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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] Industrial.Evolution 4.0.g - Campaign content expansion  (Read 1726834 times)

Plurpo

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2460 on: November 01, 2024, 06:03:30 PM »

2: if you add in what may be considered as "QOL mods" like stellar networks, with that mod you can check if any market anywhere is selling a weapon you want.

Is there a working version of "Stellar Networks" for "0.97a-RC11" or something else like it?

Hi, i second this question, is there such a mod? Thanks!

If you open the "mod-info.json" file in the mod folder and change the game version to 0.97 it works just fine.
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Splorf

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2461 on: November 07, 2024, 01:12:28 PM »

Hey there love your mod.

What do you think of an alternative game mode in which you need to reverse engineer all the hulls and in which normal BPs drop very rarely? Basically a very grindy game mode in which it really matters to find certain hulls to reverse engineer them. The engineering hub seems like a perfect building for such a game mode.
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MakoMakoMan

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2462 on: November 09, 2024, 03:59:48 PM »

I did a bit of a goof, I shut down a hull deconstructor because it was taking up an industry slot and I haven't used it in a few cycles, figuring I'd rebuild it if I ever got a hull constructor or something like that, buuuut I didn't realize it'd raze everything and I wouldn't have the opportunity to build it again. Is there a console command to add it back?

Edit: turns out a simple "addindustry indevo_hulldecon" did the trick while stationed on the planet. If anyone else makes that mistake, open console, "list industries" find what you're missing and "addindustry (your industry)".
« Last Edit: November 09, 2024, 06:03:08 PM by MakoMakoMan »
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FiCho

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2463 on: November 10, 2024, 06:08:15 AM »

I don't know if this is a problem with this mod or ashes of the domain vaults of knowledge, but centralization bureau doesnt work on on artisanal farming, an upgrade to farming. I have it on both planets in the same system. Is farming maybe excluded from this? Im a bit confused since it counts as an industry.
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The_White_Falcon

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2464 on: November 13, 2024, 10:32:48 AM »

Anyone else having an issue of building a railgun in your colony and it starts attacking you....your own faction-owned railgun....  This persists through saves and exiting/re-entering the system.

Edit: I did some testing by using console command "addcondition IndEvo_ArtilleryStationCondition" on another planet.  Ran the scan, started a colony and built the artillery.  It started immediately attacking me after I left the planet.
« Last Edit: November 13, 2024, 10:35:25 AM by The_White_Falcon »
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EnigmaniteZ

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2465 on: November 13, 2024, 03:45:47 PM »

Anyone else having an issue of building a railgun in your colony and it starts attacking you....your own faction-owned railgun....  This persists through saves and exiting/re-entering the system.

Edit: I did some testing by using console command "addcondition IndEvo_ArtilleryStationCondition" on another planet.  Ran the scan, started a colony and built the artillery.  It started immediately attacking me after I left the planet.

the solution is to remove the structure. you can rebuild it after. unfortunately, only way I know of to fix this.
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Also known as: Khe, Kherae. Pros: tend to be an optimizer and a fixer. Cons: ADD (Is that a squirrel over there?) and severe memory issues (as in: I'm the last 10+ years)

Dear fellow coders: please use more null checks...

IforgertSometimes

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2466 on: November 16, 2024, 03:17:37 PM »

So, from what i have found by spawning it in from the debug menu, the Brimir battleship is most likely an unfinished ship, assuming so because it doesn't have any armor or hull, although it does seem to otherwise be functional. I'm really curious because the ship looks amazing, will there be any plans to work on it? Also, apologies if it is actually used somewhere, my playthroughs tend to last a long time, and tend to be dedicated towards a specific goal so a fair amount of secrets don't get touched until certain playthroughs which involve looking for secrets.
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SirHartley

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2467 on: November 17, 2024, 03:32:16 AM »

Hey there love your mod.

What do you think of an alternative game mode in which you need to reverse engineer all the hulls and in which normal BPs drop very rarely? ...
Not a bad idea - I've gotten a few suggestions for alternate game modes lately, and as with all of this, it's living rent free in my head. We'll see where the journey takes us!

I don't know if this is a problem with this mod or ashes of the domain vaults of knowledge, but centralization bureau...
This is a mod cross-compatibility thing. The AOTD dev would have to add the relevant .csv file to his mod. You can do so yourself by following the "mod compatibility" instructions on the main page of industrial evo.

Anyone else having an issue of building a railgun in your colony and it starts attacking you....your own faction-owned railgun....  This persists through saves and exiting/re-entering the system.

Edit: I did some testing by using console command "addcondition IndEvo_ArtilleryStationCondition" on another planet.  Ran the scan, started a colony and built the artillery.  It started immediately attacking me after I left the planet.
You are using dev mode. Do not use dev mode, industrial evo behaves completely different than intended while it is active and will slowly corrupt your save as it is not made to be run like this for any useful period of time. It will also massively slow down the game by spamming log entries. It's Developer Mode, not "Normal User Cheat Mode".

So, from what i have found by spawning it in from the debug menu, the Brimir battleship is most likely an unfinished ship...
Correct, it's unfinished and not implemented past the hull being spawnable.
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dreadmuch

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2468 on: November 17, 2024, 01:21:56 PM »

Is the marine exp gain from Monastic Order bugged or am I a dumb dumb? I've left marines in both resource stockpiles and storage for nearly a cycle and they haven't gained any experience.
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SirHartley

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2469 on: November 17, 2024, 02:02:39 PM »

It's bugged to death and doesn't work. Fixed in the next version!
Sorry for the inconvenience.
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Asd90275

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2470 on: November 23, 2024, 10:25:34 PM »

Hey, I really like your mod and was wondering what were your future plans were on the ruins exploration mechanic. Right now, I feel marines and mechs are mostly under utilized and I think this is usually the perfect place to bring them on adventures.
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FiCho

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2471 on: November 24, 2024, 08:12:59 AM »

Quote
I don't know if this is a problem with this mod or ashes of the domain vaults of knowledge, but centralization bureau...
This is a mod cross-compatibility thing. The AOTD dev would have to add the relevant .csv file to his mod. You can do so yourself by following the "mod compatibility" instructions on the main page of industrial evo.

So, basically I have to add those industries IDs to bureau industry whitelist in config-Indevo folder? Or am I getting it wrong? Im having a hard time understanding the instructions on the main page.
« Last Edit: November 24, 2024, 08:19:02 AM by FiCho »
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Bummelei

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2472 on: November 28, 2024, 09:53:21 AM »

I have several problems:
The first is that the detachment with cargo got lost on the way and entered the dormant state, when trying to find it through the waypoint, the coordinate points to an empty space in hyperspace. The travel distance was 4.7 light years, but on the screen the estimated distance is 33, I have already tried everything, and looked for the detachment in the system, flying around it to the border, and combed everything possible along the way, the fleet disappeared. Is it possible to move to it (if it exists), or somehow erase it through commands so that it does not take up a slot?
The second is Transplutonics specialization on Refinery, which for some reason, instead of increasing production, reduces it by 2.

P.S. I love your mod <3 thanks for your work
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PFleur

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2473 on: December 01, 2024, 11:08:29 AM »

I'm trying to add a minefield to a gate in a custom system and have it use the faction controlling the system to determine who to let through but can't seem to get the latter part working. I've been going through the MineBeltTerrainPlugin and think I need to set something with getMemoryWithoutUpdate but I can't seem to figure out what or how.
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lonmwe

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2474 on: December 02, 2024, 06:33:30 AM »

Bug report: Frontier command center doesn't enable trade with commissioned markets. Loved the idea tho.
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