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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 1726830 times)

Nimiety

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2520 on: February 10, 2025, 08:54:42 PM »

Sure, but everything would be exactly where it is supposed to be when it is supposed to be and it would never run out of paperclips. Though it might have a few to many logistic centers and not enough anything else.
You should google ‘the paperclip maximizer’, even spawned a cookie clicker-like idle game, universal paperclips.

E: I was today years old when I figured out you can interdict pulse missile station missiles to get them to fly off in a random direction and explode.
« Last Edit: February 11, 2025, 09:37:23 PM by Nimiety »
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ShadowRhino

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2521 on: February 17, 2025, 06:05:20 AM »

Hi, quick question, how does the academy pick the skills when training an administrator? I have emergent threat mod active as well and it just gives all my admin the ai assistant skill which is kinda useless unless you go raid the XI stations.
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Matt_le_bot

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2522 on: February 17, 2025, 01:44:42 PM »

Hello mister modder,

It's my first post here, so be gentle please ;)

I was very annoyed when I brought back to my engineer hub a fleet of approx. 100 hulls to get blueprint and, 95% of them were not reverse-engineerable, after a few minutes I wrote this little piece of python to gather a list of ship id

Spoiler
For those that want to run it:
download Python
save it as something.py somewhere along the lines of C:\Program Files (x86)\Fractal Softworks\Starsector\mods\ for optimized results/exec time
and run it in your cmd, if you have an IDE run it there, if not you should probably adjust time.sleep() to a very high number
Then copy paste it in your `C:\Program Files (x86)\Fractal Softworks\Starsector\mods\Industrial.Evolution-3.3.e\data\config\indEvo\reverse_engineering_whitelist.csv`
[close]
Spoiler
import os
import csv
import time
import sys

def print_second_column():
    encodings = ['utf-8', 'latin-1', 'utf-16', 'cp1252']
    last_was_empty = False  # Track empty line state across all files
   
    for root, dirs, files in os.walk('.'):
        for file in files:
            if file == 'ship_data.csv':
                file_path = os.path.join(root, file)
                processed = False
               
                for encoding in encodings:
                    try:
                        with open(file_path, 'r', encoding=encoding, errors='ignore') as csv_file:
                            reader = csv.reader(csv_file)
                            for row in reader:
                                if len(row) >= 2:
                                    value = row[1].strip()
                                   
                                    # Skip header rows with 'id' in second column
                                    if value == 'id':
                                        continue
                                   
                                    current_empty = (value == "")
                                   
                                    # Print only if not consecutive empty
                                    if current_empty:
                                        if not last_was_empty:
                                            print()
                                            last_was_empty = True
                                    else:
                                        print(value)
                                        last_was_empty = False
                            processed = True
                            break
                    except Exception as e:
                        continue
               
                if not processed:
                    print(f"\n[Error] Could not process file: {file_path}", file=sys.stderr)

if __name__ == "__main__":
    print_second_column()
    time.sleep(5)
#no right to anyone, feel free to use it or smth, tho at your own risk ! (not much)

[close]



And I had an interrogation and a question :

XIV : you say in the FAQ that ship that should not be able to be reverse rev-engineered for tech/lore reason should not be, but so far I have thrown a handful of dominator, a legion and an onslaught, all XIV to the thing, and it keep eating it, is that right ?

Is there a way that we hypothetically remove all ship that should not be reverse-engineered ? I don't know, never modded anything, I'm just a poor CS student, but maybe there is a way, I could adapt this little program if needed
« Last Edit: February 17, 2025, 01:56:16 PM by Matt_le_bot »
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Crusader2113

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2523 on: February 18, 2025, 06:44:08 PM »

Hello mister modder,

It's my first post here, so be gentle please ;)

I was very annoyed when I brought back to my engineer hub a fleet of approx. 100 hulls to get blueprint and, 95% of them were not reverse-engineerable, after a few minutes I wrote this little piece of python to gather a list of ship id



The engineering hub works off of a whitelist, so some modded ships and ship variants don't work, but you can turn it off from the lunalib menu. From what I understand it's so that you don't delete unique ships, because there is no easy way to change how many ships it takes to finish a blueprint whithout redoing .class files.

