I think you may be missing a description here sir.I think now there is description but thanks for noticing ^^
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
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)
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
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.
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.
Hey I'm curious about your future plan for Stella ManufactoriumAs 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
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.
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?It is a bug that i fixed actually and will be relesing with new patch but thanks for report ^^
Apart from that I really like new industries, especially underworld district. Thanks for the mod!
Cryosleeper 2.0: Domain Electric Boogallo EditionAshes of The Domain of ManNOT 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 moreIntroducing Ashes of The Domain of ManDescription:That mod focus on reworking mechanics of Cryosleeper and Cryorevival Facility, making Cryosleepers, even more valuable to look forThat 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 challengeMechanics Reworked/Done from ScratchSpoilerCryosleeper, 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]SpoilerNew 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]SpoilerAdditional 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]SpoilerCapital 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/WIPSpoilerStella 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]SpoilerProject: Theodosian's Revenge
REDACTED FOR NOW[close]SpoilerFlavour 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]SpoilerNew Winning Conditions ( Nexerlin will be required)
Like for example having specific blueprints, or build certian structures that will be in next point:[close]Patch NotesSpoilerAdditional 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]SpoilerVer 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]
The cryosleepers description has a few spelling errors so i reworded it to sound more cohesive and fixed some spelling mistakes.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
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
public void reportPlayerClosedMarket(MarketAPI market) {
Misc.MAX_COLONY_SIZE = 6;
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 10Codepublic 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 10Codepublic 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.
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.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 10Codepublic 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.
Fair Enough, do planets still grow though?
I mean despite being set to max size 6, do planets with cryosleepers still account for growth?
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 ?
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
Loving this mod, really like growing past size 6 and being the Economic giant of the sector. now the problems I encountered.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
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:Spoiler18658057 [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]
"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."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
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.
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.I have not thought about it , i need to read about it first and then why not actually
A small question - is there any plan to integrate with version checking? This is a pretty useful feature.
It seems like this mod or this mod and nexerlin are replacing some industries that shouldn't be replaced.Check your settings.json , probably you have eneabled Random_sector, as in vanilla play i only change vanilla planets of vanilla factions
(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.
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.
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 )
Check your settings.json , probably you have eneabled Random_sector, as in vanilla play i only change vanilla planets of vanilla factions
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
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
i got an errorFixed : 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
Fata;" com/fs/starfarer/api/impl/campaign/rulecmd/CA_repairCryosleeper:
Unsuported major.minor version 52.0
any ideas whats causing this
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 breakdownI 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 )
There's a problem with the Planetary Defense Force, it just cut my colony's ground defense strength by half rather than increase it.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
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.
Good day. A couple of questions: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
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
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.Good day. A couple of questions: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
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
2. What is Cryoshunt?
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.There's a problem with the Planetary Defense Force, it just cut my colony's ground defense strength by half rather than increase it.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
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.
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
Just discovered this mod, that sounds exciting!Yay ^^
Would love if this expanded beyond just basic buildings and colony improvements.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
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.
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 releasedHi, 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
Areodynamics Center?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)
I am hoping this isn't a typo.
This mod has a lot of potential, I'm looking forward Kaysaar ;D ;D ;D ;D ;DGlad to hear that ^^
Awesome mod with good amount of content!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 ^^
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!
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
Is there somewhere I can read up on what this research feature does?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
And if not, can I get an explanation?
Do you discover blueprints? Do you enhance industries? Etc.
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 sorryany chance of the update being compatible with ver 0.95.1a of SS? :'(I can give it gry tbh
Cool stuff overall, really wanted something like this in vanilla (Kenshi vibes by the way).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
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.
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 sorryany chance of the update being compatible with ver 0.95.1a of SS? :'(I can give it gry tbh
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 prinicipalPardon 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 sorryany chance of the update being compatible with ver 0.95.1a of SS? :'(I can give it gry tbh
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
Speaking of Kenshi Hey hey People Sseth hereWe are all here thanks to one man aren't we?
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 itSpeaking of Kenshi Hey hey People Sseth hereWe 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.
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
Hello.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
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.
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:Hi i thought that i removed all dependencies , well i will investigate that
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 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 ;/
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:I fixed this just go to mod_settings.json of Seat of Power module and replace modPlugin field with this data.plugins.AoDCapitalsModPlugin
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
Hello!Not yet i plan that capitals will be used by AI
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!
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?Hello!Not yet i plan that capitals will be used by AI
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!
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 thatMaybe it would be best to have the AI capital be preset, unless they are an "upstart" faction like the ones in Vayra's Sector?Hello!Not yet i plan that capitals will be used by AI
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!
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.
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.Fixed , update has been posted
Heres my log: https://gist.github.com/321nick/78e847907099789123493ef751c136f5
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 descriptionDo you use old ver ?
?
Will everything work if we add the cryo-sleeper module after starting a new save?It should work
no im using the latest versioneither 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 descriptionDo you use old ver ?
?
from .95?
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 updateno im using the latest versioneither 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 descriptionDo you use old ver ?
?
from .95?
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.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 updateno im using the latest versioneither 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 descriptionDo you use old ver ?
?
from .95?
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.Hi what ver you are playing .95 or .96 of game?
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.
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?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 modSpoiler262222 [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]
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 ;/
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.Hi what ver you are playing .95 or .96 of game?
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.
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.Did you save before reload ?
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.
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.Can i got logs for it?
Well, I say that. Apparently now I can actually build Nova Exploraria; it still bugs out and dies at the end of the month.
Please download newewst ver if it still occurs then i will investigate thatI 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.Hi what ver you are playing .95 or .96 of game?
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.
Im playing 0.96-rc10
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.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.Did you save before reload ?
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.
Please download newewst ver if it still occurs then i will investigate that
This bug have top priority as breaks entire research mechanics, i will fix it immidieatlyYeah 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.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.Did you save before reload ?
