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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion  (Read 1657571 times)

Dynamiteside

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2280 on: March 05, 2024, 06:20:03 PM »

Starsector crashes on startup when loading both "Industrial evolution" (3.3e) and "Terraforming and Station Construction" (9.0.4).

{"enabledMods": [
  "IndEvo",
  "lw_lazylib",
  "lunalib",
  "MagicLib",
  "Terraforming & Station Construction"
]}
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Cain17

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2281 on: March 06, 2024, 06:10:34 AM »

Starsector crashes on startup when loading both "Industrial evolution" (3.3e) and "Terraforming and Station Construction" (9.0.4).

{"enabledMods": [
  "IndEvo",
  "lw_lazylib",
  "lunalib",
  "MagicLib",
  "Terraforming & Station Construction"
]}

I'm using Terraforming & Station Construction version 9.0.2 and it's working fine.
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Regularity

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2282 on: March 06, 2024, 07:30:55 AM »

Darn it, didn't bother checking the patch notes since its my first time playing in a year plus, and missed that the governance choice was permanent. I don't suppose there's any console java code I could run to swap governments, is there? As opposed to having to demolish a fully-developed colony or just be stuck with the default.
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Matheld

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2283 on: March 07, 2024, 08:35:16 AM »

Wonder what the pre-requisite for Hidden Arcologies are.. I never seem to be able to make them anywhere.
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Haka

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2284 on: March 07, 2024, 03:11:44 PM »

Also is the stuff in the "other" folder in the source code, like the "legioNuclearOption" interaction with Thalan's Legio Infernalis WIP stuff or discontinued? Seems like it could be pretty interesting and a realistic way to balance things beyond vanilla. Like this here:

Spoiler
package indevo.other.legioNuclearOption;

import com.fs.starfarer.api.EveryFrameScript;
import com.fs.starfarer.api.Global;

public class WarBreakoutDialogue implements EveryFrameScript {
    private boolean done = false;

    public static void show() {
        Global.getSector().getScripts().add(new WarBreakoutDialogue());
    }

    @Override
    public boolean isDone() {
        return done;
    }

    @Override
    public boolean runWhilePaused() {
        return false;
    }

    @Override
    public void advance(float amount) {
        if (!done) {
            showWarning();
            done = true;
        }
    }

    public void showWarning() {
        StringBuilder weaponsString = new StringBuilder();

        for (String s : NuclearOptionManager.getFittedIllegalWeaponIds()) {
            if (weaponsString.length() > 0) weaponsString.append(", ");
            weaponsString.append(Global.getSettings().getWeaponSpec(s).getWeaponName());
        }

        String message = "You have used nuclear weapons in combat. Other factions will now deploy their own solutions. What have you done?\n\n" +
                "Caused by using: " + weaponsString;

        Global.getSector().getCampaignUI().showMessageDialog(message);
        Global.getSoundPlayer().playUISound("cr_playership_warning", 1, 1);
    }
}
[close]

Also Project Navi still shows up if you turn off pets in lunalib.
« Last Edit: March 09, 2024, 12:10:06 AM by Haka »
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TomX_PL

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2285 on: March 10, 2024, 01:54:51 AM »

I got my planet polluted. Is there a way to remove the pollution without using commands? Pretty new to this mod so wanted to ask ^u^
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A_Random_Dude

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2286 on: March 10, 2024, 03:53:34 AM »

You'd have better luck looking into Terraforming and Station Construction or DIY Planets to remove that. Ind.Evo doesn't do anything about it, only adds industries (well, mostly).
« Last Edit: March 10, 2024, 03:55:18 AM by A_Random_Dude »
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Uther Phobos

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2287 on: March 10, 2024, 07:04:12 AM »

I got my planet polluted. Is there a way to remove the pollution without using commands? Pretty new to this mod so wanted to ask ^u^
Don't use nanoforges on habitables.
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WariousGaming

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2288 on: March 12, 2024, 01:28:44 AM »

Hi, I have really weird bug when trying to approach Artillery Station which apparently contained in fleet Exodus_Sinister wing from mod Valhalla Starworks it threw this warning error.

