleeper, after which it becomes a member of your fleet, letting you take it with you away from its current location to orbit around the desired world.
So as other people have pointed out the cryosleeper doesn't seem to follow the behavior explained on the website.

I took the route of simply colonizing the system the cryo was already in since it had the only planet in my game that was 75% habitability. I built a cryo revival facility but it's having no impact whatsoever on population growth. Most of my growth is Luddic immigration. Still cant move the cryo sleeper into orbit to get the previous boost to stability.

EDIT: Ah, managed to activate one of the several revival facilities throughout the system. It counted down as through it was preparing to start reviving people.

And then the colony immediately jumped to size 7.

In every previous iteration it gave the planet a dramatically improved growth rate and increased the size cap of the colony in question. Now it's an instant thing with no way to slowly ramp up the growth of the colony and its industries?
Is this intended? I'm worried this is a bug.
I have not yet updated web paage , sorry i was busy but cryosleeper and ark behav was changed in 2.0.0
Title: Re: [0.97a] Ashes of The Domain
Post by: CV514 on April 03, 2024, 06:32:31 AM
Gameplay feedback: is nice! I'm still messing with it, but it seems pretty cool.

UI feedback: VoK research is somewhat troublesome. First, I appreciate it has it's own "sidebar button", seems like a strong foundation for other mods to look at. At the same time, this thing is very blurry. Like it tries to be smaller than it should be, without any reason.

just like this, regular 100% UI size at 1080p
(https://i.imgur.com/05xuRxU.png)
[close]

Main research tree window, on the other hand, is too spacious. Buttons are too big and too far away from each other. No ability to zoom here does not help. Mod list section is too narrow, and become cramped as soon as there is second button present. On the bright side, functionally it's working just fine.

very easy to make it this funny
(https://i.imgur.com/NosEKSt.png)
[close]
Title: Re: [0.97a] Ashes of The Domain
Post by: Kaysaar on April 03, 2024, 06:48:23 AM
Gameplay feedback: is nice! I'm still messing with it, but it seems pretty cool.

UI feedback: VoK research is somewhat troublesome. First, I appreciate it has it's own "sidebar button", seems like a strong foundation for other mods to look at. At the same time, this thing is very blurry. Like it tries to be smaller than it should be, without any reason.

just like this, regular 100% UI size at 1080p
(https://i.imgur.com/05xuRxU.png)
[close]

Main research tree window, on the other hand, is too spacious. Buttons are too big and too far away from each other. No ability to zoom here does not help. Mod list section is too narrow, and become cramped as soon as there is second button present. On the bright side, functionally it's working just fine.

very easy to make it this funny
(https://i.imgur.com/NosEKSt.png)
[close]
well with first i can work with it
but second there are some things i cant work with, zoom is one of things , as basically that would require a lot of work
Already horizontal scrollbar that you are using for tech tree took entire month to code properly
i kinda needed to sacrifice mod list for queue ui, as queue is much more used
Title: Re: [0.97a] Ashes of The Domain
Post by: Def16 on April 03, 2024, 02:35:50 PM
I have not yet updated web paage , sorry i was busy but cryosleeper and ark behav was changed in 2.0.0
Gotcha, things change. It's too bad, I really liked the slower build up of the colonies, though I guess I understand if some people want a more immediate impact.

Would you recommend holding off on use of cryosleepers until the colony is full size now? I always used them to help grow colonies far from the core, but suddenly going from a size 4 to a size 7 overnight is something the new colony crisis system doesn't like.
Title: Re: [0.97a] Ashes of The Domain
Post by: Rider_Reaper on April 03, 2024, 03:22:15 PM
so after repairing the cryosleeper and picking what system to send it to game crashes and i get this in the log

169079 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.CryosleeperEntityPlugin cannot be cast to com.fs.starfarer.api.impl.campaign.AoTDCryosleeperEntityPlugin
java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.CryosleeperEntityPlugin cannot be cast to com.fs.starfarer.api.impl.campaign.AoTDCryosleeperEntityPlugin
   at com.fs.starfarer.api.impl.campaign.intel.CryosleeperIntelPlugin.getPlugin(CryosleeperIntelPlugin.java:252)
   at com.fs.starfarer.api.impl.campaign.intel.CryosleeperIntelPlugin.initiateDepartu re(CryosleeperIntelPlugin.java:141)
   at com.fs.starfarer.api.impl.campaign.rulecmd.ArkCMD$1.pickedEntity(ArkCMD.java:299)
   at com.fs.starfarer.ui.newui.CampaignEntityPickerDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int. 00000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.97a] Ashes of The Domain
Post by: Kaysaar on April 04, 2024, 01:13:13 PM
Ashes of the Domain - Vaults of Knowledge 2.1.3 Patch : Save compatible with 2.1.0 - 2.1.2 patches
Spoiler
- Brought back Beyond the Veil Questline : Now requierement is to research either Orbital Fleetwork or Skunkworks facilities
- Fixed issue with colonization of hypershunt
- Fixed issue with Blast Processing Unit improvment now working
- Buffed sligthly production of fuel by Blast Processing Unit
- Fixed bug with UI going out of boundries
- Added new Modular Constructor for Blast Processing Unit so synchrotron wont be needed anymore
- Added UI improvment to industries in tech tree, so you can see from what they are upgrading from
[close]


