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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a] AI-Retrofits  (Read 180486 times)

alaricdragon

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Re: [0.96a] AI-Retrofits
« Reply #60 on: December 08, 2023, 12:51:45 PM »

So I mean some of the things that aren't technically right or wrong, but are inconsistent; For example, when you open the fleet drone production window you have "salvage Drones" "survey drones" "raiding drones" "sub command node" and "improve an sub command node". There's only one capital letter there, in the second word of "salvage Drones". It would look better if they were all lower-case, or if they matched Starsector's standard arrangement of first letter capitalized. "Salvage drones" "Survey drones" "Raiding drones" "Sub command node" and "Improve a sub command node". It's just being consistent. Speaking of sub command nodes, they're referred to in that menu as sub command nodes while in other menus they're "Sub-Command Nodes".
I had no idea that starsector has a stranded for this. although i didint think of it mush. I cant help but be a bit amused by the fact only letter at random is canalized. i will have to look at all the strings in my mod and change them according to this stranded. i was planning on moving all my strings over to somewhere they can be edited easy anyhow. so that might help.

There is one thing that may be purely visual but also could be indicative of a wider problem: The Population & Infrastructure industry (even the regular human one) is considered as created by this mod according to Which-Industry, and also displays the description as "<number> of people call <name>name home." It adds the word "name" to the end of the actual name; my size 3 colony named Bre reads "Thousands of people call Brename home." I don't know the technical side of modding, but I worry that changes to something as fundamental as the population and infrastructure building could lead to incompatibilities with other mods. Or maybe not! But the extra "name" should probably go.
The Population & Infrastructure industry being from my mod is not how i wanted it to be. i had to replace the inter industry with one that mimics the old one just so i could have the different image and description when you have a AI market. I do have a plan to kinda fix this, by making a sub library in market retrofits that allows any industry to be modified by multiple modders at once, so to avoid incompatibility. but for now, AI-Retrofits will need to continue to override the old population and infrastructure.
as for the issue with the name being added onto the end of text? that... is not something i knew about. i will be working on this mod next weak, and will see if i can find out what on earth is causing this issue. hopefully i can fix it. if its caused by my mod.

(And I just want to re-iterate that I'm not here to make you feel bad or anything, I wouldn't have written this up if I thought it was terrible and a waste of time!)
Dont you worry about it. i know my mod is not 100% yet. and im greatfull that you were willing to point out some issues with it. tbh, i wish more people would come here and tell me the issues with my mod. even if it means being offended a little bit. Its hard to debug a issue i don't even know is in my mod, you know? and finding out that my mod had, a major issue for 6 months at random when im playing is not the way i want to find out, you know?
I suppose what im trying to say, is thank you for the feedback =)
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Dinvan

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Re: [0.96a] AI-Retrofits
« Reply #61 on: January 10, 2024, 02:50:26 AM »

I'd love to see the remnants made in to a normal faction but the use  buildings from this mod instead.

I've just used console commands to populate a system and give planets to the remnants full of stuff from this mod(And tasc remnant station), hoping to see how that goes :D lol.
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Shogouki

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Re: [0.96a] AI-Retrofits
« Reply #62 on: January 10, 2024, 12:56:14 PM »

I'd love to see the remnants made in to a normal faction but the use  buildings from this mod instead.

I've just used console commands to populate a system and give planets to the remnants full of stuff from this mod(And tasc remnant station), hoping to see how that goes :D lol.

There is a Remnant Deserter faction from Yunru's mods.  They're basically neutral (aside from being hated by the Church) and have artificial bodies.
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alaricdragon

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Re: [0.96a] AI-Retrofits
« Reply #63 on: January 10, 2024, 03:37:21 PM »

I'd love to see the remnants made in to a normal faction but the use  buildings from this mod instead.

I've just used console commands to populate a system and give planets to the remnants full of stuff from this mod(And tasc remnant station), hoping to see how that goes :D lol.
good luck, and tell me if you have any issues. although i don't foresee anything going wrong with that, I have never tested my industry's on a none player faction. the remnant having a faction that uses my industry's is something i have thought about in the past, though I will likely not implement that. at least not anytime soon. maybe once im done with the 'core' of this mod i will think about making a sub-mod that does that, but not right now.
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Shogouki

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Re: [0.96a] AI-Retrofits
« Reply #64 on: January 12, 2024, 05:00:27 PM »

A quick question: I've just created some autonomous astropolis' but they list "NaN" for their growth rate even though they are supplied with the necessary commodities and each have the worker production facilities.  They're all only size 3 so they should have room to grow still.  Am I doing something wrong?
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alaricdragon

