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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Author Topic: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion  (Read 659245 times)

DownTheDrain

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Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
« Reply #885 on: June 02, 2021, 08:18:10 AM »

Just ran into the same Admin in Training bug someone else reported before. Wish I'd read about that earlier cause right now the save is borked.
So about that hotfix...
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OJ

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Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
« Reply #886 on: June 03, 2021, 11:18:47 AM »

Tossed an alpha core into hull forge before I tossed a doom-class template in there and it ended up having integrated targeting unit and militarized subsystems built in so... guessing that's not intended to be possible on an already military grade hull. It does give all the intended benefits at least. Unsure if there's a build-in hull mod blacklist/whitelist or not but figured Id toss this out there.
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Kithawk

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Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
« Reply #887 on: June 03, 2021, 11:32:34 AM »

46075 [Thread-3] INFO  com.fs.starfarer.api.plugins.update.IndEvo_ModUpdater  - Galatia Academy: replacing IndEvo_Academy
46255 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
   at java.util.ArrayList$Itr.next(Unknown Source)
   at com.fs.starfarer.api.plugins.update.IndEvo_ModUpdater.replaceIndustries(IndEvo_ModUpdater.java:131)
   at com.fs.starfarer.api.plugins.update.IndEvo_ModUpdater.run(IndEvo_ModUpdater.java:44)
   at com.fs.starfarer.api.plugins.IndEvo_modPlugin.updateVersionIfNeeded(IndEvo_modPlugin.java:129)
   at com.fs.starfarer.api.plugins.IndEvo_modPlugin.onGameLoad(IndEvo_modPlugin.java:54)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
   at com.fs.starfarer.title.Object.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.Stringsuper.super(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


just ran into this error
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DownTheDrain

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Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
« Reply #888 on: June 03, 2021, 03:07:46 PM »

just ran into this error

Do you have an admin in academy training and tried to load a save?
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SirHartley

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Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
« Reply #889 on: June 03, 2021, 03:15:37 PM »

to fix the save file loading bug, replace the .jar file in the mod under Industrial.Evolution/jars, that'll take care of it until I can release a proper fix.

https://bitbucket.org/SirHartley/deconomics/downloads/IndEvo.jar
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Kithawk

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Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
« Reply #890 on: June 03, 2021, 09:04:37 PM »

to fix the save file loading bug, replace the .jar file in the mod under Industrial.Evolution/jars, that'll take care of it until I can release a proper fix.

https://bitbucket.org/SirHartley/deconomics/downloads/IndEvo.jar
idk if its still related but just installed the new .jar and got this instead

Spoiler
[Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.terrain.Planet.<init>(Unknown Source)
   at com.fs.starfarer.combat.entities.terrain.Planet.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignPlanet.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignPlanet.<init>(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.addPlanet(Unknown Source)
   at com.fs.starfarer.api.plugins.derelicts.IndEvo_SuperStructureManager.addDysonSwa rmEntity(IndEvo_SuperStructureManager.java:19)
   at com.fs.starfarer.api.plugins.IndEvo_modPlugin.onGameLoad(IndEvo_modPlugin.java:52)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
   at com.fs.starfarer.title.Object.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.Stringsuper.super(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

the save was fine before
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SirHartley

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Re: [0.95a] Industrial.Evolution 2.2.e - Campaign content expansion
« Reply #891 on: June 04, 2021, 07:52:49 AM »



Save Compatible with 2.2.


Integrated with Version Checker
Requires MagicLib
Pairs well with Grand.Colonies



Fixed the crashing, fixed the weird behaviour with conditions applying and removing themselves, fixed the quality penalty stacking for no reason, totally and entirely made the hull forge stop building in militarized subsystems god damn it



Change Log
2.2.e
  • General
  • Fixed - Crash on save load
  • Fixed - Weird edict re-application bug
  • Fixed - Weird Lawless Subpop application bug
  • Items
  • Adjusted - Reduced drop chance (now has a lower drop chance than vanilla items, stop crying)
  • Commodity Forge
  • Fixed - Now recognizes the Parts VPC
  • Salvage Yards
  • Adjusted - Increased NPC base output by 1
  • Privateer Base
  • Adjusted - Buffed base raid fleet size (x1,66)
  • Derelict Industries
  • Fixed - Decon totally and absolutely will never build in Militarized Subsystems into a non-civ ship ever again I swear to god if it does it again
[close]
« Last Edit: June 04, 2021, 04:49:10 PM by SirHartley »
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Arcagnello

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Re: [0.95a] Industrial.Evolution 2.2.e - Campaign content expansion
« Reply #892 on: June 04, 2021, 08:24:46 AM »

Very nice, I never had an issue with the mod so far and I'm happy to see it becomes more and more polished every day!
I'll make sure to let you know if there's any issues!
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Arranging holidays in an embrace with the Starsector is priceless.
The therapist removed my F5 key.

Kithawk

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Re: [0.95a] Industrial.Evolution 2.2.e - Campaign content expansion
« Reply #893 on: June 04, 2021, 10:15:16 AM »

wonderful, it all works now, you might be the most punctual modder here
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DownTheDrain

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Re: [0.95a] Industrial.Evolution 2.2.e - Campaign content expansion
« Reply #894 on: June 04, 2021, 03:01:06 PM »

Appreciate the update.
I can finally stop planning my playtime around not being to able to load a save for 4 months every time I train an admin.
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SirHartley

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Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
« Reply #895 on: June 04, 2021, 04:48:48 PM »

another quick hotfix to repair the industry placer on new games. doesn't affect saves generated with versions before 2.2.e.
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Yunru

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Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
« Reply #896 on: June 05, 2021, 01:33:03 AM »

I'm not having the Centralisation Bureau register Boggled's Domain Archaeology as a valid industry.

Is there a way for me to make it so? I checked the mod integration spoiler, but no mention was made of the Bureau.

EDIT: Found my first major annoyance.
Engineering hub is the default market, so I have to be careful storing ships at the colonies with it (read: my only colony this playthrough).

SirHartley

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Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
« Reply #897 on: June 05, 2021, 12:01:02 PM »

I'm not having the Centralisation Bureau register Boggled's Domain Archaeology as a valid industry.

Is there a way for me to make it so? I checked the mod integration spoiler, but no mention was made of the Bureau.

EDIT: Found my first major annoyance.
Engineering hub is the default market, so I have to be careful storing ships at the colonies with it (read: my only colony this playthrough).

check the whitelist folder, there's one in there. zero guarantees it won't break.

regarding submarket order - the storage placement is hardcoded and cannot be changed. Open market also opens first by default, that's vanilla behaviour.
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plotipus

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Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
« Reply #899 on: June 05, 2021, 01:51:46 PM »

Loving the mod so far. I'm having a problem with colony fleet quality that I think might be related to this mod; the full description is in this thread but basically I can't seem to get rid of the cross-faction hull import penalty. I posted a screenshot of my heavy industry world there - all of the requirements for the orbital works are produced on-site, including ship components, and at 10 hulls I'm tied with the Hegemony for hull production. Since this mod tweaks industrial ship quality I figured this was the mod that did it.

edit: Looks like it got covered sometime between the D and F hotfixes.
« Last Edit: June 05, 2021, 02:14:03 PM by plotipus »
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