Ashes of the Domain - Cryosleeper Options 2.0.3
Spoiler
- Fixed issue with Ark not working properly with Cryorevival Facility
[close]

Also very important thing
Because of recent issues with tax office about Kofi donations I have switched to Patreon instead. For entire explanation of situation I recommend visiting my discord
And before you say , no it is not to evade tax, bur rather keep one of few tax priviliges you get, while being under 26 as long as you are not counted having your own buisness
I highly recommend all people , that gave me money monthly on kofi to stop it and start using Patreon instead.
And I encourage you all to support me there, on Patreon , as this money is greatly helping with developing mod
Have a nice day ya all
Title: Re: [0.97a] Ashes of The Domain
Post by: JustPeachy on April 04, 2024, 01:50:18 PM
Hello! I am currently still playing on 0.96a and am getting this error every time I try to play.

[Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.kaysaar.aotd.vok.scripts.research.AoTDFactionResearchManager.sentFleet(AoTDFactionResearchManager.java:151)
   at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.setExpeditionFle et(AoTDMainResearchManager.java:323)
   at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.advance(AoTDMainResearchManager.java:380)
   at data.kaysaar.aotd.vok.scripts.research.AoTDFactionResearchProgressionScript.adv ance(AoTDFactionResearchProgressionScript.java:18)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I am very deep into this playthrough and this has just started happening.

Any help would be greatly appreciated. Thank you.
Title: Re: [0.97a] Ashes of The Domain
Post by: Shogouki on April 04, 2024, 06:02:13 PM
Hello! I am currently still playing on 0.96a and am getting this error every time I try to play.

[Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.kaysaar.aotd.vok.scripts.research.AoTDFactionResearchManager.sentFleet(AoTDFactionResearchManager.java:151)
   at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.setExpeditionFle et(AoTDMainResearchManager.java:323)
   at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.advance(AoTDMainResearchManager.java:380)
   at data.kaysaar.aotd.vok.scripts.research.AoTDFactionResearchProgressionScript.adv ance(AoTDFactionResearchProgressionScript.java:18)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I am very deep into this playthrough and this has just started happening.

Any help would be greatly appreciated. Thank you.

Which version of AotD are you using?  The latest versions are for 0.97.
Title: Re: [0.97a] Ashes of The Domain
Post by: JustPeachy on April 04, 2024, 11:25:25 PM
Hello! I am currently still playing on 0.96a and am getting this error every time I try to play.

[Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.kaysaar.aotd.vok.scripts.research.AoTDFactionResearchManager.sentFleet(AoTDFactionResearchManager.java:151)
   at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.setExpeditionFle et(AoTDMainResearchManager.java:323)
   at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.advance(AoTDMainResearchManager.java:380)
   at data.kaysaar.aotd.vok.scripts.research.AoTDFactionResearchProgressionScript.adv ance(AoTDFactionResearchProgressionScript.java:18)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I am very deep into this playthrough and this has just started happening.

Any help would be greatly appreciated. Thank you.

Which version of AotD are you using?  The latest versions are for 0.97.

I've attached what it says in the mod section on the launcher.
Title: Re: [0.97a] Ashes of The Domain
Post by: Rider_Reaper on April 06, 2024, 06:24:06 AM
so after repairing the cryosleeper and picking what system to send it to game crashes and i get this in the log

169079 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.CryosleeperEntityPlugin cannot be cast to com.fs.starfarer.api.impl.campaign.AoTDCryosleeperEntityPlugin
java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.CryosleeperEntityPlugin cannot be cast to com.fs.starfarer.api.impl.campaign.AoTDCryosleeperEntityPlugin
   at com.fs.starfarer.api.impl.campaign.intel.CryosleeperIntelPlugin.getPlugin(CryosleeperIntelPlugin.java:252)
   at com.fs.starfarer.api.impl.campaign.intel.CryosleeperIntelPlugin.initiateDepartu re(CryosleeperIntelPlugin.java:141)
   at com.fs.starfarer.api.impl.campaign.rulecmd.ArkCMD$1.pickedEntity(ArkCMD.java:299)
   at com.fs.starfarer.ui.newui.CampaignEntityPickerDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int. 00000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
i continue to get this error on .97 and newest version of the mod
Title: Re: [0.97a] Ashes of The Domain
Post by: Tairanos on April 06, 2024, 08:57:37 AM
I keep geting a ctd with this error when i use vaults of knoledge, already atempted deleting and reinstalling all the AoTD mods

ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SpecialItemSpecAPI.getParams()" because "spec" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SpecialItemSpecAPI.getParams()" because "spec" is null
   at data.kaysaar.aotd.vok.plugins.AoTDSpecialItemRepo.setSpecialItemNewIndustries(AoTDSpecialItemRepo.java:123) ~[?:?]
   at data.kaysaar.aotd.vok.plugins.AoTDVokModPlugin.onGameLoad(AoTDVokModPlugin.java:110) ~[?:?]
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.dismiss(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.W.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
Title: Re: [0.97a] Ashes of The Domain
Post by: FiCho on April 06, 2024, 03:26:35 PM
so after repairing the cryosleeper and picking what system to send it to game crashes and i get this in the log

