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Author Topic: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion  (Read 1259890 times)

Szara Kryik

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Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« Reply #1365 on: June 09, 2022, 07:15:50 PM »

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).

Hi SirHartley. I am currently trying to do just this. The changes were easy, compiling though.. I've gotten all the dependencies sorted, I believe, but am running across build errors I haven't been able to figure out. I'm missing symbol class MS_industries, MS_fabUpgrader, and MS_modularFac which should be located in package data.campaign.econ. I believe these are related to BoggledTerraformingAndStationConstruction (since data.campaign.econ seems to be related), which I have the .jar added as a library. Though I can't seem to find any of those MS_ entities in any of the Boggled .java files or their Github. I also get the warning that IndEvo_ShippingVariables is depreciated, in various locations. I don't know if that is relevant.

Where do I get these MS_industries, MS_fabUpgrader, and MS_modularFac?

Edit:
I found them. MShadowy's github has ben a savior.
Too bad that just means a dozen other strange errors came up. Sigh.

« Last Edit: June 10, 2022, 05:44:05 PM by Szara Kryik »
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jd414

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Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« Reply #1366 on: June 10, 2022, 11:28:35 AM »

Is there a way to deactivate detachment control panel? I get a null error sometimes when I use it. Love the mod btw it's amazing
« Last Edit: June 10, 2022, 11:40:40 AM by jd414 »
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Contrast

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Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« Reply #1367 on: June 10, 2022, 11:33:57 AM »

Is there a specific method to make stability buildings functional? I've built a memorial on all 5 of my planets in the system, but they don't increase stability unless I hover over them, and even then it only take effect until I leave the market, returning to it's non-buffed value. Is there something I'm doing wrong, or is this unintended behavior?
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Virescent

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Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« Reply #1368 on: June 10, 2022, 12:51:18 PM »

Hey there! I just want to ask...is it possible to get the minefields for myself? If yes, how?
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Grotez

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Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« Reply #1369 on: June 11, 2022, 05:46:46 AM »

Hi, I managed to get a non-damaged Forged Template and a Hull Deconstructor, however to use it, it tells me that I need to put ships into the Deconstruction Storage, however I already did place 3 ships there and it still didn't start working. What am I supposed to do for it to actually start doing anything? Also, how do I restore Degraded Forge Templates?
« Last Edit: June 11, 2022, 06:13:11 AM by Grotez »
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SirHartley

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Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« Reply #1370 on: June 11, 2022, 06:30:29 AM »

Typo: Exact Clearances edict description. "Poduction" should be "Production"
fixed ty

Is there a way to deactivate detachment control panel? I get a null error sometimes when I use it. Love the mod btw it's amazing
nope. can you post me that error log, please? I need that, please: https://starsector.fandom.com/wiki/Starsector.log

Is there a specific method to make stability buildings functional? I've built a memorial on all 5 of my planets in the system, but they don't increase stability unless I hover over them, and even then it only take effect until I leave the market, returning to it's non-buffed value. Is there something I'm doing wrong, or is this unintended behavior?
is a bug- fixed it, ty

Hey there! I just want to ask...is it possible to get the minefields for myself? If yes, how?
yeah, you can find some derelict ones when exploring - colonizing a planet like that will make the minefield yours.

What am I supposed to do for it to actually start doing anything?

Also, how do I restore Degraded Forge Templates?
a) wait a day
b) needs another derelict industry
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Grotez

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Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« Reply #1371 on: June 11, 2022, 01:57:23 PM »

I've gone away from the colony for a while and there's still nothing :( Here's proof:

https://imgur.com/a/uJDk9xe

https://imgur.com/a/cox4du7
« Last Edit: June 11, 2022, 02:01:00 PM by Grotez »
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Seleukus

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Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« Reply #1372 on: June 11, 2022, 02:31:15 PM »

Hello! A bunch of planets I survey have already X population on them, like this last one has 10^7 (tens of millions). Yet, when I colonize them, I only have 10^3 pop. Is this normal?
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SirHartley

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Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« Reply #1373 on: June 11, 2022, 02:44:10 PM »

I've gone away from the colony for a while and there's still nothing :( Here's proof:

https://imgur.com/a/uJDk9xe

https://imgur.com/a/cox4du7
show me the tooltip of the industry please. The window that opens when you hover over it.

Hello! A bunch of planets I survey have already X population on them, like this last one has 10^7 (tens of millions). Yet, when I colonize them, I only have 10^3 pop. Is this normal?
are you sure you are playing the same game as me? Cause in mine, colonizable planets usually don't have a population.
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Seleukus

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Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« Reply #1374 on: June 11, 2022, 02:53:05 PM »

Sorry, perhaps it is not from this mod then.

https://i.imgur.com/9qyAAyQ.png
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SirHartley

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Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« Reply #1375 on: June 11, 2022, 05:16:24 PM »

Sorry, perhaps it is not from this mod then.

https://i.imgur.com/9qyAAyQ.png
that is 100% not my fault!
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Grotez

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Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« Reply #1376 on: June 12, 2022, 04:24:17 AM »

I've gone away from the colony for a while and there's still nothing :( Here's proof:

https://imgur.com/a/uJDk9xe

https://imgur.com/a/cox4du7
show me the tooltip of the industry please. The window that opens when you hover over it.


Sorry, that's what I meant to do at first, but I messed up the screenshot, here it is:

https://imgur.com/a/elsc0rx
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SirHartley

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Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« Reply #1377 on: June 12, 2022, 06:28:21 AM »

Sorry, that's what I meant to do at first, but I messed up the screenshot, here it is:
https://imgur.com/a/elsc0rx
well, there is your issue - what you put in there is not an empty forge template, but a filled one.
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Grotez

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Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« Reply #1378 on: June 12, 2022, 08:48:04 AM »

Ok, I feel like that's unintuitive, what are the filled Forged Templates for then? Yet another type of ruins/industry?
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SirHartley

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Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« Reply #1379 on: June 12, 2022, 09:08:16 AM »

Uh, how is it "unintuitive"? There is something on the template, so you can't put anything on it. There's another ruin that can make ships from that, yeah.
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