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Re: [0.96a] AI-Retrofits
« Reply #65 on: January 13, 2024, 11:55:57 AM »

A quick question: I've just created some autonomous astropolis' but they list "NaN" for their growth rate even though they are supplied with the necessary commodities and each have the worker production facilities.  They're all only size 3 so they should have room to grow still.  Am I doing something wrong?
no. this is a known bug caused by a unknown interaction between mods. im trying to make a fix right now, but it only seems to happen to some people.
however, there is something that -might- fix it? it is unknown at this time, but i have created a branch that may or may not do something (one person tried it, and it seemed to magically fix everything)? its stable, and should act as the same update as the release version. so try this:
something that might fix it
make sure to save-copy your save before updating your mod to this one, and if it magically fixes everything, you can go back to the release version, as both versions are save combatable.
if not, it should at least give out some debug data to the log. and hopefully maybe help me create a fix for this in the future.
enjoy, and tell me if it works/does not work.
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Shogouki

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Re: [0.96a] AI-Retrofits
« Reply #66 on: January 13, 2024, 12:22:22 PM »

A quick question: I've just created some autonomous astropolis' but they list "NaN" for their growth rate even though they are supplied with the necessary commodities and each have the worker production facilities.  They're all only size 3 so they should have room to grow still.  Am I doing something wrong?
no. this is a known bug caused by a unknown interaction between mods. im trying to make a fix right now, but it only seems to happen to some people.
however, there is something that -might- fix it? it is unknown at this time, but i have created a branch that may or may not do something (one person tried it, and it seemed to magically fix everything)? its stable, and should act as the same update as the release version. so try this:
something that might fix it
make sure to save-copy your save before updating your mod to this one, and if it magically fixes everything, you can go back to the release version, as both versions are save combatable.
if not, it should at least give out some debug data to the log. and hopefully maybe help me create a fix for this in the future.
enjoy, and tell me if it works/does not work.

Thanks very much and I'll be sure to try this ASAP!  Unfortunately I'm going to be away from my PC for up to a week so I won't be able to report back until then, though I definitely will when able.
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Shogouki

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Re: [0.96a] AI-Retrofits
« Reply #67 on: January 13, 2024, 12:26:32 PM »

Also I forgot to mention that this game was being played in Starfarer mode which slows colony growth just in case that could be a factor.  And once I get back to my PC I can provide a list of my current mods if that would be helpful too.
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alaricdragon

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Re: [0.96a] AI-Retrofits
« Reply #68 on: January 14, 2024, 12:13:23 PM »

Also I forgot to mention that this game was being played in Starfarer mode which slows colony growth just in case that could be a factor.  And once I get back to my PC I can provide a list of my current mods if that would be helpful too.
what starfarer mode does has almost no chance of ever causing errors with colony growth. especially not this error, so feel free to not worry about that. but yes, when you get the chance please send me your mod list so i can look it over, and maybe if Im lucky find the mod combination responsible for this issue, provided it is a mod combination causing this issue.
also thanks for the help =)
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Shogouki

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Re: [0.96a] AI-Retrofits
« Reply #69 on: January 14, 2024, 02:12:49 PM »

Also I forgot to mention that this game was being played in Starfarer mode which slows colony growth just in case that could be a factor.  And once I get back to my PC I can provide a list of my current mods if that would be helpful too.
what starfarer mode does has almost no chance of ever causing errors with colony growth. especially not this error, so feel free to not worry about that. but yes, when you get the chance please send me your mod list so i can look it over, and maybe if Im lucky find the mod combination responsible for this issue, provided it is a mod combination causing this issue.
also thanks for the help =)

No problem and thank you!  I'm just sorry it'll be several days before I can get the list to you and try the fix.
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Shogouki

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Re: [0.96a] AI-Retrofits
« Reply #70 on: January 19, 2024, 08:29:58 PM »

I just wanted to say that I'm about 24-36 hours from being able to test your fix but I also have a quick question in case the fix doesn't work.  If I allowed my colonies to grow to size 6 as human colonies and only then built the population conversion facility would, once the facility is completed, I have a size 6 robotic colony assuming I have all the needed commodities?
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alaricdragon

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Re: [0.96a] AI-Retrofits
« Reply #71 on: January 20, 2024, 01:43:23 PM »

I just wanted to say that I'm about 24-36 hours from being able to test your fix but I also have a quick question in case the fix doesn't work.  If I allowed my colonies to grow to size 6 as human colonies and only then built the population conversion facility would, once the facility is completed, I have a size 6 robotic colony assuming I have all the needed commodities?
Hello, and sorry for the delayed response. The answer to that is yes, the 'population conversation facility' only adds on the AI-POP market condition, that basically handles everything. Although it takes a long time to build at that size. And even longer the large the market is.
Also, don't worry to mush about taking your time. Sometimes we gotta take time you know?
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Shogouki