Spoiler
169079 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.CryosleeperEntityPlugin cannot be cast to com.fs.starfarer.api.impl.campaign.AoTDCryosleeperEntityPlugin
java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.CryosleeperEntityPlugin cannot be cast to com.fs.starfarer.api.impl.campaign.AoTDCryosleeperEntityPlugin
   at com.fs.starfarer.api.impl.campaign.intel.CryosleeperIntelPlugin.getPlugin(CryosleeperIntelPlugin.java:252)
   at com.fs.starfarer.api.impl.campaign.intel.CryosleeperIntelPlugin.initiateDepartu re(CryosleeperIntelPlugin.java:141)
   at com.fs.starfarer.api.impl.campaign.rulecmd.ArkCMD$1.pickedEntity(ArkCMD.java:299)
   at com.fs.starfarer.ui.newui.CampaignEntityPickerDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int. 00000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
i continue to get this error on .97 and newest version of the mod

I just did it without any issue. Could it be some other mod you are using?
Title: Re: [0.97a] Ashes of The Domain
Post by: ntoxeg on April 07, 2024, 09:06:03 AM
It seems there is a bug when playing with Nexerelin when you defeat a pre-collapse facility defenses but decide to leave afterwards (may or may not be related).
Code
Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_DecivEvent: Cannot invoke “com.fs.starfarer.api.campaign.econ.MarketAPI.getMemory()" because "market" is null
java.lang.NullPointerException:
Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getMemory()" because "market" is null

Additionally, another warning from console logs.
Code
7887960 [Thread-2] WARN
com. fs.starfarer.campaign.rules.0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
- Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.AoTDPCFEncounter: Cannot invoke “com.fs.starfarer.api.campaign.LocationAPI.getFleets()" because the return value of "com.fs.starfarer.api.campaign.SectorEntityToken.getContainingLocation()" is null
java.Lang.NullPointerException:
Cannot invoke “com.fs.starfarer.api.campaign.LocationAPI.getFleets()" because the return value of “com.fs.starfarer.api.campaign.SectorEntityToken.getContainingLocation()" is null
at com.fs.starfarer.api.impl.campaign.rulecmd.AoTDPCFEncounter.getNearbyAoTDPCFEncounter.java:255) ~[?:?]
at com.fs.starfarer.api.impl.campaign.rulecmd.AoTDPCFEncounter.init(AoTDPCFEncounter.java:59) ~[?:?]
at com.fs.starfarer.api.impl.campaign.rulecmd.AoTDPCFEncounter.execute(AoTDPCFEncounter, tava: 51) ~[2:21]

The exception that shows up in the game itself is as follows:
Code
NullPointerException: Cannot invoke
"com.fs.starfarer.api.campaign.econ.MarketAPI.getMemory()"
because "market" is null
NullPointerException: Cannot invoke
"com.fs.starfarer.api.campaign.econ.MarketAPI.getMemory()"
because "market" is null

NullPointerException: Cannot invoke
"com.fs.starfarer.api.impl.campaign.procgen.SalvageEntityGenDataSpec.getMinStr() because "spec" is null
NullPointerException: Cannot invoke
"com.fs.starfarer.api.campaign.LocationAPl.getFleets()
because the return value of
*com.fs.starfarer.api.campaign.SectorEntityToken.getContainingLocation()" is null

The planet is an Auric type and does have the Decivilized trait, and also ruins.
Title: Re: [0.97a] Ashes of The Domain
Post by: ntoxeg on April 07, 2024, 10:29:24 AM
A followup to the above, I have redone the battle and salvaged immediately as usual and everything went fine.
Title: Re: [0.97a] Ashes of The Domain
Post by: Niten on April 09, 2024, 05:48:43 AM
...
Title: Re: [0.97a] Ashes of The Domain
Post by: Uther Phobos on April 09, 2024, 07:24:55 AM
...
There's literally a technology you can research to do it without consuming colony items.
Title: Re: [0.97a] Ashes of The Domain
Post by: default on April 09, 2024, 05:18:04 PM
At risk of seeming blind or oblivious, I have a question. How do you use Modular Constructors?
I at least skimmed every page on this thread, read all the patch notes, looked on the main page under "guides", Tried to install it in my Heavy Industry, checked if there was a special project for it, Noted that the "help" button in the bottom left of the research screen seems to be grayed out, checked the Galatia Academy, and left all of them in the Research Storage box on a colony. What am I not doing, or where do I go to get answers?
Title: Re: [0.97a] Ashes of The Domain
Post by: ayylmao4lulz on April 09, 2024, 08:13:42 PM
I may just be dense, but I can't figure out how to start researching anything. I've built the Research Facility on one of my colonies, and the instructions say,

Quote
To progress further, you will need to construct the Research Facility, which allows you to access the tech tree using either the CTRL-T hotkey or the option that appears in the building’s dropdown menu when clicked.

However, CTRL-T does nothing, and the only options in the building's dropdown are to shut it down or install an item.
Title: Re: [0.97a] Ashes of The Domain
Post by: Coil on April 10, 2024, 01:29:22 AM
(https://i.imgur.com/EtdvmsL.png) (http://www.ashesofthedomain.info)

Jeez Louise.... that's a spiffy website. You've really come a long way~!
Title: Re: [0.97a] Ashes of The Domain
Post by: FiCho on April 10, 2024, 04:56:17 AM
I may just be dense, but I can't figure out how to start researching anything. I've built the Research Facility on one of my colonies, and the instructions say,

Quote
To progress further, you will need to construct the Research Facility, which allows you to access the tech tree using either the CTRL-T hotkey or the option that appears in the building’s dropdown menu when clicked.

