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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 1653142 times)

Avo42

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2505 on: January 26, 2025, 11:32:19 PM »

Hello I ran across a bug and am wondering how to fix it.

The bug is that after I beat the remnants guarding a derelict industry I get a prompt to "Send a salvage team down to the facility" and if I choose too instead of leaving I get a "NullPointerException: Null" message after which it only gives me the option to "Send a salvage team down to the facility" which only gives another Null pointer exception and no option to leave.
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wodzu_93

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2506 on: January 27, 2025, 02:41:48 PM »

Hello I ran across a bug and am wondering how to fix it.

The bug is that after I beat the remnants guarding a derelict industry I get a prompt to "Send a salvage team down to the facility" and if I choose too instead of leaving I get a "NullPointerException: Null" message after which it only gives me the option to "Send a salvage team down to the facility" which only gives another Null pointer exception and no option to leave.

This is Ashes of the Domain mod, not this one.
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Avo42

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2507 on: January 27, 2025, 07:12:15 PM »

oh oops I thought that it was from this mod sorry.
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Reshy

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2508 on: February 02, 2025, 08:47:46 PM »

You really should, just for fun, let the player slot in the Logistics Core into ships or administrator roles just to demonstrate how utterly terrible they are at anything but their use in the centralization bureau.
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SirHartley

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2509 on: February 03, 2025, 02:28:39 AM »

the problem with logistics cores isn't that they suck, it's that they are extremely, extremely good at doing just one single thing while completely disregarding all other context.
And boy do they love paperclips.

Handing control of a colony to one would be less than ideal.
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Crusader2113

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Re: [0.95.1a] Industrial.Evolution 2.2.h - Campaign content expansion
« Reply #2510 on: February 04, 2025, 01:53:48 PM »


Greetings, loving the mod so far, but I have a question :

Is there a way to config an Engineering hub myself to make it 1 ship = 1 blueprint?
I've browsed through the folders and the .jar file, but did not find anything related to the progress of the reverse engineering
sure, adjust IndEvo_EngHub.getBaseHullSizeValueMap(), then recompile the jar. Best of luck to you~

Please, I'm begging you, add the value map as an editable option in the lunalib settings menu. I've been trying to compile a new EngineeringHub.class using the raws in jars/IndEvo/src for 3 days.
I know the thing I have to change is this:

"private Map<ShipAPI.HullSize, Float> getBaseHullSizeValueMap() {
        Map<ShipAPI.HullSize, Float> valueMap = new HashMap<>();
        valueMap.put(ShipAPI.HullSize.FRIGATE, 1.00f);
        valueMap.put(ShipAPI.HullSize.DESTROYER, 1.00f);
        valueMap.put(ShipAPI.HullSize.CRUISER, 1.00f);
        valueMap.put(ShipAPI.HullSize.CAPITAL_SHIP, 1.00f);"

But half of the text is red. It seems as though its not when it is recognizing when it references thing from it's imported api . This is all way above my head, and I can't seem to find any further solution except grovelling.
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Pushover

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2511 on: February 05, 2025, 01:38:36 AM »

I was able to upgrade my Corporate Governance into a Cryorevival Facility when a Cryosleeper was in-system. Not sure if AotD was a contributing factor.

There's also weird interactions with Corporate Governance and AotD's updated Cryosleeper system since Corporate Governance causes the colony to immediately shrink from size 7 -> 6 and then the Cryosleeper causes it to grow back to size 7. This reapplied Luddic Majority each time, stacking stability and +production.
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sot

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2512 on: February 05, 2025, 11:13:51 AM »

After going over one combat again and again for a couple hours I would like to say: great mod, *** mortar stations.
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ElmerGlue

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2513 on: February 05, 2025, 04:13:34 PM »

Neuroconditioning compounds don't work at 11 ly away.
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Matheld

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2514 on: February 06, 2025, 09:43:53 AM »

You know, it would be nice if we could reverse engineer fighters and weapons as well with the engineering hub.
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drdragoon

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2515 on: February 08, 2025, 08:39:49 PM »

Just as an FYI, the mod currently has a bug where to remove the atmosphere, the game wants the planet to have the "has no atmosphere" trait INSTEAD of any neutral atmosphere capacity. I build an atmosphere terraformer building on a planet without an atmosphere, and it gives the the option of "remove atmosphere". If I have a planet that has an atmosphere/normal/reduced, I don't have the option of terraforming.

Very annoying.
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SirHartley

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2516 on: February 09, 2025, 01:34:43 AM »

this mod has no terraforming.
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drdragoon

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2517 on: February 09, 2025, 04:17:14 PM »

Whoops, I hit the wrong thread. My deepest apologies.
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steve1592

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2518 on: February 10, 2025, 01:08:28 PM »

Is there an update coming? I'd like to make use of underground arcology but it seems bugged.
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Uther Phobos

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2519 on: February 10, 2025, 06:42:28 PM »

the problem with logistics cores isn't that they suck, it's that they are extremely, extremely good at doing just one single thing while completely disregarding all other context.
And boy do they love paperclips.

Handing control of a colony to one would be less than ideal.
Sure, but everything would be exactly where it is supposed to be when it is supposed to be and it would never run out of paperclips. Though it might have a few to many logistic centers and not enough anything else.
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