By the way, SirHartly, I am again begging you to add the values of getBaseHullSizeValueMap() as lunalib settings.
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Haalon

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2524 on: February 21, 2025, 02:48:03 PM »

Hello there!
A great mod, but I've noticed one annoying issue - I have a bunch of governed colonies (via Nexerlin). On one colony I have supercomputer with simulation engine.
But no governed colonies from nearby systems (less then 12LY) receive the supercomp bonus. At least it is not listed in the colonies income multiplier

Is it a bug with governed colonies? It does work for the senate item that allows edicts to be used in nearby systems

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Astrefernal

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2525 on: February 22, 2025, 04:03:01 PM »

Question : What is the "you should not see this" that appears in the construction menu ?
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Astrefernal

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2526 on: February 23, 2025, 12:16:54 PM »

Ok, would it be possible to tone down the Weapon Station a bit ? Or at least put fighters other than the claws with their ion weapons on them ?

Cause it's kinda raging to fight a derelict station in an abandoned system and when you try to fight it you it is backed by a full fleet and army of fighters that would make a Star Fortress feel underpowered...
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Ally

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2527 on: February 25, 2025, 01:04:12 AM »

Assigning pets is broken? Not getting any errors but when I right click to assign the fleet cargo screen just... closes. :P
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Astrefernal

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2528 on: February 25, 2025, 02:57:22 AM »

Assigning pets is broken? Not getting any errors but when I right click to assign the fleet cargo screen just... closes. :P

Happens sometimes. Just try again. Can take 4-5 retry to work.
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Rman88

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2529 on: February 25, 2025, 08:16:55 PM »

Hey, i am running into an issue where the game says this mod is out of date. It is also occasionally giving me a memory leak error. Thou outside of slightly longer load times. I it hasn't really bothered me that much. Still thought i should say that. As even thou i have a bunch of mods. This is the only one that has a clear issue.

Regardless any idea when you will update this to the current version?
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ShadowRhino

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2530 on: February 27, 2025, 08:09:58 AM »

Got this error and seems it's coming from this mod

1658561 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: org.json.JSONException: JSONObject["adminSalaryTier4"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["adminSalaryTier4"] not found.
   at com.fs.starfarer.settings.StarfarerSettings.õ00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.settings.StarfarerSettings$1.getInt(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.api.util.Misc.getAdminSalary(Misc.java:4329) ~[starfarer.api.jar:?]
   at indevo.industries.academy.industry.Academy.calculateSalaryStorageCost(Academy.java:216) ~[?:?]
   at indevo.industries.academy.industry.Academy.reportEconomyTick(Academy.java:135) ~[?:?]
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:119) ~[starfarer.api.jar:?]
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(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["adminSalaryTier4"] not found.
   at org.json.JSONObject.get(JSONObject.java:406) ~[json.jar:?]
   at org.json.JSONObject.getDouble(JSONObject.java:445) ~[json.jar:?]
   ... 17 more
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giperka

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2531 on: February 28, 2025, 07:17:26 AM »

.-----------------------------------------.
| Would you kindly sign my petition? |
'----------------------------     ---------'
                                     \   |
                                      \  |
« Last Edit: February 28, 2025, 07:29:13 AM by giperka »
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RAMMING SPEEEED!
.www.youtube.com/watch?v=aNp5cOXz998

SirHartley

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2532 on: February 28, 2025, 12:02:48 PM »

okay that one made me laugh, kudos to you!

The reason it's not a setting is relatively simple: Unique ships often lack the data entries required to make them spawn in a patrol fleet. I don't want to have three bug reports a week because of this, so I require multiple for a BP. If you want multiple units of a unique ship, you can go through a hull forge.

Sorry!
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giperka

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2533 on: February 28, 2025, 09:52:02 PM »

If you want multiple units of a unique ship, you can go through a hull forge.

Sorry!

Since there's a viable alternative, no worries. It just seems that the engineering hub is very niche as it is right now, and it seemed like a lot of people agree.
I didn't know if there was a good reason why we couldn't have one ship to reverse for a blueprint... but there is one, so all is good! Cheers.
« Last Edit: February 28, 2025, 09:55:08 PM by giperka »
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RAMMING SPEEEED!
.www.youtube.com/watch?v=aNp5cOXz998

Crusader2113

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2534 on: March 01, 2025, 10:39:10 PM »

The reason it's not a setting is relatively simple: Unique ships often lack the data entries required to make them spawn in a patrol fleet. I don't want to have three bug reports a week because of this, so I require multiple for a BP.

I suppose that's only fair, I've only just started to dip a toe into making modded stuff for myself, and the more I try, the more I understand how infuriating it is to deal with bug fixing.  I have no idea how devs stay sane.
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