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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 1527629 times)

GoldenGlory

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2265 on: March 01, 2024, 12:07:12 AM »

something i havent seen addressed is the mod settings blurbs, they gave me a chuckle, especially the paragon thing
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Brainwright

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2266 on: March 01, 2024, 12:41:28 PM »

Anyone else have an issue where the transplutonic focused refinery doesn't get the production bonus from the catalytic core?  I story pointed and placed an alpha core to try getting a hypershunt tap in, but the specialization made it worse.
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5ColouredWalker

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2267 on: March 01, 2024, 03:56:36 PM »

The items say what industry they go in, the upgrades are not that industry.
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Brainwright

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2268 on: March 01, 2024, 09:25:23 PM »

Works just fine for volatile extraction.
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vesparco

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2269 on: March 02, 2024, 12:01:34 PM »

Hi,

I am doing tests with loot pools in my game. I am trying to add "rare_tech:10" and "terraforms_tech:10" (from DIY terraforming) pool drops in pre collapse facilities from Aotd.

I don't know how but when the pool is drawn indEvo items are like 6-8 items of the pool and almost nothing appears from DIY terraforming. Checking the IndEvo pool definition doesn't seem to have any rare_tech definition but then I don't find on the mod where the looteable elements are defined (so I assume is integrated somewhere more obscure).

In any case, is it normal that indEvo loot pools are messed with rare_tech pool?

Thanks in advance
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SirHartley

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2270 on: March 02, 2024, 12:13:55 PM »

Do Centralization bureau work with other modded industry? Mine doesn't.
Specifically the AOTD industry upgrade.
Has to be added to the whitelist under \data\config\indEvo to work, it runs off a whitelist to prevent breaking other mods.

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
Appears to also be broken, very sorry. Couldn't replicate that issue yet, but am working on a fix.

Anyone else have an issue where the transplutonic focused refinery doesn't get the production bonus from the catalytic core?  I story pointed and placed an alpha core to try getting a hypershunt tap in, but the specialization made it worse.
Aha! I knew of that one, but it's elusive. Sorry, for now, all I can do is work on fixing it cause there is no workaround. Sometimes it works like it should, and sometimes it refuses to recognize the item.

Hi,

I am doing tests with loot pools in my game. I am trying to add "rare_tech:10" and "terraforms_tech:10" (from DIY terraforming) pool drops in pre collapse facilities from Aotd.

I don't know how but when the pool is drawn indEvo items are like 6-8 items of the pool and almost nothing appears from DIY terraforming. Checking the IndEvo pool definition doesn't seem to have any rare_tech definition but then I don't find on the mod where the looteable elements are defined (so I assume is integrated somewhere more obscure).

In any case, is it normal that indEvo loot pools are messed with rare_tech pool?

Thanks in advance

IndEvo uses scripts to add onto the rare_tech pool. On a technical level, it listens to when loot gets generated, and, after the loot generation is done, checks if the rare_tech and rare_tech_low groups were present, and if they are, it will roll on the ind.evo specific loot tables and add the loot to the output that is displayed. At no point does the mod edit, dilute, change or in any other way influence vanilla drop behaviour.
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vesparco

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2271 on: March 02, 2024, 02:42:50 PM »

Thank you for the fast reply  :)

I have checked two other looteable locations and the situation persists. 99% of the drops are indEvo elements, with a very few of DIY terraforming and vanilla items. There is plenty abundance of consumables and VPCs on the table so it may be possible that is due to a disparity in probabilities between the original loot table and the added indEvo (in the sense that maybe 1-2 items from vainilla are resultant of rare_tech:10 but the equivalent indEvo generates many more items)?

If so I may have to tune up the values or check somehow if the pool table of DIY is well configured.
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GoldenGlory

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2272 on: March 02, 2024, 11:31:35 PM »

i found something with the pets issue. if you right click the pet, then click off and onto starsector repeatedly it seems to make the right menu come up
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Cain17

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2273 on: March 03, 2024, 10:36:27 AM »

What should my drop_groups.csv look like when I want to disable VPC's? I've got the parts to stop dropping but now whenever I try to explore ruins on a planet I get an error message that says "RuntimeException: No drop data found for drop group [indEvo_mining_addition], probably an error in drop_groups.csv" and nothing drops.
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Haka

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2274 on: March 03, 2024, 08:48:43 PM »

Any way to make it so that all artillery that spawns is missile artillery?
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Harik