However, CTRL-T does nothing, and the only options in the building's dropdown are to shut it down or install an item.

You can either go to manage colony, click on research facility and then it gives you an option research center, click on it and it will open research tree. Or on main exploration screen under star date at the left side of the screen, there is a little blue button you can click which will also open it.

EDIT: Oh, I just now realized you said clicking on the building doesnt work. Btw, CTRL+T works for me. Probably some other mod interfering with it, wrong version or whatever.
Title: Re: [0.97a] Ashes of The Domain
Post by: ntoxeg on April 10, 2024, 07:43:51 AM
Bug report (VoK): I've noticed that monoculture plots that cost 15 000 have the refund value set to 100 000.
Title: Re: [0.97a] Ashes of The Domain
Post by: Droll on April 10, 2024, 02:07:33 PM
I may just be dense, but I can't figure out how to start researching anything. I've built the Research Facility on one of my colonies, and the instructions say,

Quote
To progress further, you will need to construct the Research Facility, which allows you to access the tech tree using either the CTRL-T hotkey or the option that appears in the building’s dropdown menu when clicked.

However, CTRL-T does nothing, and the only options in the building's dropdown are to shut it down or install an item.

Look at the top left corner of your screen, you should see a little tab sticking out - click it and it'll expand out to reveal a button to the tech tree. I'll admit I initially missed it too.
Title: Re: [0.97a] Ashes of The Domain
Post by: Droll on April 10, 2024, 02:13:50 PM
At risk of seeming blind or oblivious, I have a question. How do you use Modular Constructors?
I at least skimmed every page on this thread, read all the patch notes, looked on the main page under "guides", Tried to install it in my Heavy Industry, checked if there was a special project for it, Noted that the "help" button in the bottom left of the research screen seems to be grayed out, checked the Galatia Academy, and left all of them in the Research Storage box on a colony. What am I not doing, or where do I go to get answers?

First you need to hit up pre-collapse facilities like you already seem to be doing to get (most likely) dormant modular constructor. The dormant ones aren't immediately useful.

Second you either need to get lucky or build the digital consortium industry. Lucky means that you've gotten a modular constructor that isn't dormant and instead attuned to an industry type. Going with your heavy industry example, you will need a dormant constructor - heavy industry.
If you don't get lucky you'll have only dormant modular constructors, these are useless on their own and can't be slotted anywhere but can be, with the digital consortium, a relevant colony item and a month of time be turned into the mining, fuel production, heavy industry etc. variants of the modular constructor. For this option just click the digital consortium structure and click the blue option.

As for various modular constructors, they each slot into their respective industry types, they don't do anything by themselves but the higher tier upgrades for various industries that you research will often demand the appropriate modular constructor to be installed in the industry before you are allowed to upgrade it. So for your heavy industry the item won't do anything, but upgrade it to an orbital works then look at the available upgrade for that and you'll see what I mean.

Edit: Note that the digital consortium needs to be researched before it can be built.
Title: Re: [0.97a] Ashes of The Domain
Post by: default on April 10, 2024, 03:44:28 PM
At risk of seeming blind or oblivious, I have a question. How do you use Modular Constructors?
I at least skimmed every page on this thread, read all the patch notes, looked on the main page under "guides", Tried to install it in my Heavy Industry, checked if there was a special project for it, Noted that the "help" button in the bottom left of the research screen seems to be grayed out, checked the Galatia Academy, and left all of them in the Research Storage box on a colony. What am I not doing, or where do I go to get answers?

First you need to hit up pre-collapse facilities like you already seem to be doing to get (most likely) dormant modular constructor. The dormant ones aren't immediately useful.

Second you either need to get lucky or build the digital consortium industry. Lucky means that you've gotten a modular constructor that isn't dormant and instead attuned to an industry type. Going with your heavy industry example, you will need a dormant constructor - heavy industry.
If you don't get lucky you'll have only dormant modular constructors, these are useless on their own and can't be slotted anywhere but can be, with the digital consortium, a relevant colony item and a month of time be turned into the mining, fuel production, heavy industry etc. variants of the modular constructor. For this option just click the digital consortium structure and click the blue option.

As for various modular constructors, they each slot into their respective industry types, they don't do anything by themselves but the higher tier upgrades for various industries that you research will often demand the appropriate modular constructor to be installed in the industry before you are allowed to upgrade it. So for your heavy industry the item won't do anything, but upgrade it to an orbital works then look at the available upgrade for that and you'll see what I mean.

Edit: Note that the digital consortium needs to be researched before it can be built.

Thank you for the information, this helps greatly. (Though I did say Heavy Industry, it is actually Orbital works. I always just call it the same thing in my head, so that's how it came out.) I have 6 dormant ones, as none have been any different from the first. I do already have everything possible researched up to needing the colony item, so I can start building a Digital Consortium right away.
Now I don't feel like I have to complete an extraordinarily difficult encounter in order to not need them anymore... My coronal tap might cease to exist before I actually get everything in working order, but oh well.
Title: Re: [0.97a] Ashes of The Domain
Post by: Kiith on April 10, 2024, 03:47:27 PM
I've got the Cryosleeper in my home system, and its orbiting my main planet, but i don't have any options to either use it or build a cryo-revival building. Am i missing something?

