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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 1731380 times)

Shinr

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2550 on: March 20, 2025, 08:34:30 AM »

What are the conditions to build the hidden Arcology, Cause I cant seem to build one

Its bugged, so you can't.
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Uther Phobos

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2551 on: March 21, 2025, 07:15:17 AM »

What are the conditions to build the hidden Arcology, Cause I cant seem to build one
You need a Volcanic planet that is not a Volcanic planet.

No, that's not a joke.
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AnXel LG

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2552 on: March 22, 2025, 02:18:52 AM »

What are the conditions to build the hidden Arcology, Cause I cant seem to build one
You need a Volcanic planet that is not a Volcanic planet.

No, that's not a joke.

LOL! ;D
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Massaraksh

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2553 on: March 25, 2025, 12:17:09 AM »

So what governs which ships can and can't be reverse engineered? If it just doesn't interact with certain playable factions at all it's not a very useful building. It's not accepting any Gensoukyou ships for me no matter where I got them or the condition.
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DeLacue

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2554 on: March 25, 2025, 04:55:01 AM »

So what governs which ships can and can't be reverse engineered? If it just doesn't interact with certain playable factions at all it's not a very useful building. It's not accepting any Gensoukyou ships for me no matter where I got them or the condition.
There's a whitelist of acceptable ships located at /Industrial.Evolution3.3.e/data/config/indEvo
What's listed there is what you can reverse engineer. Now if you want to ignore the whitelist there is an option for that in the lunalib in game mod config (top left corner of the main menu). The industrial evolution section will have an industry tab and if you scroll down on that tab you'll find it. The description will even tell you it is the option you're looking for.
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Massaraksh

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2555 on: March 25, 2025, 08:41:46 AM »

Thank you. Somehow I don't think replying on a whitelist is viable for me when I can't even reverse-engineer the smallest ships from a playable core world faction.
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Fermuto

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2556 on: March 28, 2025, 10:57:57 AM »

Would it be possible to base budget increase from salvage at Salvage Yards on base value and hull/armor condition only? I noticed that having high CR increases the salvage value, but since the point of bringing ships to scrap means you need to bring a LOT of ships, it doesn't make sense to purchase a ton of crewmen to temporarily bring up the CR and then scrap.
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pigeonholed

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2557 on: March 28, 2025, 01:20:01 PM »

Hey guys, not sure if this is the proper spot, but I get this crash when I tried to load up starsector a couple minutes ago.

74356 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: D:\Starsector\starsector-core\..\mods\Industrial.Evolution3.3.e]
74370 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: D:\Starsector\starsector-core\..\mods\Industrial.Evolution3.3.e]
75054 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "String.endsWith(String)" because the return value of "com.fs.starfarer.api.loading.WeaponSpecAPI.getPrimaryRoleStr()" is null
java.lang.NullPointerException: Cannot invoke "String.endsWith(String)" because the return value of "com.fs.starfarer.api.loading.WeaponSpecAPI.getPrimaryRoleStr()" is null
   at com.fs.starfarer.api.impl.codex.CodexDataV2.linkRelatedEntries(CodexDataV2.java:2662)
   at com.fs.starfarer.api.impl.codex.CodexDataV2.init(CodexDataV2.java:285)
   at com.fs.starfarer.title.TitleScreenState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.base/java.lang.Thread.run(Unknown Source)

Is this the relevant spot or am I missing the important lines from the crash log?

Thanks!
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SirHartley

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2558 on: March 28, 2025, 01:24:00 PM »

Would it be possible to base budget increase from salvage at Salvage Yards on base value and hull/armor condition only? I noticed that having high CR increases the salvage value, but since the point of bringing ships to scrap means you need to bring a LOT of ships, it doesn't make sense to purchase a ton of crewmen to temporarily bring up the CR and then scrap.
I am not sure why I did it this way. It'll be changed for the upcoming patch. Thank you for the feedback!

Hey guys, not sure if this is the proper spot, but I get this crash when I tried to load up starsector a couple minutes ago.
...

Is this the relevant spot or am I missing the important lines from the crash log?

Thanks!