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.
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 updatesYeah 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.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.Did you save before reload ?
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.
QuoteI 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
Np sorry that i have not updated it on core ver and probably by this destroying save ;/QuoteQuoteI 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. :)
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
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.I have also fixed that , once tested patch will be coming
Well, I say that. Apparently now I can actually build Nova Exploraria; it still bugs out and dies at the end of the month.
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.As i said fixed but, i kinda want to wait for more bug reports and not post updates every single day
Fatal: No drop data found for drop group [ashes_of_domain], probably an error in drop_groups.csv
Check starsector.log for more info.
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 is bug , please redownload Vaults of Knowledge it Has been fixed as this was gamebreaking bug
It's all modules+TASC.
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.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
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, id like to report that if you use all 3 modules separately you get portrait duplicationHi i will fix that bug , strange but okay
Hi, id like to report that if you use all 3 modules separately you get portrait duplicationHi i will fix that bug , strange but okay
Its always useful to have that info , thanks!Hi, id like to report that if you use all 3 modules separately you get portrait duplicationHi i will fix that bug , strange but okay
If it helps, it only happens with the vaults of knowledge, the other modules are fine.
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
Hi can this mod be enabled mid campaign? looks very interesting.
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.
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 timereport: 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.
(https://cdn.discordapp.com/attachments/526502885521883137/1113605465713152022/image.png) for some reason my fracking is producing extra resources.Sublimation Industry , and probably most likely i need to check if improvement also makes this bug
i am using the lastest patch from the discord
also where do i get compound? no one sells it
(https://cdn.discordapp.com/attachments/526502885521883137/1113967273963696240/image.png) you sure ? this is a level 6 planets and it produce nothingehh okey i will test it also as i am still releasing hotfix today
(https://cdn.discordapp.com/attachments/526502885521883137/1113967273963696240/image.png) you sure ? this is a level 6 planets and it produce nothingohh its another bug of rather not of non production but because there are no conditions that are used by this industry
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
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
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
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.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
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.
Very cool set of features. Research in particular makes player colonies a much slower "I win" scenario while still providing benefits.First bug will be fixed as it is easy
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 Iconquerliberate 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.
Planet does not seem to grow beyond size 6 even with a cryosleeper and cryorevival facility installed.Hi do you check it remotley or when visiting planet ?
https://i.imgur.com/ai3fKpk.png
I got an error for NullPointerException in AoDCoreModPlugin.setIndustryOnPlanetI 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
This happened when I enabled Derelict Empire.
Works normally in normal mode.
Thanks a lot for the modification. I am very glad that you made it, it gives something that is very lacking. A few questions:Hi to answer all of your 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
Thanks a lot for the modification. I am very glad that you made it, it gives something that is very lacking. A few questions:Hi to answer all of your 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
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
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
edit: thanks ;D |
Hello, Is there a way to remove the research system?Yes just dont install Vaults of Knowledge :3
Hey. Everytime I'm closing the game, it resetss my research. Any info on htis problem? Might it be a mod incompability?Hmmm you are on official version newest yes? As this was an issue of Third Beta Release
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
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
Hey. Me again. Different problem this time though.Yea i know which one IT is , its Cryosleeper one, i will fix it
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)
Hey. Me again. Different problem this time though.Are you playing on Linux ?
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$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Nope. Good ol Windows.Can you try again now download?
Can you try again now download?
Hello !Noted , probably i have not noticed it as sound in my version of game is broken, will fix that today
I have a little bug with the "Sleeper" mod. When i have it activated it gives me this bug that prevents me from having my mouse hover over colonie icons, it just keeps repeating the sound it makes when you hover over an interactable icon.
So i can't interact with colonies or colonies infrastructures.
Hello !Strange its is for ver 1.1.1 ?
I have a little bug with the "Sleeper" mod. When i have it activated it gives me this bug that prevents me from having my mouse hover over colonie icons, it just keeps repeating the sound it makes when you hover over an interactable icon.
So i can't interact with colonies or colonies infrastructures.
Yes the 1.1.1 version of the mod. Also maybe to note i'm using java 8 because i heard it was more stable for mods and such.Well i only tested for java7 , like you are the only one so far that reported me this bug. Btw are you using latest hotfix for Grand Colonies?
Tried starting an Own Faction Game start, and the game crashed after picking the starting bonuses. Also, this was a regular sector, not randomized core worldsLetmme guess you tried to Pick heavy industry yes?
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.startUpgrading(BaseIndustry.java:572)
at exerelin.world.factionsetup.AddOrUpgradeIndustry.apply(AddOrUpgradeIndustry.java:27)
at exerelin.world.factionsetup.FactionSetupHandler.applyItems(FactionSetupHandler.java:198)
at exerelin.campaign.ui.OwnFactionSetupScript$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)
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: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 ^^
- 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.
Yes I did. And it wasn't mentioned in the first post not to do that or else I'd not have done it.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 worldsLetmme guess you tried to Pick heavy industry yes?
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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Yea i need to also write it on frist place. Bug occurs only and only heavy industry is already on that planet as you can see you have planet view option in nexerlin colony start , see if there is heavy industryYes I did. And it wasn't mentioned in the first post not to do that or else I'd not have done it.Tried starting an Own Faction Game start, and the game crashed after picking the starting bonuses. Also, this was a regular sector, not randomized core worldsLetmme guess you tried to Pick heavy industry yes?
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.startUpgrading(BaseIndustry.java:572)
at exerelin.world.factionsetup.AddOrUpgradeIndustry.apply(AddOrUpgradeIndustry.java:27)
at exerelin.world.factionsetup.FactionSetupHandler.applyItems(FactionSetupHandler.java:198)
at exerelin.campaign.ui.OwnFactionSetupScript$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)
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.
-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.
Glad it helped-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
-snip-Well tbh i have never encountered such bug in my playthough though and i am fighitng a lotQuoteGlad 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).