I can send it to another system and it leaves, but no changes happen if i bring it back.
Title: Re: [0.97a] Ashes of The Domain
Post by: Shogouki on April 10, 2024, 04:08:00 PM
I've got the Cryosleeper in my home system, and its orbiting my main planet, but i don't have any options to either use it or build a cryo-revival building. Am i missing something?

I can send it to another system and it leaves, but no changes happen if i bring it back.

Does it require research in order to build the facility?
Title: Re: [0.97a] Ashes of The Domain
Post by: Uther Phobos on April 10, 2024, 04:30:11 PM
I've got the Cryosleeper in my home system, and its orbiting my main planet, but i don't have any options to either use it or build a cryo-revival building. Am i missing something?

I can send it to another system and it leaves, but no changes happen if i bring it back.

Does it require research in order to build the facility?
No, once the cryosleeper is in the system and orbiting, the revival facility should become available to build.
Title: Re: [0.97a] Ashes of The Domain
Post by: Shogouki on April 10, 2024, 04:35:47 PM
Hmm, odd. 
Title: Re: [0.97a] Ashes of The Domain
Post by: TheVanguardKing on April 10, 2024, 05:28:24 PM
I can't seem to install the new constructor into the fuel industry to do the upgrade.
Title: Re: [0.97a] Ashes of The Domain
Post by: Kaysaar on April 11, 2024, 01:18:34 PM
https://www.patreon.com/posts/aotd-grave-of-102165847?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator&utm_content=join_link

Hi , here is post regarding progess of Ashes of The Domain : Grave of Colossus, a new module that will introduce a lot of things into game, especially new sector to explore : Orion Sector
If you wish to support me then you can go to patreon and choose tier of subscription you wanna take.
With each help, it will be easier for me to commision more things per month, which will speed up development.
Also Soon there will be another VOK patch , regarding issues i read
Title: Re: [0.97a] Ashes of The Domain
Post by: Shogouki on April 11, 2024, 02:11:20 PM
https://www.patreon.com/posts/aotd-grave-of-102165847?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator&utm_content=join_link

Hi , here is post regarding progess of Ashes of The Domain : Grave of Colossus, a new module that will introduce a lot of things into game, especially new sector to explore : Orion Sector
If you wish to support me then you can go to patreon and choose tier of subscription you wanna take.
With each help, it will be easier for me to commision more things per month, which will speed up development.
Also Soon there will be another VOK patch , regarding issues i read

OMGWTFBBQ?!  Damn Kaysaar you are incredible!
Title: Re: [0.97a] Ashes of The Domain
Post by: Arghy on April 11, 2024, 02:17:55 PM
I really like what you did with the new item economy, having to research terraforming before i could use it means i'm actually having to go explore more before i hit the end of the tech tree unlike before. The new modular things for advanced buildings rather than colony items is also a great change, no more worrying about eating my pristine nano because of a misclick!
Title: Re: [0.97a] Ashes of The Domain
Post by: polkjm on April 11, 2024, 07:04:38 PM
Hello, I've been playing this mod and I really like the concept of research. However I find it a bit annoying that the only way to unlock new technologies is by looting databanks. It would be nice if there was ways to obtain databanks in other ways, for instance appearing rarely in black market shops, or maybe some other way to buy some or even do raids to take some. I have been playing for a while and I'm struggling to find enough databanks...
Title: Re: [0.97a] Ashes of The Domain
Post by: Coil on April 12, 2024, 02:06:09 AM
Hello, I've been playing this mod and I really like the concept of research. However I find it a bit annoying that the only way to unlock new technologies is by looting databanks. It would be nice if there was ways to obtain databanks in other ways, for instance appearing rarely in black market shops, or maybe some other way to buy some or even do raids to take some. I have been playing for a while and I'm struggling to find enough databanks...

I think those are good ideas. It's thematic and gives the player more ways to access the tech.
Title: Re: [0.97a] Ashes of The Domain
Post by: Uther Phobos on April 12, 2024, 08:56:53 PM
Hello, I've been playing this mod and I really like the concept of research. However I find it a bit annoying that the only way to unlock new technologies is by looting databanks. It would be nice if there was ways to obtain databanks in other ways, for instance appearing rarely in black market shops, or maybe some other way to buy some or even do raids to take some. I have been playing for a while and I'm struggling to find enough databanks...
Build a research facility on Pre-Collapse. It provides you with a steady stream of databanks.
Title: Re: [0.97a] Ashes of The Domain
Post by: Shogouki on April 12, 2024, 09:27:47 PM
Hello, I've been playing this mod and I really like the concept of research. However I find it a bit annoying that the only way to unlock new technologies is by looting databanks. It would be nice if there was ways to obtain databanks in other ways, for instance appearing rarely in black market shops, or maybe some other way to buy some or even do raids to take some. I have been playing for a while and I'm struggling to find enough databanks...
Build a research facility on Pre-Collapse. It provides you with a steady stream of databanks.

