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Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

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Author Topic: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion  (Read 1086157 times)

Droll

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #1980 on: August 06, 2023, 01:31:54 PM »




NOT SAVE COMPATIBLE


Download
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 and LunaSettings
Pairs well with Grand.Colonies
as well as Substance.Abuse



Minor update, didn't really do anything. There's a known bug with grand colonies where changing the specialization on mining or refining results in the building becoming invisible, I'm working on it. Read the changelog for some more info.

Change Log
3.3.a
  • General
  • Added - Full LunaLib Integration
  • Added - Setting to adjust column amount in all the ship pickers in this mod
  • Added - Planet Jump listener, interface to notify when a planet has finished jumping via rift generator (for modders)
  • Added - Disrupt Danger to all IndEvo Industries and Structures
  • Adjusted - Rules.csv $market -> $marketName for 0.96
  • Adjusted - Code Changes for 0.96
  • Adjusted - All industry images got touch-ups to bring them more in line with vanilla
  • Pets
  • Added - Pets: Add them to your ship, feed em, make em happy, and they'll accompany you! And die! And do nothing!
  • Added - Research Project for a rare Pet
  • Added - Animal Center: Store, manage, rename, euthanize and buy pets here! Comes with a station and dodgy animal sellers.
  • Added - Animal Centers to Gilead, Jangala, Fikenhild
  • Added - Small interaction to Arthulf (check the comms)
  • Automated Shipyards
  • Added - Rare chance for a ship to be an automated variant, usable without the skill
  • Adjusted - new interaction image (the old one was kinda trash)
  • Exploration
  • Added - Derelict Pet Shops (chance at very rare pets)
  • Added - Arsenal station can now have ship recovery event with capital or cruiser grade hulls
  • Adjusted - Fixed Arsenal station having lower chance to have event than intended
  • Adjusted - Default columns for ship picking on Ship Sacrifice event increased from 5 to 8
  • Fixed - "Exploding Room" special can now pick (certain) Industrial Evolution items again
  • Fixed - "D-Mod Restoration" event can no longer fix unrestorable hulls
  • Detachments
  • Adjusted - De-jankified existing detachment interaction screen popup (no gameplay impact)
  • Weapons
  • Adjusted - Matter Degrader range 500 -> 600
  • Adjusted - Pulsar Carbine range 900 -> 1000
  • Adjusted - Cryo Artillery damage/shot 1200 -> 1000
  • Adjusted - Cryo Artillery flux/shot 480 -> 350
  • Adjusted - Cryo Artillery chargedown 1.2s -> 1s
  • Adjusted - Causality Disturber range 1000 -> 900
  • Adjusted - Causality Disturber EMP 1200 -> 600
  • Minefields
  • Added - Mines now get temporarily disabled by an interdiction pulse
  • Added - Tooltip showing controlling entity
  • Adjusted - Made NPC fleets react to them better (no more jiggling around)
  • Fixed - Base damage halved
  • Fixed - Damage now properly scales with fleet size (hit chance is still fleet size and speed)
  • Items
  • Added - Relic Components now from from Abyssal Enemies (RAT)
  • Adjusted - Simulation Engine - Added tooltip info about scaling effect
  • Adjusted - Neural Compounds - Clarified tooltip if senate with item is in range or not
  • Adjusted - Slightly buffed drop rate of relic components on remnant fleets
  • Adjusted - Halved the relic drop rate on derelicts
  • Fixed - Planet "in Range" tooltip no longer incorrectly states 12 LY range restriction for hypertransmitter, it's infinite as intended
  • Fixed - Crash when tech locator tries to point to a system that has no hyperspace anchor (????)
  • Artillery
  • Added - NPC fleets now respond to artillery fire and try to dodge. They are better at it than me.
  • Adjusted - Doubled build cost and time to bring it in line with the other orbital stations
  • Adjusted - Made all stations, modded or otherwise, compatible with artillery (Praise be Alex, our lord and saviour)
  • Fixed - Artillery Stations should no longer be stuck in repairs on game start
  • Fixed - Watchtowers no longer count as stable locations (Replaced the vanilla PlanetInteractionDialogPluginImpl)
  • Fixed - Bug that caused the station to persist after being killed via planet interaction
  • Specialized Industries
  • Added - Refining Specializations (increased output on one commodity, malus on the other)
  • Added - Mining Specializations (see above but for mining)
  • Governance Types
  • Note - Governances change how a colony works - right click Pop&Infra at size 3 to learn more.
  • Added - Underworld
  • Added - Rural Polity
  • Added - Hidden Arcology
  • Added - Monastic Order
  • Added - Corporate Governance
  • Commerce
  • Fixed - No longer resets build times on load/save
  • Variable Assembler + Manufactory
  • Added - VPC Pather interest
  • Added - Historian can now point towards VPCs
  • Adjusted - Base pather interest to 0 (1 for Manufactory)
  • Interstellar Relay
  • Adjusted - Now a tad more expensive to build
  • Supercomputer
  • Adjusted - Now a tad more expensive to build
  • Salvage Yards
  • Fixed - Can no longer transfer d-mods off or onto unrestorable hulls (sorry!)
  • Courier Port
  • Fixed - Crash when planet has no storage
  • Restoration Docks
  • Fixed - Can no longer restore ships that should be unrestorable
  • Fixed - Broken Tooltips
  • Requisitions center
  • Fixed - No longer gives you the market content for free when removed
  • Fixed - Broken Tooltips
  • Engineering Hub
  • "Fixed" - Crash when Variant is null (I don't know why it does that and the fix is a bandaid.)
  • Privateer Base
  • Fixed - No longer displays cross-mod content tooltips when other mod is not installed
  • World Wonders
  • Added - Ice Palace
  • Added - Lava Fortress
  • Added - Tree of Life
  • Added - Cloud Painter (Can actually change your clouds.)
  • Adjusted - Moved visual changing to its own button
  • Fixed - Dark Palace "Ressource" typo (literally unplayable)
  • Ancient Laboratory
  • Added - Now supports switching the bonus commodity when a beta core is installed
  • Adjusted - Can no longer pick non-vanilla resources as bonus
[close]