BTW I checked all files from Valhalla Starworks and wing itself works but somehow Industrial Evo trying to "spawn" it marks it as non-existent - also why would there be "[" just before Exodus? no wonder game can't find it since there is no "[" in ID of this wing. Maybe you can provide some insight onto that? Also yes I talked to Valhalla Starworks author and he said it was tested before release and wing works fine - also second person on VS discord confirmed that and after that I spawned this wing myself and it worked like a charm.

Please see attachment since I can't post error here since this forum is OUTDATED by decade and it throws me error....
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Raaaain

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2289 on: March 12, 2024, 09:16:44 AM »

Hi, I have really weird bug when trying to approach Artillery Station which apparently contained in fleet Exodus_Sinister wing from mod Valhalla Starworks it threw this warning error.

BTW I checked all files from Valhalla Starworks and wing itself works but somehow Industrial Evo trying to "spawn" it marks it as non-existent - also why would there be "[" just before Exodus? no wonder game can't find it since there is no "[" in ID of this wing. Maybe you can provide some insight onto that? Also yes I talked to Valhalla Starworks author and he said it was tested before release and wing works fine - also second person on VS discord confirmed that and after that I spawned this wing myself and it worked like a charm.

Please see attachment since I can't post error here since this forum is OUTDATED by decade and it throws me error....

Get a new copy of the mod perhaps?
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The one who :3

WariousGaming

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2290 on: March 12, 2024, 12:06:52 PM »

Hi, I have really weird bug when trying to approach Artillery Station which apparently contained in fleet Exodus_Sinister wing from mod Valhalla Starworks it threw this warning error.

BTW I checked all files from Valhalla Starworks and wing itself works but somehow Industrial Evo trying to "spawn" it marks it as non-existent - also why would there be "[" just before Exodus? no wonder game can't find it since there is no "[" in ID of this wing. Maybe you can provide some insight onto that? Also yes I talked to Valhalla Starworks author and he said it was tested before release and wing works fine - also second person on VS discord confirmed that and after that I spawned this wing myself and it worked like a charm.

Please see attachment since I can't post error here since this forum is OUTDATED by decade and it throws me error....

Get a new copy of the mod perhaps?

DID IT! twice.... I am not #@%#@ to report before doing some tests or trying to fix it myself first
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TheMuffinOfEvil

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2291 on: March 12, 2024, 02:30:11 PM »

I am not sure if I have found a bug, or if I am doing something wrong.

I found a planet with a self replicating minefield.  I colonized it.  However while the mines no longer damage me, they also do not seem to damage hostile fleets approaching.  I notice they also do not turn green as I fly through them like other ones I have seen.

Am I doing something wrong?

Thanks so much!
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CV514

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2292 on: March 12, 2024, 06:26:46 PM »

I think this is not working as intended and Galatia Academy shouldn't be in that list at all. Although it sounds surprisingly logical for academicians to have that kind of resource demand, there is no way to actually fulfill it.

{"enabledMods": [
  "IndEvo",
  "lw_lazylib",
  "lunalib",
  "MagicLib",
  "nexerelin"
]}

Spoiler
[close]
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Dhuzak_King

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2293 on: March 13, 2024, 01:05:50 AM »

Hail SirHartley for this must have mod for colony builders and RP'ers such as myself.

After multiple playtesting I think I managed to pin-point the bug concerning Hidden Arcologies. I found out that you could ONLY build Hidden Arcologies on Lava/Volcanic Planets. This is exactly the reverse of what the description says and therefore must be a bug.

My theory is that the source code to exclude Lava/Volcanic Planets are negated/reversed somehow? (Idk I'm no java programmer by a long shot)

Anyways I love your work great Sir, I prefer to play the economic and trading aspect of the game especially if I RP as this grey area merchant-smuggler who's not hostile to anyone but heavily suspected by everyone ;D

Much Love and Appreciation
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SKsniper128

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2294 on: March 13, 2024, 01:09:32 PM »

Is there anyway to add the Automated Shipyard to a star with either Console Commands or with Custom Star Systems?

I tried to place it with CSS and the game crashed when I attempted to spin the gatcha.
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