Industrial.Evolution does not work with 0.98a yet and required a dedicate patch - a version change will not work.
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Massaraksh

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2559 on: March 29, 2025, 03:57:29 AM »

Do allied artillery stations not fire at enemy fleets? That's kinda disappointing but at the same time balancing that would be probably impossible.
Edit: looks like it does, but not always. Not sure which fleets qualify and which don't.
« Last Edit: March 30, 2025, 01:36:54 PM by Massaraksh »
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Dotakiin

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2560 on: March 29, 2025, 11:22:15 AM »

I made a quick and dirty patch for myself, changing just IndustrialEvolution3.3.8/data/weapons/weapon_data.csv and set a value for Row 7 Column 39. In my case, I set it to System.
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SirHartley

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Re: [0.98a] Industrial.Evolution 4.0.b - Campaign content expansion
« Reply #2561 on: March 30, 2025, 02:27:30 PM »




NOT SAVE COMPATIBLE


Download
Requires MagicLib
Requires LazyLib
Requires LunaLib


Or support me on Ko-Fi

There are currently no known compatibility issues with other mods.
Yes, this means it is compatible with Nexerelin and Terraforming and Station Construction.



Integrated with Version Checker and LunaSettings
Pairs well with Grand.Colonies
as well as Substance.Abuse



Updated for 0.98, and what a changelog it is!
This is one year worth of updates rolled into a single patch. Have fun!

On a personal note: I'd like to switch out the AI images in this mod for actual, drawn ones. If you enjoy my work and would like to support me with this, the donation links are above - I'd very much appreciate it!
Thank you.


  • 4.0.a
    • General
    • Added - Dialogue option to dismantle hyperspace warning beacons
    • Added - Framework to add some small lore text about how a planet fell to ruin when you survey (on request by Alfonzo)
    • Added - A few stories of demise and death (Alfonzo will probably add more)
    • Added - Colony corruption mode - colony income follows a curve where you get less and less benefits from its growth. Disabled by default.
    • Note - With this enabled, getting a colony above 200k income is an incredible feat, but getting it to 50-80k is just like vanilla. Calculated along f(x)=x^(-0.6). I've been using this for my own games for years.
    • Fixed - Industry-specific cargo tabs (submarkets) no longer spawn before the building has finished construction
    • Fixed - Added dependencies to mod info (only took me three years)

    • Salvage Interactions
    • Adjusted - Drastically reduced the chance of IndEvo salvage specials appearing on derelict ships (40% -> 10%)
    • Adjusted - Halved the chance of IndEvo salvage specials appearing on caches of any kind
    • Fixed - Restoration Docks Event: Crash when trying to repair ships without D-Mods
    • Fixed - No longer spawn in hidden systems

    • Pets
    • Added - Light in a Jar, not a vengeful spirit - for mipacem7 (thank you for your support!)
    • Added - Odder, the mutant space otter - for Felcaster (thank you for your support!)
    • Added - Ability to manage pets in your fleet, on the go
    • Added - Expected lifetime indicator on Cryochamber
    • Added - Astral Squid image courtesy of Pyrophage
    • Added - All other missing pet images courtesy of me
    • Adjusted - locking yourself out of the Lord Foog dialogue on Mazalot is no longer permanent and will reset in time depending on what you did
    • Adjusted - Pet food order number adjusted to rank right next to heavy machinery, making it less of a hassle to sort your inventory
    • Fixed - Bug where the dialogue for assigning a pet didn't pop up for players with apple computers (get a proper PC please)
    • Fixed - Pet center dialogue can no longer be opened in remote view
    • Removed - Orbital pet stations around a planet (too much clutter for the use they provide in practice, use the industry menu instead)

