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Mods / Re: [0.97a] Ashes of The Domain
« on: April 16, 2024, 05:10:58 PM »
Ashes of The Domain - Vaults of Knowledge 2.1.4 Save compatible with 2.1.0-2.1.3
-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

Your bug fix for the uaf item on farms seems to have caused another bug where all items installed in farms are uninstalled and moved into storage on game load.

Edit: This bug only happens when completely restarting the game. Simply loading a save in-game doens't trigger it.

Mods / Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« on: April 10, 2024, 02:25:26 PM »
I think it's time for a new thread, what with you throwing out more updates in a month than Tart did in years.

I considered that however this thread is still on the index so I don't really know if it makes sense to have two of them. Also sorry for the frequent micro updates lol.
Nothing to apologise for. And since you've taken over the mod, it would make sense to have a thread where you can actually edit the OP and title.

Especially because the title is misleading to someone just browsing the board and who doesn't know about the mod_info.json version number trick, it looks like the mod is out of date, but from what I read here this seems to be updated for the latest version.

Mods / Re: [0.97a] Ashes of The Domain
« on: April 10, 2024, 02:13:50 PM »
At risk of seeming blind or oblivious, I have a question. How do you use Modular Constructors?
I at least skimmed every page on this thread, read all the patch notes, looked on the main page under "guides", Tried to install it in my Heavy Industry, checked if there was a special project for it, Noted that the "help" button in the bottom left of the research screen seems to be grayed out, checked the Galatia Academy, and left all of them in the Research Storage box on a colony. What am I not doing, or where do I go to get answers?

First you need to hit up pre-collapse facilities like you already seem to be doing to get (most likely) dormant modular constructor. The dormant ones aren't immediately useful.

Second you either need to get lucky or build the digital consortium industry. Lucky means that you've gotten a modular constructor that isn't dormant and instead attuned to an industry type. Going with your heavy industry example, you will need a dormant constructor - heavy industry.
If you don't get lucky you'll have only dormant modular constructors, these are useless on their own and can't be slotted anywhere but can be, with the digital consortium, a relevant colony item and a month of time be turned into the mining, fuel production, heavy industry etc. variants of the modular constructor. For this option just click the digital consortium structure and click the blue option.

As for various modular constructors, they each slot into their respective industry types, they don't do anything by themselves but the higher tier upgrades for various industries that you research will often demand the appropriate modular constructor to be installed in the industry before you are allowed to upgrade it. So for your heavy industry the item won't do anything, but upgrade it to an orbital works then look at the available upgrade for that and you'll see what I mean.

Edit: Note that the digital consortium needs to be researched before it can be built.

Mods / Re: [0.97a] Ashes of The Domain
« on: April 10, 2024, 02:07:33 PM »
I may just be dense, but I can't figure out how to start researching anything. I've built the Research Facility on one of my colonies, and the instructions say,

To progress further, you will need to construct the Research Facility, which allows you to access the tech tree using either the CTRL-T hotkey or the option that appears in the building’s dropdown menu when clicked.

However, CTRL-T does nothing, and the only options in the building's dropdown are to shut it down or install an item.

Look at the top left corner of your screen, you should see a little tab sticking out - click it and it'll expand out to reveal a button to the tech tree. I'll admit I initially missed it too.

Mods / Re: [0.97a] Random Assortment of Things
« on: April 08, 2024, 03:37:36 PM »
I like abyss, good work with mod.
I have some question about abyss:

1) Is there only 13 location in abyss or this zone generate randomly?
2) Can you add more mod crew in abyss?  I only find one mod crew mod that let me use abyss ship with crew,
3) Can you make enemis more aggresive so they dont run away and try gather together and then attack.

This is a bit spoilery but it addresses your concern about 3.
Keep exploring the deeper into the abyss and 3 will solve itself

Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.7)
« on: April 01, 2024, 04:02:57 PM »
so i build Ismara's Sling on a water world then what do i do next just wait? wish there a more in-depth guide on how to fully terraform a planet

Ishmara's sling simply allows you to fulfill the "requires water" condition for planets that are in the same system as the water world in question.

You can see what the conditions of a project is by mousing over it in the terraforming screen.

Mods / Re: [0.97a] Random Assortment of Things
« on: March 31, 2024, 02:37:11 PM »
Hi, I want to make my own mod and i really like the exotech system (i.e. teleporting stations, and non hostility, essentially being neutral to everyone) is it ok if i look in your code to see how it works and possibly apply it in my own mod? (if i ever upload it, ill credit you)

Wouldnt quite recommend it as the mod is written in Kotlin, which probably wont help much if your coding with Java. Though if you do wanna take aspects of it i dont mind.
The non-hostility just comes from there being no "real" markets that are added to the economy, so nex isnt making it do anything.

I'm not familiar with Kotlin so I was curious as to what the advantages of using it over Java is. Especially since the intellij decompiler seems to do a decent job of converting kotlin into java code. Also since some mods seem to use a little bit of Kotlin on the side even if the main source is in Java.

Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.7)
« on: March 30, 2024, 09:10:05 AM »
Is anyone else having problems with alpha-core Chameleon not eliminating pather cells like they should? I'm running AoTD as well in case that's relevant.