-snip-Well tbh i have never encountered such bug in my playthough though and i am fighitng a lotQuoteGlad 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).
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.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 want to get to the bottom of this insane slowdown to 10 fps.
12629028 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerExceptionStrange 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
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.
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.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 want to get to the bottom of this insane slowdown to 10 fps.
What i can arleady tell you dont have recent ver of Cryosleeeper , download it and remember delete ALL FilesI 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.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 want to get to the bottom of this insane slowdown to 10 fps.
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.
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.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
I just want to get to the bottom of this insane slowdown to 10 fps.
whats the difference between all the orbital works? (besides the demands they require)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
isnt normal orbital works with pristine nanoforge better than the fleetworks and skunkworks?
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
Oh thats pretty coolwhats the difference between all the orbital works? (besides the demands they require)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
isnt normal orbital works with pristine nanoforge better than the fleetworks and skunkworks?
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
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.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
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.SpoilerSystem info:
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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:
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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.
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.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
np always here to answer all questions , hope you will enjoy mod ^^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.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
Thank you for replying though.
The Nova Exploratoria capital building seems kind of OP (I'm playing the 0.95.1 version, so this may have been addressed already?)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 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..
...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.The Nova Exploratoria capital building seems kind of OP (I'm playing the 0.95.1 version, so this may have been addressed already?)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 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..
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...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...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.The Nova Exploratoria capital building seems kind of OP (I'm playing the 0.95.1 version, so this may have been addressed already?)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 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..
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.
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
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.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
not i am not overwriting vanila files so to not make it brick i need to disable monoculture and instead go with fisheryShouldnt it be the other way around? The planet has the farmland condition.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
Edit: Or maybe include both?
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?Aaaaaa Minor Spelling Mistake my greatest enemy uuuughh , thanks for reporting , i shall fix that typo
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
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.
Hi you all shmucks who play AoTDOkay, hope it goes well, good luck on your finals.
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
Hey Kaysaar, good luck on finals! You've been working really hard on your mods, and you deserve time to destress.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
I'll keep looking for bugs.
Don't read until after finals!SpoilerI 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]
Hey Kaysaar, good luck on finals! You've been working really hard on your mods, and you deserve time to destress.Btw could you message me Kaysaar#1181 as on dsc is much easier to reply for me. I want to talk about those ideas
I'll keep looking for bugs.
Don't read until after finals!SpoilerI 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]
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
Literally i made those updates during in between work and university studies so if there are any bugs then contact meDude 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.
Howdy, good luck with exams!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
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?
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
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
i get a Crash the moment i try to open up the research tab for the first time sayingRedownload Starsector i dont know why but for someone this is an issue and redownloading starsector helps
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?
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
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.Is it only appearing on one planet ?
edit: it might happen if i go into research screen or finish a research don't know which
@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.What ver ?
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.
Is there any hope for compatibility between Industrial Revolution's Centralization Bureau building and the higher/lower tiers of production buildings from this mod?For Bootleg no , but for new version there are plans for Ind Evo - AoTD collab
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
Just curious. The framework you have developed here for researching buildings 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
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.?
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.
Just curious. The framework you have developed here for researching buildings 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
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.?
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 canJust curious. The framework you have developed here for researching buildings 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
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.?
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::
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.
does anything in this mod remove farmland and add pollution?You both play on new versions ? And switch causes 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?
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.
Hi, I wanted to report a bug that applies pollution to planets with research facilities.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 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.
Hi, I wanted to report a bug that applies pollution to planets with research facilities.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 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.
Hi, I wanted to report a bug that applies pollution to planets with research facilities.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 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.
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 ^.^
@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
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 moreSpoilerHighly 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]
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 moreSpoilerHighly 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]
I dont know how this bug occured gonna hotfix very soon Already hotfixed version 1.2.1Ashes of The Domain - Vaults of Knowledge Patch 1.2.0 Save compatible for ver higher than 1.0.2 UI Rework and much much moreSpoilerHighly 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
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
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?
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
134826 [Thread-3] INFO net.andylizi.starsector.planetsearch.CoreUIWatchScript - CoreUI changed
134826 [Thread-3] INFO net.andylizi.starsector.planetsearch.CoreUIWatchScript - CoreUI injected
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.If you tried to use Cryosleeper on TASC stations then It s gonna cause crashes
The log didn't seem to print anything relevant, the last two entries areCode134826 [Thread-3] INFO net.andylizi.starsector.planetsearch.CoreUIWatchScript - CoreUI changed
134826 [Thread-3] INFO net.andylizi.starsector.planetsearch.CoreUIWatchScript - CoreUI injected
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
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
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
crash in Linux: (I only updated vaults of knowledge. switching back to 1.3.0 makes it load successfully)Strange like there was not biotics.png in your file literally strange
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
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.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
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.
Strange like there was not biotics.png in your file literally strange
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?
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.
It feels like an OG expansion pack from the 1990s, don't it?
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 cryosleeperThat is known, seems to be extremely hard to fix or even block so currently you can't stick the Cryosleeper to a Task Station.
Ashes of The Domain - Vaults of Knowledge Patch 1.3.2 Save compatible for ver higher than 1.0.2 Ssd is backSpoilerBuff : 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]
*** ...Ashes of The Domain - Vaults of Knowledge Patch 1.3.2 Save compatible for ver higher than 1.0.2 Ssd is backSpoilerBuff : 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)
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
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)
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
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.
What is the process for hiring a researcher from Galatia? I skipped the story with Nex and only see the following options:This is from Ind Evo not Ashes of The Domain
(https://i.imgur.com/53jkp6D.png)
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 listAoTD 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]
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.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.
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.I ill investigate that
Ex. Research A costs 1 data bank or ai core, it originally cost 2. I have 2 in storage. Research will use 2.