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Re: [0.96a] AI-Retrofits
« Reply #72 on: January 21, 2024, 12:07:25 PM »

Unfortunately it didn't seem to work for me.  I deleted the previous mod folder and used the experimental one but the growth rate still was NaN.  I let it go for a few months and even changed the population back to humans and then did it again to change it back to robots but the growth was still NaN.  I wish I had something more useful to report.   :-[
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alaricdragon

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Re: [0.96a] AI-Retrofits
« Reply #73 on: January 25, 2024, 12:06:07 PM »

Unfortunately it didn't seem to work for me.  I deleted the previous mod folder and used the experimental one but the growth rate still was NaN.  I let it go for a few months and even changed the population back to humans and then did it again to change it back to robots but the growth was still NaN.  I wish I had something more useful to report.   :-[
well, ts useful data at least. knowing what works gives hints on what i should do. I really was hoping it would work though.
If you are willing, please give me the mod list you were using when you started to get this growth error. Hopefully some hints lie there.
also, as a question: when you changed the population back to humans, was the populations growth still NaN? or was did it fix itself, then break again when you turned the population into a robotic one?
also, im sorry it took me so long to respond. i was doing nothing, but in a way that's a good excuse for taking so long to respond.
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Shogouki

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Re: [0.96a] AI-Retrofits
« Reply #74 on: January 25, 2024, 01:46:52 PM »

Unfortunately it didn't seem to work for me.  I deleted the previous mod folder and used the experimental one but the growth rate still was NaN.  I let it go for a few months and even changed the population back to humans and then did it again to change it back to robots but the growth was still NaN.  I wish I had something more useful to report.   :-[
well, ts useful data at least. knowing what works gives hints on what i should do. I really was hoping it would work though.
If you are willing, please give me the mod list you were using when you started to get this growth error. Hopefully some hints lie there.
also, as a question: when you changed the population back to humans, was the populations growth still NaN? or was did it fix itself, then break again when you turned the population into a robotic one?
also, im sorry it took me so long to respond. i was doing nothing, but in a way that's a good excuse for taking so long to respond.

Oh no worries at all!  The population growth did go back to normal once I converted the colony back to human but returned to NaN when I converted it back again.  I just grew my colony size with a human population to the cap and then converted it.  Here's the list of my mods that I have activated:

Spoiler
"enabledMods": [
  "yunruLooseFiles",
  "yunruindustries",
  "$$$_lightshow_nc",
  "pantera_ANewLevel20",
  "AI-Retrofits",
  "advanced_gunnery_control_dbeaa06e",
  "A_S-F",
  "Cryo_but_better",
  "aod_core",
  "apex_design",
  "badgesector",
  "HMI_brighton",
  "ORK",
  "combatactivators",
  "chatter",
  "timid_commissioned_hull_mods",
  "aaacrew_replacer",
  "edshipyard",
  "EmergentThreats_Vice",
  "EmergentThreats_IX_Revival",
  "exoticatechnologies",
  "fast_engine_rendering",
  "GrandColonies",
  "HMI_SV",
  "HMI",
  "hte",
  "immersionFriendlyPortraitPack",
  "IndEvo",
  "Imperium",
  "timid_xiv",
  "kyeltziv",
  "lost_sector",
  "LTA",
  "lw_lazylib",
  "ArkLeg",
  "logisticsNotifications",
  "lunalib",
  "exshippack",
  "MagicLib",
  "Mayasuran Navy",
  "nexerelin",
  "pt_qolpack",
  "assortment_of_things",
  "roider",
  "scalartech",
  "shadow_ships",
  "swp",
  "sun_starship_legends",
  "tahlan",
  "Terraforming & Station Construction",
  "star_federation",
  "timid_tmi",
  "TTSC",
  "yunru_ttp",
  "TrulyAutomatedShips",
  "underworld",
  "vic",
  "vanidad",
  "vayrashippack",
  "which_industry",
  "whichmod",
  "yunru_arsenal",
  "yunru_cunt",
  "yunru_ht",
  "yunruhullmods",
  "yunru_midline_expansion",
  "yunru_ose",
  "yunru_pirate_collection",
  "yunruworlds",
  "yunrucore",
  "aaamarketRetrofits",
  "prvExtra",
  "prvPath",
  "prv",
  "shaderLib",
  "yunruHullModsLib"
]
[close]
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