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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.97a] Better Colonies 1.88  (Read 440047 times)

travhill20

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Re: [0.95a] Better Colonies 1.63
« Reply #105 on: August 16, 2021, 08:45:40 PM »

Is there any way to edit the number of industries you can have based on size?
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DownTheDrain

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Re: [0.95a] Better Colonies 1.63
« Reply #106 on: August 16, 2021, 10:30:18 PM »

Is there any way to edit the number of industries you can have based on size?

You can change that in the game's settings.json (starsector-core\data\config).
Search for "maxIndustries" and put whatever numbers you like for the different colony sizes.
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Starslinger909

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Re: [0.95a] Better Colonies 1.63
« Reply #107 on: October 14, 2021, 01:44:20 PM »

What mods is this compatible with?
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Timid

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Re: [0.95a] Better Colonies 1.63
« Reply #108 on: October 14, 2021, 02:08:04 PM »

What mods is this compatible with?
default.

Zdubfreelancer

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Re: [0.95a] Better Colonies 1.63
« Reply #109 on: January 06, 2022, 06:46:22 AM »

cant access this file can someone email it to me? thanks! not sure why my net doesent like that filehosting site many of these guys use.
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Stroichik

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Re: [0.95a] Better Colonies 1.63
« Reply #110 on: January 07, 2022, 06:08:55 PM »

weird, but it doesnt show me any ruins values in tooltip.
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Timid

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Re: [0.95a] Better Colonies 1.63
« Reply #111 on: January 07, 2022, 06:42:54 PM »

weird, but it doesnt show me any ruins values in tooltip.
mod list?

Wongjunkit

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Re: [0.95a] Better Colonies 1.63
« Reply #112 on: February 09, 2022, 01:24:54 AM »

Usable in an existing save?
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Meelock

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Re: [0.95a] Better Colonies 1.63
« Reply #113 on: May 21, 2022, 03:29:46 AM »

Usable in an existing save?
I tried doing it without any colonies and the game loaded just fine, but I am not certain if the same will occur if you already have colonies before loading.
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Celepito

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Re: [0.95a] Better Colonies 1.63
« Reply #114 on: May 21, 2022, 11:04:02 AM »

At which size does the Cryorevival Facility start producing organs?
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Timid

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Re: [0.95.1a] Better Colonies 1.7
« Reply #115 on: July 18, 2022, 02:41:23 AM »

Changelog 1.7:


  • Tech-Mining now hosts a tooltip indicating the EXACT amount of ruins there are left and for next month. This effect can be superseded by other mods.
  • Visiting the bars of your habitable planets will invite a Luddic missionary asking you to pledge the teachings of Ludd on your world. ;)
  • Visiting the bars of planets containing cryorevivals will allow you to recruit a sleeper officer (guaranteed 3 elite skills) every 180 days with their levels scaling on your colony size.
  • You may expend a story point to upgrade a freelancing admin to have Industry Planning provided you have it yourself as well.
  • altMouseMoveToMassTransfer is enabled by default. Allowing you to hold alt and hover your mouse to quickly move items across storages.
  • BCChangeIndustrySize is enabled by default, allowing the industry cap of population 9 and 10 to be increased by +1 leading to a total of 5 (You would still need to modify maxColonySize.)
  • BCCryosanctum is disabled by default, but enabling it to be true in the setting.json will let you construct Cryosanctums.
  • AddAdminBC [optionalTier] [optionalFaction] [optionalName], if Console Commands is enabled, lets you add admins.
Save-game compatible, might need to rebuild tech-mining or might not need to if you have other tech-mining mods.
1.6 forward compatibility not guaranteed.

Kakroom

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Re: [0.95.1a] Better Colonies 1.7
« Reply #116 on: July 18, 2022, 08:50:47 AM »

I wasn't expecting to see the Luddic subpopulation event so soon
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merrowind

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Re: [0.95.1a] Better Colonies 1.7
« Reply #117 on: July 18, 2022, 01:02:32 PM »

Changelog 1.7:

Hi. After updating mod from 1.6.3 to 1.7 the game fails to load.
From the starsector.log:
Code
19830 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.scripts.OfficerManagerEvent]
java.lang.RuntimeException: Error loading [data.scripts.OfficerManagerEvent]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.OfficerManagerEvent
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more

Modlist:
Magiclib, LazyLib, Nexerelin
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Timid

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Re: [0.95.1a] Better Colonies 1.7
« Reply #118 on: July 18, 2022, 01:53:13 PM »

Hi. After updating mod from 1.6.3 to 1.7 the game fails to load.
From the starsector.log:
Code
19830 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.scripts.OfficerManagerEvent]
java.lang.RuntimeException: Error loading [data.scripts.OfficerManagerEvent]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.OfficerManagerEvent
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more

Modlist:
Magiclib, LazyLib, Nexerelin
Delete the better colonies folder and redownload the mod.

Hexxod

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Re: [0.95.1a] Better Colonies 1.7
« Reply #119 on: July 18, 2022, 08:44:40 PM »

So, uh, I get the feeling that you're not supposed to be able to do this.

https://i.imgur.com/4o19u9H.png

Figured it might have been some way to convert a officer into a admin for the people who really don't want to run off in search of one, but no. He's still a officer at the end of it. A officer with very expensive upkeep.
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