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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] Industrial.Evolution 4.0.f - Campaign content expansion  (Read 1710711 times)

snopey1

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Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
« Reply #1335 on: May 24, 2022, 08:24:25 PM »

I recently took a system and between DIY Planets, and Stations and Terraforming I have 24 colonies in this one system. On every one of these colonies I put a Variable Assembler and installed the a Beta core and a production chip of some kind.

I turned "IndEvo_derelictDeliverToGathering" to true to see if they'd then auto stockpile in my main world, no. so I built a courier post and made 23 contracts to ship entire personal stashes from every colony in the system to the one I store everything else at.

I'd like to take an aside here and request a whole system transfer thing to a point. having it check for is destination in the system? yes, ignore it. that way I wouldn't have to set up 23 contracts, but 1. was very tedious to do 23. idk if it's possible or not, but a suggestion none the less. or just a "all other storages to this one place." as a second suggestion.

any ways. after setting up all these courier contracts I've been getting random crashes from time to time with the message "Check Starsector.log"

Spoiler
6977556 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.fleet.CourierFleetAssi gnmentAI.reportFleetDespawnedToListener(CourierFleetAssignmentAI.java:126)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.despawn(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.listeners.Shipment.fin alizeAndRemove(Shipment.java:87)
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.fleet.CourierFleetAssi gnmentAI$6.run(CourierFleetAssignmentAI.java:96)
   at com.fs.starfarer.campaign.ai.AssignmentModule.advance(Unknown Source)
   at com.fs.starfarer.campaign.ai.ModularFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.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)
[close]

No idea what is causing this issue, other than it's related to the courier fleets.

Let me know if any thing is needed from me, until issue fixed I'm going to discontinue the auto flying of these fleets, and will just manually...hit them all if I want my variable assembler outputs from all my colonies.

Have a good day.

Edit: I looked at the settings.json again and found  "VarInd_deliverToProductionPoint": FALSE   setting that to TRUE and canceling the couriers entirely.
« Last Edit: May 24, 2022, 08:32:15 PM by snopey1 »
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morriganj

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Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
« Reply #1336 on: May 24, 2022, 11:45:19 PM »

My cargo fleet set to follow got attacked, and crashed as it entered combat. I approached to rescue it. Any thoughts? Seems like the feature is still a bit crashy, ?

java.lang.NullPointerException
   at com.fs.starfarer.api.splinterFleet.plugins.fleetManagement.CombatAndDereliction Script.reportBattleOccurred(CombatAndDerelictionScript.java:146)
   at com.fs.starfarer.campaign.CampaignEngine.reportBattleOccurred(Unknown Source)
   at com.fs.starfarer.campaign.fleet.Battle.doAutoresolveRound(Unknown Source)
   at com.fs.starfarer.campaign.fleet.Battle.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advanceEvenIfPaused(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(Thread.java:748)
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Helixien

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Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
« Reply #1337 on: May 26, 2022, 12:53:57 AM »

Is there an option to disable minefields?
Doesn't seem to be. Would be nice if there was.

Same. I used to love this mod but it just keeps adding more and more stuff that isnt my cup of tea without the option to disable it. Leaving me with the option of either A) dropping the mod and missing out on all the amaing things it has, B) stay with an older version and its bugs until that wont work anymore or C) live with things in my game that lower my enjoyment of it.
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morriganj

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Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
« Reply #1338 on: May 26, 2022, 01:03:45 AM »

I really like the new direction and features. Once the crashes are ironed out, I will definitely use this. It would be amazing for some of these ideas to make it into the base game, especially the detachments.

For now, I am sticking with the previous stable release which I had to search the internet for.
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A_Random_Dude

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Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
« Reply #1339 on: May 26, 2022, 06:07:24 AM »

Just a warning: the previous version isn't stable either. Admins sent to academies still make your game crash unless you add a line in the core settings, embassadors cause a CTD if the planet they are on decivilize/gets invaded, etc.
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Helixien

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Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
« Reply #1340 on: May 26, 2022, 11:10:30 PM »

Just a warning: the previous version isn't stable either. Admins sent to academies still make your game crash unless you add a line in the core settings, embassadors cause a CTD if the planet they are on decivilize/gets invaded, etc.

What line would that be? And for what version would it be needed?
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SirHartley

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Re: [0.95.1a] Industrial.Evolution 3.0.d - Campaign content expansion
« Reply #1341 on: May 28, 2022, 10:47:54 AM »



SAVE COMPATIBLE
3.xx is NOT save compatible with 2.xx


Requires MagicLib
Requires LazyLib

Integrated with Version Checker
Pairs well with Grand.Colonies
as well as Substance.Abuse



Fixes, Fixes, Fixes.

