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.
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.