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Messages - lolitsjack

Pages: [1]
1
Mods / Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« on: December 10, 2023, 12:28:29 PM »
The Tech Locator item guided me a system with nothing in it, no planets, just one ring around a red sun. There were two debris fields with some metals and a few transplutonics, no tech.
I searched the system for 10+min checking every grid square and spamming scan. Nothing.
Did I miss something?

2
Mods / Re: [0.96a] Ashes of The Domain
« on: November 10, 2023, 04:55:52 PM »
For Virtue of Society, I only get Event: Tri Tachyon Investment. Every ~1 or 2 months, every time. Nothing else happens. And I always just choose
Spoiler
Option: Politely Welcome them, but restrict their ability to invest in our industry to protect it from Tri-Tachyon influence
You immediately get 350000 credits but your income from colony is also taken a little by TT
+10 to relation with TT
[close]
I also do not see ANY downside, as I can not check if it is actually taking away the money anywhere. I do see the icon that it says its taking 20k a month in the icons that tell you the planets hazards and available resources, but I do not believe that is taking the 20k away? It is certainly not in the income main income window.
When trying to remove the mod the save file will not load.

The money bonus made the game to easy.

3
Already saw two posts in this thread, when I try to colonize an artillery station or the planet, once I exit planet view game crashes.
Colonizing the station sometimes instant crashes.

Big spoilers in here.....
Spoiler
This system was mega fun to play and discover, but I guess I am bricked and can not continue it? The hegemony stranded planet will not go into detail of the danger because of the protocol religion stuff, and will not progress any further because I'm guessing I need to own the station. I defeated the AI upgraded battlegroup ships and made them apart of my fleet, are are OP as ***. An AI cored onslaught with no crew is so good.



[close]

Code
82103 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at indevo.industries.artillery.terrain.ArtilleryTerrain.getTerrainName(ArtilleryTerrain.java:48)
at com.fs.starfarer.ui.newui.N.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.public.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.L.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
82445 [Thread-9] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [expanse.ogg]
82445 [Thread-9] INFO  sound.H  - Playing music with id [expanse.ogg]

4
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« on: August 12, 2023, 03:06:47 PM »
This tool tip is not working correctly. When I mouse over it, it crashed game. Before i learned if from a blueprint, If i moussed over blueprint it would crash. I spammed right clicked while moving mouse over blueprint to learn it before tool tip could load.


log results:
Code
34307 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
at data.hullmods.vic_allRoundShieldUpgrade.addPostDescriptionSection(vic_allRoundShieldUpgrade.java:101)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
at com.fs.starfarer.ui.O0Oo.oÒ0000(Unknown Source)
at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.g$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.public.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.ModPickerDialogV3.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)

5
Mods / Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« on: September 11, 2022, 06:26:19 AM »
What happens when you get two salvage yards in the same system? I built one, and then I took over a derelict base that had one. Do they compete for salvage points? Do I get double the output?

6
General Discussion / Re: One mining can supply 20 colonies?
« on: July 04, 2022, 07:16:15 AM »
Ok I think I understand. Then in terms of accessibility, it might be good to still do the whole production chain on the every planet? Mining -> Refining -> Heavy Industry.

This would then allow a planet to be fully focused (using its accessibility) on exporting Heavy Armaments, Ship Hulls, and Heavy Machinery?

Does importing use accessibility? Or is it only exporting?

7
General Discussion / Re: One mining can supply 20 colonies?
« on: July 03, 2022, 09:13:55 PM »
Wow. I don't like. DELETING THE INDUSTRY gives more money, because the upkeep is removed, and the provided goods from a higher production planet supply my whole empire, because exponents per symbol of goods, but linear profit per symbol in exports.




Please let me know if there is something I am missing.

8
General Discussion / Re: One mining can supply 20 colonies?
« on: July 03, 2022, 08:36:42 PM »
If a colony produces say, 6 units of Food, they can fully support any number of other colonies that require 6 Food or less. That also covers exporting to any number of other colonies, including ones you don't own. I believe idea behind supply & demand is the amount produced is logarithmic, meaning each level is 10x more than the last, so anything that requires fewer materials would make a negligible dent in the overall export amount.

Someone with more in-depth knowledge of how the economy works can fill in the nitty-gritty details, though this blog post should fill in some details.

Would that mean in this example is correct:

2. Highest output cloned. Logarithmic expansion per symbol of goods.
Colony A mines 10 basic ore.
Colony A refines 9 ore into metals.
Colony B mines 4 ore. (making this a useless industry that does nothing as exponent 10 is extremely high over exponent 4).
Colony B refines 7 ore into metals.
Colony C refines 10 ore into metals. (maybe this wont work as it takes log 10 of goods taking them all? but would work with any other smaller number?)
Colony D refines 11 ore into metals, 1 ore deficit import from other factions.

9
General Discussion / Re: One mining can supply 20 colonies?
« on: July 03, 2022, 08:32:28 PM »
If you built a comm relay so you could see global market info it might make a bit more sense.

Extra production always equals more money, so long as the upkeep does not exceed the extra income.

That makes 0 sense to me as to answering my question. (The systems those colonies are in both have com relays, that is very unrelated to what I am asking, I am not even asking about what factions are making and the market share, and import cost, yet).

What CrashToDesktop said would make sense about logarithmic production, but that clearly does not show in the colony profits. If it is logarithmic amount of goods for 'one symbol each' BUT 'one symbol = 1 profit, not log profit' then in terms of actual gameplay mechanics, it would at the same as highest output cloned.

10
General Discussion / One mining can supply 20 colonies?
« on: July 03, 2022, 07:06:58 PM »
If there is a guide for this stuff somewhere, plz point me to it because I have looked and couldn't fine it.

I am very confused about the "in-faction" imports and how much they supply each other. I have tried to figure it out by deleting and rebuilding mining and refining, but my results are very inconclusive.

How the F does the importing for industry work? Please let me know if it is one of the below examples, as I can't figure it out.

1. 1 for 1 perfect supply and demand.
Colony A mines 5 basic Ore.
Colony B mines 7 basic Ore.
Colony C (Or A, or B) has a refinery that needs 8 Ore.
4 Ore gets sold as surplus.

2. Highest output cloned.
Colony A mines 10 basic ore.
Colony A refines 9 ore into metals.
Colony B mines 4 ore. (making this a useless industry that does nothing).
Colony B refines 7 ore into metals.
Colony C refines 10 ore into metals.
Colony D refines 11 ore into metals, 1 ore deficit import from other factions.

3. What else is there I am so confused?

I have seen a single Farm industry supply my other 10 colonies, what? Here is my farm planet:


Farm planets says it is making 9, consuming 4, and exporting 9..... WHAT? Is this Highest output cloned?

Here is one of my MANY other planets:


It needs 6, all being imported from one faction. Please help me understand what the F is going on with this system.

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