    • Items
    • Added - Consumable item: Portable Relay, only works in hyperspace and establishes a link to a comm relay
    • Added - Consumable item: Warning Beacon. Deploy in hyperspace, the broadcast message is configurable - comes with an intel entry.
    • Added - Rare Consumable Item: Ancient Remote. Targeted AOE, campaign level. It is very funny.
    • Added - Consumable item: Explosive Missile. Skillshot, campaign level. Does what it says, though unreliable.
    • Added - Consumable item: Concussive Missile. Targeted AOE, campaign level. Knocks fleets away, does no damage.
    • Added - Consumable item: Smoke Missile. Targeted AOE, campaign level. Spawns vision-reducing smoke to hide in or to leave enemies in the dark.
    • Added - Consumable item: Intercept Missile. Skillshot, campaign level. Intercepts & stuns fleets, and makes them visible.
    • Added - Missiles to most consumable item drop pools
    • Added - Relic components will now drop from all automated ships that were destroyed (even modded)
    • Added - Relic component configuration for RAT Abyss, KOL boss factions
    • Adjusted - Updated icon for tech locator (the old tech locator icon is now the portable relay)
    • Adjusted - Relic components no longer drop from battles with the luddic path
    • Adjusted - Drastically reduced prices of forge templates
    • Adjusted - Removed most VPCs from Historian pool
    • Adjusted - Conflict/Exploration Package VPCs moved from Historian T4 to Historian T3
    • Adjusted - Drastically reduced drop rates for special items, again (now matches vanilla in my low-mod playthough)
    • Adjusted - Drive bubble spike now fires when a fleet is in range regardless of hostility
    • Adjusted - Drive bubble  Spike drop rate halved everywhere
    • Adjusted - Restoration Nanite drop rate increased
    • Fixed - Simulation Engine is now RTX instead of GTX.

    • Hullmods
    • Added - Hellpods. They do what you'd expect them to do: getting your marines killed.
    • Added - Hand Built now has a proper icon and no longer reuses the printing one
    • Adjusted - Renamed Hand Built to Forge World Experiment

    • Skills
    • Added - NPC Administrator skill "Micromanagement": Allows for remote management of items and AI cores after 3 months in office (NOT a player skill)

    • Detachments
    • Adjusted - Markedly improved orbiting behaviour as a side effect of the smoke missiles
    • Fixed - No longer crashes when told to hide in non-nebula systems without a star

    • Research Projects
    • Added - Project Prospector: trade survey data for hyperspace topography progress (unlocks after you gathered some hyperspace data)
    • Added - Project Sonic: trade in a metric ton of fuel for a niche, but extremely useful hullmod (unlocks if you use slow ships)
    • Added - Project Pulse: Pyrophage made the autopulse laser cool. I needed an excuse to put it into the game, so here it is. (unlocks if you fit an autopulse on a ship)
    • Added - Project Mjölnir: trade relic components for missiles, always unlocked
    • Added - Some sounds to the project UI
    • Adjusted - Show Inputs button is now Show Info and displays a description of what the project actually does (in most cases)
    • Adjusted - "New Projects" intel now shows which projects actually got unlocked
    • Adjusted - Now sorts entries in the list by progress
    • Fixed - Project Navi no longer displays if pets are disabled
    • Fixed - New Project intel no longer classed as major event
    • Fixed - New Project intel now despawns after 31 days

    • Artillery
    • Added - Watchtowers now reset to the controlling faction after 31 days if the station is under AI control to avoid deadlocked artillery station
    • Adjusted - Increased delay between shots by 2 seconds
    • Adjusted - Watchtowers under AI control can now be hacked, but not taken over
    • Adjusted - Spawn algorithm adjusted to prefer systems with lots of loot
    • Fixed - Artillery Eye no longer displays when UI is disabled
    • Fixed - No longer spawn on abyss planets
    • Fixed - No longer spawn in "special" systems
    • Fixed - Other Mods will no longer spawn an Artillery on game start if the setting is toggled off provided they spawn it via condition
    • Fixed - Bug that caused the vanilla black hole dialogue options to get overridden (thank you for reporting that, Histidine!)
    • Fixed - Now properly updates its faction to the faction of the controlling market when taken over
    • Fixed - Should no longer fire missiles while disabled

    • Embassy
    • Added - An active ambassador will now reduce the points gained in hostile activity through their faction by up to 40% depending on your relationship
    • Added - Optional toggle to make them increase the impact instead. Just talk to them.
    • Adjusted - Brought dialogue format in line with vanilla

    • Privateer Base
    • Adjusted - Output decay adjusted from 2/mo -> 1/mo (this is a buff)
    • Adjusted - Now properly reflects alignment when placed on Managed Democracy world
    • Adjusted - Raid Timeout for star systems increased from 3 months -> 8 months (6 with a beta core)
    • Adjusted - Lawless Subpopulation now counts any faction that has an evil disposition for the stability bonus (Nexerelin)
    • Adjusted - Lawless Subpopulation now requires a neutral rep level (was: Non-Hostile)
    • Fixed - Devmode crash when target factions are zero (just for you Histi <3)