Descrp to Lost glory gonna do tommorow , but now bigger news that i have announced on dscReally looking forward to the government types, should be really interesting how it turns out.
**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
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
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));
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.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
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 backCoderuncode 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("$aotd_sophia", Boolean.valueOf(true));
Note that you'll have to run this every time you load the game, so it works best if you do long play sessions :P
Hrm. Unfortunately, the new version seems like it's removing my researcher on every game load. I had Sophia in v1.3.3, and now every time I load a game in 1.3.4, she's removed.New patch released , for those who have 1.3.4 and had scientist vanishing update to newest version and use that command
I understand that you're having trouble, so I'm also here to post a workaround:
If you use the Console Commands mod, then you can run the following console command to get Sophia backCoderuncode import data.plugins.AoDUtilis; import data.scripts.research.ResearchAPI; import com.fs.starfarer.api.Global; import com.fs.starfarer.api.characters.PersonAPI; PersonAPI person = Global.getSector().getImportantPeople().getPerson("sophia"); ResearchAPI research = AoDUtilis.getResearchAPI(); research.addResearchersInPossetion(person); research.setCurrentResearcher(person); Global.getSector().getMemory().set("$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
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.New patch released , for those who have 1.3.4 and had scientist vanishing update to newest version and use that command
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 backCoderuncode 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
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.This bonus is calculated but Industry does not say it as bonus but rather is directly included in Base Production
Is this intentional or is it a bug?
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.This bonus is calculated but Industry does not say it as bonus but rather is directly included in Base Production
Is this intentional or is it a bug?
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?
I'm going for a triple post here so I hope it doesn't come across as spam but here goes:Gonna look into this issue later , as i had recently released patch
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.
I'm going for a triple post here so I hope it doesn't come across as spam but here goes:Gonna look into this issue later , as i had recently released patch
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.
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());
}
}
}
I'm going for a triple post here so I hope it doesn't come across as spam but here goes:Gonna look into this issue later , as i had recently released patch
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.
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
I ll do it after now very quick patch and at least resting for 2 -3 daysI'm going for a triple post here so I hope it doesn't come across as spam but here goes:Gonna look into this issue later , as i had recently released patch
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.
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 daysI'm going for a triple post here so I hope it doesn't come across as spam but here goes:Gonna look into this issue later , as i had recently released patch
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.
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.
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 CRASHSpoilerfix : Finally Cryosleeper can be added to stations[close]
Ashes of The Domain -The Sleeper Patch 1.2.0 Save CompatibleLet's go!!
IMPORTANT NOTE : BEFORE UPDATE MAKE SURE ALL CRYOSLEEPERS THAT HAS BEEN PARCKED BY YOU ARE NOT PARCKED , BECAUSE THE GAME WILL CRASHSpoilerfix : Finally Cryosleeper can be added to stations[close]
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)
So I keep getting errors when I try to user the Sleeper part.Strange like there is no ship image thereQuote250220 [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.
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)
only get this error when i try to run this mod.Redownload again Cryosleeper probably Google Drive *** sth upCode52762 [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)
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 :pSo 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
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)
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.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
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.
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
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'tOh boi this is no longer minor spelling mistake : I ded , but i will be reworking entire page
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
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.Wish Granted
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?
I did the survey, awesome mods.Thanks !
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
AoTD - Vaults Of Knowledge(0.96)(1.5.1)(Save Compatible with 1.5.0)(Click to Download here)yes
so it is save compatible with 1.5.0 but if you have an older variant it is NOT
Is this compatible with existing save? Unmodded.It should work , but you might not have source of Research Databanks
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.Yea i rethink that tbh i did not expect that this is possible
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.
Just to be sure, I should ditch "Capital Module"? I think I have an earlier nomenclature for Seat of Power.Nope not yetThis 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
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.More for balancing issues, gonna fix this bug
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.
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.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.Yea i rethink that tbh i did not expect that this is possible
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.
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
I think you accidentally have water taking up 10 cargo capacity per unit rather than 1 cargo capacity per unitNah this is intentional
I think you accidentally have water taking up 10 cargo capacity per unit rather than 1 cargo capacity per unitNah this is intentional
I think you accidentally have water taking up 10 cargo capacity per unit rather than 1 cargo capacity per unitNah this is intentional
In next balancing patch i will address issue of waterI think you accidentally have water taking up 10 cargo capacity per unit rather than 1 cargo capacity per unitNah 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 thinka 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.
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.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
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
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.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
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
Req is to simply research certain amount of tech
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.Intresting gonna look into it
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"
]}
Just some feedback regarding the new commodities: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.
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
Just some feedback regarding the new commodities:Thanks for Feedback, gonna look into it
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.
I deleted that Yama and Chalcedon are producing AoTD commodities ,as those are main cullpritsThe 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
Is this impossible as the mod is old?Quotejava.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
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.QuoteIs this impossible as the mod is old?Quotejava.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
- (probably) fix : now game properly calculates water size within missionsIf 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
Hey so when using console commands the "research_all_technologies" command is sayingStrange being fully honest i will investigate that
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.
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
This is actually vanila one, then issue was that missions demanded so much water , nobody was able to do itQuote- (probably) fix : now game properly calculates water size within missionsIf 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.
Still not able to queue TASC structures despite having all the neccessary resources. Can't find anything in log either.I dont know on 1.5.2 everything works
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]
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.Still not able to queue TASC structures despite having all the neccessary resources. Can't find anything in log either.I dont know on 1.5.2 everything works
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]
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.
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 redWell, 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.
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.Design choice : i plan to add my own special items to another industries
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 ?".
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
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.
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.
So, I've tried out Sleeper which is a fun addition to colony growth and an overall very neat 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
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):).
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...
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.
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 IIIt's a bug in the current build, you can get around it by placing any AI core on it.
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 IIIt's a bug in the current build, you can get around it by placing any AI core on it.
I think so, I don't remember how I was able to get a core into it last timeafter 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 IIIt'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?
