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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 1235844 times)

SirHartley

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Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
« Reply #960 on: July 07, 2021, 07:31:39 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)?
Probably could, but it'd be a lot of work and require a total rewrite of that building, so it's unlikely I will ever do it, sorry! I did add aquaculture to the list though, so it works with farming (since it's vanilla)

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.
That's not a bug, I updated the FAQ with the relevant info.

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
Sure, sometime in the future, when I got all of them done, I will!

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?
First Part: I thought about having it produce starship components, but that wouldn't really make sense - and the upkeep is intentionally high on these, so kinda hard to balance that. The Deconstructor used to require an industry slot, it doesn't anymore, and I don't really want to buff the chain any further.

Part 2: The privateers are not "you", so they can't legally be retaliated against. Also, you are only raiding factions that are already hostile to you - and third, coding that would probably make me lose my mind.

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]
Not my fault, this mod does not contain any terraforming features.

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.
It's still a weird crash. If you are on java 8, revert to 7. If not, I did add a contingency for the next update, but it might still not be fixed. No idea what did that.

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...
Oh - it's completely random. Rerolling via story points does seem like a legit option though, will think on the exact implementation.

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).
Sounds like a bug, but relay spawning behaviour is vanilla, so that might be caused by something not within my power. I'd need a list of all buildings on that colony to make sure though. You're the first to report anything like this.

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.
As KDR_11k said, that's vanilla behaviour. I updated the FAQ for the yards to give a bit more information on that, read it!

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.
Careful with shipping templates - there's some issue where deliveries have been vanishing. The docks are currently undergoing code rework to fix that, but it might be a version or two.

I could add a slider for more escorts, yeah - but please don't take this as a promise, I'll see if I can get around to it.
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LordNSR

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Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
« Reply #961 on: July 07, 2021, 04:28:48 PM »

Hey SirHartley,

before I was using Java 8 so I went back to Java 7, created a new game, colonized a planet, added all the needed buildings and still no luck.

I have these 2 planets and the second one is not generating any patrols:

https://prnt.sc/19chmiw

https://prnt.sc/19chwjk

Maybe everybody else uses patrol HQ to increase stability and didn't notice the patrols missing?
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DownTheDrain

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Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
« Reply #962 on: July 07, 2021, 07:08:52 PM »

Maybe everybody else uses patrol HQ to increase stability and didn't notice the patrols missing?

I just used them for the first time and I'm pretty sure I'm experiencing the same. Zero patrols from the planets that only have the relay.
Guess I'll just switch back to regular patrol buildings.
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Deshara

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Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
« Reply #963 on: July 07, 2021, 09:22:40 PM »

im like 99% sure that if u have a relay & no military building the relay gets greyed out & very clearly doesnt do anything. I was confused by it bc the descrip says it will act as a patrol hq if you dont have one but i just figured the tooltip was wrong & have never put a relay on a market alone
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Quote from: Deshara
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Sir Willliam of Uganda

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Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
« Reply #964 on: July 08, 2021, 04:24:08 AM »

I found a bug:
When I try to ship about 30k items in one shipping with the shipping port the courier fleet is just stuck in the loading sequence and orbiting the planet without ever departing or doing in fact anything
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SirHartley

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Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
« Reply #965 on: July 08, 2021, 06:36:08 AM »

im like 99% sure that if u have a relay & no military building the relay gets greyed out & very clearly doesnt do anything. I was confused by it bc the descrip says it will act as a patrol hq if you dont have one but i just figured the tooltip was wrong & have never put a relay on a market alone
Turns out, I made some changes to my internal library, which resulted in the relay considering itself as a military building, and thus, no longer spawning fleets. Whoops. Wonder how no one noticed that in like, three months.

I found a bug:
When I try to ship about 30k items in one shipping with the shipping port the courier fleet is just stuck in the loading sequence and orbiting the planet without ever departing or doing in fact anything
They'll leave if you wait like two months lol. It's adjusted for the next update.
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Sir Willliam of Uganda

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Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
« Reply #966 on: July 08, 2021, 09:14:13 AM »

I found a bug:
When I try to ship about 30k items in one shipping with the shipping port the courier fleet is just stuck in the loading sequence and orbiting the planet without ever departing or doing in fact anything
They'll leave if you wait like two months lol. It's adjusted for the next update.
It also seems that the player must be in the same system as the courier fleet for the fleet to do anything and transported items and ships just disappear
« Last Edit: July 08, 2021, 09:23:07 AM by Sir Willliam of Uganda »
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megabot

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Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
« Reply #967 on: July 09, 2021, 11:28:33 AM »

so umm, another thing about privateers: i know they are supposed to not raid planets to death but...tbh 4 planets so far died, 2 by the luddic path and 2 by the hegemony. would it perhaps be possible to do something about that? i mainly want to use the privateers as a bluepring gatherer since currently there is basically no way to aquire blueprints without raiding or exploring the entire sector in the hopes that it might be _somewhere._ perhaps a building sugestion (sorry if that happens often) that basically stabilizes the planet more easily or stabilizes other planets -not talking about the monument as giving every faction planet a monument might be too much but with a decay of 3 months per per stability it means that raids often just kill worlds unless they defend completely or...i have no idea honestly as 4 worlds died already, one being size 5. i still need those blueprings sadly :(
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KDR_11k

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Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
« Reply #968 on: July 09, 2021, 11:55:16 AM »

so umm, another thing about privateers: i know they are supposed to not raid planets to death
Wait, what? My decivilization log is full of the victims of my privateers!
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EadTaes

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Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
« Reply #969 on: July 09, 2021, 02:54:27 PM »

I just wanted to tell you that I found your Logistics Core, and found the paper clip reference hilarious. SFIA for the win.  ;)
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KDR_11k

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Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
« Reply #970 on: July 11, 2021, 07:45:45 AM »

It seems the Requisition Center will start selling things before it finishes construction.
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megabot

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Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
« Reply #971 on: July 12, 2021, 06:09:32 AM »

I don't know if it's a bug or intended but the logistics core being installed causes the centralization bureau to essentially consume any AI core that is inside it
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Yunru

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Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
« Reply #972 on: July 12, 2021, 07:13:26 AM »

I don't know if it's a bug or intended but the logistics core being installed causes the centralization bureau to essentially consume any AI core that is inside it
It returned it to my inventory for me?

megabot

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Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
« Reply #973 on: July 13, 2021, 06:26:52 AM »

I don't know if it's a bug or intended but the logistics core being installed causes the centralization bureau to essentially consume any AI core that is inside it
It returned it to my inventory for me?

oh. I didn't think it could do that. i just installed the logistics core, uninctalled it and there was no AI core inside anymore, guess it just returns to the inventory
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KDR_11k

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Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
« Reply #974 on: July 22, 2021, 11:09:14 AM »

Huh, I just got Safety Overrides s-modded into a frigate by the Hull Forge. Dunno if you want that to happen as a special bonus for running the Forge pipeline but it seems unlikely.
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