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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion  (Read 1521118 times)

jojo67373

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2430 on: September 20, 2024, 11:50:23 AM »

How does one create a new detacchment? Could't find any button in the Fleet menu. See screen capture below.
<a href="https://ibb.co/M9Rhnh4"><img src="https://i.ibb.co/M9Rhnh4/1.png" alt="1" border="0"></a>
« Last Edit: September 20, 2024, 11:54:24 AM by jojo67373 »
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Plurpo

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2431 on: September 20, 2024, 02:41:08 PM »

How does one create a new detacchment? Could't find any button in the Fleet menu. See screen capture below.
<a href="https://ibb.co/M9Rhnh4"><img src="https://i.ibb.co/M9Rhnh4/1.png" alt="1" border="0"></a>

Detachments are made from an ability in the hotbar, not from the fleet screen.
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jojo67373

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2432 on: September 20, 2024, 10:21:20 PM »

Ohhhhh thank you so much for the quick response!
That makes sense now. My intuition was to find it in fleet management lol.

Thanks for the mod and support!
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RoadTrain

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2433 on: September 22, 2024, 01:57:57 AM »

So I've been playing with a heavily modded Starsector. Yesterday, my game was running just fine. Today however, upon load I'm presented with the following error and the only mod I'm seeing a reference to is yours:
Spoiler
58185 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ExceptionInInitializerError
java.lang.ExceptionInInitializerError: null
   at java.base/jdk.internal.misc.Unsafe.ensureClassInitialized0(Native Method) ~[?:?]
   at java.base/jdk.internal.misc.Unsafe.ensureClassInitialized(Unsafe.java:1160) ~[?:?]
   at java.base/jdk.internal.reflect.MethodHandleAccessorFactory.ensureClassInitialized(MethodHandleAccessorFactory.java:340) ~[?:?]
   at java.base/jdk.internal.reflect.MethodHandleAccessorFactory.newConstructorAccessor(MethodHandleAccessorFactory.java:103) ~[?:?]
   at java.base/jdk.internal.reflect.ReflectionFactory.newConstructorAccessor(ReflectionFactory.java:173) ~[?:?]
   at java.base/java.lang.reflect.Constructor.acquireConstructorAccessor(Constructor.java:549) ~[?:?]
   at java.base/java.lang.reflect.Constructor.newInstanceWithCaller(Constructor.java:499) ~[?:?]
   at java.base/java.lang.reflect.ReflectAccess.newInstance(ReflectAccess.java:132) ~[?:?]
   at java.base/jdk.internal.reflect.ReflectionFactory.newInstance(ReflectionFactory.java:259) ~[?:?]
   at java.base/java.lang.Class.newInstance(Class.java:804) ~[?:?]
   at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.getCommandClass(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.loading.SpecStore.ÓO0000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
Caused by: org.json.JSONException: JSONObject["fieldName"] not found.
   at org.json.JSONObject.get(JSONObject.java:406) ~[json.jar:?]
   at org.json.JSONObject.getString(JSONObject.java:577) ~[json.jar:?]
   at lunalib.backend.ui.settings.LunaSettingsLoader.loadDefault(LunaSettingsLoader.kt:71) ~[?:?]
   at lunalib.backend.ui.settings.LunaSettingsLoader.load(LunaSettingsLoader.kt:45) ~[?:?]
   at lunalib.lunaSettings.LunaSettings.getInt(LunaSettings.kt:182) ~[?:?]
   at indevo.utils.helper.Settings.getInt(Settings.java:126) ~[?:?]
   at indevo.industries.salvageyards.rules.IndEvo_InitSYCustomProductionDiag.<clinit>(IndEvo_InitSYCustomProductionDiag.java:71) ~[?:?]
   ... 20 more
[close]
Yes. There's 20 more lines. No, I don't know where they've gone.