Does that still work if you've already salvaged the facility?
Title: Re: [0.97a] Ashes of The Domain
Post by: Uther Phobos on April 13, 2024, 04:48:58 AM
Hello, I've been playing this mod and I really like the concept of research. However I find it a bit annoying that the only way to unlock new technologies is by looting databanks. It would be nice if there was ways to obtain databanks in other ways, for instance appearing rarely in black market shops, or maybe some other way to buy some or even do raids to take some. I have been playing for a while and I'm struggling to find enough databanks...
Build a research facility on Pre-Collapse. It provides you with a steady stream of databanks.

Does that still work if you've already salvaged the facility?
As long as the condition is still present on the planet. And colonising a planet while it has Remnants rampaging around probably isn't the best idea anyway.
Title: Re: [0.97a] Ashes of The Domain
Post by: Pobs on April 13, 2024, 05:37:34 AM
Hi, I just want to say, love these mods.

However, I believe I have found a bug with the Crime Syndicate event line in the Virtues of Society module. After striking a deal with a crime lord I started getting unreported income every month that I assumed was the benefit of the event, however, I started to realize that the amount was increasing more and more. After a few years of that colony's existence I was getting nearly half a million of unreported income every month when the income tab was only reporting around 10k every month.

I delved into the save file and erased all mentions of that event from my colony which fixed the issue, so I assume it is an issue with this specific event.
Title: Re: [0.97a] Ashes of The Domain
Post by: Nguoitrennui on April 14, 2024, 02:10:53 AM
Just had my first play through with the mod, I really like the sense of progression it added. However I cant find the incentive to continue through the techtree. The later highend industries adds new commodities that are used/demanded/produced by no one. Aside from that juicy drug production tech, I find it easier and more profitable sticking to basic tech for their huge market value.

Title: Re: [0.97a] Ashes of The Domain
Post by: TheVanguardKing on April 14, 2024, 11:38:08 AM
Just had my first play through with the mod, I really like the sense of progression it added. However I cant find the incentive to continue through the techtree. The later highend industries adds new commodities that are used/demanded/produced by no one. Aside from that juicy drug production tech, I find it easier and more profitable sticking to basic tech for their huge market value.

While there is no native demand for a few of them, some of the high end stuff is absolutely worth building, and will require the purified stuff. Notably, the heavy industry upgrades. S-mods and +25% fleet size globally is great.
Title: Re: [0.97a] Ashes of The Domain
Post by: Kaysaar on April 15, 2024, 06:56:46 PM
Ashes of The Domain - Vaults of Knowledge 2.1.4 Save compatible with 2.1.0-2.1.3
Spoiler
-Fixed bug with modular constructor : fuel production type not being able to be inserted into fuel production
-Fixed bug with subsidized farming, that basically does not allow uaf item to be installed
-Added support for Genelab from boggled mod that if Genelab is present, Orbital Fleetwork and Skunkwork wont add polution
-Removed some left-over placeholders
[close]
Title: Re: [0.97a] Ashes of The Domain
Post by: Shogouki on April 16, 2024, 10:28:16 AM
Ashes of The Domain - Vaults of Knowledge 2.1.4 Save compatible with 2.1.0-2.1.3
Spoiler
-Fixed bug with modular constructor : fuel production type not being able to be inserted into fuel production
-Fixed bug with subsidized farming, that basically does not allow uaf item to be installed
-Added support for Genelab from boggled mod that if Genelab is present, Orbital Fleetwork and Skunkwork wont add polution
-Removed some left-over placeholders
[close]

Woot!  Thanks for all your hard work Kaysaar!
Title: Re: [0.97a] Ashes of The Domain
Post by: Droll on April 16, 2024, 05:10:58 PM
Ashes of The Domain - Vaults of Knowledge 2.1.4 Save compatible with 2.1.0-2.1.3
Spoiler
-Fixed bug with modular constructor : fuel production type not being able to be inserted into fuel production
-Fixed bug with subsidized farming, that basically does not allow uaf item to be installed
-Added support for Genelab from boggled mod that if Genelab is present, Orbital Fleetwork and Skunkwork wont add polution
-Removed some left-over placeholders
[close]

Your bug fix for the uaf item on farms seems to have caused another bug where all items installed in farms are uninstalled and moved into storage on game load.

Edit: This bug only happens when completely restarting the game. Simply loading a save in-game doens't trigger it.
Title: Re: [0.97a] Ashes of The Domain
Post by: float on April 16, 2024, 08:09:12 PM
Very cool research UI!

I've noticed a couple of things that this mod does that are easy to overlook but may be unintended:
- It saves some obfuscated UI stuff to file. Fortunately, this doesn't seem to propagate far and is only limited to several "com.fs.starfarer.settings.new" instances, but this is enough to cause the game to crash if you try to save with devmode on and the game detects this.
- The Orbital Skunkworks facility is adding S-mods to *every* fleet in a faction, not just routine patrols, and it doesn't check for existing S-mods. I believe the relevant class is AodAdvancedHeavyIndustryApplier. This can cause some interesting behavior, such as Tri-Tachyon special task groups having up to 5 S-mods on each ship, due to that faction having a skunkworks industry and the fleet inflation listener adding S-mods to ships that already had 3 S-mods.

