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Author Topic: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion  (Read 1267407 times)

DarkChaserBR

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2250 on: February 11, 2024, 05:02:33 PM »

Code
2573027 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: org.json.JSONException: JSONObject["dryDock"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["dryDock"] not found.
at com.fs.starfarer.settings.StarfarerSettings.Ô00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getBoolean(Unknown Source)
at data.scripts.world.systems.KadurGehennaSystem.generateRequiem(KadurGehennaSystem.java:323)
at data.scripts.world.systems.KadurGehennaSystem.generate(KadurGehennaSystem.java:217)
at data.scripts.world.KadurGen.generate(KadurGen.java:18)
at data.scripts.KadurModPlugin.genKadur(KadurModPlugin.java:241)
at data.scripts.KadurModPlugin.onNewGame(KadurModPlugin.java:133)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.public.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
at com.fs.starfarer.ui.int.processInput(Unknown Source)
at com.fs.starfarer.ui.W.o00000(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)
Caused by: org.json.JSONException: JSONObject["dryDock"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getBoolean(JSONObject.java:422)
... 22 more

im getting this erro all the time "JSONObject["dryDock"] not found."
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Uther Phobos

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2251 on: February 11, 2024, 11:29:27 PM »

Code
2573027 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: org.json.JSONException: JSONObject["dryDock"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["dryDock"] not found.
at com.fs.starfarer.settings.StarfarerSettings.Ô00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getBoolean(Unknown Source)
at data.scripts.world.systems.KadurGehennaSystem.generateRequiem(KadurGehennaSystem.java:323)
at data.scripts.world.systems.KadurGehennaSystem.generate(KadurGehennaSystem.java:217)
at data.scripts.world.KadurGen.generate(KadurGen.java:18)
at data.scripts.KadurModPlugin.genKadur(KadurModPlugin.java:241)
at data.scripts.KadurModPlugin.onNewGame(KadurModPlugin.java:133)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.public.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
at com.fs.starfarer.ui.int.processInput(Unknown Source)
at com.fs.starfarer.ui.W.o00000(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)
Caused by: org.json.JSONException: JSONObject["dryDock"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getBoolean(JSONObject.java:422)
... 22 more

im getting this erro all the time "JSONObject["dryDock"] not found."
Get the updated .jar from the Kadur Remnant thread.
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Techerakh

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2252 on: February 11, 2024, 11:43:02 PM »

Thanks for the mod!  Having a blast in my playthrough with it so far.


Wondering if there are any plans to add specialization to industry, too.  Loved having a reason to settle extra planets to specialize their mines and refineries, and would love to also have that with industry.  In my current playthrough I have a free port restored space station colony with the privateer base, and would love to be able to turn it's light industry into a drug lab to really sell the pirate theme.
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CompMakarov

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2253 on: February 13, 2024, 12:39:40 PM »

Anyone know how marines getting xp in Monasteries work? Like how much xp do marines actually gain when stationed there and is there a way to change it?
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9x18mm Makarov PM

drdragoon

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2254 on: February 14, 2024, 07:30:17 PM »

My detachment has vanished from "lay in course" and I cannot find it. Is there a way to force-delete the detachment?
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Penny Royal

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2255 on: February 16, 2024, 09:13:44 AM »

Noob here - are the consumables in the same drop table as other rares? I prefer to explore and  I find myself constantly getting consumables I barely use and not getting many of the usual rares like AI cores & colony items with this mod installed (could be another mod but think it's this one, pls advise if im wrong).

Not sure if the drops are just nerfed or not but it feels like they're just replaced by these items. If they are in the same drop table, any way for me to disable it easily or where the option to disable it is located?
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SirHartley

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2256 on: February 16, 2024, 05:04:14 PM »

Wondering if there are any plans to add specialization to industry, too.
Not currently planned due to the janky problems the specializations are causing - maybe after their rework.

Anyone know how marines getting xp in Monasteries work? Like how much xp do marines actually gain when stationed there and is there a way to change it?
is bugged, sorry!