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2275 on: March 04, 2024, 01:17:50 AM »

Not sure if this is intentional or not but I can't build a Super Computer on my Ice Giant. When you're in the industry and structure menu the Super Computer isn't buildable and it thinks my Ice Giant is a Gas Giant.
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Uther Phobos

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2276 on: March 04, 2024, 08:22:25 AM »

Not sure if this is intentional or not but I can't build a Super Computer on my Ice Giant. When you're in the industry and structure menu the Super Computer isn't buildable and it thinks my Ice Giant is a Gas Giant.
Ice Giants are Gas Giants.
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Harik

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2277 on: March 04, 2024, 08:43:05 PM »

Not sure if this is intentional or not but I can't build a Super Computer on my Ice Giant. When you're in the industry and structure menu the Super Computer isn't buildable and it thinks my Ice Giant is a Gas Giant.
Ice Giants are Gas Giants.

Well that explains that then. I just assumed they were a solid ball of Ice :D
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123nick

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2278 on: March 05, 2024, 12:58:20 AM »

we NEEEED a requisition center rework! of all the colony buildings in the mod, its probably the weakest- for a number of reasons!

1: even in vanilla alone (bar ind evo and its dependencies), which is an unrealistic scenario because theres not a soul who plays starsector with only ind evo, very high importance arms dealers are programmed to sell up to 1000 different types fighters, weapons, and ships. this means every single weapon, ship, and fighter for sale - these are commonly encountered, especially with the right contacts (but even without them you can find these guys via bar event aswell), and dont take up a colony slot, and can get you anything a requisition center can get you

2: if you add in what may be considered as "QOL mods" like stellar networks, with that mod you can check if any market anywhere is selling a weapon you want. this is also easier and less costly than devoting a colony building slot / initial build cost to a requisition center. even if you dont explicitly balance around other mods, the average starsector player who uses ind evo probably uses other mods aswell so its worth taking into account what options theyll have at their disposal

3: if you consider Nex, prism freeport also has a good chance of selling whatever a requisition would sell. and NOBOODY plays with ind evo but not nex.

ergo, i think that, contrary to the boasting and prideful loading tip proclaiming that "no structure is useless", the requisition center is USELESS!

but i wouldnt dare complain without offering a solution:

1: each faction has a unique set of weapons (or even weapon singular) that are ONLY sold at the requisition center. theres a handful of clear candidates in vanilla starsector even - req center with good syndrian diktat relations could sell the kinetic blaster and gigacannon, for example, and perhaps cooperative relations with tri tach could sell a tiny handful of omega weapons (this isnt too far fetched considering nexerelins remnant contact lets you get this weapons aswell and lorewise some descriptions mention tri tach testing them so theyd have them). other vanilla factions might need weapons made for em - however, once this trend is set i am CERTAIN modders would leap upon the bandwagon with GUSTO if it is configurable via config file which factions are tied to whiich weapons, and would make weapons (or perhaps other items - like BPs and special hullmods, or perhaps Immersive Skills -esque skill BPs) only attainable via the requisitions center.

this would ensure the requisitions center finally fills a proper, wholly unique niche

2: weapons sold by the requisiton center are unique in that they cost 1 OP less to mount or smth else that makes em stand out compared to their normally acquired version
this might be hard or impossible from a coding perspective cause how would you keep track of a stack of vulcan cannons that has generic 4 op vulcans and special req center 3 op vulcans? but if its achieved itd work out of the box for all weapons from all mods (bar any 0OP weapons) and wouldnt need any unique content added for it to be useful for each faction, vanilla or modded.

3: just make the req center sell up to 1000 weapons and fighters, like the arms dealer does, and at a much smaller rep threshold, such as 10 or maybe 5,  perhaps even 0, and without markup (or minor markup)
this still arguably doesnt make the req center do anything different than high end market / arms dealer /stel net browse does, but it just makes it the most convenient and efficient choice out of those options for attaining weapons and fighter LPCs- as it should since its a colony building! this is also probably the easiest solution IMHO - and also works out of the box with every mod faction.


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dgchessman2

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2279 on: March 05, 2024, 01:59:39 PM »

Have tried going as far as uninstalling and reinstalling to get pets to work, but as many others have mentioned... after your first pet equipped, it says you need to 'finalize' the last pet before you can install a new one.  You can go in and remove the pet with a Pet Center.  But you can't equip another ever again.

Is there some way to help you pin down what/why this is happening?
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