Unfortunately this isn't the case as I only have one colony with an orbital works.
Thank you for the save! Should be fixed up.
Actually, it looks like custom production code is in the api. Here is the relevant code for 0.95.1a:
Spoiler
float quality = 0f;
for (MarketAPI market : Global.getSector().getEconomy().getMarketsCopy()) {
if (!market.isPlayerOwned()) continue;
quality = market.getStats().getDynamic().getMod(Stats.PRODUCTION_QUALITY_MOD).computeEffective(0f);
quality += market.getStats().getDynamic().getMod(Stats.FLEET_QUALITY_MOD).computeEffective(0f);
}
quality -= Global.getSector().getFaction(Factions.PLAYER).getDoctrine().getShipQualityContribution();
quality += 4f * Global.getSettings().getFloat("doctrineFleetQualityPerPoint");
And here is the ship quality code from 0.95a-RC15:
float quality = 0f;
for (MarketAPI market : Global.getSector().getEconomy().getMarketsCopy()) {
if (!market.isPlayerOwned()) continue;
quality = Math.max(quality, ShipQuality.getShipQuality(market, Factions.PLAYER));
}
quality -= Global.getSector().getFaction(Factions.PLAYER).getDoctrine().getShipQualityContribution();
quality += 4f * Global.getSettings().getFloat("doctrineFleetQualityPerPoint");
So whereas 0.95a was taking the maximum ship quality out of all player-owned markets, if I'm reading this correctly, 0.95.1a is just using the ship quality info of whatever happens to be the last player-owned market in the market list. Makes sense then, since my last colony is a throwaway tech-mining colony, but it doesn't seem like this was intended.
Yeah... this code has some real "I was halfway through changing it and had to step away and then forgot" energy to it.
I just noticed ill-advised modifications can be removed now, is this a bug? How long have you been able to do this? If it stays this way, I'll absolutely use some LP ships now!
I think it's been a thing ever since the "Restore" button has worked
I'm having a lot of fun with the new phase ship. The last update, phase ships were so fragile, you could only sneak attack. The new penalties make it much more of a brawl, and I like it like that. My Shade hardly ever comes back in without its armor completely shredded.
Phase Anchor is near broken. It's kind of like SO for phase ships. I can use the cooldown reduction to push ridiculous amounts of damage with a basic set of weapons. Just try a Harbinger with two phase lances and an ion pulser. It hasn't lost any power after the quantum disrupter nerf.
I mean, have you seen how fast phase anchor adds charges to an ion pulser? That's going to be absolutely broken once I get [REDACTED]
*thumbs up* (Going to keep an eye on Phase Anchor, of course, but just vis a vis phase ships being more fun!)
i find passing through slipstreams when not aligned with my destination rather annoying, since autopilot handles it wierd, and i got to use eburn. Even if it doesnt make much sense, could "moving slow" allow you to pass through? Mostly QoL perspective
Hmm - I feel like moving slow would probably be more annoying than an e-burn. That said, though, I'm ok with them being a minor obstacle sometimes, and I'd rather keep them different than undermine their feel with "move slow" avoiding their effect. But it also wouldn't work anyway! "Move slow" has a specific behavior inside the slipstream, acting as a brake.
But in the opposite, the mods use new feature of the dependency mod won't warn the player if the dependency mod is old...
Hmm, they should though? Just checked; if you have a version mismatch between the required mod and the actual mod it'll warn the user.