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Author Topic: [0.97a] Grand.Colonies 2.0.e - More Building Slots - Scrollbar Edition  (Read 319539 times)

SirHartley

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Re: [0.95a] Grand.Colonies 1.0.b - More Building Slots
« Reply #30 on: April 17, 2021, 07:53:24 AM »




Pairs well with Industrial.Evolution



Fixed some crashes.


Change Log
1.0.b
  • Fixed - No longer crashes if a market is abandoned
  • Fixed - No longer crashes if a market is founded, changed, then transferred
[close]
« Last Edit: April 20, 2021, 03:30:14 PM by SirHartley »
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Dostya

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Re: [0.95a] Grand.Colonies 1.0.b - More Building Slots
« Reply #31 on: April 17, 2021, 10:21:09 AM »

I like this a lot, with mods adding more cool structures this takes the pressure off of what gets the spotlight this playthrough. One QOL note, when playing with SpeedUp one may leave capslock on when exiting a battle whether due to forgetfulness or to save time next battle. The page turn currently doesn't work if the shortcut key is set in lowercase and you forget to turn capslock off. This made a lot of sense in retrospect, but it was a bit of a mystery to figure out the first time since the vanilla shortcuts don't care about capitalisation.
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SirHartley

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Re: [0.95a] Grand.Colonies 1.0.b - More Building Slots
« Reply #32 on: April 17, 2021, 10:52:31 AM »

Thank you for the input, I made a note and will fix that for the next update!
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jablonowski

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Re: [0.95a] Grand.Colonies 1.0.b - More Building Slots
« Reply #33 on: April 17, 2021, 11:18:08 AM »

Great mod  ;)
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megabot

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Re: [0.95a] Grand.Colonies 1.0.b - More Building Slots
« Reply #34 on: April 19, 2021, 01:29:20 PM »

so umm...I do not know if it is just me but, if i try to press Q to change pages I just get sent into the command menu. I am currently not at the colony itself. is that Intended or..?
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SirHartley

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Re: [0.95a] Grand.Colonies 1.0.b - More Building Slots
« Reply #35 on: April 19, 2021, 01:42:40 PM »

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megabot

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Re: [0.95a] Grand.Colonies 1.0.b - More Building Slots
« Reply #36 on: April 19, 2021, 03:43:50 PM »


i am only sad now that there is no donkey/dum dum emoji
anyways, thank you...i will go back to crawling into moloch's nest now...
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SirHartley

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Re: [0.95a] Grand.Colonies 1.0.b - More Building Slots
« Reply #37 on: April 19, 2021, 03:58:46 PM »

:P

I'll be adding functionality that changes the icon into a small warning sign when under remote access, you are not the only one asking this and I think it'll alleviate some confusion.
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SirHartley

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Re: [0.95a] Grand.Colonies 1.0.c - More Building Slots
« Reply #38 on: April 20, 2021, 03:28:51 PM »



Save compatible with any prior version.


Pairs well with Industrial.Evolution



Implemented QOL Feedback, there is now an indicator if toggle is possible, and caps lock doesn't matter anymore.


Change Log
1.0.c
  • Added - Indicator showing if page toggle is possible
  • Adjusted - now also toggles the page if "Q" is pressed instead of "q"
[close]
« Last Edit: April 20, 2021, 03:43:59 PM by SirHartley »
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Reza

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Re: [0.95a] Grand.Colonies 1.0.c - More Building Slots
« Reply #39 on: April 22, 2021, 09:40:01 AM »

hey cool mod, really useful, but i ran into a problem unfortunately,
when i invade a colony for the first time, i get to own the colony no problem, but when it gets recaptured by any faction, i get mad, normal right?
so i rush to recapture it, but when i destroy the planet's starstation the game immediately crashes, so i checked the log, and scrolled down, and i found this:



java.lang.NullPointerException
   at com.fs.starfarer.api.plugins.GrandColonies_modPlugin.resetMarket(GrandColonies_modPlugin.java:204)
   at com.fs.starfarer.api.plugins.GrandColonies_modPlugin.access$100(GrandColonies_modPlugin.java:21)
   at com.fs.starfarer.api.plugins.GrandColonies_modPlugin$PlayerOpenedMarketListener.reportPlayerClosedMarket(GrandColonies_modPlugin.java:59)
   at com.fs.starfarer.campaign.CampaignEngine.reportPlayerClosedMarket(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.newui.for.dismiss(Unknown Source)
   at com.fs.starfarer.ui.newui.V.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)



i can upload the log if that helps, thanks for the mod.
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tsoods

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Re: [0.95a] Grand.Colonies 1.0.c - More Building Slots
« Reply #40 on: April 22, 2021, 11:27:55 AM »

Hey, yall, i have encountered a problem. The Persian League conquered one of my planets and when i leave the colony interaction menu of said once owned-colony, the game crashes. The .log file points to the Grand Colonies mod.

4328256 [Thread-9] INFO  sound.null  - Playing music with id [faction_generic_market_01_hostile_var01.ogg]
4349590 [Thread-3] INFO  sound.O  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
4349591 [Thread-3] INFO  sound.O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
4349592 [Thread-7] INFO  sound.O  - Cleaning up music with id [faction_generic_market_01_hostile_var01.ogg]
4349782 [Thread-9] INFO  sound.O  - Creating streaming player for music with id [faction_generic_market_01_hostile_var01.ogg]
4349783 [Thread-9] INFO  sound.null  - Playing music with id [faction_generic_market_01_hostile_var01.ogg]
4349845 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.plugins.GrandColonies_modPlugin.resetMarket(GrandColonies_modPlugin.java:204)
   at com.fs.starfarer.api.plugins.GrandColonies_modPlugin.access$100(GrandColonies_modPlugin.java:21)
   at com.fs.starfarer.api.plugins.GrandColonies_modPlugin$PlayerOpenedMarketListener.reportPlayerClosedMarket(GrandColonies_modPlugin.java:59)
   at com.fs.starfarer.campaign.CampaignEngine.reportPlayerClosedMarket(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.newui.for.dismiss(Unknown Source)
   at com.fs.starfarer.ui.newui.V.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
« Last Edit: April 22, 2021, 11:30:58 AM by tsoods »
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SirHartley

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Re: [0.95a] Grand.Colonies 1.0.c - More Building Slots
« Reply #41 on: April 22, 2021, 01:15:37 PM »

both of you are probably on an old version of the mod, please update it. If the error persists, let me know.
thanks.
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Arazach

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Re: [0.95a] Grand.Colonies 1.0.c - More Building Slots
« Reply #42 on: April 25, 2021, 04:03:37 AM »

currently if you switch to an empty and then open build menu and mouse over a any building the cramped infrastructure will appear reporting 1 extra building. the modifier does not persist so it disappears after closing colony window
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SirHartley

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Re: [0.95a] Grand.Colonies 1.0.c - More Building Slots
« Reply #43 on: April 28, 2021, 01:22:17 PM »

Yup, I know - can't fix it though, no way to detect if an industry is added for a build check only, or if it's in queue.

it doesn't affect anything, do I'm not too concerned.
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darkond2100

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Re: [0.95a] Grand.Colonies 1.0.c - More Building Slots
« Reply #44 on: May 01, 2021, 05:49:29 AM »

Maybe a Spore-like game. We just need some earlier stages!
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