Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 135 136 [137] 138 139 ... 180

Author Topic: [0.98a] Industrial.Evolution 4.0.g - Campaign content expansion  (Read 1720832 times)

JenkoRun

  • Lieutenant
  • **
  • Posts: 67
    • View Profile
Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #2040 on: August 18, 2023, 07:20:47 AM »

Bug report: Setting the Specialization features to false in LunaLib config doesn't disable the options for the industries.
Logged

Not An Artichoke

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #2041 on: August 18, 2023, 01:42:51 PM »

This is probably something really stupid, but I can't figure out how to get mining or agriculture other than the most basic extractive/monoculture. Do I need to grow my colonies past size 4?
Logged

El Jojo

  • Ensign
  • *
  • Posts: 28
    • View Profile
Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #2042 on: August 18, 2023, 02:01:41 PM »

This is probably something really stupid, but I can't figure out how to get mining or agriculture other than the most basic extractive/monoculture. Do I need to grow my colonies past size 4?

You are probably running AoTD, better tiers are unlocked through the mod's tech tree.
Logged

Ally

  • Ensign
  • *
  • Posts: 11
    • View Profile
Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #2043 on: August 19, 2023, 01:47:17 AM »

Using ESC to exit the pet center on Filkenhild freezes the game completely, but doesn't crash. Doesn't generate any logs.
Logged

SirHartley

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1015
    • View Profile
Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #2044 on: August 19, 2023, 06:43:01 AM »

10% chance for automated ships from the gacha drives me up the wall. Cleaning all derelicts gives ~12 rolls, after that is it really just farming ordos for 10 relics each? No better way to farm them up?

Ironically, artillery stations being bugged helps me, since I can get relics from each twice.

Enabling HMI might have been a mistake, too. So many trash ships to get from rolls...
I am legit laughing at this, 'cause that's just how gacha works, ahaha

Using ESC to exit the pet center on Filkenhild freezes the game completely, but doesn't crash. Doesn't generate any logs.
This and all the others - thank you for the report, it's fixed for next patch

Re- OP specializations:
Imma nerf em, ty.

Logged

SirHartley

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1015
    • View Profile
Re: [0.96a] Industrial.Evolution 3.3.b - Campaign content expansion
« Reply #2045 on: August 19, 2023, 02:06:33 PM »




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



Gave most pets illustrations, fixed the softlock when pressing esc on pet centers, and fixed the immortal artillery stations (finally).
Added a larp mode to governances that makes them cosmetic.

Consider supporting my mods here:




Change Log
3.3.b
  • General
  • Fixed - No longer infinitely writes "Type" in front of industry descriptions on load
  • Items
  • Added - Failsafe for weird heavy industry types to demand/produce ship parts - they suck at it, but now they at least do
  • Fixed - Crash when another mod fails to specify a valid variant for a recovery event (looking at you, lukas)
  • Exploration
  • Fixed - Rare crash when an item choice special resolves to null, by making it drop a fish instead
  • Industry Specializations
  • Adjusted - Nerfed all outputs by 1
  • Fixed - Industry option no longer shows up when the feature is disabled in the settings
  • Governances
  • Added - Setting that makes all governances behave like vanilla pop&Infra, turning it into a cosmetic choice.
  • Added - Setting to edit max size for gov change
  • Adjusted - Capped CorpoGov stability Bonus at +10
  • Adjusted - Doubled credits/stability steps for CorpoGov
  • Adjusted - DP buildup for Monastic Orders ship tithes reduced, meaning it takes longer to build caps
  • Fixed - Corrected Monastic Orders description: they are able to build capitals because they have cultivated their inner ki for 6 billion years
  • Pets
  • Added - lotsa pets now have illustrations
  • Added - A setting to disable the entire system including station spawns
  • Added - All pets now eat supplies as well. This means you technically don't have to buy pet food, but it's still cheaper.
  • Adjusted - All pet lifetimes increased by a lot (only applies to new pets)
  • Fixed - Double "." on death message
  • Fixed - Pet station screen getting stuck on pressing ESC
  • Fixed - Crash when a pet dies while not assigned to a ship
  • Artillery
  • Added - Watchtowers now spawn around gates
  • Adjusted - Planets can now be visited, but not surveyed, if an artillery is in orbit (I am extremely sure that this will break)
  • Fixed - Finally, FINALLY fixed the immortal artillery bug
  • Fixed - Bug that caused artillery terrain to crash when no artillery is present
[/changelog]
[close]
« Last Edit: August 19, 2023, 02:10:10 PM by SirHartley »
Logged

Amoebka

  • Admiral
  • *****
  • Posts: 1489
    • View Profile
Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #2046 on: August 19, 2023, 07:10:26 PM »