Sooo let's talk about compatibility..
especially with AoTD

Been testing out the differents colonies mods together and been pretty shocked that now these two dont works together, but on my earlier game, in .96, everything was working like a charm.

Centralization Bureau does not detect the custom industries added by VoK (vault of knowledge):
-Subsidized Farming

[what's supposed to happen]
The centralization bureau tooltips should show the industries that are in duplicate in the system and boosts them accordingly, doesnt work if i have a regular AI Core inside, or a logistics core

[things i tried]
I downgraded the subsidized farming and the fracking to their vanilla counterparts, and now they are seen by the centralization bureau, maybe there's a tag or a list we can add the industries to? to make it compatible?

Linked are the screen of the tooltips on the custom industries, and then the tolltips when i downgraded the industries to their vanilla variants

Inside IndEvo there is a file under data/config/indEvo called "bureau_industry_whitelist.csv". That file lists all of the industries that the bureau will search for duplicates. All you have to do is create a new file under the vaults of knowledge mod data/config/indEvo/bureau_industry_whitelist.csv and then add the ids of the AotD industries to that new whitelist file. That way when the game loads the mods, those files will get merged and you'll have all the industries in AotD also be considered for centralization bonuses.

Note: I've attached a txt version of the file I use, you will need to turn it into a csv using libreoffice or excel. You might also want to remove "tourism" as in my game I made a custom code patch for indevo that increases the "direct" income of artisanal farming and the resort, since you don't have that patch the resort will only have it's luxury demand increase.

Edit: I just realized that this is actually the indevo, not AotD thread, given what I've said above, it would probably be more convenient if you made this compatibility request on AoTDs end. That way Hartley doesn't have to keep up with all the mods that add industries, especially through mod updates and each author can decide the level of centralization integration with IndEvo themselves.

Mods / Re: [0.97a] Ashes of The Domain
« on: March 29, 2024, 03:25:40 PM »
How do I trigger the beyond the veil quest for Vaults of Knowledge? I know that it's supposed to appear in a bar but I haven't got it yet and I'm worried that the associated planet may not have spawned.

Any chance you can add roaming fleets of Explorarium drones like there are Remnants? Mabye also make survey ship/mothership derelicts spawn fleets like Remnant nexuses do (toggleable in lunalib perhaps).

I have Domain Explorarium Expansion installed and I would like to see the new drones more often.
Hmm, this feature might be better off in another mod (like the aforementioned DED), but if I someday decide I want more derelicts around...

If you have <50 mods in your save, post the save and maybe I can finally figure out why this is happening. (Also tell me if strategic AI is on/off)

Potential quick workaround is to enter in console: CreateAlliance player independent, this alliance won't be joinable by (most?) other factions so they shouldn't try.

I have more than 50 so I wont torture you with my save, but strategic AI is on. What is the expected behaviour when an alliance request is rejected? Is there supposed to be a grace period before they ask again?
Yeah it's supposed to wait 120 days before the same faction can ask again.
HOWEVER I found reason to believe the check isn't actually being used :-X (edit: or is it?)
I'll set up a test case and investigate.

I've been thinking more about this and I feel like the best solution here could be a lunalib/config option that disables ai factions from offering alliances to the player themselves and instead forcing alliance offers with the player to be initiated by the player, all other requirements for such an alliance remaining the same. As it stands the expected behavior you stated is much better then what I have right now, but it still means I'm getting the "you're being invaded/attacked" notification sound every 120 days (per faction).

If you have <50 mods in your save, post the save and maybe I can finally figure out why this is happening. (Also tell me if strategic AI is on/off)

Potential quick workaround is to enter in console: CreateAlliance player independent, this alliance won't be joinable by (most?) other factions so they shouldn't try.

I have more than 50 so I wont torture you with my save, but strategic AI is on. What is the expected behaviour when an alliance request is rejected? Is there supposed to be a grace period before they ask again?

How to I stop/supress the noise that an alliance offer makes? Right now I keep getting spammed by the imperium and diktat who really want me to join them and I'd like to "supress" the notifications. That noise is becomes quite irritating.

Alternatively getting the alliance requests to stop would also be nice.

Is there a technical reason why we can't disable factions from mods when playing with the vanilla non-random core sector? In my case, I'd like to have UAF without the faction (like I was playing with random sector).

On a related note, (and I realize this may have been asked somewhere in this almost 400 page thread) how does random sector affect the new .97 questlines? I'm wondering about the crisis quests in particular (I usually skip academy quest so I'm not too bothered by that)

Mods / Re: [0.97a] Customizable Star Systems (v2.0.0)
« on: March 14, 2024, 08:32:54 PM »
Is there anyway to have a moon spawn?  I think that would be nice to have.

Take a look at the referenceStarSystem.json. It describes a lot of the attributes.

To answer the question though, you are looking for the "focus" attribute. It has two modes [entityIndex,lagrangeIndex], entityIndex. The latter is the one you want.
Set the focus to point to the entity you want your moon to orbit ("focus":0 would be the star in a basic single-star system and the first entity that appears under that would be "focus":1)
Set the "orbitRadius" to something that makes sense, and the rest follows the same as a normal planet.

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