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Author Topic: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion  (Read 1266413 times)

Wojmistrz

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2295 on: March 13, 2024, 02:26:45 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.

You can't do that with CSS like "AddAutmatedShipyard" since it is not prepared in such way to be added by simple mean, I already talked to SirHartley to implement easy way to add it to a star ;) but it will have to wait :/ So basically it is not possible with Custom Star System and most likely not by Console Command ;)
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SKsniper128

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2296 on: March 13, 2024, 02:49:58 PM »

You can't do that with CSS like "AddAutmatedShipyard" since it is not prepared in such way to be added by simple mean, I already talked to SirHartley to implement easy way to add it to a star ;) but it will have to wait :/ So basically it is not possible with Custom Star System and most likely not by Console Command ;)

That's unfortunate. I guess I'll just make new universes until it spawns.
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korvar

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2297 on: March 14, 2024, 11:11:51 AM »

I'm trying to figure out how to add a functional railgun station and whatever the default amount of watchtowers are to a custom system. I've managed to figure out how to generate the station but it just sits there not functioning.
Code
SectorEntityToken starsystem_artillery = system.addCustomEntity(com.fs.starfarer.api.util.Misc.genUID(), 
"Artillery Station",
"IndEvo_ArtilleryStation",
"IndEvo_derelict",
null);
starsystem_artillery.setCircularOrbitPointingDown(planet3, 180, 300, 20);
Seen a few replies on how to generate watchtowers from the console but I haven't really seen anything on how to force generate a station and watchtowers at sector creation. Was hoping someone more code literate could help out. Thanks.
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Vundaex

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2298 on: March 16, 2024, 08:58:33 AM »

The page description says MagicLib is required, but it's outdated.
What should we do?
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robepriority

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2299 on: March 16, 2024, 05:40:24 PM »

The page description says MagicLib is required, but it's outdated.
What should we do?

MagicLib is definitely .97 compatible.
Patches aren't ususally version incompatible

Brainwright

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2300 on: March 16, 2024, 10:03:45 PM »

The page description says MagicLib is required, but it's outdated.
What should we do?

You download the latest version of MagicLib.  Delete the old MagicLib folder in starsector/mods, and then extract magiclib into starsector/mods.
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zrx1000

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2301 on: March 22, 2024, 02:03:26 AM »

I was wondering why Indevo Ruins are missing from my playthrough, turns out they spawned on the rogue planets in the persean abyss.
Even worse you cannot colonize them making it useless.
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Raaaain

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2302 on: March 23, 2024, 01:08:58 PM »

I was wondering why Indevo Ruins are missing from my playthrough, turns out they spawned on the rogue planets in the persean abyss.
Even worse you cannot colonize them making it useless.
its a bug with indevo, indust ruins are not supposed to spawn on rouge worlds in the abyss
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:3

Phalamy

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2303 on: March 26, 2024, 09:52:37 AM »

Wish the Automated Shipyard had some unique ships to pay out, with how much flare it has.
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Amoebka

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2304 on: March 26, 2024, 10:08:15 AM »

Wish the Automated Shipyard had some unique ships to pay out, with how much flare it has.
It has a 10% chance to spew out a super-automated ship that doesn't require the skill to use.
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StrielokPL

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2305 on: March 26, 2024, 01:14:12 PM »

Soo I've made comeback to Starsector after some time. Installed most used mods by me before aaaand now can't start game.
I think it might be problem with indevo and UAF. Problem occured after installing UAF.
Log attached due to the fact that I have 17 mods installed. Without UAF works just fine.
Log (all errors):
Spoiler
2091430 [Thread-3] ERROR boggled.scripts.BoggledTerraformingProjectEffectFactory$ColonizeAbandonedStation  - ColonizeAbandonedStation colonize_abandoned_station has invalid station construction factory boggled_gatekeeper_station
2091430 [Thread-3] ERROR boggled.scripts.BoggledTerraformingProjectEffectFactory$ColonizeAbandonedStation  - ColonizeAbandonedStation aotd_colonize_abandoned_station has invalid station construction factory boggled_gatekeeper_station
2091441 [Thread-3] ERROR boggled.campaign.econ.boggledTools  - Mod replacement_id terraforming project project_to_be_replaced not found, ignoring

