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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Author Topic: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion  (Read 457274 times)

Droll

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Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
« Reply #1185 on: January 25, 2022, 12:12:55 PM »

Ah yes, the absolutely balanced(tm) get-an-alpha-core-free-every-month delivery service that does not circumvent the core gameplay loop at all.
To be honest, [REDACTED] farming stops being a challenge and becomes a chore real fast. Automating that process with Kletkas is less about making money, but saving time. Why harvest your 50th [REDACTED] crop from your designated high-danger system when Chico hasn't been glassed yet?

Also, how close are Courier Ports to being fixed? I would enjoy not having to manually supply my Supercomputers+derelict industries like some barbarian.

Courier Ports seem very fixed to me to the point I didn't realize they were even broken. I use a courier port to send a single kletka alpha core from my stockpile directly to the industrial storage of the supercomputer every cycle. Works like a dream.
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lyravega

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Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
« Reply #1186 on: January 25, 2022, 12:19:07 PM »

Ah yes, the absolutely balanced(tm) get-an-alpha-core-free-every-month delivery service that does not circumvent the core gameplay loop at all.
To be honest, [REDACTED] farming stops being a challenge and becomes a chore real fast. Automating that process with Kletkas is less about making money, but saving time. Why harvest your 50th [REDACTED] crop from your designated high-danger system when Chico hasn't been glassed yet?

Also, how close are Courier Ports to being fixed? I would enjoy not having to manually supply my Supercomputers+derelict industries like some barbarian.

Courier Ports seem very fixed to me to the point I didn't realize they were even broken. I use a courier port to send a single kletka alpha core from my stockpile directly to the industrial storage of the supercomputer every cycle. Works like a dream.

I tried to set up a template triangle, though after deconstruction, it stays at 0-delay for me. Had to recreate the route from deconstructor to forge every month. Aside from that, everything works fine as far as I can tell.

For the template triangle, I had to enable the 'template teleport' options in the end. I'd be fine if there was a middle ground - automatic courier handling for the templates would've been nice.
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Uhlang

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Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
« Reply #1187 on: January 25, 2022, 03:47:17 PM »

Courier Ports seem very fixed to me to the point I didn't realize they were even broken. I use a courier port to send a single kletka alpha core from my stockpile directly to the industrial storage of the supercomputer every cycle. Works like a dream.
They seem to start messing up after a decent number of repeated deliveries. I had mine set up to deliver Gammas from my storage to my Supercomputer every couple months and they eventually started failing despite the source and the destination literally orbiting the same ice giant.
I reported it before and Hartley acknowledged that it was bugged right now, but I don't see anything in the change log saying that it's been fixed.
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Droll

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Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
« Reply #1188 on: January 25, 2022, 04:46:29 PM »

Courier Ports seem very fixed to me to the point I didn't realize they were even broken. I use a courier port to send a single kletka alpha core from my stockpile directly to the industrial storage of the supercomputer every cycle. Works like a dream.
They seem to start messing up after a decent number of repeated deliveries. I had mine set up to deliver Gammas from my storage to my Supercomputer every couple months and they eventually started failing despite the source and the destination literally orbiting the same ice giant.
I reported it before and Hartley acknowledged that it was bugged right now, but I don't see anything in the change log saying that it's been fixed.

Weird, in my case the start and end are in two different systems but I haven't had a single delivery fail.
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SirHartley

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Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
« Reply #1189 on: January 26, 2022, 03:16:32 AM »

Ports are in a strange place right now - they do work, and they even work reliably, right up until they suddenly don't, for no reason.

I am currently reworking them entirely, removing insurance, simplifying the code and behaviour, and making a new (Proper) UI for them so they aren't as clunky.

However, this comes with a complete re-write of the code, which takes time.

It won't be as "Simulated" anymore with fleets getting ignored by enemies, but honestly, this mod is in need of more simplification anyway, and I'll take reliability over accuracy any day in my games.
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shilum

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Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
« Reply #1190 on: January 26, 2022, 04:24:43 PM »

speaking of courier ports, as a suggestion (or i was doing it wrong) could you make it so that the transport takes everything from one planets storage and takes it to another? ( I.E. just selecting the storage and 1 month recurring transport, and whatever is in storage at that time is transported.)
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lyravega

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Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
« Reply #1191 on: January 27, 2022, 09:25:28 AM »

However, this comes with a complete re-write of the code, which takes time.

Take your time =)

speaking of courier ports, as a suggestion (or i was doing it wrong) could you make it so that the transport takes everything from one planets storage and takes it to another? ( I.E. just selecting the storage and 1 month recurring transport, and whatever is in storage at that time is transported.)

