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Author Topic: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion  (Read 1333267 times)

Neitronus

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Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
« Reply #360 on: September 25, 2020, 11:26:53 AM »

Thing was that I had like 1-2 officers at the time, IIRC, so I'll keep trying to reproduce that I guess.
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SirHartley

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Re: [0.9.1a] Industrial.Evolution 1.8.a - Colony content expansion
« Reply #361 on: September 26, 2020, 05:28:20 PM »



Not Save Compatible
THIS UPDATE WILL DISABLE THE MOD IN THE LAUNCHER


Integrated with Version Checker
Requires MagicLib


Release after a good three months of development. Three new normal industries, and secret exploration things. The total count of buildings in this mod now well exceeds 20.

This update includes a configurable market that sells weapons, reverse engineering of ship hulls to blueprints, setting up shipping lanes between planets, and secret stuff.
if you want secret stuff, survey planets in the more dangerous parts of the sector.

I'm not done with exploration things, but I gotta get this out before I turn into a code hoarder.
Read the god damn FAQ.

Massive special thanks to Avanitia, without whose support in beta testing, this would have taken a lot longer.


Change Log
1.8.a
  • General
  • Added - Now requires MagicLib
  • Added - A few console commands
  • Added - More tips, stupid tips separated from useful ones
  • Adjusted - ID change from deconomics to IndEvo
  • Adjusted - Some slight artwork adjustments
  • Adjusted - All industries now behave properly on AI markets.
  • Fixed - Migrated version file (*** you bitbucket)
  • Variable Industries
  • Added - Storage for Commodity Forge to auto-pull VPCs from
  • Adjusted - Reduced Commodity Forge base Upkeep by 2000
  • Adjusted - No longer ships to production gathering point (Can be changed in settings, look at courier port first)
  • Adjusted - Rare VPC drop chance reduced
  • Adjusted - General VPC drop chance slightly reduced
  • Adjusted - Commodity Forge no longer takes an Industry Slot
  • Centralization Bureau
  • Adjusted - Reduced base upkeep by 1000
  • Fixed - Crash when changing out Variable Manufactory VPC
  • Fixed - Crash when a Variable Assembler/Manufactory did not have a VPC installed
  • Military/Interstellar Relay
  • Adjusted - Reduced Upkeep
  • Adjusted - Can no longer increase fleet size above the highest size in the network
  • Fixed - Massive fleet size increase bug
  • Supercomputer
  • Adjusted - Removed AI-Core Storage, Added Shared Storage
  • Fixed - Very cold planets now provide higher bonuses than cold (oops)
  • Embassy
  • Added - Support for Spindle (ScalarTech), Pearson Exotronics, Free Stars Union
  • Added - Faction enabling/disabling via memory tag
  • Adjusted - Proper tooltips for Ambassadors
  • Adjusted - Code overhaul for Ambassador Items, Whitelisting custom factions now easier
  • Fixed - Crash on removing beta core from embassy without installed ambassador
  • Fixed - Nex no longer resets the increases/decreases while commissioned
  • Restoration Docks
  • Adjusted - Reduced build time from 60 to 40 days
  • Adjusted - Tooltip changes
  • Adjusted - Alpha core now increases repair cap by 3
  • Adjusted - Can no longer put ships without D-Mods into storage
  • Adjusted - Now also repairs built in D-mods (ex. Champion)
  • Fixed - No longer repairs one D-Mod too many
  • Fixed - Alpha core tooltip now correctly displays the upkeep reduction
  • Fixed - Beta core now displays cost prediction instead of "Something broke"
  • Senate
  • Fixed - Edict: Forced Relocation no longer considers Salvage Yards a colony
  • Fixed - Dialogue text is no longer small after selecting "Remove Edict" option
  • Privateer Base
  • Added - Will now start raids while on AI markets, but not bring back spoils
  • Added - Tooltip now states the build limits
  • Adjusted - Can now build two in a star system
  • Adjusted - System timeout reduced to 1 month on raid failure (was 3)
  • Fixed - No longer gains output whenever a raid of any kind finishes
  • Fixed - No more stupid high output when raiding systems with many planets
  • Fixed - System Raid Timeouts no longer carry over into other saves (yup...)
  • Fixed - Can no longer provide blueprints of Tiandong ships (only Retrofit templates)
  • Fixed - Can no longer target a colony in hyperspace (and subsequently crash)
  • Academy
  • Adjusted - Reduced build time to 60 days
  • Adjusted - Systemwide officer quality increase no longer stacks
  • Fixed - Retrieve Officer menu point no longer invisible while at full officer capacity
  • Fixed - Can no longer access the Academy before it finished building
  • Fixed - NullPointerError on Abandoned Stations
  • Requisition Centre
  • Added - Sources weapons from all factions you have good standing with.
  • Added - Can be set to only source from a specific faction by building an embassy on the same planet.
  • Added - This can easily source specific rare and large weapons, and has powerful AI core effects.
  • Added - Present on Baetis, Eos Exodus - can be unlocked for a fee.
  • Engineering Hub
  • Added - Reverse engineer ships, turn them into blueprints after enough hulls have been sacrificed.
  • Added - You have to overwrite a blueprint of matching hull size (cap for cap, frig for frig)
  • Courier Port
  • Added - Ship Cargo between colonies (From any with cargo, to player colonies)
  • Added - Can target specific storage for deliveries (Resupply Supercomputer, Ships to/from Restoration Docks...)
  • Derelict Industries
  • Added - Find powerful, rare industries in dangerous parts of the sector, and restore their Ruins to working order.
[close]
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Mondaymonkey