ok lines

2104737 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: Could not initialize class indevo.exploration.minefields.MineBeltTerrainPlugin
java.lang.NoClassDefFoundError: Could not initialize class indevo.exploration.minefields.MineBeltTerrainPlugin
   at indevo.exploration.minefields.conditions.MineFieldCondition.addMineField(MineFieldCondition.java:59)
   at indevo.exploration.stations.DerelictStationPlacer.addArsenalStation(DerelictStationPlacer.java:154)
   at indevo.exploration.stations.DerelictStationPlacer.init(DerelictStationPlacer.java:112)
   at indevo.utils.ModPlugin.onNewGameAfterEconomyLoad(ModPlugin.java:251)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.O.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Mod list:
Spoiler
Adjusted sector
better colonies
console commands
fuel siphoning
graphicslib
indevo 3.3.e
larger zoom out
lazylib
lunalib
magiclib
musahi manufactorum
new beginnings
nexelerin
starwars 2020
suitable star systems
TASC
UAF
[close]
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Brainwright

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2306 on: March 26, 2024, 02:48:22 PM »

The start of the log looks like things that aren't Indevo or UAF.  Given your mod list, are you loading an old save?  Looks like you might not have loaded Ashes of the Domain.

And if your save is from before .96, you might not be able to use it.  The crossover from .95 not only changed a lot of campaign items, it also changed how some hullmods are displayed.
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StrielokPL

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2307 on: March 27, 2024, 11:37:58 AM »

The start of the log looks like things that aren't Indevo or UAF.  Given your mod list, are you loading an old save?  Looks like you might not have loaded Ashes of the Domain.

And if your save is from before .96, you might not be able to use it.  The crossover from .95 not only changed a lot of campaign items, it also changed how some hullmods are displayed.
It was new game. TRied turning on and off but didn't worked. Played for 30 minutes with UAF and without IndEvo. Before sleep restarded game with all mods on again. Started new game without any porblems. Don't know what happened.
Buuuut thinking about that error earlier I think I didn't saw any minefields, even befor installing UAF.
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Brainwright

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2308 on: March 27, 2024, 11:59:28 AM »

Mmm.  Might want to redownload those mods and reinstall.  Strange behavior like that is usually some indication of file corruption.
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IverHR

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2309 on: March 28, 2024, 11:26:16 AM »

Wonderful mod! I took me an embarrassingly long time to realize the tech tree even existed :D

However, my game keeps crashing after researching 'Improved Fertilizers' and clicking on the Farming industry from the colony screen.

This is the message
Spoiler
Fatal: Cannot invoke
"com.fs.starfarer.api.campaign.SectorEntityToken.getMemoryWithoutUpdate()" because "this.tiedEntity" is null
Check starsector.log for more info. 
[close]

The log just shows a ton of loaded files as I can see it, not sure how to pinpoint the exact event.

These are my enabled mods
Spoiler
"enabledMods": [
  "PAGSM",
  "$$$_DakkaHolics_sprites",
  "aitweaks",
  "advanced_gunnery_control_dbeaa06e",
  "Cryo_but_better",
  "aod_vos",
  "aotd_vok",
  "armaa",
  "timid_admins",
  "HMI_brighton",
  "chatter",
  "timid_commissioned_hull_mods",
  "timid_cum",
  "diableavionics",
  "Diktat Enhancement",
  "dex",
  "dynamictariffs",
  "fleet_journal",
  "HMI_SV",
  "HMI",
  "IndEvo",
  "Imperium",
  "timid_xiv",
  "lw_lazylib",
  "luddenhance",
  "luddenhanceied",
  "lunalib",
  "MagicLib",
  "Marvelous-Personas",
  "Mayasuran Navy",
  "MoreBarMissions",
  "MoreMilitaryMissions",
  "nexerelin",
  "sun_nomadic_survival",
  "officerExtension",
  "JYDR",
  "PirateMiniMegaMod",
  "progressiveSMods",
  "QualityCaptains",
  "sun_ruthless_sector",
  "swp",
  "speedUp",
  "alcoholism",
  "timid_supply_forging",
  "knights_of_ludd",
  "timid_tmi",
  "TrulyAutomatedShips",
  "underworld",
  "uaf",
  "US",
  "URW",
  "whichmod",
  "audio_plus",
  "shaderLib",
  "Rouge_Redstar"
]}
[close]

 Does anyone have any ideas? Need me some rectificates!

~Iver
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