Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

Pages: 1 ... 27 28 [29] 30 31 ... 99

Author Topic: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion  (Read 585345 times)

Serenitis

  • Admiral
  • *****
  • Posts: 1322
    • View Profile
Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
« Reply #420 on: October 15, 2020, 03:11:22 AM »

A small observation re: printing things on the giant printer.

Vanilla things seem to work entirely as expected/intended.
They have defects which cannot be removed by any means and are there forever.

Mod added things appear to be a bit more fickle.
Some mod things get the defect added same as vanilla things, but lose said defects once the game is saved & re-loaded.
Other mod things never get the defect added at all.
It doesn't seem to be any specific mod which suffers from this - it's all of them. And neither does there seem to be any pattern as to how each thing will behave.
I've seen two of the exact same things from the same mod behave in different ways.

The only constants I have seen is that things produced in the same run (ie: the template has >1 charges) always behave the same way.
And none of the mod things keep their printing defects after save/load.

Weird.
Logged

BeltfedVendetta

  • Ensign
  • *
  • Posts: 13
    • View Profile
Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
« Reply #421 on: October 16, 2020, 06:22:52 AM »

Is this a crash related to Industrial.Evolution? Keep having similar errors constantly after about an hour. This is using the latest IE and on a new character.

Code
2077261 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.boggledTools.getPlanetType(boggledTools.java:697)
at data.campaign.econ.boggledTools.refreshAquacultureAndFarming(boggledTools.java:929)
at data.campaign.econ.industries.Military_Police_Headquarters.advance(Military_Police_Headquarters.java:109)
at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Logged

SirHartley

  • Admiral
  • *****
  • Posts: 580
    • View Profile
Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
« Reply #422 on: October 16, 2020, 07:32:13 AM »

A small observation re: printing things on the giant printer doesn't always apply defects

Thanks for letting me know - I think I fixed it for the next version.

Is this a crash related to Industrial.Evolution? Keep having similar errors constantly after about an hour. This is using the latest IE and on a new character.

Military_Police_Headquarters is not an Industrial.Evolution thing, I think it's TASC?
Logged

Drazhya

  • Ensign
  • *
  • Posts: 31
    • View Profile
Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
« Reply #423 on: October 16, 2020, 02:25:31 PM »

Got this crash on colonizing a planet with Rift Generator Ruins

1207290 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.conditions.IndEvo_RuinsCondition  - Adding ruins to Irkara
1207296 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207296 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207300 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207300 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207304 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207304 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207307 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207308 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207311 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207312 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207315 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207315 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207363 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207364 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207440 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207440 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207452 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207452 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207456 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207456 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207459 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207460 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207463 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207463 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207466 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207466 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207470 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207470 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207519 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207519 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207594 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207594 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207607 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207608 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207611 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207612 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207615 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207615 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207619 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207619 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207623 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207623 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207627 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207627 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207675 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207675 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207748 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207748 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
1207946 [Thread-4] 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.campaign.econ.Market.reapplyConditions(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:864)
   at com.fs.starfarer.campaign.ui.marketinfo.q$1.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.public.super(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.OO0o.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(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)
Logged

BeltfedVendetta

  • Ensign
  • *
  • Posts: 13
    • View Profile
Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
« Reply #424 on: October 17, 2020, 05:52:34 AM »

Is this a crash related to Industrial.Evolution? Keep having similar errors constantly after about an hour. This is using the latest IE and on a new character.

Military_Police_Headquarters is not an Industrial.Evolution thing, I think it's TASC?
[/quote]

Doh! Sorry about that. I thought boggled was part of IE for some reason.
On another note, I tried removing that industry from the market and it seems to not crash anymore. So... You actually helped me solve a problem that wasn't even caused by your mod. LOL. Thanks. And sorry again about that.
Logged

fu12

  • Ensign
  • *
  • Posts: 20
    • View Profile
Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
« Reply #425 on: October 17, 2020, 08:19:47 AM »

So are the industrial ruins supposed to stay after youve repaired them? Cuz i can see it goin either way. They stay in case you accidentally shut down the repaired thing. On the other hand....its supposed to be a repaired thing.
Logged

SirHartley

  • Admiral
  • *****
  • Posts: 580
    • View Profile
Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
« Reply #426 on: October 17, 2020, 08:41:41 AM »

Got this crash on colonizing a planet with Rift Generator Ruins

Thanks for the report, fixed in Dev

So are the industrial ruins supposed to stay after youve repaired them? Cuz i can see it goin either way. They stay in case you accidentally shut down the repaired thing. On the other hand....its supposed to be a repaired thing.

That's a bug, also fixed in Dev.
thanks for the report!
Logged

adam_2020

  • Ensign
  • *
  • Posts: 6
    • View Profile
Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
« Reply #427 on: October 22, 2020, 07:45:00 AM »

I have yet to try this mod as of the moment, but it looks great! I think one cool thing you could add is modifying the needs of supercomputers based on what environments they're built on. Supercomputers generate a lot of heat, and even more so with using AI cores to the point of burning out. All supercomputers should require volatiles or supplies (for large amounts of coolant) and supercomputers built on planets that are cold or very cold will consume less volatiles and have lower upkeep cost, while a supercomputer built on hot or extremely hot planets will consume more volatiles and have higher upkeep cost. This would give incentive to colonize cold planets in order to build more supercomputers.
Logged

SirHartley

  • Admiral
  • *****
  • Posts: 580
    • View Profile
Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
« Reply #428 on: October 22, 2020, 09:25:37 AM »

supercomputer effect already depends on temperature :)
Logged

SirHartley

  • Admiral
  • *****
  • Posts: 580
    • View Profile
Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« Reply #429 on: October 22, 2020, 03:08:55 PM »



1.8.c is probably Save Compatible with 1.8.b



Integrated with Version Checker
Requires MagicLib



De-jankified Courier Port and RiftGen. Added some QOL, Sound Effects, more fixes, Roider retrofit template support.
Courier port is now properly usable and can actually be relied upon. Only took me two weeks to un-break it.