So did some testing found following:Hi Thanks for pointing this out , i ll fix it once i got back from vacation ^^
- 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
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
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
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)
{"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"
]}
where do you get 1.61 version it not in discord1.6.1 download link is on this page
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$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
{"enabledMods": [
"yunruLooseFiles",
"PAGSM",
"yunruweebshitcombopack",
"yunruindustries",
"$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"
]}
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]
Crash when update from 1.6.0 to 1.6.1Issue fixed with 1.6.2Code98377 [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]
Not a crash or anything, but i can't upgrade smelting or light production, even though i have both refining and light industry researchedI saw this issue new update dropped to fix it
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
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/producersThanks man
HelloAlso thanks there ^^
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. :(
i'm on 1.6.4 and occasionally these error messages tick by on the left:I ll fix it soon
nonexistent special item found on chicomoztoc, id hegeheavy_databank
nonexistent special item found on culann, id triheavy_databank
Pls look at this ctd error: https://fractalsoftworks.com/forum/index.php?topic=28056.0It'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
I think AOTD is causing it somehow.
Haven't encountered it since disabling Vault+Glory.
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.Special items for fleets it's not AoTD feature, i belive it was RAT ?
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.
Pls look at this ctd error: https://fractalsoftworks.com/forum/index.php?topic=28056.0It'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
I think AOTD is causing it somehow.
Haven't encountered it since disabling Vault+Glory.
Hi, I've got 2 crash logs that may be relevant to your modupdate to newest version this is old bug , it has been fixed long time ago
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!
Hi, I've got 2 crash logs that may be relevant to your modupdate to newest version this is old bug , it has been fixed long time ago
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!
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.
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.
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
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>
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
So 1.6.7 of VOK is only save-compatible with 1.6.6, but is 1.6.6 compatible with 1.6.5?No 1.6.6 is not save compatbile with 1.6.5
If so, then please add a DL link for 1.6.6 :D
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
Its not possible as i cant detect moment when exactly market is deleted, without duplicating items.
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
Sorry i was not posting in comments other patches , kinda then i did not had time to do itSpoilerfix 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]
It was a bug , fixed nowAshes 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
Sorry i was not posting in comments other patches , kinda then i did not had time to do itSpoilerfix 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]
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.
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.***, that will take me while to investigate why
Logs:AOTD VOK verion 1.6.8Spoiler[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]
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]
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 youHi , I will fix it in next patch
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.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
To add more fuel to the fire,heavy industry has the same problem when upgrading to the militarized version of it.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.***, that will take me while to investigate why
Logs:AOTD VOK verion 1.6.8Spoiler[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]
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]
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)
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
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
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."
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.
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 after while of thinking i will change water to behave like oreWater 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.
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
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.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
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.
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
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
I think there might be a bug from the new AOTD thing. It keeps crashing my game.Please update to 1.0.1
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)
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)
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.With Vos, i will fix it
edit: also having crashes happen when i mouse over the cancel upgrade prompt on my heavy industry. no idea what's happening there.Code1484102 [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)
I have run into a problem.Gonna fix it in next patch
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.
{"enabledMods": [
"Cryo_but_better",
"lw_lazylib",
"lunalib",
"MagicLib"
]}
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)
With Vos, i will fix it
For Vaults of Knowledge what version it is ?
I'm seeing a crash on launch in Linux with the 0.96aRC10 build of Starsector and version 1.2.0 of The Sleeper.Honestly i dont know what have *** up
Mod list is the minimal set:Code{"enabledMods": [
"Cryo_but_better",
"lw_lazylib",
"lunalib",
"MagicLib"
]}Code9730 [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 m trying to fix this bug , but it returns in different forms, as this one button should not be visibleWith 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
$pngfix cryoorgans.png
HEAD ERR 00 libpng Success Success not_a_PNG_(signature) cryoorgans.png
$pngfix cryoharvester.png
IDAT OK stdfast 13 13 3823 6440 cryoharvester.png
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
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.
{"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"
]}
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)
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.Did you happen to use devmode?
Mod list:SpoilerCode{"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]Code466459 [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?
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.
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.
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.
java.lang.NullPointerExceptionYou need to runcode this via Console Commands mod
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?
import data.colonyevents.manager.AoTDColonyEventManager;
AoTDColonyEventManager.getInstance().guaranteedNextEventId=null;
AoTDColonyEventManager.getInstance().guaranteedNextEventMarket=null;
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
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.Unfortunaetly no
Is there a way to safely remove just that module and keep the save?
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
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?You can
I just wanted some clarification because it says not to update during those quests, but not about if we haven't reached them yet.
java.lang.NullPointerExceptionI need to look into this
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.
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?You can
I just wanted some clarification because it says not to update during those quests, but not about if we haven't reached them yet.
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)
Got hit with a crash mid-travel in an unexplored system.redownload modCodejava.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)
java.lang.NullPointerExceptionI need to look into this
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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Hey! would anyone be able to help me figure out how to fix this? it comes up when selecting researches in the research tab.
124741 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.colonyevents.events.UAFCakeEvent.executeDecision(UAFCakeEvent.java:37)
at data.colonyevents.ui.AoTDColonyEventOutcomeUI.reportButtonPressed(AoTDColonyEventOutcomeUI.java:266)
at data.colonyevents.ui.AoTDColonyEventOutcomeUI$ButtonReportingCustomPanel.buttonPressed(AoTDColonyEventOutcomeUI.java:293)
at com.fs.starfarer.ui.newui.I.actionPerformed(Unknown Source)
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)
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.Quote289887 [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.
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.
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.
sorry but where do i download Which-Industry mod?
thanks, i added this link to downlad links so there wont be issue for looking where to downlaod this modsorry but where do i download Which-Industry mod?
https://fractalsoftworks.com/forum/index.php?topic=28262.0
The Tri-Tachyon event keeps proccing over and over again, and it will not go away for some reason.in new version this should be fixed as refusing will make them ignore that planet for rest of game
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.