I second this! Whenever I needed to use a courier, it was either for decon->forge->lab triangle, or transferring entirety of a storage to another location (usually a planet I name as 'Hoard'). By the way, I don't know how the new UI will work, but interacting with a comm-relay to access the courier options would be neat!
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SirHartley

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Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
« Reply #1192 on: January 27, 2022, 03:24:02 PM »

speaking of courier ports, as a suggestion (or i was doing it wrong) could you make it so that the transport takes everything from one planets storage and takes it to another? ( I.E. just selecting the storage and 1 month recurring transport, and whatever is in storage at that time is transported.)
good suggestion, will add this in - thanks!

By the way, I don't know how the new UI will work, but interacting with a comm-relay to access the courier options would be neat!
This is also a good idea - I'll see if I can't insert an option, and how feasible it is. No promises, but it's a good idea and I'll see if I can do that.
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Droll

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Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
« Reply #1193 on: January 29, 2022, 03:01:36 PM »

Are ship components not supposed to scale with colony size on heavy industry? I unlock the pop cap to size 10 and even with pristine nanoforge, alpha core, improvement, centralization (+1) and industrial incentives I cannot get ship component production above 8 on my size 9 world.

On my size 7 world the tooltips say +3 production due to market size for ship components but +5 for other heavy industry goods like hulls. Ship component VPC on a variable manufactory seems to scale but does not get bonuses from the industrial incentives edict.

All of this means that a size 10 world cannot be self-sufficient on components purely from heavy industry.

Edit: Also I'm aware that the centralization bureau boost for ship components also boosts demand so shouldn't affect self-sufficiency, though it can result in weirdness if your only source for ship components is one heavy industry and no global supply exists (a ship component shortage reduces production of ship components which then cascades until it catches global supply).
« Last Edit: January 29, 2022, 03:04:03 PM by Droll »
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Trabber Shir

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Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
« Reply #1194 on: January 29, 2022, 09:03:24 PM »

I am not getting "Growth Reinvestment" as an edict option. Is there some un-stated prerequisite I am missing or is the OP out of date?

I have 11 edicts displayed. Compared to the list on the OP I am missing "Growth Reinvestment" but have the following which are not in the OP: "Trade Incentives", "Single-Child Policy", and "Exact Clearances".
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Yorith

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Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
« Reply #1195 on: January 29, 2022, 10:07:18 PM »

Thank you for all the work on both Mods, I probably won't play a Game without them in the Future.

The Neuroconditioning Compounds are not working correctly, the Star System with two Colonies are 11 LY apart from my primary World but there are no Colony Options to enact Edicts on them.

There seems to be a bug with Forced Relocation, a System with a maxed Planet also takes away a portion of the Edict.
Three Colony System with the Edict: -40 A, +20 B (No Growth possible), +20 C (Intended Colony)
Two Colony System with the Edict: -40 A, +40 B

It would be great if Forced Relocations could be changed for Maxed sized Planets in general, not all of the Millions of People should have a problem (forced or voluntarily) colonizing a flourishing new Venture.

The Industrial Ruins with the Misreported ruins locations (very interesting Idea) completely saved my playthrough, I never was so unlucky with a sector before... I explored every system but couldn't find suitable locations or they were in High [REDACTED] systems. The Planets that I relocated sadly don't have a Nascent Gravity Well and a way to close the Artificial Tear would be good too. (They seem to be a massive security risk)
« Last Edit: January 30, 2022, 01:36:00 AM by Yorith »
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Anexgohan

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Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
« Reply #1196 on: January 31, 2022, 06:18:29 PM »

Consistent crash on 0.95.1a on Admin training in the academy. as they gain 'adminSalaryTier3' which does not exist anymore and causes a crash.

Use this if like me you can't progress anymore
https://fractalsoftworks.com/forum/index.php?topic=18011.msg348414#msg348414
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geminitiger

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Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
« Reply #1197 on: January 31, 2022, 10:12:10 PM »

I quit playing for awhile and now I've started up again and I'm looking for a specific industry or production building that gave small amounts of a variety of goods (like either 1 or 2 units only of 3 different things) that was pretty clutch in my last game but for the life of me I can't find/build it, also I'm not sure if it had some specific requirement, I don't recall that it did. Any help would be appreciated. (Apologies if it's not related to this mod, I'm under the impression it is, but IDK)
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Bonisagus

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Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
« Reply #1198 on: February 01, 2022, 06:28:07 AM »

I am also getting the admindSaleryTier3 bug, causing a crash. Gonna use console to get him out of the academy.

Other than that, great mod, really like the buildings and options they provide. It has made exploring more fun and interesting, thanks for putting it together.
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Jotun

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Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
« Reply #1199 on: February 01, 2022, 07:16:13 AM »

Consistent crash on 0.95.1a on Admin training in the academy. as they gain 'adminSalaryTier3' which does not exist anymore and causes a crash.

Use this if like me you can't progress anymore
https://fractalsoftworks.com/forum/index.php?topic=18011.msg348414#msg348414

Ah! So that was the fix!

I just ended up adding a tiers 3 salary (same as tiers 2) row in one of the game files (can't remember which one) and it worked ok after that.
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