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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 1661704 times)

Snowy1237

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2370 on: June 09, 2024, 10:57:23 AM »

The interstellar relay is (expectedly) incompatible with the arkoships from ASS, a fix will be highly appreciated.

Error inside:
Spoiler
4226235 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.StarSystemAPI.addCustomEntity(String, String, String, String)" because "system" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.StarSystemAPI.addCustomEntity(String, String, String, String)" because "system" is null
   at indevo.industries.relay.industry.MilitaryRelay.createCommRelayStation(MilitaryRelay.java:212) ~[?:?]
   at indevo.industries.relay.industry.MilitaryRelay.apply(MilitaryRelay.java:61) ~[?:?]
   at com.fs.starfarer.campaign.econ.Market.reapplyIndustries(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
[close]
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ZhiddyWiddy

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2371 on: June 17, 2024, 10:14:02 PM »

Is the Centralization bureau compatible with AoTD?
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lustfull

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2372 on: June 18, 2024, 03:32:59 PM »

Bug report: after colonising and abandoning a planet with industrial ruins ( hull forge, rift gen , ETC ) it appears that the structure has disappeared forever. Usually they stay on the conditions list of the planets. I visited a lot of planet with industrial ruins on them and then abandoned the colony, but when I came back , all of them had lost theirs industrial ruins. First time the mod behaves like that. Also the command " addcondition indevo_ruinscondition " only add hull deconstructor and never the other. Maybe adding some more commands option would be great.

Also , regarding this command, it only work once on a none colonized planet and once the command was used, the command stop working so you can only use it once on a planet.
And the command " indevo_removeruinscondions '' doesn't work and don't remove the ruins.

By the way thanks for this amazing mod and your work.
« Last Edit: June 18, 2024, 03:37:50 PM by lustfull »
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lustfull

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2373 on: June 18, 2024, 05:33:28 PM »

Another bug report: centralised bureau doesn't work with any of the industry i had  in system,( 2 mining and 2 orbital works) it just say " there is no duplicate industry in this system"  and same for any other industry in general.
« Last Edit: June 18, 2024, 05:36:31 PM by lustfull »
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hidefreek

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2374 on: June 24, 2024, 06:13:12 AM »

Hello SirHartley
It has some crash game bugs in the Automated shipyard.
Sometimes it can give a random ship that lacks its unique feature and cause a game to crash.

Likes UAF mod has two unique ships: Aeria Charlotte (YRN) and Persephone Natasya.
These two ships normally have four armour plates unique to their built-in hull mod.
But when randomly generated by Automated Shipyard.
I got these two without armour plates and it will crash the game when I push the autoload out button.

If this cause by Github mod or some potential glitch inside?
« Last Edit: June 24, 2024, 06:17:07 AM by hidefreek »
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Seldion

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2375 on: July 03, 2024, 05:53:27 PM »

Is there away to reverse engineer weapons like with ships?
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sawert42

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2376 on: July 08, 2024, 03:25:08 AM »

Hi, just a quick question, will Automated Construction ever apply to sub-modules on ships or is that not really possible ?
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GunLinser

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2377 on: July 21, 2024, 01:38:34 PM »



How does this pricing works?
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Uther Phobos

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2378 on: July 21, 2024, 05:02:53 PM »



How does this pricing works?
What are you shipping in each?
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GunLinser

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2379 on: July 23, 2024, 11:39:17 AM »



How does this pricing works?
What are you shipping in each?
Domain artifacts.
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Birb II

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2380 on: July 23, 2024, 12:25:38 PM »

Lets say I forgot to update when I moved to .97 and forgot to turn it on at the start of the save. But lets also say that even tho the mod description has the "DO NOT ADD MID SAVE" I did add it to my ongoing save. And lets say my save didnt exploded instantly so I would like to know what will I be missing from my save from now on. No sign of bugs yet  :) luckly
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Uther Phobos

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2381 on: July 23, 2024, 07:19:13 PM »

Lets say I forgot to update when I moved to .97 and forgot to turn it on at the start of the save. But lets also say that even tho the mod description has the "DO NOT ADD MID SAVE" I did add it to my ongoing save. And lets say my save didnt exploded instantly so I would like to know what will I be missing from my save from now on. No sign of bugs yet  :) luckly
Mostly the stuff that would be created on sector generation like planetary conditions, stations etc.

It's not that it won't work, you just won't get a bunch of stuff.
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PoDH

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2382 on: July 27, 2024, 12:28:22 AM »

Why Salvage Yard overrides Orbital Works ship quality output? I was wondering why my colony fleet sucks when I have Orbital Works + Pristine Nano, then I saw it got overridden by "Salvage Works without Heavy Industry".
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AnXel LG

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2383 on: July 27, 2024, 12:57:56 AM »

Why Salvage Yard overrides Orbital Works ship quality output? I was wondering why my colony fleet sucks when I have Orbital Works + Pristine Nano, then I saw it got overridden by "Salvage Works without Heavy Industry".

  In the tips section of the main STARSECTOR game screen there is one introduced by IndEvo that says something along this lines: " If you notice your colony's ship quality is lacking as a result of building a Salvage yards, build IN THE SAME COLONY a HEAVY INDUSTRY/ORBITAL WORKS to fix it".  So yeah, you'll have to build BOTH industries in the same colony.
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Hoshitotsuki

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2384 on: July 30, 2024, 05:29:46 AM »

Please tell me, if there is a code, that will allow me to create a watchtower that will revolve around the planet.
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