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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 1710089 times)

Jack Novius

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Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
« Reply #1695 on: January 21, 2023, 10:12:09 PM »

I think I might have come across something unintentional.

When a colony was founded in an uninhabited system it claimed control of the mortar station in the system.  It was not the planet with the station.  It was just a planet in the system and it took control of the defences without firing a shot.
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Lordzias

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Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
« Reply #1696 on: January 21, 2023, 10:59:32 PM »

When placing an AI Core in a Variable Assembler:


[attachment deleted by admin]
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Thwomp

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Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
« Reply #1697 on: January 22, 2023, 12:01:56 AM »

Ditto.

52005 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
   at indevo.industries.artillery.projectiles.RailgunShotEntity.spawn(RailgunShotEntity.java:59)
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.fireAtTarget(ArtilleryStationEntityPlugin.java:168)
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.fireAtTargets(ArtilleryStationEntityPlugin.java:103)
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.advance(ArtilleryStationEntityPlugin.java:83)
   at com.fs.starfarer.campaign.CustomCampaignEntity.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)

Welcome to Hybrasil


4309215 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
   at indevo.industries.artillery.projectiles.RailgunShotEntity.spawn(RailgunShotEntity.java:59)
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.fireAtTarget(ArtilleryStationEntityPlugin.java:168)
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.fireAtTargets(ArtilleryStationEntityPlugin.java:103)
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.advance(ArtilleryStationEntityPlugin.java:83)
   at com.fs.starfarer.campaign.CustomCampaignEntity.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(Thread.java:748)
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Ultimoos

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Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
« Reply #1698 on: January 22, 2023, 02:31:58 AM »

I'm getting a crash the oment I thing defense tower is firing. My fleet has the red eye icon.

256977 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
   at indevo.industries.artillery.projectiles.RailgunShotEntity.spawn(RailgunShotEntity.java:59)
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.fireAtTarget(ArtilleryStationEntityPlugin.java:168)
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.fireAtTargets(ArtilleryStationEntityPlugin.java:103)
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.advance(ArtilleryStationEntityPlugin.java:83)
   at com.fs.starfarer.campaign.CustomCampaignEntity.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)
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Jhgcojhgco

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Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
« Reply #1699 on: January 22, 2023, 03:31:16 AM »

Same crash as guys above had. Any idea, how to fix it?
Spoiler
java.lang.NullPointerException
   at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
   at indevo.industries.artillery.projectiles.RailgunShotEntity.spawn(RailgunShotEntity.java:59)
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.fireAtTarget(ArtilleryStationEntityPlugin.java:168)
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.fireAtTargets(ArtilleryStationEntityPlugin.java:103)
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.advance(ArtilleryStationEntityPlugin.java:83)
   at com.fs.starfarer.campaign.CustomCampaignEntity.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]
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Ultimoos

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Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
« Reply #1700 on: January 22, 2023, 05:17:29 AM »

You can disable artillery in config file. But that will only take effect in new campaign. If you do not want that, you'll have to wait for a fix.
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SirHartley

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Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
« Reply #1701 on: January 22, 2023, 07:03:39 AM »



NOT SAVE COMPATIBLE WITH 3.1
3.2.b is save compatible with 3.2.a


Requires MagicLib
Requires LazyLib

There are currently no known compatibility issues with other mods.
Yes, this means it is compatible with Nexerelin and Terraforming and Station Construction.


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



Fixes the railgun crash and the missing tooltips.
If you use Tahlan (and only then!), you need at least the version Tahlan Shipworks 0.9BETA2 to stop it from crashing!




Change Log
3.2.b
  • Variable Assembler
  • Fixed - AI Core Tooltips
  • Artillery
  • Fixed - Crash when Railgun is shooting
[close]
« Last Edit: January 22, 2023, 07:05:36 AM by SirHartley »
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Soviet Tom Bombadil

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Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
« Reply #1702 on: January 22, 2023, 09:54:58 AM »

Between Nia Tahlan's patch and this one, my save / playthrough is saved.


I had the game saved just outside a system where the artillery pieces that were leading to the crashes were set up and just playtested it now, no issues so far.
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EadTaes

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Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
« Reply #1703 on: January 22, 2023, 10:28:38 AM »

Currently still playing on V3.1f

Playing with the ne features in this update is fun. The new artilery stations are a nice addition. Been playing with some version of your mod on since ever i dicovered it a few years back and would not really consider doing a run without your mod on, to me it is AS necessary as NEX is.