EDIT: Narrowed the issue myself: I tried to turn on planetkillers in TASC. Somehow this bricks Ind.Ivo though disabling that setting still bricks it... I'll report it over there as well.
« Last Edit: September 22, 2024, 03:03:55 AM by RoadTrain »
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RoadTrain

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2434 on: September 23, 2024, 12:26:38 PM »

So 2 things.
1. The owner of artillery stations doesn't seem to get updated correctly: I own Sindria but the station says it's still diktat owned and hostile. This is however a visual bug as the station does properly target enemies rather than myself.
2. The station appears functional even whilst it's undergoing repairs as seen below.

Also apparently whilst my player fleets won't attack it... Legio (who I am allied with) absolutely will. Cause I just joined them in shooting it up. Which is just odd...

EDIT: This was a Nexerelin issue which should now be fixed.
« Last Edit: October 06, 2024, 06:45:06 AM by RoadTrain »
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Haka

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2435 on: September 23, 2024, 04:33:38 PM »

Gonna ask again if we can get an option to turn all artillery into Missile Artillery.
nope, but you can turn them off, I made a setting for that explicit purpose.
And thanks for that, but that has nothing to do with what I asked besides the fact that they'd both be in LunaLib, so I am well aware of it, and the excellent granularity of your work.
Just "Nope" would have been perfect. Thanks so much  :P
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ymarsakar

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2436 on: September 27, 2024, 05:20:07 AM »

I really love the detachment feature. One of the slots seemed to have bugged out, not sure why perhaps it was because I cleared too many fleets using clearfleetmod. The UI has the left two buttons grayed out and has the detachment 1 going to my colony as transport, buit has been more than 7+ months and likely the fleet got "deleted" by clear fleets and cannot respawn. So the UI is now stuck in a loop. The other slots still work like detachment 2 and 3. But I can't even find detachment 1 fleet in entities where I can teleport to normally using a menu. So I conclude it must have gotten deleted since it was near the edge o the map when it spawned. I can click on the recall button but it doesn't do anything since the fleet entity itself is gone from the game.
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RoadTrain

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2437 on: September 27, 2024, 11:45:55 AM »

Now I'm not sure if this is just specific to Ind.Ivo but... I've managed to find a way to accidentally softlock yourself in the Automated Shipyard's menu.
To reproduce:
Interact with a working Automated Shipyard.
Select ships to sacrifice
Select a ship (I haven't tried with multiple but gonna assume it works)
Confirm
Select ships to sacrifice
Do not select any ships
Confirm
This will softlock you in the menu. You can't select any of the options, and are forced to quit the game in order to keep playing.

Also... why can I only add 3 relic components even though I have like 1.5k available?
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RoadTrain

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2438 on: September 29, 2024, 08:17:24 AM »

Not sure if I should post it here or in Tahlan... but the privateer base does not recognize Legio (I'm Allied with them) as a 'criminal organisation'. Which feels a tad off.
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ashP.2

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2439 on: October 02, 2024, 10:27:49 AM »

hey, i am not sure this is here that i should pose the question but i was wondering:

-where do i need to go to put the electronic componants for my specials projects

--i want to do the 'guardians awakening' but none of my planets produce 'electronics componants' and 'domain grade machinery'

---is there some special planets or building i need to build ? or is it throught trade and pillaging that i can acquire them ?

----if it is through 'trade/pillaging', where should i go and put it to allow the construction projects to resume ?
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Uther Phobos

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2440 on: October 02, 2024, 08:39:42 PM »

hey, i am not sure this is here that i should pose the question but i was wondering:

-where do i need to go to put the electronic componants for my specials projects

--i want to do the 'guardians awakening' but none of my planets produce 'electronics componants' and 'domain grade machinery'

---is there some special planets or building i need to build ? or is it throught trade and pillaging that i can acquire them ?

----if it is through 'trade/pillaging', where should i go and put it to allow the construction projects to resume ?
That's mostly Ashes of the Domain features, not ind.evo.
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RoadTrain

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2441 on: October 04, 2024, 06:09:41 AM »

So. Found another exploit (though apparently this might already be reported, will still put it here though).