Edit: no source code provided for this mod, so I can't be sure, but it also seems like the S-mod applier isn't seeded properly if at all, causing different S-mods to be applied to the same fleet if you reload the game and interact with the same fleet, for example. Maybe not the biggest issue, but definitely noticeable when the fleet's inflater is seeded and returning the same variant on every inflation instance.
Title: Re: [0.97a] Ashes of The Domain
Post by: wawa_gaming on April 17, 2024, 01:04:12 PM
Greetings fellow hyperspace walkers, recently i have encountered a strange error when trying to colonise the coronal hypershunts.
when i try to do it i get  an error : "IndexOutOfBoundsException: Index:0, size:0", it doesnt crash my game, it just prevents me from colonising the shunts. my starsector version is 0.97a-RC11 (probably the reason) and heres my mods
  "Cryo_but_better",
  "aod_vos",
  "aotd_vok",
  "chatter", (probably irrelevant)
  "lw_lazylib",
  "lunalib",
  "MagicLib",
  "progressiveSMods",
  "Terraforming & Station Construction"
any idea of what the problem might be? thanks in advance!
Title: Re: [0.97a] Ashes of The Domain
Post by: default on April 20, 2024, 05:09:46 PM
I'm getting a crash when I try to use the research button on the left of the screen. Based on the log, it looks like it might be a conflict with UNGP, but maybe you'll find some useful information in the log. Posting relevant part:

Spoiler
901853 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Attempt to access data of a consumed InputEvent
java.lang.RuntimeException: Attempt to access data of a consumed InputEvent
   at com.fs.starfarer.util.super.ooOO.o00000(Unknown Source)
   at com.fs.starfarer.util.super.ooOO.getX(Unknown Source)
   at ungp.scripts.campaign.everyframe.UNGP_SpecialistWidgetPlugin.processCampaignInp utPreFleetControl(UNGP_SpecialistWidgetPlugin.java:107)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.processCampaignInputPreFle etControl(ListenerUtil.java:70)
   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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Also I apologize in advance if this is either the wrong part of the log or has nothing to do with this mod. I'm not terribly adept with logs and such.
Title: Re: [0.97a] Ashes of The Domain
Post by: Aldazar on April 20, 2024, 07:51:12 PM
I'm getting a crash when I try to use the research button on the left of the screen. Based on the log, it looks like it might be a conflict with UNGP, but maybe you'll find some useful information in the log. Posting relevant part:

Spoiler
901853 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Attempt to access data of a consumed InputEvent
java.lang.RuntimeException: Attempt to access data of a consumed InputEvent
   at com.fs.starfarer.util.super.ooOO.o00000(Unknown Source)
   at com.fs.starfarer.util.super.ooOO.getX(Unknown Source)
   at ungp.scripts.campaign.everyframe.UNGP_SpecialistWidgetPlugin.processCampaignInp utPreFleetControl(UNGP_SpecialistWidgetPlugin.java:107)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.processCampaignInputPreFle etControl(ListenerUtil.java:70)
   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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Also I apologize in advance if this is either the wrong part of the log or has nothing to do with this mod. I'm not terribly adept with logs and such.

Disable the UNGP widget option in that mod's setting.json. It's on the thread itself if yo uwanna see any other problems.
Title: Re: [0.97a] Ashes of The Domain
Post by: Thraks on April 21, 2024, 01:48:17 AM
Greetings fellow hyperspace walkers, recently i have encountered a strange error when trying to colonise the coronal hypershunts.
when i try to do it i get  an error : "IndexOutOfBoundsException: Index:0, size:0", it doesnt crash my game, it just prevents me from colonising the shunts. my starsector version is 0.97a-RC11 (probably the reason) and heres my mods
  "Cryo_but_better",
  "aod_vos",
  "aotd_vok",
  "chatter", (probably irrelevant)
  "lw_lazylib",
  "lunalib",
  "MagicLib",
  "progressiveSMods",
  "Terraforming & Station Construction"
any idea of what the problem might be? thanks in advance!

Hi new to the forums here. I too have experienced this exact bug. I compared your mod list to my own and the only mods we had in common
is Aotd_vok, the 3 Lib mods, and specifically 'Progressive S-mods'.

Progressive S-mods does add a prompt to all stations/colonies that allows you to tweak your built in mods. Perhaps there is a conflict occurring here as the shunts are now very similar to colonies in terms of how you interact with them, but perhaps they have not be coded to accomodate for the "progessive Smods" prompts.

Not a solution but it may point the respective modmakers to what might be causing the issue  ;).

Or disable the mod in the interum, see if that resolves it.
Title: Re: [0.97a] Ashes of The Domain
Post by: Takion Kasukedo on April 21, 2024, 03:03:25 AM
Just a heads-up, but Guardio marked your website as a phishing attempt.

Not entirely sure what's going on here myself.
Title: Re: [0.97a] Ashes of The Domain
Post by: Kaysaar on April 21, 2024, 03:36:12 AM
Just a heads-up, but Guardio marked your website as a phishing attempt.

Not entirely sure what's going on here myself.
that is very strange ngl
Title: Re: [0.97a] Ashes of The Domain
Post by: Bunkspucket on April 21, 2024, 03:43:44 PM
Hey there!

I love the changes your mods make to the base play loop, I was a little lukewarm on the Research side of things, but in my most recent playthrough I've really come around on it.

