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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion  (Read 1526664 times)

Enceos

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Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
« Reply #2235 on: January 28, 2024, 10:48:09 AM »

Quote
That happened? Mine stopped any grow/degrow on size 6 even with Corpo.

Was it a high-hazard planet? The low-hazard ones with corpo gov are stable for me as well.
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Tairanos

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Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
« Reply #2236 on: January 28, 2024, 07:07:44 PM »

Got this bug from the quest when i tried to loot the planet after beating a fleet garding it
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A_Random_Dude

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Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
« Reply #2237 on: January 29, 2024, 12:59:58 AM »

You sure it's from Ind.Evo? First time I hear about it having a quest.
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Uther Phobos

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Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
« Reply #2238 on: January 29, 2024, 06:40:56 AM »

Got this bug from the quest when i tried to loot the planet after beating a fleet garding it
That's from AotD. It's still a bug as the quest shouldn't be triggering to begin with.
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Tairanos

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Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
« Reply #2239 on: January 29, 2024, 07:52:02 AM »

Got this bug from the quest when i tried to loot the planet after beating a fleet garding it
That's from AotD. It's still a bug as the quest shouldn't be triggering to begin with.
Tanks, gona ignore the quest then, sorry for posting here.
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pgamesfood

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Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
« Reply #2240 on: January 30, 2024, 05:30:10 AM »

hi ive been using this mod and have a small colony so far (am still learning lots about starsector and mods) but can i check a few things please :)

how many Ambassadors can i put into an Embassy? and can only 1 be "active" for the Embassy building, and Requisitions Center?


for the "Salvage Yards" (mine are still in the process of being built so apppologies if a lot of this becomes apparent once built and used)..

For the Salvage Yards to generate/salvage 1 Hull, what does that equate to in terms of Salvage Units/Points?
are all wrecks equal? for example, if 1 pirate shuttle gets destroyed, what does 100% SU for it equate to?
if a pirate frigate gets destroyed, what does 100% SU for it equate to?
(im just trying to understand the ratios, because while i can understand that 50% of the SU's get salvaged each month, what generated 1 SU? is it based on the size of the ship, on the cost of the ship etc?)


questions:
1a) are Salvage "units" the same as Salvage "points" and the perceived leftovers / "wrecks"?

1b) after a battle, (with or without the mod that auto-clicks the "Salvage" button), there are still Empty Debris fields there after all salvaging via the button is carried out, (with tiny bits and pieces if you zoom in) :o) and also shows up when pinging the area with a Scanner (but 1 Ping only please vasilly) :oD
you mentioned in the faq that these might be salvage-able too - is this the case now in latest version?

it would be kind of cool if perhapse the following could be made to work in your mod?

step 1) player drags any spare Fighter Bay item, such as a "Drone / Fighter / Bomber" unit from their inventory storage, into the Salvage Yard storage area.
step 2) the mod takes the fighter item, (and locks it for a month so the player cant take it out again)
step 3) every week, the storage area "obtains/generates/salvages" 1 random basic item, like 1 metal, or 1 supplies, 1 fuel etc, (or 4 such items per month)
step 4) this takes place X times a month, where X = the number of (known?) debris fields that exist in the current system. (so 2 debris fields = 8 random items obtained)
step 5) at end of the month, each such Empty Debris field, is removed from the current system.

can something like that be done? (it also helps us use some spare drones that we've been carrying around for when we can buy a large carrier lol :)


2a) when you say "You can gather Salvage Units by destroying ships during combat in the star system" (does this mean that any ship being destroyed in the system via combat triggers it?) for example, what happens if 2 factions which are friendly with me, but hostile to each other, fight each other in my system which has the Salvage Yards built?

2b) when you say "Pirate activity in the system generates a daily flat amount of units", gave you give any more examples?
sometimes i get a pirate fleet which flies in to attack me, does this count as "pirate activity" to give Salvage + bonus if any ships get destroyed?

2c) sometimes i get a small pirate fleet which flies towards me but then tries to flee without any combat, is any pirate fleet entering the system counted as "pirate activity"?