    • Senate
    • Added - Industry option point to access the dialogue from the industry screen
    • Fixed - Edict: Mandated Overtime now correctly decreases build times
    • Fixed - Options now display the market name instead of "$market"

    • Salvage Yards
    • Added - Industry option point to access the dialogue from the industry screen
    • Added - Blockades now generate extra salvage points, like raids
    • Adjusted - Trading in ships for custom production capacity now calculates value off the base value (30%, lowered by D-Mods)

    • Restoration docks
    • Added - "Can not transfer" text for ships with the unrestorable tag

    • Engineering Hub
    • Adjusted - Whitelist supplemented with smart ship auto-whitelisting for factions that don't have a whitelist.
    • Fixed - Modular ships now have their modules stripped of weapons and fighters when deconstructed

    • Requisitions Centre
    • Added - Now sells consumable items like a military market

    • Academy
    • Added - Industry option point to access the dialogue from the industry screen
    • Adjusted - Can now pull admins from active duty
    • Adjusted - Now displays where, and if, an admin is assigned in the selection list
    • Fixed - Can no longer decivilize galatia (mod conflict)

    • Courier Port
    • Added - Industry option point to access the dialogue from the industry screen
    • Added - Can now ship to (and only TO, not from!) Automated Shipyards once they are restored
    • Added - Can now ship to and from RAT settlements
    • Fixed - No longer crashes when shipping marines from a market that stops existing during transport (Marines will lose their XP, small price to pay)
    • Fixed - Can no longer circumvent storage restrictions via Ship All. Illegal items and ships now get dumped into storage instead of the target cargo.

    • Specialized industries
    • Fixed - Specialized Mining now has correct outputs
    • Fixed - Specialized Refining no longer ignores all external supply/demand bonus
    • Fixed - Mantle Bore now working with Specialized Mining
    • Fixed - Catalytic Core now correctly working with Specialized Refining
    • Fixed - Centralization Bureau now properly applies output bonus when present
    • Fixed - Specialized industries no longer bug out when present on the same planet

    • Governments
    • Added - Outpost: Growth locked at size 3, no base industry slots, upkeep reduced by 30%. Simple, effective.
    • Added - Managed Democracy: Clamped stability, reduced income, marine training, income bonus for planetary military action, no luddic cells, freedom, democracy
    • Added - Forge World: Industrial buildings work as if at 100% hazard as long as there are no shortages, ship hulls provide flat income and more production budget
    • Cont. - Forge World: Randomly provides experimental ships for free, rural industries more expensive, pollutes the planet, shortages cause unrest
    • Adjusted - Rural Polity: Now gets -1 stability for every special item and AI core installed (it is still OP as ***)
    • Adjusted - Rural Polity: Farming now produces Organics (and drugs with free port) instead of supplies
    • Adjusted - Rural Polity: Light Industry now produces Supplies alongside weapons
    • Adjusted - Rural Polity: Reduced light industry weapons output
    • Adjusted - Corporate: Stability Bonus calculation now scales off gross income, not net (Ignoring stability!)
    • Adjusted - Corporate: Base Income x1.2 -> x1.3
    • Adjusted - Corporate: Base Immigration malus -30 -> -20
    • Adjusted - Corporate: immigration malus now scales with income up to -50 (-20 base, -1 per 10k income up to an additional -30 )
    • Adjusted - Corporate: Can now use growth incentives even at maximum size
    • Adjusted - Forge World: Halved ship building interval while keeping +DP budget/mo the same
    • Adjusted - Forge World: Delivery notification now includes hull size / designation
    • Adjusted - Adjusted some of the credit costs
    • Fixed - General: Governments now correctly recognize patrol HQ, MilBase and high command as military
    • Fixed - General: Tooltip no longer displays "click to change" when it can't actually change
    • Fixed - General: Tooltip no longer displays "Permanent in X days" after it has become permanent
    • Fixed - General: Button to change no longer shows up when it can't actually change
    • Fixed - Corporate: stability will no longer enter a downward spiral on game load
    • Fixed - Corporate: now properly unlocks up to max industry slots when permanent instead of adding 4 flat
    • Fixed - Corporate: no longer applies the hazard rating upkeep modifier twice
    • Fixed - Corporate: now respects the additional hypershunt industry and no longer considers it going over the limit
    • Fixed - Underworld: no longer applies the hazard rating upkeep modifier twice
    • Fixed - Monastic / Forge World: no longer deliver multiple free ships a month
    • Fixed - Monastic / Managed Democracy: now properly increase marine XP
    • Fixed - Arcology: now properly suppresses the heat conditions added by an orbital lamp
    • Fixed - Arcology: now buildable where it should be (everywhere except lava & gas giants)
    • Fixed - Arcology: now properly uses the water version image on water planets
    • Fixed - Arcology & Rural: alternate images now load properly after the game was closed
    • Fixed - Another Arcoship crash (Underworld Gov.)
    • Removed - Monastic Orders (Split into Managed Democracy and Forge worlds)