Next part is spoilered for content:

Spoiler
I'm not sure if this is an issue with AotD-Cryosleepers or with Lost Sector, but I've settled the Frostbite system (the Enigma inhabited system) after clearing it out and the Cryosleeper can't be told to go to it directly. I've parked it in a system directly next door but it's not selectable on the 'send to' screen, which has every other system tagged and available but not Frostbite.
[close]

I'm posting this in Lost Sector as well, just in case it's an issue on their end.

Thanks again for a great mod!
Title: Re: [0.97a] Ashes of The Domain
Post by: Kaysaar on April 24, 2024, 11:48:18 AM
This will be one of last informations in terms of information about current development of
Ashes of the Domain : Grave of Colossus

And before you will panic , no , development WILL continiue steadly , read whole text, so you will understand what I want to tell with that.

for about 3-4 weeks i have been constantly working on Orion Sector days and sometimes nights.
From scratch there has been made a lot of things

Spoiler
: Enitre new Hyperspace to explore with new unique mechanics and trying to imitate vanilla one as much as possible
: New Structures like Hyperpsace Stabilizer and Nidavelir Shipyards
: A new procedurally generated area size of core worlds of Persean Sector
: A lot of custom animations and visuals
: A better fuel consumption UI
: And i am soon finishing work on map of Orion Sector
[close]


Being honest, that has been a lot of done in span of just 3 weeks ,  basically 60% of Campaign Layer of Orion Sector has been finished and its ready.
But now , development must have break for about 2 weeks , mainly so commisions that has been started will be finished, allowing further development

As i said this numerous times, and ofc I thank you all those who support me on Patreon , it is because of your finanical support, that i am able to commision tallented people , and being able to reward them for their hard work. Also because now i am openly getting steadly money on Patreon i am giving from myself even more, I feel obliged delivering mod of highest quality for community of people, who belive in me.

Currently we earn about 150 dollars for month , goal is to reach 300 dollars , so i can peacefully commision people monthly, having steady flow of things like music , writin etc

Oh and also one thing , a small raport of mine
Thanks to earnings from April + money that i still had from Kofi  i was able to :
Commision writer, currently is going through all Vaults of Knowledge and Virtue of Society to fix all gramma and write it even better
And ofc i paid for additional sprites, soon Thaumiel AI core will finally recieve proper sprite


If you really wanna see all things done so far i recommend joining discord : in channel : the-hall there is post that is showcasing all done so far

Okey but , sorry that on last , but i forgot when i was writing heh
Radio silence will be because , I dont wanna spoil you everything heh : P
Title: Re: [0.97a] Ashes of The Domain
Post by: Shogouki on April 24, 2024, 02:27:40 PM
No worries at all Kaysaar, you're doing so much!  I hope you can get the money you need to be less reliant on commissions.
Title: Re: [0.97a] Ashes of The Domain
Post by: Arghy on April 24, 2024, 09:54:57 PM
So uhhh tried doing beyond the veil for the first time and it utterly dumpstered my S-mod full officer combat fleet thats taken on multiple ordos without losses. Is there some sort of trick to it? Like i got 1 ship to 60% health and it took 2 14th onslaughts with 3 S-mods and officers to do that. Should i try it with a phase fleet?

I watched one of the ships take a sustained large HE broadside from my 14th conquest and still have armor left over.
Title: Re: [0.97a] Ashes of The Domain
Post by: Shogouki on April 24, 2024, 10:42:33 PM
So uhhh tried doing beyond the veil for the first time and it utterly dumpstered my S-mod full officer combat fleet thats taken on multiple ordos without losses. Is there some sort of trick to it? Like i got 1 ship to 60% health and it took 2 14th onslaughts with 3 S-mods and officers to do that. Should i try it with a phase fleet?

I watched one of the ships take a sustained large HE broadside from my 14th conquest and still have armor left over.

I think a lot will depend on what other mods you have installed as that can drastically change your potential offense and defense.  I did it recently with only a few losses larger than frigates and destroyers using ships from Eccentric Design, Carter's Free Traders, Machina Void Services.  My ship was a Groenendael filled to the brim with ScalarTech Tear torpedoes and a Hacked Missile Forge from Exotica Technologies with 7 wings of CFT's Cutter drones.  My cruisers consisted of 4 CFT Dromons (also using Cutter drones) and 4 CFT Kerberos.  As for destroyers I had 4 MVS Eustace and then 6 Remnant Lumen frigates.  All my ships favor shields as their primary defense but the Dromons and Kerberos also have pretty good armor.  I basically just threw missile and fighter spam at them and used the Groenendael's ship system to swap places with my cruisers should they or I get in a bad situation.  I think I lost all my frigates, 2 or 3 destroyers and a few cruisers but we got them down.
Title: Re: [0.97a] Ashes of The Domain
Post by: Arghy on April 24, 2024, 11:28:52 PM
Haha ahh my ship mods are only ship and weapons mod with big beans which are all balanced around vanilla. Is it possible to do it with vanilla ships?
Title: Re: [0.97a] Ashes of The Domain
Post by: Shogouki on April 24, 2024, 11:35:43 PM
Haha ahh my ship mods are only ship and weapons mod with big beans which are all balanced around vanilla. Is it possible to do it with vanilla ships?

Oh definitely!  I'm just not sure what the best strategy is.  I know I've seen videos on YouTube killing the doritos using swarms of D-Mod Drovers with fighter spam.