Courier fleets can be used to bypass any and all restrictions on restoration docks/engineering hubs. To replicate:

Take a ship that cannot be restored or reverse engineered.

Store it somewhere.

Create a new contract, from this storage, to your target restoration docks/engineering hub. Select 'ALL SHIPS' as the contents you wish to ship.

Confirm the contract.

You're now able to reverse ANY ship you'd like.

(credits to ripmorld and luchillo17 for talking about the restoration docks exploit. I myself extended the principle to include the engineering hub)
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low

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2442 on: October 04, 2024, 12:39:15 PM »

Hello. 'Industrial Incentives' edict no longer boosts commodity output of an Industry after changing its specialisation.  The edict's effect is missing from the commodity tooltip and the displayed resources seem to match that. Changing the specialisation again does not seem to help, and reenacting the edict doesn't also. At the same time the upkeep multiplier is present still.

Encountered during a normal playthrough. To replicate I have spawned the Senate on Nortia, enacted the edict and changed the specialisation of the Refining industry. It loses the edict's bonus, but the Military Base still maintains it. The upkeep stays modified. To get the Edict's effect on the Refining once again seemingly it is required to shutdown the industry and build it once again.
I am using IndEvo v3.3.e.
« Last Edit: October 04, 2024, 02:03:07 PM by low »
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Uther Phobos

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2443 on: October 04, 2024, 05:01:49 PM »

Hello. 'Industrial Incentives' edict no longer boosts commodity output of an Industry after changing its specialisation.  The edict's effect is missing from the commodity tooltip and the displayed resources seem to match that. Changing the specialisation again does not seem to help, and reenacting the edict doesn't also. At the same time the upkeep multiplier is present still.

Encountered during a normal playthrough. To replicate I have spawned the Senate on Nortia, enacted the edict and changed the specialisation of the Refining industry. It loses the edict's bonus, but the Military Base still maintains it. The upkeep stays modified. To get the Edict's effect on the Refining once again seemingly it is required to shutdown the industry and build it once again.
I am using IndEvo v3.3.e.
Frankly, i think it just straight-up doesn't affect the non-base versions.

For that matter, setting mining on a gas giant to volatiles is rather screwy, with doubled up bonus lists (purely visual), the special colony item not actually providing any bonus and other issues.
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SirHartley

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2444 on: October 05, 2024, 02:57:56 AM »

So. Found another exploit (though apparently this might already be reported, will still put it here though).

Courier fleets can be used to bypass any and all restrictions on restoration docks/engineering hubs. To replicate:

Take a ship that cannot be restored or reverse engineered.

Store it somewhere.

Create a new contract, from this storage, to your target restoration docks/engineering hub. Select 'ALL SHIPS' as the contents you wish to ship.

Confirm the contract.

You're now able to reverse ANY ship you'd like.

(credits to ripmorld and luchillo17 for talking about the restoration docks exploit. I myself extended the principle to include the engineering hub)
Thank you for the report, this has been fixed in dev. Ships or items that would be illegal on the target submarket now get dumped into storage.

Hello. 'Industrial Incentives' edict no longer boosts commodity output of an Industry after changing its specialisation.  The edict's effect is missing from the commodity tooltip and the displayed resources seem to match that. Changing the specialisation again does not seem to help, and reenacting the edict doesn't also. At the same time the upkeep multiplier is present still.

Encountered during a normal playthrough. To replicate I have spawned the Senate on Nortia, enacted the edict and changed the specialisation of the Refining industry. It loses the edict's bonus, but the Military Base still maintains it. The upkeep stays modified. To get the Edict's effect on the Refining once again seemingly it is required to shutdown the industry and build it once again.
I am using IndEvo v3.3.e.
This is a known issue that's been entirely fixed in dev. Thank you for the report!
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