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Re: [0.9.1a] Industrial.Evolution 1.8.a - Colony content expansion
« Reply #362 on: September 26, 2020, 11:03:53 PM »

Spoiler
[close]
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Avanitia

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Re: [0.9.1a] Industrial.Evolution 1.8.a - Colony content expansion
« Reply #363 on: September 28, 2020, 12:50:07 AM »

These were really fun three months. Didn't even realize it was three months. Anyhow new stuff is useful overall, which is pretty damn nice - being able to send convoys to move cores and other things across the sector is pretty nifty... assuming you don't run with Ruthless Sector <.<
Prime cause of losses?
Spoiler
Remnants in hyperspace
[close]

Spoiler
>>VOULGE FLASHBACKS<<
[close]
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You haven't played Starsector unless your storage has one thousand Vulcans in it.

Uhlang

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Re: [0.9.1a] Industrial.Evolution 1.8.a - Colony content expansion
« Reply #364 on: September 28, 2020, 02:01:29 AM »

Oh, how I wish I wasn't swamped with work and could start a new game with this update.

These were really fun three months. Didn't even realize it was three months. Anyhow new stuff is useful overall, which is pretty damn nice - being able to send convoys to move cores and other things across the sector is pretty nifty... assuming you don't run with Ruthless Sector <.<
Prime cause of losses?
Spoiler
Remnants in hyperspace
[close]
Spoiler
>>VOULGE FLASHBACKS<<
[close]
I'm pretty sure the hyperspace remnants from Ruthless Sector only spawn around the player.
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Avanitia

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Re: [0.9.1a] Industrial.Evolution 1.8.a - Colony content expansion
« Reply #365 on: September 28, 2020, 02:08:13 AM »

I'm pretty sure the hyperspace remnants from Ruthless Sector only spawn around the player.

They do. Unfortunately my timing of coming to home system is often around time when convoy is moving, so they get caught by spooky cyan boys.
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You haven't played Starsector unless your storage has one thousand Vulcans in it.

giganticats

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Re: [0.9.1a] Industrial.Evolution 1.8.a - Colony content expansion
« Reply #366 on: September 28, 2020, 12:09:17 PM »

just a warning, this currently doesn't work with anvil industries and the nexerlin random worlds mode, it will crash your game when loading.
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connortron7

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Re: [0.9.1a] Industrial.Evolution 1.8.a - Colony content expansion
« Reply #367 on: September 28, 2020, 12:24:42 PM »

just a warning, this currently doesn't work with anvil industries and the nexerlin random worlds mode, it will crash your game when loading.
Not SirHartleys fault, also sent out a temp fix so works fine now
« Last Edit: September 28, 2020, 01:07:45 PM by connortron7 »
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Britich

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Re: [0.9.1a] Industrial.Evolution 1.8.a - Colony content expansion
« Reply #368 on: September 30, 2020, 03:59:02 PM »

I got this crash several times today, I am using the "dev" excel sheet for whitelist, otherwise everything is as set in the MOD.
I think the Caswell is from Legacy of Arkgneisis Mod, I had so many ships in the engineering hub.

