Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
Hi!I'm interested in information on tech mining info and admins, but not the change for industry slot increase (already made changes to that).And I don't find a config for industry size in mod, so, how do i remove or change slot settings in Ur mod?
import org.lazywizard.console.CommandUtils;
if (!CommandUtils.isInteger(tmp[0]))
final FactionAPI faction = CommandUtils.findBestFactionMatch(tmp[1]);
In AddAdminBC.java, it seems like the "import static" is causing it to break Overlord's AddAdmin command. I don't know much about java and why multiple files using "import static" for the same thing would be an issue, but it seems to work fine with a few changes:line 18Codeimport org.lazywizard.console.CommandUtils;line 53Code if (!CommandUtils.isInteger(tmp[0]))line 61Code final FactionAPI faction = CommandUtils.findBestFactionMatch(tmp[1]);After these changes, you would still need to change the syntax in commands.csv from "addadmin" to something else like "addadminbc", or Overlord's addadmin command seems to overwrite it.
As far as I can find this mod no longer changes a colony's industry caps at size 9 and 10, but does set altMouseMoveToMassTransfer to true. Am I missing something or is the OPs information incorrect?
Doesn't work - it's not showing the techmining percentage, the UI hasn't changed.
It does appear if I delete and place a construction order, luckily instantly, so I can save delete/check and reload, although it is annoying.
The admin spawn weight config doesn't seem to have any effect, even setting one admin type to 100 and the others to zero leads to standard generation. Looking closer, it seems vanilla doesn't even use the "officer_manager" event anymore, it has been commented out.