Change Log
3.0.d + e
  • General
  • Added - Vanguard and Eradicator to whitelist files
  • Added - More useful tips
  • Adjusted - Meme tips now show up 10x less than useful tips
  • Adjusted - All IndEvo fleet member pickers now have 8 columns instead of 5 by default
  • Minefields
  • Added - Tooltip showing the chance to blow up due to your fleet size (low/med/high/extreme)
  • Added - Even more IFF checks - NONE OF WHICH HELP IF YOU FORGET TO TURN YOUR TRANSPONDER ON
  • Added - Setting to turn em off (will not fix your skill issue)
  • Adjusted - Player owned minefields no longer care about transponder status
  • Adjusted - Visuals look less ***
  • Adjusted - Moons with an arsenal stations will now have the primary planet spawn the minefield
  • Fixed - Made minefield IFF more reliable for NPC fleets (New game)
  • Fixed - Now properly orbits
  • Fixed - Crash when saving/loading in a minefield
  • Research Projects
  • Fixed - Tooltips
  • Courier Port
  • Added - Custom faction for courier fleets (invisible to player)
  • Fixed - Marines no longer lose XP when transferred via courier
  • Fixed - No longer bills you money every time it checks what to remove from the stockpile
  • Fixed - Crash during planet selection
  • Fixed - Duplication bug
  • Fixed - Crash when courier fleet is despawning
  • Fixed - Alignment issue on contract listing (IT WAS 2 PIXELS OUT OF LINE, OK??)
  • Detachments
  • Added - Escort and Intercept detachments will now aggressively attack hostile fleets that the player targets
  • Fixed - Marines are now considered in the cargo tooltips and counts
  • Fixed - Crash when a detachment goes dormant in a system without any entities
  • Known issue - Marine and Crew in excess of the fleet capacity are lost after a day
  • Known issue - Detachments get stuck when recalled from another star system
  • Derelict industries
  • Adjusted - Ruins spawn on colony establishment should be more consistent now
  • Adjusted - Changed Derelict Industry spawn algorithm (New game)
  • Adjusted - Derelict Industry type is now set on sector generation (New game)
  • Adjusted - Forge and Decon have a higher chance to spawn together (New game)
  • Fixed - Derelict industries will no longer change type (I hope)
  • Fixed - Ruins no longer (sometimes) count as industry
  • Fixed - Rift Generator cryorevival disabler condition no longer applies 100 times in a row
  • Fixed - Deconstructor ignore whitelists setting now properly works
[close]



Version 3.0.d (only about 100 people downloaded that one before I patched it, so you probably do not have it) had some very severe lag issues.
If you are amongst the lucky few, update the mod (install the current version 3.0.e), then do this:

open the console (console command mod, ctrl + backspace)
paste this:
Code
runcode for (LocationAPI loc : Global.getSector().getAllLocations()) {
                for (SectorEntityToken t : new ArrayList<SectorEntityToken>(loc.getCustomEntities())) {
                    if (t.getCustomEntitySpec().getId().equals("SplinterFleet_OrbitFocus")) {
                        loc.removeEntity(t);
                    }
                }
            }
and press enter. That will fix all the lag issues caused be the old mod version.
« Last Edit: May 29, 2022, 03:06:16 PM by SirHartley »
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Ninjagamer

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Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« Reply #1342 on: May 28, 2022, 10:51:32 PM »

Hi. When I make a new save the game crashes as I am loading into the game, giving me this error in the logs

458870 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchFieldError: STANDARD_PODS_OFFICER_LEVEL
java.lang.NoSuchFieldError: STANDARD_PODS_OFFICER_LEVEL
   at com.fs.starfarer.api.plugins.derelicts.IndEvo_SalvageSpecialAssigner.pickSpecia lFor(IndEvo_SalvageSpecialAssigner.java:224)
   at com.fs.starfarer.api.plugins.derelicts.IndEvo_SalvageSpecialAssigner.assignSpec ial(IndEvo_SalvageSpecialAssigner.java:82)
   at com.fs.starfarer.api.plugins.derelicts.IndEvo_SalvageSpecialAssigner.addOrRepla ceSpecial(IndEvo_SalvageSpecialAssigner.java:72)
   at com.fs.starfarer.api.plugins.derelicts.IndEvo_SalvageSpecialAssigner.init(IndEvo_SalvageSpecialAssigner.java:47)
   at com.fs.starfarer.api.plugins.IndEvo_modPlugin.onNewGameAfterEconomyLoad(IndEvo_modPlugin.java:114)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.o0oO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.Stringsuper.super(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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SirHartley