9278108 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_EngHub  - init decon for Caswell-class Light Custom Carrier
9278368 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_EngHub.gethullSize(IndEvo_EngHub.java:234)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_EngHub.onNewDay(IndEvo_EngHub.java:183)
   at com.fs.starfarer.api.plugins.timers.IndEvo_TimeTracker.onNewDay(IndEvo_TimeTracker.java:136)
   at com.fs.starfarer.api.plugins.timers.IndEvo_TimeTracker.advance(IndEvo_TimeTracker.java:117)
   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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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immortalartisan

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Re: [0.9.1a] Industrial.Evolution 1.8.a - Colony content expansion
« Reply #369 on: September 30, 2020, 09:38:24 PM »

need some help with Manchester. i have no idea how to counter those ships
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Uhlang

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Re: [0.9.1a] Industrial.Evolution 1.8.a - Colony content expansion
« Reply #370 on: October 01, 2020, 01:08:15 AM »

need some help with Manchester. i have no idea how to counter those ships
Wrong thread. That's from Hazard Mining Inc.
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SirHartley

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Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
« Reply #371 on: October 01, 2020, 02:27:52 PM »



HOTFIX - Save compatible with 1.8.a


Integrated with Version Checker
Requires MagicLib


The inevitable hotfix after release to address some problems I missed.
I made the spooky ghost colonies go away, what a fitting start into October!


Change Log
1.8.b
  • Salvage Yards
  • Fixed - No longer notifies you that it is running out of material while building
  • Fixed - Added functionality for the Salvage Market to despawn when the system no longer has a Yard (Ghost colony, takes a day)
  • Privateer Base
  • Fixed - No longer gives you "failed" messages for raids by other factions
  • Requisitions Centre
  • Fixed - Eternal loading bug (I hope)
  • Engineering Hub
  • Fixed - Crash when installing a scripted blueprint (no hull size...)
  • Courier Port
  • Adjusted - Allowed submarkets now run off a whitelist (Avoid mod conflicts)
  • Fixed - No longer displays Null on market check with LTA/VS installed
  • Derelict things
  • Fixed - Crash when an AI colony attempts to upgrade the ruins
  • Fixed - Upgrades no longer change randomly
  • Fixed - No longer blocks out upgrades while another colony has a similar ruin
  • Fixed - RiftGen target option "other colony" now works when there are multiple colonies in the original location
  • Fixed - Hull Forge no longer crashes when doing its' thing
  • Fixed - Hull Forge no longer takes only one day after completing the first hull
[close]
« Last Edit: October 01, 2020, 02:38:08 PM by SirHartley »
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immortalartisan

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Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
« Reply #372 on: October 01, 2020, 07:37:50 PM »

i find it annoying that the industry ruins even after being restored still take up a slot and cant be gotton rid of for other things
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SirHartley

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Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
« Reply #373 on: October 02, 2020, 11:22:12 AM »

i find it annoying that the industry ruins even after being restored still take up a slot and cant be gotton rid of for other things

what.... what?
Industrial Ruins get applied to a planet once, and can be upgraded or removed at your leisure?
They do not take up a slot, at all, unless the upgrade that's assigned to them does.

And you can always remove them like you can with any other industry.

Edit - I tested it, and apparently you really can't remove them without upgrading first. Since this is not intended, but also not game breaking, I'll fix it when I got some more things done.
« Last Edit: October 02, 2020, 11:47:10 AM by SirHartley »
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immortalartisan

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Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
« Reply #374 on: October 02, 2020, 03:25:03 PM »

i meant eh industrial ruins structure still remain even after i restore the them so in the end they take up two slots
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