That said been looking to see what you plan for the future of this mod but couldn'T really find anything, might just be lost throughout the posts and replies or you never mentioned it as to not be bothered by people. So here is a request for information of your vission of the future and some of my hopes you might push this mod into.

1-) A while ago you revmouved the Void Extration industry with good reason, the thing made every planet a good planet. It was like a mandatory industry you built pretty much everytime. But the question I had on my mind why not keep it but leave it as a gas giant and/or space station only industry?

2-) That being said any plans to add planet type restricted industries or penalties/bonuses based the type of the planet and/or it'S positive and negatives debuffs it might have. Quick ideas would be to have scrap yards have a bonus when built on gas giants, or Fuel VPC getting a bonus to production when use in  a manufactory/forge that has not atmosphère and a penalty when atmospshere is present.

3-) Have you thought about synergies? (FYI i never use the forges because i prefer the manufactories becaus ei like to build large empires but preference.) What i mean is have some industries bost or penalise each other based on what is present on the planet, like a potential example if you have a planet with: Farms, Orbital works, Salvage yards and Refinery could have this happen, The farms take a -3 debuf to food production from the scrapyard, orbital and refinery, but recived a bonus of -1 to heavy machine need because of the orbital works building them. But the orbital works getting some bonuses from the scrap yard and refinery which booth feed it material, the refinery only getting a bonus from the scrap yard, and finaly teh scrap yard gettign bonus from the orbital only. Manufactories and forges could be part of the chain depending on what VPC they have.

4-) Speaking of forges and synergies and GATCHA mecanics I have this idea of using forges as a way to build in hullmods into ship hulls by placing the modspec blueprint inside the forge and the forge needing to be present on same planet as an Orbital works as well, and doing that could increase the price of ships, increase D-mod, and have a chance to sucseed or fail, Different AI cores could have different effects bonus. Or maybe that could be a job for reestoration docks (which I also never build) where the gatcha could not only endup costing you money, time and D-mods but also the ship itself when somethign cataostrophy happens.

5-) Speaking of the restoration docks which I currently never use is it posssible to make the D-mods created from the derelict industries to be remouvable only from them?

6-) What about station building and or terraforming? I know they are 2 mods that already do this. Theri is DIY Planets - Terraforming and more! which I really love and almost always run but could use some improuvements, and Terraforming and Station Construction which has stations but it's basic alone with some features i like and other I don'T which mean I don'T run it as often. But your industry evolution mods would fit well expanding in those directions.

That'S all I can think ofve for now. Hope you can give some feedback on your plans hopes and limitations that make some ideas not feasable.
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Algoul

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Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
« Reply #1704 on: January 22, 2023, 12:36:19 PM »

I got this at the time of trying to click on the product notification. It's either Industrial Evolution or Tahlan patch, can't tell


8699325 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.getStatus(Unknown Source)
   at com.fs.starfarer.ui.super.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.super.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.super.OoOO.new(Unknown Source)
   at com.fs.starfarer.campaign.ui.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.ui.OoO0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.classsuper.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.comms.F.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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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e

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Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
« Reply #1705 on: January 22, 2023, 01:42:50 PM »


1-) A while ago you revmouved the Void Extration

Void extraction isn't from indevo. Get your mods right!
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EadTaes

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Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
« Reply #1706 on: January 22, 2023, 04:24:03 PM »


1-) A while ago you revmouved the Void Extration

Void extraction isn't from indevo. Get your mods right!
Indeed it seems it does belong to an other mod my mistake it just fitted too well within the Industrial Evolution mods scope so well i have mistaken it. They being said, appart from it not belonging to this mod the rest of the information is relevant for potential path forvard for this mod.
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TalRaziid

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Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
« Reply #1707 on: January 22, 2023, 07:52:07 PM »

Hey SirHartley, what're the odds of a method of gaining the ability to install minefields on planets appearing one day?
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Killsode

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Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
« Reply #1708 on: January 22, 2023, 08:13:00 PM »

Indeed it seems it does belong to an other mod my mistake it just fitted too well within the Industrial Evolution mods scope so well i have mistaken it. They being said, appart from it not belonging to this mod the rest of the information is relevant for potential path forvard for this mod.

Its from legacy of arkgneisis, amusingly there's even a loading tip that points this out
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Algoul

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Re: [0.95.1a] Industrial.Evolution 3.2.b - Campaign content expansion
« Reply #1709 on: January 23, 2023, 01:23:57 AM »

Hey SirHartley, what're the odds of a method of gaining the ability to install minefields on planets appearing one day?

Totally agree, we need industry produced different mine fields around market and, i hope, minelayer weapon.
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