2d) assuming that "flat amount" means that multiple pirate activities do not stack, can i check what is the amount of Salvage that "pirate activity" would/should generate?

sorry for these questions which may have possibly obvious answers but im still fairly new, and all these cool extra ideas and features sound cool :)
(i did play vanilla back in version 0.8 but my old computer was crashing more but now i have a new one so its much better now)
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my best fleet so far :) rag tag fugitive forty k fleet :)
https://postimg.cc/gallery/DTzHfDp
88x Dmods but still fighting :)

Arenji

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Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
« Reply #2241 on: January 30, 2024, 06:10:13 AM »

Happened when a Hegemony inspection fleet went in my system while I had an Iron Shell ambassador in one of my embassies. Long story short once space IRS realized that I will not pay my taxes and will fight to the death, they promptly crashed my game.

Spoiler
java.lang.NullPointerException
   at indevo.industries.embassy.listeners.AmbassadorPersonManager.addAmbassadorToMark et(AmbassadorPersonManager.java:327)
   at indevo.industries.embassy.listeners.AmbassadorPersonManager.returnToHome(AmbassadorPersonManager.java:406)
   at indevo.industries.embassy.listeners.AmbassadorPersonManager.getWarConsequences(AmbassadorPersonManager.java:167)
   at indevo.industries.embassy.listeners.AmbassadorPersonManager.onNewDay(AmbassadorPersonManager.java:102)
   at indevo.utils.timers.TimeTracker.onNewDay(TimeTracker.java:136)
   at indevo.utils.timers.TimeTracker.advance(TimeTracker.java:117)
   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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FreedomFighter

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Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
« Reply #2242 on: January 31, 2024, 04:10:25 AM »

Oh dang the marine lose all of their exp if put into detachment cargo. So sad.

*quietly typing addmarinexp
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Strauss_hd

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Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
« Reply #2243 on: January 31, 2024, 06:06:55 PM »

Hi all,
Need help with the pet feature.
I can not open the cage to get the pet. Don't know what went wrong that only this feature i can not use.
Anyone ever had similar issue?

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Crazy_Hat_Dave

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Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
« Reply #2244 on: January 31, 2024, 08:04:20 PM »

Has anyone found a work-around for building the hypershunt rig from DiY Planets mod?  I have seen several people say that the dialogue option to build the hypershunt won't appear because of changes the IndEvo makes to star interactions.  Would it be possible to add the dialogue from DiY Planets to IndEvo to resolve the issue?
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FreedomFighter

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Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
« Reply #2245 on: February 01, 2024, 10:03:02 AM »

Has anyone found a work-around for building the hypershunt rig from DiY Planets mod?  I have seen several people say that the dialogue option to build the hypershunt won't appear because of changes the IndEvo makes to star interactions.  Would it be possible to add the dialogue from DiY Planets to IndEvo to resolve the issue?

TASC let you build it through colony project if you want another way around.
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SirHartley

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2246 on: February 03, 2024, 03:09:59 PM »




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 two crashes, added two pets, updated to 0.97a


Change Log

3.3.e
  • General
  • Adjusted - Updated to 0.97a
  • Pets
  • Added - Terraforming Drone
  • Added - Domain-Era Roomba
  • Fixed - Pet unassignable Bug
  • Supercomputer
  • Fixed - Cross-Mod Crash with Arthrs' Ships
  • World Wonders
  • Fixed - Cross-Mod Crash with Arthrs' Ships
[close]

« Last Edit: February 03, 2024, 03:13:54 PM by SirHartley »
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Kopa

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2247 on: February 04, 2024, 12:18:59 PM »

Hi!
I'm getting an error when trying to load a previous save, but loading a four in-game-year younger save where I haven't completed the main quest line yet works perfectly.