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Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« Reply #1343 on: May 29, 2022, 03:51:00 AM »

Your game version is probably outdated. This mod is for 0.95.1a-RC6, not 0.9.1 or an older 0.95 version.
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zaorex

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Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« Reply #1344 on: May 29, 2022, 08:26:42 PM »

i cant figure out why it doesnt work.... i have this mod + archean order total conversion (there is way to get other mods work with sametime)

i can play the save normally etc havent seen any major things. only is that engineering doesnt recognize ships since they are not on the list (archear order changes every ships id little bit)
 the problem what i have is with the galatia academy stations research projects. it doesnt recognize weapons either example i have one of the "special"
Spoiler
Rift cascade emitter
[close]
weapons for project named "keyhole" in my cargo it shows available 0.

after little of tinkering i noticed that in archean order weapon data file has different id than in this mod
Spoiler
Rift Cascade Emitter,riftcascade -> Rift Cascade Emitter (AO),archean_riftcascade
[close]

after a little bit more time i found the file called doritoguns_classes that seems to be the research projekt stuff. i tried to change to id in there and make totally new line also. it still shows 0 ingame.

is it even possible to get to work or does it need totally new save for it to work? or do i miss something...
also the research project that needs relics works fine

i have the latest updates on this mod, archean and game
« Last Edit: May 29, 2022, 08:29:07 PM by zaorex »
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SirHartley

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Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« Reply #1345 on: May 30, 2022, 12:34:15 AM »

Yeah, that won't work. Archean order is total conversion and is not guaranteed to work with this mod in any way, shape or form.

If you want to fix that incompatibility, go to com.fs.starfarer.api.impl.campaign.rulecmd.researchProjects.IndEvo_ResearchProjectTemplateRepo;, then adjust the weapon IDs under getRequiredItems() for every research project on the list, then re-compile the mod (source is included in the mod download).
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Sutech

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Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« Reply #1346 on: May 30, 2022, 01:25:04 AM »

Hi, Industrial Evo.  works with Nexerelin?  :o

PS: Oh, i am blind, sorry and thank you!
« Last Edit: May 30, 2022, 03:43:25 AM by Sutech »
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SirHartley

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Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« Reply #1347 on: May 30, 2022, 03:17:21 AM »

yes, there is even a disclaimer on the OP that says so.
« Last Edit: May 30, 2022, 03:22:18 AM by SirHartley »
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zaorex

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Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« Reply #1348 on: May 30, 2022, 08:37:12 AM »

Yeah, that won't work. Archean order is total conversion and is not guaranteed to work with this mod in any way, shape or form.

If you want to fix that incompatibility, go to com.fs.starfarer.api.impl.campaign.rulecmd.researchProjects.IndEvo_ResearchProjectTemplateRepo;, then adjust the weapon IDs under getRequiredItems() for every research project on the list, then re-compile the mod (source is included in the mod download).

thatks for the answer i managed to modify the correct spots in the file, but there is problem. it occurs when i try to launch game it gives error "[indevo_researchprojectdialogueplugin] not found in packages: rulecmd,saalvage,newgame,missions,academy" etc... i think its all of them. at somepoint the recompiler also threw like 13k errors for the same file but i somehow fixed it (might have been my own doing, since it doesnt do it after i tried with new source files). i think it needs bit more tinkering with the files, specially with the "IndEvo_ResearchProjectDialoguePlugin"
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Hague

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Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« Reply #1349 on: May 30, 2022, 11:17:20 AM »

I've got an idea for your consideration: It would be interesting if active embassies (ones with ambassadors) had policies you could enact between your faction and the one of the ambassador. This could include various things like trade agreements, embargoes, etc. Agreements that benefit or strain the non-player faction can increase or decrease the relationship ceiling of the embassy. One example would be maybe an agreement where you trade access to your Supercomputer bonuses decreasing their benefit to you in exchange for a % of the bonus profit generated or improved relations. Another suggested agreement is IFF protocol immunity where you can make agreements for the player fleet to not generate a relations penalty when they are intercepted by fleets of the embassy's faction with their transponder off. If they are intercepted they are still treated as discovered  for things like smuggling and culpability, this simply gives the player fleet immunity to transponder accidents. Production Cuts - If the player's faction is currently holding more market share of an export they can make an agreement to reduce their market share voluntarily in exchange for improved relations. Could tie into Nexerelin diplomatic profiles and have more (or less) benefits with Monopolist factions.

Though, I suppose you're not itching for new stuff to do at the moment. Maybe this will give you some inspiration for something else? Anyway thank you for reading!
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