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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion  (Read 1237370 times)

Yunru

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Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
« Reply #945 on: June 20, 2021, 04:05:58 AM »

Is there a way to get the Centralisation Bureau to work on commodities, rather than industry? So if I had three different food producers (say an Aquaculture, a Farming, and a Hydroponics), it'd give a +2 bonus total (rather than +0)?

EvilWaffleThing

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Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
« Reply #946 on: June 20, 2021, 04:38:02 PM »

So one of my embassies seems to be LOWERING my relations with that faction to the cap each month instead of just leaving the relation where it is.
Is that supposed to happen? As I understood it an embassy will passively increase your rep up to a certain point and then you have to do the rest yourself. It will also increase the effect of negative rep by 50% but not lower it passively. My other embassy isn't lowering my rep so I assume one of them isn't working right.
Well the embassy has stopped lowering my rep so it seems to have fixed itself. I have no idea what fixed it as I didn't do anything.
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megabot

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Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
« Reply #947 on: June 22, 2021, 02:19:41 PM »

sorry for asking, but can you maybe add a part like you did with industries for every possible to find item? i am not sure if the specialised systems fabricator is from this mod or another, and where to put it
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KDR_11k

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Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
« Reply #948 on: June 30, 2021, 06:47:41 AM »

Hm, could you make the Hull Forge either produce a token amount of trade goods or provide regular production capacity for your heavy industry, seeing as it's considered industry?

EDIT: Also it feels a bit wrong that you can send out large raiding parties with the privateer base, regularly pillaging the core worlds without triggering any retaliation attempts. I know people don't like getting attacked because they feel that it's just busywork but lashing out, getting loot and not even getting the raids you get for having a high marketshare?
« Last Edit: June 30, 2021, 03:07:46 PM by KDR_11k »
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Tigrextreme

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Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
« Reply #949 on: July 03, 2021, 07:09:44 AM »

I think I found a very rare incompatibility between "Beyond the Sector" and this mod.

So there is a chance to generate a terraforming rig on the very far away system (likely from Beyond the Sector mod) and caused huge stuttering if you tried to navigate to that terraforming rig. It's probably a very rare bug but it's there. Just letting you know.

Spoiler
[close]
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ASSIMKO

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Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
« Reply #950 on: July 05, 2021, 03:49:37 AM »

Where to get the blueprints to be rewritten with a new ship?
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Deshara

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Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
« Reply #952 on: July 05, 2021, 06:45:47 AM »

Where to get the blueprints to be rewritten with a new ship?

you should consider using the blueprint package unpacker mod that turns a package of 20 blueprints like the pirate package or the midline package into 20 blueprints that you can then leave to collect dust in storage until you have something to overwrite them with. Makes that part of this mod much more usable
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Quote from: Deshara
I cant be blamed for what I said 5 minutes ago. I was a different person back then

blackcatvn

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Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
« Reply #953 on: July 05, 2021, 08:17:21 AM »

Hi, my game keep crashing and people tell me it relate to this mod. Can you please take a look.

8228 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_ScrapYard.applyListenerToFl eetsInSystem(IndEvo_ScrapYard.java:184)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_ScrapYard.apply(IndEvo_ScrapYard.java:66)
   at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
   at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
   at exerelin.campaign.ColonyManager.processNPCConstruction(ColonyManager.java:584)
   at exerelin.campaign.ColonyManager.upsizeMarket(ColonyManager.java:279)
   at exerelin.campaign.ColonyManager.updateMarkets(ColonyManager.java:209)
   at exerelin.campaign.ColonyManager.reportEconomyTick(ColonyManager.java:1239)
   at com.fs.starfarer.campaign.CampaignEngine.reportEconomyTick(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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blackcatvn

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Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
« Reply #955 on: July 05, 2021, 08:32:06 AM »

It's 2.2f, but i think it was my fault changing the industry cap from to 4-5. I reversed then my save is normal.
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KDR_11k

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Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
« Reply #956 on: July 06, 2021, 06:26:00 AM »

Also can we have a way to re-roll a laboratory's bonuses if it provides bonuses to things the current planet cannot provide? Like when it boosts mined materials but there are no matching deposits on the planet or for food when the planet is not arable?

or is that triggered by the Void Extraction industry that some other mod adds that technically allows any planet to provide those things? I avoid that one since it feels vastly OP...
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LordNSR

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Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
« Reply #957 on: July 06, 2021, 05:53:09 PM »

Hey Sir Hartley, first thing first, thank you for this great mod.

For some reason my Arrays are not spawning any patrols when they are the only military building in a market (station or planet).
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Klokinator

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Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
« Reply #958 on: July 07, 2021, 04:39:46 AM »

I found a pretty annoying bug.

Suppose you have 12 owned worlds, three of which have heavy industry with pristine Nanoforges.

Now suppose you liberate a world which has salvage yards but no heavy industry.

All of your production instantly gets filled with D-mods, because a single world in the production network without heavy industry but with salvage yards will ruin all the other ones.

I sat there merrily building/stockpiling a fleet of ships, returned home, and found they all had tons of D-mods. I am sad.
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KDR_11k

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Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
« Reply #959 on: July 07, 2021, 06:30:08 AM »

Hm, can we maybe add more escorts to a courier fleet? For me the main use of couriers would be to handle the forge template cycle but those things are small and insurance payouts won't get a lost template back. Hm, but then again spending big just to ferry those things around probably wouldn't make much sense either... Guess it won't really be practical to automate any template stuff, especially since you probably don't need an automated production line for player ships.

I found a pretty annoying bug.

Suppose you have 12 owned worlds, three of which have heavy industry with pristine Nanoforges.

Now suppose you liberate a world which has salvage yards but no heavy industry.

All of your production instantly gets filled with D-mods, because a single world in the production network without heavy industry but with salvage yards will ruin all the other ones.

I sat there merrily building/stockpiling a fleet of ships, returned home, and found they all had tons of D-mods. I am sad.

The base game uses the planet with the highest production output, not the one with the best production quality. That's not a thing the mod added.
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