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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 1753773 times)

ZanWanted

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Re: [0.98a] Industrial.Evolution 4.0.g - Campaign content expansion
« Reply #2670 on: April 20, 2025, 03:11:14 PM »

No converter specified error is still there, soo there is no new game or abbility to save the game if made without it first ...
« Last Edit: April 20, 2025, 03:13:27 PM by ZanWanted »
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Jihelu

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Re: [0.98a] Industrial.Evolution 4.0.g - Campaign content expansion
« Reply #2671 on: April 20, 2025, 03:44:33 PM »

Did the orbital pet stations get removed or changed? I remember those being a thing and they pop up in the mod list, but I don't seem to see them floating around planets that should have them (And have working pet markets). Because of this I don't think I can actually remove pets from ships?

Could be some kind of mod conflict not letting the station spawn.


Oh yeah is there a way to have an intel screen that shows where most of the unique industries are? Being able to know where restoration docs are would be nice

Nvm I found the pet skill!
« Last Edit: April 20, 2025, 08:24:57 PM by Jihelu »
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Allafif

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Re: [0.98a] Industrial.Evolution 4.0.g - Campaign content expansion
« Reply #2672 on: April 20, 2025, 07:11:17 PM »

I misunderstood the purpose of camouflage emitters and tried putting it on Phantoms and Revenants for stealth missions. Now after removing it, they're getting identified as notable ships. Could removing the hullmod be adding the flag even if it wasn't there originally?
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Archmagos404

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Re: [0.98a] Industrial.Evolution 4.0.g - Campaign content expansion
« Reply #2673 on: April 20, 2025, 11:30:42 PM »

Lore Nitpick that has somehow bugged me consistently
Is there a version of the mod that disables the Ship Components and Relic Components item? Their description seems redundant and contradicted by both mod and vanilla canon lore (why do the League and Hegemony have an industrial advantage, if apparently even "a struggle" as described in the Pristine Nanoforge isn't able to produce these components?)
[close]
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nnubnubnub

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Re: [0.98a] Industrial.Evolution 4.0.g - Campaign content expansion
« Reply #2674 on: April 21, 2025, 01:03:03 AM »

Typo: On a planet with an Ancient Labratory, I mouse over the Industrial Supply Store blue tab, and it says "Hull Forge: pulls Degraded Forge Templates from this storage to repair."  (In case it makes a difference: currently on 4.0.g, on a game I think I started on 4.0.f.)
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RoadTrain

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Re: [0.98a] Industrial.Evolution 4.0.g - Campaign content expansion
« Reply #2675 on: April 21, 2025, 02:43:46 AM »

Did the orbital pet stations get removed or changed? I remember those being a thing and they pop up in the mod list, but I don't seem to see them floating around planets that should have them (And have working pet markets). Because of this I don't think I can actually remove pets from ships?

Could be some kind of mod conflict not letting the station spawn.


Oh yeah is there a way to have an intel screen that shows where most of the unique industries are? Being able to know where restoration docs are would be nice

Nvm I found the pet skill!

Yeah, orbital pet stations got removed in 4.0.a you gotta use the industry menu instead now.
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NasaBrindle

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Re: [0.98a] Industrial.Evolution 4.0.g - Campaign content expansion
« Reply #2676 on: April 21, 2025, 08:40:41 AM »

Centralization Bureau doesn't detect duplicate industries within the same star system in my game. Not sure if that's an Industrial Evolution problem or an Ashes of the Domain problem.

I have two planets with Fracking specifically, and two with different variants of heavy industry. No duplicates detected.
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Manage Passwords

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Re: [0.98a] Industrial.Evolution 4.0.g - Campaign content expansion
« Reply #2677 on: April 21, 2025, 11:44:40 AM »

Is their any reason to use Hidden Arcology?
If it did not gimp industry, it would make sense on an Ice world, but I can't think of why I would ever want this.
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RoadTrain

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Re: [0.98a] Industrial.Evolution 4.0.g - Campaign content expansion
« Reply #2678 on: April 22, 2025, 01:03:49 PM »

Could the privateer base, ground defenses & planetary shield get the military tag? Also the orbital stations. Feels that given they're all military structures, it'd make sense for them to get the benefits of managed democracy.
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Rohzdear

