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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion  (Read 1658992 times)

Mr_8000

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Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
« Reply #825 on: May 18, 2021, 03:09:52 PM »

I'd like to comment on the ship components as well, I feel like they should have an opt-out setting in the config. I run a lot of faction mods and there are often moments where due to war, or just their baseline relations, they have no access to these, tanking their ship quality. What's perhaps more annoying is the fact that they add another hoop for me to jump through in order to get a functional heavy industry (almost makes me feel like I'm better off w/o the mod).  I'd like to remind you that the OP states this: "It does not modify any vanilla industries, does not add "better" versions of existing options, and does not make colonies easier."

Also I'm pretty sure I already reported this, but the repair dock tooltip still isn't 100%, it returns the faction of the market the ship was repaired at instead of the ship name and fails to provide an accurate cost prediction.
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EDIT: here's an actual vanilla example, with the hegemony (no disrupted shipments, simply caused by relations)
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« Last Edit: May 18, 2021, 04:11:48 PM by Mr_8000 »
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KDR_11k

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Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
« Reply #826 on: May 19, 2021, 06:43:09 AM »

Say, does "planets lost to automated fleets" mean you're more likely to find industry ruins in systems that still have Remnant presence or just act as a fluff explanation for finding those ruins on dead worlds?
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robepriority

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Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
« Reply #827 on: May 19, 2021, 05:56:56 PM »

Being able to get free Heavy Armaments and Marines via Variable Manufactory + Conflict packages  makes economic concerns moot.

I wonder if the commodity forge can be pseudo-buffed  by making it the only variable structure that deposits into storage?

Killsode

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Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
« Reply #828 on: May 22, 2021, 07:50:00 PM »

Say, does "planets lost to automated fleets" mean you're more likely to find industry ruins in systems that still have Remnant presence or just act as a fluff explanation for finding those ruins on dead worlds?

they spawn in and around [REDACTED] sectors, so the even in the same constellation as a high threat system.
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SirHartley

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Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
« Reply #829 on: May 23, 2021, 05:07:58 AM »

Being able to get free Heavy Armaments and Marines via Variable Manufactory + Conflict packages  makes economic concerns moot.

I wonder if the commodity forge can be pseudo-buffed  by making it the only variable structure that deposits into storage?
you are free to edit the output in the settings. As already discussed in length on the discord, the variable industries are in a good place for their effort and the rarity of the chips.
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Mr_8000

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Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
« Reply #830 on: May 23, 2021, 11:47:47 AM »

Seeing as the OP was edited and no response was given to my concerns, I'm gonna make a new statement. There's no reason to be modifying vanilla industries, especially with something that intentionally makes them less good or otherwise less mod-compatible. Even more so when said functionality is not easy to configure and would require me to recompile the mod in order to edit it.

The addition of new functionalities to the game should not come at the cost of the functionality that was already there.

If ship component exports from heavy industry were to be equal their required import then this issue could probably be sidestepped, however at that point they do indeed appear to be a bloat commodity.
« Last Edit: May 23, 2021, 12:06:35 PM by Mr_8000 »
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SirHartley

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Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
« Reply #831 on: May 23, 2021, 12:04:13 PM »

I'm also going to make a statement then:

It's my mod and I'll do whatever the *** I want with it.
Thanks.
« Last Edit: May 23, 2021, 12:08:10 PM by SirHartley »
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Nia Tahl

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Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
« Reply #832 on: May 23, 2021, 12:10:15 PM »

I'm also going to make a statement then:

It's my mod and I'll do whatever the *** I want with it.
Thanks.

this tbh.
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Arcagnello

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Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
« Reply #833 on: May 23, 2021, 12:15:16 PM »

“Remember: when people tell you something’s wrong or doesn’t work for them, they are almost always right. When they tell you exactly what they think is wrong and how to fix it, they are almost always wrong.”
– Neil Gaiman
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leatra

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Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
« Reply #834 on: May 23, 2021, 12:49:03 PM »

This mod looks epic but is it compatible with Nexerelin? I got a lot of conflicting answers.

I also seem to be unable to download from bitbucket. Redirects me to this link that just gives a "This site can%u2019t be reached" error.
« Last Edit: May 23, 2021, 01:02:31 PM by leatra »
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SirHartley

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Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
« Reply #835 on: May 23, 2021, 01:01:02 PM »

This mod looks epic but is it compatible with Nexerelin? I got a lot of conflicting answers.

I also seem to be unable to download from bitbucket. Redirects me to this link that just gives a "This site can’t be reached" error.
Yeah, fully compatible with nex!
The link works for me!
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leatra

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Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
« Reply #836 on: May 23, 2021, 01:01:52 PM »

This mod looks epic but is it compatible with Nexerelin? I got a lot of conflicting answers.

I also seem to be unable to download from bitbucket. Redirects me to this link that just gives a "This site can%u2019t be reached" error.
Yeah, fully compatible with nex!
The link works for me!

Yeah I used a proxy, it worked with that. Strange

Thanks for the fast answer!
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Master Troano

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Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
« Reply #837 on: May 23, 2021, 04:34:28 PM »

I am using this with Nex, haven't encountered any issues thus far. It greatly improves colony management, OTOH!
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supremequesopizza

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Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
« Reply #838 on: May 24, 2021, 08:24:15 AM »

Seeing as the OP was edited and no response was given to my concerns, I'm gonna make a new statement. There's no reason to be modifying vanilla industries, especially with something that intentionally makes them less good or otherwise less mod-compatible. Even more so when said functionality is not easy to configure and would require me to recompile the mod in order to edit it.

The addition of new functionalities to the game should not come at the cost of the functionality that was already there.

If ship component exports from heavy industry were to be equal their required import then this issue could probably be sidestepped, however at that point they do indeed appear to be a bloat commodity.

ngl as someone who loves seeing fresh new takes like SirHartley's mods, this is the kind of comment I hate. Entitled attitudes like this kill motivation towards continuing mods and have killed some of my favorite faction mods on this very site. It's his take on on industries and personally I love it. There are always going to be things that someone out there disagrees with. If it's such a gamebreaker for ya, then don't use the mod - make your own or ask if it'd be fine to make a "lite" version and guidance to do so. Stuff like "no response was given to my concerns" is ridiculous in response to mod content...you're entitled to nothing at the end of the day aside from possibly assurances that it isn't malware. That's about it.

This mod looks epic but is it compatible with Nexerelin? I got a lot of conflicting answers.

I also seem to be unable to download from bitbucket. Redirects me to this link that just gives a "This site can%u2019t be reached" error.


This is actually one of my favorite mods to use alongside Nexerelin. Highly recommend it. I think in the past there may have been some initial hiccups but that was like...years ago.
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bob888w

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Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
« Reply #839 on: May 24, 2021, 09:42:57 AM »

Hey! Is there a way to get older versions of the mod? the shipyard components thing is interesting but I have some more obscure/undeveloped factions that are suffering because of the lack of salvage yards. I love the change overall though!
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