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".I heard about this bug, but this is not caused by AoTD
Making it impossible to explore the planet.
is there an actual use to decayed databanks?
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
Hey,Please could you send me your save?
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! :)
the ui for research screen is going over the screen my display is 1366 x 768This res is broken for that UI , in 2.0 this will be fixed
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 chooseRemoving mod from save is not possibleI 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.SpoilerOption: 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]
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.
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.
I assume VoK 2 will not be save game compatible.Vok 2.0 Is basically full rewrite of this mod
Any rough ETA on release?
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.
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.
Question regarding the Alpha: Does it work with Lost Glory, or do you have to use VoK 1.7.2 for that?
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.Same here. Research building has no options other than shutdown, CTRL-T does nothing.
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.
what do you mean by that ?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.Same here. Research building has no options other than shutdown, CTRL-T does nothing.
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.
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 ?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.Same here. Research building has no options other than shutdown, CTRL-T does nothing.
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.
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.
For now i am trying to rework it a little as i dont like idea for example someone skipping research through factionwhat do you mean by that ?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.Same here. Research building has no options other than shutdown, CTRL-T does nothing.
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.
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.
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
For now i am trying to rework it a little as i dont like idea for example someone skipping research through factionThe 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.
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
As i said i am still planning to change it anyway how tech works with commisionsFor now i am trying to rework it a little as i dont like idea for example someone skipping research through factionThe 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.
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
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.
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.As i said i am still planning to change it anyway how tech works with commisionsFor now i am trying to rework it a little as i dont like idea for example someone skipping research through factionThe 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.
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
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.
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
You know you can just dm me bug or srh like that ?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.As i said i am still planning to change it anyway how tech works with commisionsFor now i am trying to rework it a little as i dont like idea for example someone skipping research through factionThe 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.
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
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.
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
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.
Short question, what's the difference between the research here and research on industrial evolution?Totally different thing.
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!
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 don't understand how to use cryosleepers in this modClick on the planet, there would be an option within the choices, it should be number 7, 8, or 9 when you visit your colony.
"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 don't understand how to use cryosleepers in this modIt should be right in the first menu when you approach the colony.
"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?
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 thanksAny 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.
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.
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.
No, because those VOKs are rather easy to get. Though you should just be able to research them for free.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.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
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.And i said you should be able to do that, i.e. you not being able to should be a bug.
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.
This feels like a FAQ. But I searched and did not find anything, so please bear with me.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.
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?
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.This feels like a FAQ. But I searched and did not find anything, so please bear with me.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.
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?
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.
2.0 Version of Vaults of Knowledge soon
Not really 2.0 is basically rewrite of whole mod2.0 Version of Vaults of Knowledge soon
Will it be save compatible with the current version?
Will the VOK 2.0 include research integration for industrial evolution?All depends if IndEvo author will apply collab
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 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!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
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]
Ashes of The Domain : Vaults of Knowledge 2.0.2 Hotfix Save compat with 2.0.0 and 2.0.1Spoilerfixed 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
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)
Made an account for this , LOLI 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
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
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
```nonePlease update mod
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": [
"$$$_lightshow",
"pantera_ANewLevel40",
"Cryo_but_better",
"aod_vos",
"aotd_vok",
"automatedcommands",
"lw_autosave",
"CaptainsLog",
"chatter",
"lw_radar",
"DetailedCombatResults",
"hte",
"immersionFriendlyPortraitPack",
"interestingportraitspack",
"largerZoomOut",
"lw_lazylib",
"leadingPip",
"logisticsNotifications",
"lunalib",
"MagicLib",
"nexerelin",
"portrait",
"swp",
"speedUp",
"sun_starship_legends",
"stelnet",
"which_industry",
"whichmod",
"audio_plus",
"shaderLib"
]}
```
Hello, I've run into a soft-lock situation with Project Charon. When I try to salvage the planet protected by the [REDACTED] Doritos, I get the attached below result. I saw someone post the same issue in the Unofficial Starsector Discord on 12/31/23, but it looked like it was only with the alpha build. I'm running VoK 2.0.4 and the save started with the 2.0 release. I haven't had too much luck resolving the issue myself, so any help is appreciated.Project Charon ahoudl not fire with Vok 2.0
{"enabledMods": [
"PAGSM",
"SBTM",
"$$$_DakkaHolics_sprites",
"$$$_trailermoments",
"pantera_ANewLevel40R",
"adjustableautomatedships",
"Adjusted Sector",
"anotherportraitpack",
"Cryo_but_better",
"aod_vos",
"aotd_vok",
"ApproLightPlus",
"ApproLight",
"armaa2",
"lw_autosave",
"timid_admins",
"better_deserving_smods",
"blackrock_driveyards",
"yrutl",
"CaptainsLog",
"combatactivators",
"chatter",
"lw_radar",
"timid_commissioned_hull_mods",
"lw_console",
"hm_flagpack",
"DetailedCombatResults",
"diableavionics",
"hiigaran_descendants",
"illustrated_entities",
"immersionFriendlyPortraitPack",
"IndEvo",
"interestingportraitspack",
"Imperium",
"timid_xiv",
"lw_lazylib",
"ArkLeg",
"lockedAndLoaded",
"logisticsNotifications",
"luddenhance",
"luddenhanceied",
"lunalib",
"MagicLib",
"Mayasuran Navy",
"ness_saw",
"Neutrino",
"nexerelin",
"officerExtension",
"particleengine",
"wisp_perseanchronicles",
"portrait_changer",
"progressiveSMods",
"pt_qolpack",
"assortment_of_things",
"SalvageEverything",
"scalartech",
"secretsofthefrontier",
"SEEKER",
"shadow_ships",
"swp",
"spacetruckin",
"mayu_specialupgrades",
"speedUp",
"sun_starship_legends",
"stelnet",
"alcoholism",
"superweapons",
"Sylphon_RnD",
"tahlan",
"presmattdamon_takenoprisoners",
"Terraforming & Station Construction",
"mayorate",
"timid_tmi",
"underworld",
"uaf",
"ungp",
"URW",
"vic",
"vayrasector",
"which_industry",
"yrxp",
"audio_plus",
"shaderLib",
"zzz_DakkaHolics"
]}
Hello, I've run into a soft-lock situation with Project Charon. When I try to salvage the planet protected by the [REDACTED] Doritos, I get the attached below result. I saw someone post the same issue in the Unofficial Starsector Discord on 12/31/23, but it looked like it was only with the alpha build. I'm running VoK 2.0.4 and the save started with the 2.0 release. I haven't had too much luck resolving the issue myself, so any help is appreciated.Project Charon ahoudl not fire with Vok 2.0
{"enabledMods": [
"PAGSM",
"SBTM",
"$$$_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"
]}
Say, will console commands return?This would make testing things easier.Will return patience please
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
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)
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)
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)
Does anyone know if theres a confirmed spot for the farming VOXs because i explored the entire sector and didnt find any besides artisinal
Good day do I need to get Better Colonies by SirHartley to play this mod properly? Thank you. :-\
Good day do I need to get Better Colonies by SirHartley to play this mod properly? Thank you. :-\
You mean Grand Colonies?