    • Automated Shipyards
    • Added - now have their own storage after being restored
    • Added - now have music (by Haplogynae, thank you so much!)
    • Adjusted - now pulls ship parts and relic components from the onboard storage first
    • Fixed - Bug that would lock you into a failed menu state when opening ship selection, picking no ships, and pressing confirm (reported by RoadTrain)

    • Derelict Industries
    • Added - Industry option point to access the rift generator dialogue from the industry screen
    • Adjusted - Rift Generator warp animation updated, it is no longer crusty as ***.
    • Adjusted - Will no longer spawn duplicate ruins in the same system (if two spawn, they will be different types)
    • Adjusted - Hull Forge is now a structure (was an industry)
    • Adjusted - Hull Forge beta core chance to get a working template instead of a broken one: 25% -> 60%
    • Adjusted - Rift Generator will no longer spawn on planets with an artillery
    • Fixed - Rare crash when applying ruins to a planet with a null faction
    • Fixed - Can no longer crash the game by shutting down a rift generator while moving
    • Fixed - Crash when a ResLab is manually added to a planet on new game ProcGen
    • Fixed - Gave Hull Deconstructor the structure tag
    • Fixed - No longer (almost) exclusively spawn on abyss planets
    • Fixed - No longer spawn in hidden systems
    • Fixed - Modular ships now have their modules stripped of weapons and fighters when deconstructed

    • Ruined Infrastructure
    • Added - A size 4 or larger colony that decivilizes will now always have ruined infrastructure of one of its former industries (if any)

    • World Wonders
    • Added - Setting for Cloud Painter to remove the planetary shield texture (only when present on the planet)
    • Added - Setting for Cloud Painter to replace the planetary shield texture with a barely visible alternative (only when present on the planet)
    • Adjusted - Added US_continent for valid World Tree planet types
    • Adjusted - Removed US_magnetic planets from valid World Tree planet types
    • Fixed - Another Arcoship crash (arthr pls)
« Last Edit: March 30, 2025, 04:22:38 PM by SirHartley »
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SirHartley

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Re: [0.98a] Industrial.Evolution 4.0.b - Campaign content expansion
« Reply #2562 on: March 30, 2025, 04:23:20 PM »

And a small hotfix for a crash with the abyss items, DL links updated to 4.0.b
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theironrose

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Re: [0.98a] Industrial.Evolution 4.0.b - Campaign content expansion
« Reply #2563 on: March 30, 2025, 09:09:32 PM »

I get a null pointer exception in 0.98 when accessing an automated shipyard in a randomly generated red giant system with three planets. The issue persists after restarting. I have a copy of a save in the system that triggers the crash if you would like it. 

modlist:

My modlist is as follows:

Mods (44)
A New Level of Confidence  v30 3.2  [pantera_ANewLevel30]
Additional Console Commands  v1.2.0  [console_additions]
Adjustable S Mods  v1.1.3d  [adjustablesmods]
Adjustable Skill Thresholds  v1.2.0  [adjustable_skill_thresholds]
Adversary  v7.0.0  [adversary]
AoTD - Dreams of Past  v3.0.2  [Cryo_but_better]
AoTD - Virtue Of Society  v1.3.3  [aod_vos]
Ashlib  v1.1.6  [ashlib]
Attuned Drive Field Hullmod  v0.1.3  [AttunedDriveField]
Battletech Portrait Pack  v1.1  [battletechportraitpack]
Building Menu Overhaul  v1.1.5  [bmo]
Buns - flag pack  v1.0.1  [nes_buns]
Combat Chatter  v1.14.2  [chatter]
Console Commands  v2024.10.04  [lw_console]
Customizable Star Systems  v3.0.0  [customizablestarsystems]
Demand Indicators  v1.0.e  [demandIndicators]
Diable Avionics  v2.9.2  [diableavionics]
Grand.Colonies  v2.1.b  [GrandColonies]
Immersion Firendly Portrait Pack  v1.1  [immersionFriendlyPortraitPack]
Industrial.Evolution  v4.0.b  [IndEvo]
Interesting Portraits Pack  v1.2  [interestingportraitspack]
Interstellar Imperium  v2.6.4  [Imperium]
JaydeePiracy  v3.6.1  [jaydeepiracy]
Kaleidoscope  v1.0.c  [kaleidoscope]
LazyLib  v3.0.0  [lw_lazylib]
Leading Pip  v1.9.3  [leadingPip]
Lobster Cruiser  v3.2.0  [LobsterCruiser]
LunaLib  v2.0.2  [lunalib]
Magic Achievements: Vanilla Pack  v1.2.4  [wisp_magicAchievementsVanillaPack]
MagicLib  v1.5.1  [MagicLib]
Mayasuran Navy  v12.0.0  [Mayasuran Navy]
More Bar Missions  v0.0.6  [MoreBarMissions]
More Military Missions  v0.4.6  [MoreMilitaryMissions]
Nes's SAW  v1.20.SSS  [ness_saw]
Nexerelin  v0.11.3x  [nexerelin]
Officer Extension  v0.7.1  [officerExtension]
 Phillip Andrada: Gas Station Manager  v1.14.1a  [PAGSM]
QoL Pack  v1.2  [pt_qolpack]
Random Assortment of Things  v2.6.5  [assortment_of_things]
Refit Filters  v2.0.0  [refitfilters]
Secrets of the Frontier  v0.14.5b  [secretsofthefrontier]
Ship/Weapon Pack  v1.15.1  [swp]
SpeedUp  v1.2.0  [speedUp]
zz GraphicsLib  v1.9.0  [shaderLib]

Of thouse,  Interstellar Imperium, Diable Avionics, Speedup, Ship/Weapon Pack, Adjustable Skill Thresholds, Refit Filters, Attuned Drive Field Hullmod, QoL Pack, Combat Chatter, Console Commands, Leading Pip, Magic Achievements, Graphics Lib, and A New Level of Confidence were all manually modified to update to 0.98 by changing the modinfo.json. I'm not sure if this is a mod conflict in the first place. If it is, I assume it's a problem with one of the factions since the NPE references a market.

starsector.log (there is nothing especially relevant prior to the NPE, though the Achievement Mod has loooots of warnings and I should probably remove it):

```
80619 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SubmarketPlugin.getCargo()" because the return value of "com.fs.starfarer.api.util.Misc.getStorage(com.fs.starfarer.api.campaign.econ.MarketAPI)" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SubmarketPlugin.getCargo()" because the return value of "com.fs.starfarer.api.util.Misc.getStorage(com.fs.starfarer.api.campaign.econ.MarketAPI)" is null
   at indevo.exploration.gacha.GachaStationDialoguePlugin.displayDefaultOptions(GachaStationDialoguePlugin.java:100)
   at indevo.exploration.gacha.GachaStationDialoguePlugin.init(GachaStationDialoguePlugin.java:75)
   at com.fs.starfarer.ui.newui.o0OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.%uFFFD%uFFFD0000(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.base/java.lang.Thread.run(Unknown Source)
```
« Last Edit: March 31, 2025, 02:06:51 AM by SirHartley »
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spookedmoose

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Re: [0.98a] Industrial.Evolution 4.0.b - Campaign content expansion
« Reply #2564 on: March 31, 2025, 08:45:22 AM »

I just got the same crash in a three planet, red giant system, automated shipyard as well. I don't use Interstellar Imperium or Diable Avionics, so at least it's not those?
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