My detachment has vanished from "lay in course" and I cannot find it. Is there a way to force-delete the detachment?
is also bugged, double sorry! open the console via the console command mod, paste the following line:
Code
runcode for (int i = 1, i < 4, i++) {indevo.abilities.splitfleet.mergeDetachment(i);}
and press enter. That'll merge all detachments (and their cargo) back into your fleet.

Noob here - are the consumables in the same drop table as other rares? I prefer to explore and  I find myself constantly getting consumables I barely use and not getting many of the usual rares like AI cores & colony items with this mod installed (could be another mod but think it's this one, pls advise if im wrong).

Not sure if the drops are just nerfed or not but it feels like they're just replaced by these items. If they are in the same drop table, any way for me to disable it easily or where the option to disable it is located?
ALL IndEvo drops are on entirely separate loot tables and are added in addition to the vanilla loot through scripts. Industrial evolution does not affect vanilla loot at all. If you are getting bad drops that's bad luck, not this mod.
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Raaaain

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2257 on: February 19, 2024, 08:17:17 PM »

Have a question, how to i apply pets to my fleet?, I right click the pet item and nothing happens, just boots me out of the cargo screen
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Matheld

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2258 on: February 23, 2024, 05:28:03 AM »

Have a question, how to i apply pets to my fleet?, I right click the pet item and nothing happens, just boots me out of the cargo screen

Don't know why. But for me, quicksaving right after it boots you out of the cargo screen will bring the screen up to name and place the pet.
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5ColouredWalker

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2259 on: February 25, 2024, 07:56:06 AM »

Howdy, having a issue with Forced Overtime, output is halving correctly but construction times don't appear to be being reduced.
I am running Ashes of the Domain however untouched industries like Patrol HQ's are also unaffected.
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Matheld

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2260 on: February 26, 2024, 11:46:18 AM »

My detachment has vanished from "lay in course" and I cannot find it. Is there a way to force-delete the detachment?
is also bugged, double sorry! open the console via the console command mod, paste the following line:
Code
runcode for (int i = 1, i < 4, i++) {indevo.abilities.splitfleet.mergeDetachment(i);}
and press enter. That'll merge all detachments (and their cargo) back into your fleet.

This code doesn't seem to work for me.

Spoiler
[close]
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Impertinent

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2261 on: February 26, 2024, 12:37:11 PM »

Hello !
Thanks for the mod, it's well implemented and really adds a new dimension to the game, in particular regarding exploration gameplay.

Regarding the Detachment ability, I noticed that logistics skills of the character (as Bulk Transport for example) don't apply to the vessels in a detachment. Is it by design ?
One of the consequence is the important reduction in cargo crew and fuel capacity when putting most of the fleet in a detachment to scout around.

I also noticed what I think is a bug : When detaching all of the fleet but one ship, the displayed capacities for cargo, fuel, crew, and the min crew requirement for this one ship are too high.
In my case, when keeping just one afflictor in my main fleet, I get
Cargo capacitiy : 146
Fuel capacity : 475
Crew capacity : 75
Minimum crew requirement : 23

instead of the real values (includes hullmods and character skill)
Cargo capacitiy : 82
Fuel capacity : 120
Crew capacity : 15
Minimum crew requirement : 4.

Thanks again for the mod ! Cheers
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bankman1234

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2262 on: February 28, 2024, 02:52:35 AM »

Do Centralization bureau work with other modded industry? Mine doesn't.
Specifically the AOTD industry upgrade.
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terve886

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2263 on: February 29, 2024, 10:30:16 AM »

I have a soft lock problem with the Rampant military core after beating the guard fleet and trying to Salvage the facility and trying to Pick through the Salvage. The error says:
Quote
ClassCastException: class com.fs.starfarer.campaign.fleet.CampaignFleet cannot be cast to class com.fs.starfarer.api.campaign.PlanetAPI (com.fs.campaign.fleet.CampaignFleet and com.fs.starfarer.api.campaign.PlanetAPI are in unnamed module of loader 'app'

Might be related, but I did try to loot the facility right after beating the defenders because my cargo was full and only came back to access it after emptying myself in the closest market.
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A_Random_Dude

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2264 on: February 29, 2024, 10:46:42 AM »

The rampant military core is from Random Assortment of Things, not Ind.Evo
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