I have the funny research square in my research facility yet it is not unlocking the techs it shouldCan you specify more ?
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.Update mod , if its not working then i ll fix it , for now i am on break
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.
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.I have the funny research square in my research facility yet it is not unlocking the techs it shouldCan you specify more ?
Cause this tells me nothing
I ll look into itI 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.I have the funny research square in my research facility yet it is not unlocking the techs it shouldCan you specify more ?
Cause this tells me nothing
if you need logs, i will need to be told where to look.
Can each part of the mod be activated independently?The main idea od splitting mod was so they can act Independently
The first post does not mention compatibility with Nexerelin?
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.Update mod , if its not working then i ll fix it , for now i am on break
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.
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.Restoring nanoforge should be repeatable , i ll look into it once my break will end
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!
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
Ashes of The Domain : Vaults of Knowledge 2.0.10 Patch Save compat with 2.0.0-2.0.9Spoilerfixed 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
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
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 ?
Ashes of The Domain : Vaults of Knowledge 2.0.10 Patch Save compat with 2.0.0-2.0.9Spoilerfixed 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
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?
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 ?
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'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.
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.
Ashes of The Domain : Vaults of Knowledge 2.0.10 Patch Save compat with 2.0.0-2.0.9Spoilerfixed 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
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]
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.
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.Sometimes it takes time
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.
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.Sometimes it takes time
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.
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 !
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
my game crashed when i colonised the coronal hypershunt how do i fix this
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!
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.
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.
question: is the 2.0 compate with 1.7.2?Guess reading or paying attention too hard
sorry for bothering,i'm just unsure of what it means,cause i didn't know it will be save compate with 1.7.2question: is the 2.0 compate with 1.7.2?Guess reading or paying attention too hard
(https://i.imgur.com/5cmGOmS.png)
sighhhhsorry for bothering,i'm just unsure of what it means,cause i didn't know it will be save compate with 1.7.2question: is the 2.0 compate with 1.7.2?Guess reading or paying attention too hard
(https://i.imgur.com/5cmGOmS.png)
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 literally says the exact range of versions its compatible with. Note the complete absence of any versions outside the 2.0 line.sorry for bothering,i'm just unsure of what it means,cause i didn't know it will be save compate with 1.7.2question: is the 2.0 compate with 1.7.2?Guess reading or paying attention too hard
(https://i.imgur.com/5cmGOmS.png)
I just want one thing for what I am doing : A sign of respect for my hard work and nothing else.
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.
ah ok, i might save them for a fresh new game with all the Ashes mods :)You definitely want a fresh start for AotD VoK. It changes the economy to much to make sense midgame.
(currently ive got a mix mash of gothic 40k and starwars + :)
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
very sorry about thatsighhhhsorry for bothering,i'm just unsure of what it means,cause i didn't know it will be save compate with 1.7.2question: is the 2.0 compate with 1.7.2?Guess reading or paying attention too hard
(https://i.imgur.com/5cmGOmS.png)
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
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
ah ok, i might save them for a fresh new game with all the Ashes mods :)You definitely want a fresh start for AotD VoK. It changes the economy to much to make sense midgame.
(currently ive got a mix mash of gothic 40k and starwars + :)
the AI wont build these industries in their colonies
is there something i'm missing? or it's just like that
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 GalatiaAround September : Virtue of Society 1.1 Patch - Voices of ManySpoilerResearch 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]November : Beginning of December - Ashes of The Domain - Grave of ColossusSpoilerEvents 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]This RoadMap is for Aotd 3.0. The biggest and most ambitious project that Has been done by meSpoilerNew 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 recoveredSpoiler(https://i.imgur.com/ko8yjhP.png)[close]
Custom events related to Orion Sector, if Virtue of Society enabled.[close]
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
Question:What ?
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?
AoTDMainResearchManager.getInstance().getResearchProjectFromRepo("aotd_nanoforge_restoration").setCurrentlyOngoing(false);
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)
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 updatedIt 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.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 updatedIt 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.
I can't seems to add a special item to industry (Autonomous mantle bore to fracking etc.)
was this an intended feature?
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.
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)
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.Code543018 [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.
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)
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
Assigned and unassigned a Alpha AI to the Resort Center and the income bonus stayed.
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.
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.
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?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.
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.Code543018 [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.
One of the modules has a dependency on your other mod Which-Industry which is out of date.If i remember it was removed
Any chance thats gonna get updated?
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
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.
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?
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?
