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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 1632054 times)

tom

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2490 on: January 17, 2025, 02:51:06 AM »

Hey, I've been waiting for the bugs regarding colony items not applying their bonuses to be looked at. In my case it was Nanofoges not afecting ship quality for anyone (not just my faction). I had no Shipyard built in any colony. Screenshot:
Spoiler
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I went to the bitbucket repo but it's apparently not open source. Any way we can help with debugging this?
« Last Edit: January 17, 2025, 02:55:17 AM by tom »
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SirHartley

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2491 on: January 17, 2025, 04:12:14 AM »

Good afternoon, this is likely not a bug but a result of that colony not having the highest hull output: wiki.gg

There are known issues with colony items on governments and industry specializations. These are fixed, but have no bearing on the above.
The source is public on GitHub.
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tom

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2492 on: January 17, 2025, 04:41:32 AM »

Good afternoon, this is likely not a bug but a result of that colony not having the highest hull output: wiki.gg

There are known issues with colony items on governments and industry specializations. These are fixed, but have no bearing on the above.
The source is public on GitHub.

Hey, thanks for the reply. This is the only colony with heavy industry in my faction:
Spoiler
[close]

Even the expected +20% from Orbital Works menioned in the wiki isn't applying.
« Last Edit: January 17, 2025, 04:47:10 AM by tom »
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SirHartley

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2493 on: January 17, 2025, 12:32:44 PM »

Kindly post images of all your colonies (in a spoiler, please)
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tom

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2494 on: January 17, 2025, 03:48:20 PM »

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SirHartley

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2495 on: January 17, 2025, 03:51:30 PM »

"Fenrir" outputs 8 ship hulls.
"Zumu" outputs 4.

The local quality of "Fenrir" determines faction-wide ship quality regardless of what items you may have installed on other planets because it has the highest ship hull output.
Not a bug, working just as intended. It's vanilla game behaviour :)
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tom

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2496 on: January 18, 2025, 10:05:14 AM »

"Fenrir" outputs 8 ship hulls.
"Zumu" outputs 4.

The local quality of "Fenrir" determines faction-wide ship quality regardless of what items you may have installed on other planets because it has the highest ship hull output.
Not a bug, working just as intended. It's vanilla game behaviour :)

Ah ok, thank you for helping me clarify this. I misinterpreted as I assumed that colonies that imported hulls were not "outputting". I just noticed this is because of the Expedition Hub, does this have a similar effect to the Salvage Yard?
« Last Edit: January 18, 2025, 10:10:41 AM by tom »
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SirHartley

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2497 on: January 18, 2025, 10:20:25 AM »

I do not know - the expedition hub is not part of my mods! Sorry.
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joebob73

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2498 on: January 18, 2025, 02:24:55 PM »

"Fenrir" outputs 8 ship hulls.
"Zumu" outputs 4.

The local quality of "Fenrir" determines faction-wide ship quality regardless of what items you may have installed on other planets because it has the highest ship hull output.
Not a bug, working just as intended. It's vanilla game behaviour :)

Ah ok, thank you for helping me clarify this. I misinterpreted as I assumed that colonies that imported hulls were not "outputting". I just noticed this is because of the Expedition Hub, does this have a similar effect to the Salvage Yard?
It's probably the expedition hub.  I had the same issue occur in a run without this mod.  Getting my heavy industry ship hull production above the expedition hub's fixed it.

tom

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2499 on: January 19, 2025, 02:08:18 AM »

I do not know - the expedition hub is not part of my mods! Sorry.

No problem, thanks for your help and for the great mod!


"Fenrir" outputs 8 ship hulls.
"Zumu" outputs 4.

The local quality of "Fenrir" determines faction-wide ship quality regardless of what items you may have installed on other planets because it has the highest ship hull output.
Not a bug, working just as intended. It's vanilla game behaviour :)

Ah ok, thank you for helping me clarify this. I misinterpreted as I assumed that colonies that imported hulls were not "outputting". I just noticed this is because of the Expedition Hub, does this have a similar effect to the Salvage Yard?
It's probably the expedition hub.  I had the same issue occur in a run without this mod.  Getting my heavy industry ship hull production above the expedition hub's fixed it.

I figured that was the case as well. I might have to shut down the industry at some point but it's a pretty interesting addition from Random Assortment of Things (I guess).
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Ballagarraidh

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2500 on: January 19, 2025, 03:13:33 PM »

Good day!

I was able to read up your reasons for why Commerce is bad, and I have to agree with you there, as for removing it entirely, I think having an independent market available is good enough to keep it around.

But if I were to suggest a possible nerf/change to make it not a must-have but something you can plan for, I would make it so that that player colonies with the Commerce Industry have whatever demands the colony has added to the total market value, essentially making it so that you can profit off of their demands with your exports. I know the in-faction demand is supposed to represent this, but I would like to think that's just the government side, and having the Commerce is an independent market you can tax.

This might be too strong though as it was previously default behavior that was removed in 0.9.1a:

- Total upkeep for a colony is reduced by up to 25% based on demand filled by in-faction sources
- Income from exports no longer counts demand at player colonies for total market value

Anyway, that is all, thanks for the time reading this.

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Uther Phobos

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2501 on: January 20, 2025, 07:12:11 PM »

I do not know - the expedition hub is not part of my mods! Sorry.
Well, it's a RAT building that has neither inherent bonuses nor can use Nanoforges, so it would only produce base quality by its nature.
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Pushover

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2502 on: January 20, 2025, 09:16:53 PM »

I do not know - the expedition hub is not part of my mods! Sorry.
Well, it's a RAT building that has neither inherent bonuses nor can use Nanoforges, so it would only produce base quality by its nature.
It is a building with highly variable output though - the output very much depends on where the expeditions visited.
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steve1592

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2503 on: January 24, 2025, 04:53:59 PM »

SirHartley is back! When will hidden arcology get fixed :)
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Pushover

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2504 on: January 25, 2025, 02:07:16 PM »

Bug with ruins:

The Hull Deconstructor appears to count as an industry while restoring the ruins (for the purposes of stability due to number of industries), despite not taking an industry slot once completed.

The Hull Forge has the opposite problem, it does not count as an industry while restoring the ruins, but does take an industry slot once completed.
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