Change Log
1.8.c
  • General
  • Adjusted - optimized data loading behaviour
  • Variable Industries
  • Adjusted - Misspellings in VPC tooltips
  • Interstellar Relay
  • Fixed - No longer crashes the game/Prevents saving when built in a nebula
  • Supercomputer
  • Fixed - no longer ticks down cores if not functional
  • Embassy
  • Added - Dialogue choice to move ambassador to another embassy
  • Privateer base
  • Added - Roider Union retrofit template support
  • Added - Setting allow the base to acquire unknown blueprints
  • Fixed - Lawless SubPop Tooltip
  • Engineering hub
  • Added - Roider Union Retrofit Template support
  • Adjusted - No longer continues pulling ships that have reached 100% progress
  • Fixed - THI Retrofit Template support works again
  • Courier Port
  • Fixed - Boggled Astropoli - transfer is now immediate and no longer freezes the delivery
  • Fixed - Ship selection no longer soft locks the game when closing selection window with ESC
  • Fixed - Will now correctly transfer ships from one point to another
  • Fixed - Intel now correctly displays lost ships
  • Fixed - No longer auto-fails on moving in and out of the origin system
  • Fixed - Item selection screen items no longer overlap
  • Requisitions Centre
  • Fixed - Game no longer freezes on cargo update in rare cases when an Alpha Core is installed
  • Derelict Industries
  • Adjusted - Forge Template tooltips to provide more hints
  • Fixed - Ruins can now be removed and no longer spawn double
  • Fixed - Printed Ships sometimes did not get printing defects
  • Fixed - AutoDelivery setting now actually works
  • RiftGen
  • Added - Sound for the Transition Effect
  • Adjusted -Flare effect timing looks less weird
  • Adjusted - Orbit now gets normalized to fit the target system (No more speedy planet boi)
  • Adjusted - Can no longer spawn on Gas Giants (Cannot move a gravity well...)
  • Fixed - Rare bug that would cause an orbital station to despawn
  • Fixed - Colony targetting option (again!)
  • Fixed - Planets from a Nebula now properly orbit a sun
  • Fixed - Colony no longer gets stuck when exiting the system before the animation has finished
  • Fixed - Salvage yards no longer misbehave when stacked in a system
[close]
« Last Edit: October 22, 2020, 03:11:18 PM by SirHartley »
Logged

Arcagnello

  • Admiral
  • *****
  • Posts: 965
  • Arguably Heretical, Definetly Insane
    • View Profile
Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« Reply #430 on: October 22, 2020, 04:55:51 PM »

Nice! Will update it tomorrow  ;D
Logged
Arranging holidays in an embrace with the Starsector is priceless.
The therapist removed my F5 key.

Fucifa

  • Ensign
  • *
  • Posts: 9
    • View Profile
    • Email
Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« Reply #431 on: October 24, 2020, 07:01:59 AM »

 :P :P
I hope it will not be like the last version 1.7.
Logged

Fucifa

  • Ensign
  • *
  • Posts: 9
    • View Profile
    • Email
Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« Reply #432 on: October 24, 2020, 07:13:14 AM »

 ;D ;D
The Rift Generator is a super weapon?
Like this?
Logged

SirHartley

  • Admiral
  • *****
  • Posts: 580
    • View Profile
Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« Reply #433 on: October 24, 2020, 12:25:13 PM »

;D ;D
The Rift Generator is a super weapon?
Like this?

Nope - it's part of the new exploration content, I won't spoil it - but it's rather cool. Not a weapon though.
Logged

Chairman Suryasari

  • Captain
  • ****
  • Posts: 379
  • The Deployer of John Lennon's.
    • View Profile
Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« Reply #434 on: October 25, 2020, 11:53:57 AM »

Hi Hartley! Thanks for the mods all the hard work and passion you put into the mod, i'm really appreciate it!

And i have a probably terrible idea but can you make new 2 slot industries beside Privateer HQ? Because Starsector spaghetti UI code, it's hard too choose what kind of structure we want to stay or not to make space for other industry or structure so the Industries UI can properly display it.

My idea is to combine certain industry into one industry that required 2 slot industry, for example (Mining+Refinery), (Mining+Fuel Production), (Mining+Light Industry), (Refinery+Heavy Industry), etc you get the idea, it's really helpful for modded playthrough that have many new structure and industries.

I don't know if Starsector code allow it or not, i hope it can do it. Thanks again Hartley for the mod and reading my idea  ;D
Logged
"Kids under 13 shouldn't have access to the internet. if 10yo me were on tumblr and read about suicide and depression 5 hours a day, every day, god knows i would jump off a bridge if my parents ever yell at me."

-Some random Youtube comment on video about Sonic OC.
Pages: 1 ... 27 28 [29] 30 31 ... 99