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.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.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.
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.I ll investigate that , but so far this is only report about performance issue
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.
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.
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)
I ll investigate that , but so far this is only report about performance issueI am on Discord, but not terribly active on the Starsector one.
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
...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.
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?Because they are getting consumed to upgrade further
thanks
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
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.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
I ll look into itNo 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.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
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 1.0.8Re-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
Hey,Fix will be soon , together with bonus event
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.Apart from that I'd just like to say AOTD has become one of my favorite and staple mods. Thanks for developing it!Spoiler505801 [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]
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
Can you redownload , i made special script that should prevent that right nowAshes 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 nowAshes 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?
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.
I have a crash report for vault of knowledge.That's an issue with TASC, not AotD.
Putting the mouse over Perihelion Project in the TASC tech-tree causes the game to crash:Spoiler227613 [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]
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
So I've done some more testing on this: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.
Ashes of The Domain - Vaults Of Knolwedge patch 2.0.13 Save Compatible with 2.0.0-2.0.12
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.
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?
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?
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)
Ashes of The Domain - Vaults Of Knowledge patch 2.0.14 Save Compatible with 2.0.0-2.0.13Wicked :)As First Anniversary of AoTD is comming very close , i just want to introduce you thisSpoilerUpdated industry images with refurbished on[close]
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)
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.
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?
Industry - sublimation might not be possible to construct.
Requires both a mantle bore and volatiles, however mantle bores cannot be installed in gas giants.
Okay. Thank you for the clarification!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.
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!:)
Ashes of The Domain : Vaults of Knowledge patch 2.1.0 : Modularis Constructors (NON SAVE COMPATIBLE WITH PREV VERSIONS)Spoilernew: 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)Spoilerfix: Fixed crash with Rampant crime event, and all events, that have more than one stage!.
fix: Ensured now all modifiers are deleted properly[close]
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
Hello ! Someone has Vaults of knowledge patch 2.0.10 for version 0.96a please ? Cant find it anywhere :(check their discord! ;)
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$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Those are issues caused by tASC not Aotd, as i am using vanilla methods to create tooltipOn latest version, When I try to research the Terraform and Station Construct technologies the game crashes
14356968 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at boggled.campaign.econ.industries.BoggledCommonIndustry.getFocusMarketOrMarket(BoggledCommonIndustry.java:277)
at boggled.scripts.BoggledTerraformingRequirement$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$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Very well. Thank you for clarifying this. I have also reported this to the TASC Thread.Those are issues caused by tASC not Aotd, as i am using vanilla methods to create tooltipOn latest version, When I try to research the Terraform and Station Construct technologies the game crashes
14356968 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at boggled.campaign.econ.industries.BoggledCommonIndustry.getFocusMarketOrMarket(BoggledCommonIndustry.java:277)
at boggled.scripts.BoggledTerraformingRequirement$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)
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.
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.
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 ran into a bug with the restauration of ruins.update uaf
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.
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
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
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
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) [?:?]
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.
Fracking doesn't produce advanced resources and is inferior to Mining with a Mantle Bore installed.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.
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!Fracking doesn't produce advanced resources and is inferior to Mining with a Mantle Bore installed.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.
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.
please update to 1.0.9c in my case it is wokring and event is removed properlyIs 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!
I have a question, tried to google that but i didnt got any awnser.Just look around for the planet. The mission only makes it easier to find it.
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.
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.
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?
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.
Ashes of The Domain : Cryosleeper Options 2.0 NOT SAVE COMPATIBLE WITH ALL PREV VERSIONSSpoilerReworked 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
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?
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.
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.
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?Just fly to the planet. You don't actually need the quest.
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.
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..... :(
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..... :(
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.- Did you install Vaults of Knowledge correctly? Make sure the file aotd_vok/jars/Vok.jar exists.
I always get an error on the start of the game. Anybody has an idea how to fix it?
Thank you for any help!
I updated Cryosleeper to 2.0.2 from 2.0.1 and ran into this error on loading my current save.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*).Spoiler95922 [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.
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)
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*).
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
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
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.
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. : /
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.
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.
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.
if someone have issues with making new save for vaults of knowledge , fix has been posted re-download modI just re-downloaded but VoK is still in 2.1.1
if someone have issues with making new save for vaults of knowledge , fix has been posted re-download modcan 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
New patch has been released: Check Patch notes
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.
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 have not yet updated web paage , sorry i was busy but cryosleeper and ark behav was changed in 2.0.0Quote from: AotD WebsiteFrom 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.
Gameplay feedback: is nice! I'm still messing with it, but it seems pretty cool.well with first i can work with it
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]
I have not yet updated web paage , sorry i was busy but cryosleeper and ark behav was changed in 2.0.0Gotcha, 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.
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.
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.
so after repairing the cryosleeper and picking what system to send it to game crashes and i get this in the logi continue to get this error on .97 and newest version of the mod
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)
so after repairing the cryosleeper and picking what system to send it to game crashes and i get this in the logi continue to get this error on .97 and newest version of the modSpoiler169079 [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]
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
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]
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
...There's literally a technology you can research to do it without consuming colony items.
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.
(https://i.imgur.com/EtdvmsL.png) (http://www.ashesofthedomain.info)
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,QuoteTo 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.
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,QuoteTo 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.
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?
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.
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.
No, once the cryosleeper is in the system and orbiting, the revival facility should become available to build.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?
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
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...
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.
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.
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.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?
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.
Ashes of The Domain - Vaults of Knowledge 2.1.4 Save compatible with 2.1.0-2.1.3Spoiler-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]
Ashes of The Domain - Vaults of Knowledge 2.1.4 Save compatible with 2.1.0-2.1.3Spoiler-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]
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:Spoiler901853 [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.
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!
Just a heads-up, but Guardio marked your website as a phishing attempt.that is very strange ngl
Not entirely sure what's going on here myself.
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.
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?