'cause that's just how gacha works
Gacha should give me the ability to sell my last pants to buy more pictures of anime baloons, yet relics can't be bought with credits or other normal resources.
Logged

Droll

  • Commander
  • ***
  • Posts: 105
    • View Profile
Re: [0.96a] Industrial.Evolution 3.3.b - Campaign content expansion
« Reply #2047 on: August 19, 2023, 08:10:04 PM »

Btw is there any particular reason why substance abuse hasn't been rolled into IndEvo? I'm not sure if I'm correct but it does sound like something that could be a toggle in the LunaLib config (like pets can(?)) and moreover would probably make it easier to maintain along with the rest of IndEvo.
Logged

SirHartley

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1015
    • View Profile
Re: [0.96a] Industrial.Evolution 3.3.b - Campaign content expansion
« Reply #2048 on: August 20, 2023, 03:43:27 AM »

Yeah, it was planned as standalone and has no overlap with IndEvo in that it has a different goal. It also exists on another plane when it comes to power level, and while substance abuse is also done to my usual high degree of immersion-friendliness, it still has a tone that doesn't quite have a place in the much more neutral colony expansion.

So, in few words: it doesn't fit!
Logged

SirHartley

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1015
    • View Profile
Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« Reply #2049 on: August 20, 2023, 07:45:06 AM »




SAVE COMPATIBLE WITH 3.3


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



Fixed bugs, specialized industries now show up again.
GET THE NEW GRAND.COLONIES VERSION to fix the vanishing industries bug


Changelog
3.3.c
  • Specialized industries
  • Fixed - GET THE NEW GRAND.COLONIES VERSION to fix the vanishing industries bug
  • Fixed - Menu item shows up again (whoops)
  • Fixed - Can no longer change specialization on planets you don't own
  • Fixed - Stopped buildings from vanishing when switched
[close]
« Last Edit: August 20, 2023, 07:46:41 AM by SirHartley »
Logged

ttds flat-d major

  • Ensign
  • *
  • Posts: 12
    • View Profile
Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« Reply #2050 on: August 20, 2023, 10:32:30 AM »

salvage yards induce ship quality penalty with an AotD orbital fleetwork or skunkwork in the very market
Logged

ttds flat-d major

  • Ensign
  • *
  • Posts: 12
    • View Profile
Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« Reply #2051 on: August 20, 2023, 11:35:48 AM »

AND
A fatal crash when purchase GPU in cabal submarkets

logs go like:


592030 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Key IndEvo_simulator should start with $
java.lang.RuntimeException: Key IndEvo_simulator should start with $
   at com.fs.starfarer.campaign.rules.Memory.set(Unknown Source)
   at data.scripts.campaign.submarkets.UW_CabalMarketPlugin.reportPlayerMarketTransac tion(UW_CabalMarketPlugin.java:468)
   at com.fs.starfarer.campaign.ui.class.confirmTransaction(Unknown Source)
   at com.fs.starfarer.coreui.voidnew.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.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(Thread.java:750)
Logged

Smilein

  • Ensign
  • *
  • Posts: 19
    • View Profile
Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« Reply #2052 on: August 20, 2023, 10:47:15 PM »

Strange bug though havent tested it thoroughly yet: Specialized refinery does not add the upgrade caused by the catalytic core. I don't have a mantle bore to check for mining yet. Anyway hovering over the transplutonics does show the +3 from catalytic but on the entire list thing on the right it only shows the default amount. I'll come back after I fix my hypershunt to see if this is purely visual.

Also why does pristine nanoforge give -3 to ship components?
« Last Edit: August 21, 2023, 06:04:51 AM by Smilein »
Logged

memedos

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« Reply #2053 on: August 21, 2023, 01:32:31 AM »

I don't know what you were smoking when you decided to introduce pets to Starsector but they are a nice idea, specially with the new Lober and Gravcat portraits. Modding-wise, pets were an untapped concept excluding AI pet ships before you brought them in and albeit the features seem somewhat basic at the moment, there could be a lot to be developed on by either you or future modders. Most users I've seen talking about the new updates seem ultimately indifferent to this addition though.

The main consensus is that some players don't recognize any incentive to own pets since they're basically cosmetic extra upkeep costs, so I believe they would a have much higher popular acclaim and use in the community in case little passives were given to each one, just like the effects in Substance Abuse, but way lighter due. But hey it's just my two cents. I started another playthrough a while ago, so if I come across any important bugs I will report here.
Logged

JenkoRun

  • Lieutenant
  • **
  • Posts: 67
    • View Profile
Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« Reply #2054 on: August 21, 2023, 04:40:50 AM »

Isn't the Hidden Arcology supposed to counter these hazard effects?

[attachment deleted by admin]
Logged
Pages: 1 ... 135 136 [137] 138 139 ... 180