Here's a screenshot of the error, and a link to starsector.log:
https://www.icloud.com/iclouddrive/09bWCLKQFDZKtu1_rMbC_8ocg#starsector

Screenshot
[close]

Short log snippet
172615 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 2
172616 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 3
172644 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Spill\Fractal Softworks\Starsector\starsector-core\..\mods\Industrial.Evolution3.3.e]
173219 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
173219 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  -
---- Debugging information ----
cause-exception     : com.thoughtworks.xstream.mapper.CannotResolveClassException
cause-message       : com.fs.starfarer.loading.specs.g
class               : indevo.industries.derelicts.industry.AncientLaboratory
required-type       : indevo.industries.derelicts.industry.AncientLaboratory
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 308198
class[1]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2]            : com.fs.starfarer.campaign.econ.Market
class[3]            : com.fs.starfarer.campaign.CampaignPlanet
class[4]            : com.fs.util.container.repo.ObjectRepository
class[5]            : com.fs.starfarer.campaign.StarSystem
class[6]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[7]            : com.fs.starfarer.campaign.CharacterStats
class[8]            : com.fs.starfarer.rpg.Person
class[9]            : exerelin.campaign.intel.specialforces.SpecialForcesIntel
class[10]           : com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData
class[11]           : com.fs.starfarer.api.impl.campaign.fleets.RouteManager
class[12]           : com.fs.starfarer.campaign.CircularOrbitWithSpin
class[13]           : com.fs.starfarer.campaign.CustomCampaignEntity
class[14]           : com.fs.starfarer.api.impl.campaign.missions.hub.BaseHubMission$ImportanceData
class[15]           : com.fs.starfarer.api.impl.campaign.missions.hub.BaseHubMission$StageData
class[16]           : java.util.LinkedHashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[17]           : com.fs.starfarer.api.impl.campaign.missions.academy.GAAtTheGates
class[18]           : com.fs.starfarer.campaign.rules.Memory
class[19]           : com.fs.starfarer.campaign.CircularOrbit
class[20]           : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent$AvailableOfficer
class[21]           : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent
class[22]           : com.fs.starfarer.campaign.CommDirectoryEntry
class[23]           : com.fs.starfarer.campaign.CommDirectory
class[24]           : java.util.HashMap
class[25]           : exerelin.campaign.ColonyManager
class[26]           : java.util.LinkedHashSet
class[27]           : indevo.industries.salvageyards.industry.SalvageYards
class[28]           : com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation
class[29]           : com.fs.starfarer.loading.specs.FactionProduction
class[30]           : com.fs.starfarer.campaign.Faction
class[31]           : com.fs.starfarer.campaign.econ.Submarket
class[32]           : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[33]           : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[34]           : com.fs.starfarer.campaign.econ.Economy
class[35]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[36]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[37]           : com.fs.starfarer.campaign.Hyperspace
class[38]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.oooO
version             : not available
[close]
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Ryder

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2248 on: February 06, 2024, 06:16:24 AM »

Hello SirHartley

I cant Build Hidden Arcologies
i checked the source code and i found this which seems like the issue:

Code
    
    @Override
    public boolean isAvailableToBuild() {
        return super.isAvailableToBuild() &&
        market.getPrimaryEntity() instanceof PlanetAPI &&  /*has to be planet, ok fine*/
        !market.getPrimaryEntity().hasTag(Tags.GAS_GIANT) &&  /*Can't be a gas giant, ok fine*/
        ((PlanetAPI) market.getPrimaryEntity()).getTypeId().contains("lava");   /*has to be a lava planet ?? this seems to be not correct as per line 112*/

    }


    @Override
    public String getUnavailableReason() {
        if (!(market.getPrimaryEntity() instanceof PlanetAPI)) return "Unavailable on stations";
        if (market.getPrimaryEntity().hasTag(Tags.GAS_GIANT)) return "Unavailable on gas giants";
        if (market.getPrimaryEntity().hasTag(Tags.GAS_GIANT)) return "Can not build a bunker in lava";/*this should be base on typeId().contains("lava")? and not the gas_gaint Tag*/

        return super.getUnavailableReason();
    }


Thank you for your mod.
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Rasip

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2249 on: February 06, 2024, 09:59:25 PM »

Requires MagicLib

MagicLib has moved to a new owner.
https://fractalsoftworks.com/forum/index.php?topic=25868.0

Also, on launch it instantly crashed saying lunalib is required.
« Last Edit: February 06, 2024, 10:08:33 PM by Rasip »
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