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Re: [0.98a] Industrial.Evolution 4.0.g - Campaign content expansion
« Reply #2679 on: April 22, 2025, 07:02:36 PM »

How do I go about disabling and removing all Pet content from the mod? The LunaLib and Config setting only do a halfway job, but doesn't even remove Pet Food commodity from markets.
It's the one feature from Indi.Evo I'm not interested in.
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RoadTrain

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Re: [0.98a] Industrial.Evolution 4.0.g - Campaign content expansion
« Reply #2680 on: April 23, 2025, 02:16:18 AM »

Managed democracy might be bugged. It claims to half the upkeep for military buildings but my patrol HQ only gets a 30% cost upkeep reduction. Am getting scammed by super Earth Lan smh :(
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Hells_Razer

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Re: [0.98a] Industrial.Evolution 4.0.g - Campaign content expansion
« Reply #2681 on: April 23, 2025, 07:11:11 AM »

How do I go about disabling and removing all Pet content from the mod? The LunaLib and Config setting only do a halfway job, but doesn't even remove Pet Food commodity from markets.
It's the one feature from Indi.Evo I'm not interested in.
You turn it off from LunaLib or the Config and start a new game
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CRZgatecrusher

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Re: [0.98a] Industrial.Evolution 4.0.g - Campaign content expansion
« Reply #2682 on: April 23, 2025, 03:31:08 PM »

A quick note but the mod crashes when you try to select an activated automated shipyard with a courier port (at least as the destination for a contract). Dunno if it's helpful for you or not and I am sorry if it isn't.

240662     731357 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getPrimaryEntity()" because the return value of "indevo.industries.courierport.ShippingContract.getFromMarket()" is null
240663     java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getPrimaryEntity()" because the return value of "indevo.industries.courierport.ShippingContract.getFromMarket()" is null
240664            at indevo.industries.courierport.dialogue.ContractSidePanelCreator$6$1.createInfoText(ContractSidePanelCreator.java:483)
240665            at com.fs.starfarer.ui.newui.CampaignEntityPickerDialog.updateSelectedInfo(Unknown Source)
240666            at com.fs.starfarer.ui.newui.CampaignEntityPickerDialog$1.o00000(Unknown Source)
240667            at com.fs.starfarer.coreui.A.super.o00000(Unknown Source)
240668            at com.fs.starfarer.coreui.A.OOoo.processInputImpl(Unknown Source)
240669            at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
240670            at com.fs.starfarer.ui.W.o00000(Unknown Source)
240671            at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
240672            at com.fs.state.AppDriver.begin(Unknown Source)
240673            at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
240674            at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
240675            at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
240676            at java.base/java.lang.Thread.run(Unknown Source)
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Spikey00

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Re: [0.98a] Industrial.Evolution 4.0.g - Campaign content expansion
« Reply #2683 on: April 23, 2025, 11:43:02 PM »

Also confirming observing recently reported bugs:
- Forge item erroneously causes pollution on a non-habitable planet
- Centralized bureau fails to capture duplicate commodities; although, as I am naive, this may be due to AoTD

Bug I've noticed:
- Fleet patrol strength associated with interstellar relay(s) improperly calculated; I BELIEVE the governance type designation (e.g. forge world) may be the cause

I know we can't organically change the government type once established, but is there another way to force reset the planet via other means as an interim fix?


Thank you very much for all your amazing work!
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RoadTrain

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Re: [0.98a] Industrial.Evolution 4.0.g - Campaign content expansion
« Reply #2684 on: April 24, 2025, 12:18:13 AM »

Also confirming observing recently reported bugs:
- Forge item erroneously causes pollution on a non-habitable planet
- Centralized bureau fails to capture duplicate commodities; although, as I am naive, this may be due to AoTD

Bug I've noticed:
- Fleet patrol strength associated with interstellar relay(s) improperly calculated; I BELIEVE the governance type designation (e.g. forge world) may be the cause

I know we can't organically change the government type once established, but is there another way to force reset the planet via other means as an interim fix?


Thank you very much for all your amazing work!

Honestly I felt the pollution condition being added was a thematic thing given that industrial buildings get their upkeep set to 100% hazard. To change the governance type I think you can either go into lunalib settings (F3) and change what the max level to change governance type is, or use console commands to addIndustry the default population and industry and this should remove the forge world governance type.
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