So this might seem like a stupid question and I think I know the answer but I want to make sure. Save Incompatible also includes when upgrading from the bootleg version too right?
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SirHartley

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #1981 on: August 06, 2023, 02:18:18 PM »

very much so! There are too many changes to keep compatibility.
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ParaNautic

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #1982 on: August 06, 2023, 03:01:21 PM »

Love the new update, I hope you added a AI government type, and a few type of robot pets :]
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Jazuke Taizago

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #1983 on: August 06, 2023, 03:29:24 PM »

Patiently await your Update regarding the Grand Colonies bug. Thanks for the update and love your work!
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LegionSystem

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #1984 on: August 06, 2023, 05:42:23 PM »

:O i have been eagerly awaiting for this mod to update since I started playing while this was only a .95 mod and not a .96a mod while the game was in that version cant wait to try it out!!
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Arenji

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #1985 on: August 06, 2023, 06:22:58 PM »

Welp, guess it's time for a new playthrough! It's been a minute but it's worth the wait
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Geekin88

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #1986 on: August 06, 2023, 08:27:42 PM »

indevo hit that official status. all is right with the world
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Desregaurd

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #1987 on: August 06, 2023, 10:01:01 PM »

This was the last essential mod I was waiting on before starting up Starsector again. Eager to see what changed since I last played the game around two years ago.
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Prophet Of Cthulhu

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #1988 on: August 06, 2023, 11:19:23 PM »

Finally everything is updated (I wish Vayra was back :'(). I guess i will have to pause my playthru of the baldurs gate 3 to play a new star sector build!
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Valandras

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #1989 on: August 07, 2023, 07:39:25 AM »

Defeating an artillery station and colonising the planet has produced this CTD twice in a row now;

2012646 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at indevo.industries.artillery.terrain.ArtilleryTerrain.getTerrainName(ArtilleryTerrain.java:48)
   at com.fs.starfarer.ui.newui.N.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.public.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.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:750)
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Arkaido

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #1990 on: August 07, 2023, 05:16:26 PM »

Added - Pets: Add them to your ship, feed em, make em happy, and they'll accompany you! And die! And do nothing! "


This sentence in the change log made me laugh so hard. I love how you stress they just die and do nothing and yet it still feels like a major feature that companies would post at the back of the game CD case hahahaha
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Geekin88

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #1991 on: August 07, 2023, 07:21:18 PM »

that super capital ship is unwieldly. if you spawn it in that large center turret says its built in but there is nothing there and there is no way to equip anything to it. cool looking ship though. its more of a station than a ship lol
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Helldiver

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #1992 on: August 07, 2023, 07:44:14 PM »

Bug (?) reports regarding Lunalib. I wasn't planning on using Lunalib for any mod other than the ones that absolutely require it but since IndEvo has integration I tried some things out and obeserved the following:
 Menu features seem to be cancelled by the settings file (i.e if Artillery is TRUE in settings file and disabled in Lunalib is will still be active when starting a new game). While I personally prefer settings files anyways this likely makes the menu integration pointless for players that do want to use it.
 Pets can be disabled in the settings file but there is no button for disabling them in Lunalib (assuming the button would work).

Other than that, glad to see this great mod still going strong. I don't start any playthrough without this gem and all the crucial features it adds. The bonus stuff is nice but the colony elements alone make this a forever must have.
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Zelnik

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #1993 on: August 07, 2023, 08:29:04 PM »

I want to know how long it took to program the pets in to the mod.

Mostly so I can use it as an example of how astoundingly awful Starsector modders are. The wasted time on useless drivel that... if anything...belongs in it's own separate mod. 

It's just like the stupid roleplaying game.  Zero benefit, hours of work wasted, updates to the mod are delayed as a result.  I wish there was a way to do a negative tip in order to regain the time taken from me due to the useless elements in this mod.  It's a crying shame because all the other elements of the mod are fantastic.
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Ouchanrrul

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #1994 on: August 07, 2023, 09:42:04 PM »

I want to know how long it took to program the pets in to the mod.

Mostly so I can use it as an example of how astoundingly awful Starsector modders are. The wasted time on useless drivel that... if anything...belongs in it's own separate mod. 

It's just like the stupid roleplaying game.  Zero benefit, hours of work wasted, updates to the mod are delayed as a result.  I wish there was a way to do a negative tip in order to regain the time taken from me due to the useless elements in this mod.  It's a crying shame because all the other elements of the mod are fantastic.

Jesus christ dude, calm down. They probably added it as a cute lil' joke, or just for flavour. Let them do what they want with it and stop being so angry. You'll dig yourself an early grave like that
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