Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 45 46 [47] 48 49 ... 119

Author Topic: [0.97a] Ashes of The Domain  (Read 682631 times)

MrKinneas

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.96a] Ashes of The Domain
« Reply #690 on: November 05, 2023, 04:31:02 AM »

Logged

Kaysaar

  • Admiral
  • *****
  • Posts: 544
    • View Profile
Re: [0.96a] Ashes of The Domain
« Reply #691 on: November 05, 2023, 04:42:37 AM »

sorry but where do i download Which-Industry mod?

https://fractalsoftworks.com/forum/index.php?topic=28262.0
thanks, i added this link to downlad links so there wont be issue for looking where to downlaod this mod
Logged

jorisR31

  • Ensign
  • *
  • Posts: 7
    • View Profile
Re: [0.96a] Ashes of The Domain
« Reply #692 on: November 05, 2023, 11:44:08 AM »

hello,

thanks for all your super work.

I don't know if someone or you have see this but I have a bug with Ouroboros quest.
I don't know why but the mission point on galactica system and not on a specific planet
but the desctiption present the saha planet (visited but nothing happen

could you please check please ?

if you need any complementary info in my game please tell me

thanks again for your big work
Logged

tovarichcookie

  • Ensign
  • *
  • Posts: 21
    • View Profile
Re: [0.96a] Ashes of The Domain
« Reply #693 on: November 05, 2023, 02:41:30 PM »

The Tri-Tachyon event keeps proccing over and over again, and it will not go away for some reason.

https://imgur.com/a/UCixoMc

Steps taken so far:

1 - Tri-tach event procs. I welcomed him to the colony, and the structure builds.
2 - Another event procs, UAF bakery event. I chose the option for them to keep a patrol fleet in orbit.
3 - I remove the Tri-tach building from my colony.
4 - The Tri-tach events keep proccing over and over again every in game month or so, and I politely refuse every time.

KarlianaVonMauser

  • Ensign
  • *
  • Posts: 14
    • View Profile
Re: [0.96a] Ashes of The Domain
« Reply #694 on: November 05, 2023, 04:57:11 PM »

So i found the Veil of Knowledge, but when i finished battling the defenders there, it crashed my game, showing the error "'Drop_Pob_Officer_Omega_core' not found".
Making it impossible to explore the planet.
Logged

Kaysaar

  • Admiral
  • *****
  • Posts: 544
    • View Profile
Re: [0.96a] Ashes of The Domain
« Reply #695 on: November 05, 2023, 10:31:15 PM »

The Tri-Tachyon event keeps proccing over and over again, and it will not go away for some reason.

https://imgur.com/a/UCixoMc

Steps taken so far:

1 - Tri-tach event procs. I welcomed him to the colony, and the structure builds.
2 - Another event procs, UAF bakery event. I chose the option for them to keep a patrol fleet in orbit.
3 - I remove the Tri-tach building from my colony.
4 - The Tri-tach events keep proccing over and over again every in game month or so, and I politely refuse every time.
in new version this should be fixed as refusing will make them ignore that planet for rest of game
Logged

Kaysaar

  • Admiral
  • *****
  • Posts: 544
    • View Profile
Re: [0.96a] Ashes of The Domain
« Reply #696 on: November 05, 2023, 10:31:33 PM »

So i found the Veil of Knowledge, but when i finished battling the defenders there, it crashed my game, showing the error "'Drop_Pob_Officer_Omega_core' not found".
Making it impossible to explore the planet.
I heard about this bug, but this is not caused by AoTD
Logged

Ovid

  • Ensign
  • *
  • Posts: 32
    • View Profile
Re: [0.96a] Ashes of The Domain
« Reply #697 on: November 06, 2023, 02:13:45 AM »

I haven't tested it myself yet, but is this mod compatible with the DIY Planets-Community Edition mod? I'm wondering specifically about that mod's ability to build new Hypershunts, and how it'd interact with AoTD's Lost Glory module's changes to hypershunts/etc.
Logged

Clockwokis

  • Ensign
  • *
  • Posts: 12
    • View Profile
Re: [0.96a] Ashes of The Domain
« Reply #698 on: November 06, 2023, 12:41:27 PM »

is there an actual use to decayed databanks?
Logged

Aran1

  • Ensign
  • *
  • Posts: 23
    • View Profile
Re: [0.96a] Ashes of The Domain
« Reply #699 on: November 06, 2023, 04:04:57 PM »

I've made a great discovery, the game will crash if you attempt to upgrade farming on a station. Who could have possibly guessed this could happen XD

This is sarcasm, if I wasn't in auto mode I would have known better than to try this. Was upgrading a couple dozen colonies when this happened so my brain was off.
Logged

Uther Phobos

  • Captain
  • ****
  • Posts: 298
    • View Profile
Re: [0.96a] Ashes of The Domain
« Reply #700 on: November 07, 2023, 03:59:41 AM »

is there an actual use to decayed databanks?

Some techs need the tech-specific databank and can't use generic ones. Fleetworks and Skunkworks come to mind.
Logged

Maethendias

  • Commander
  • ***
  • Posts: 217
  • Esteemed Warlord
    • View Profile
Re: [0.96a] Ashes of The Domain
« Reply #701 on: November 08, 2023, 11:32:15 AM »

some of the advanced industries seem to need some tuning

polymers especially come to mind....having a terran planet with normal organics makes them produce only 2 on a 6 size colony... which seems kinda off considering how you need 4 at LEAST to keep the respective production chains running, not to mention 6 for the pre collapse industries... which seems impossible

unless bores still work with those upgrades?

which would be kinda wierd considering these buildings are more about refining waste products than.... direct ressource extraction
« Last Edit: November 08, 2023, 11:35:04 AM by Maethendias »
Logged

Uther Phobos

  • Captain
  • ****
  • Posts: 298
    • View Profile
Re: [0.96a] Ashes of The Domain
« Reply #702 on: November 08, 2023, 05:03:54 PM »

some of the advanced industries seem to need some tuning

polymers especially come to mind....having a terran planet with normal organics makes them produce only 2 on a 6 size colony... which seems kinda off considering how you need 4 at LEAST to keep the respective production chains running, not to mention 6 for the pre collapse industries... which seems impossible

unless bores still work with those upgrades?

which would be kinda wierd considering these buildings are more about refining waste products than.... direct ressource extraction

Put it somewhere with Plentiful Organics, that should give you 4 base at size 6. Then get an Admin with Industrial Planning and story points or an Alpha core. Or all three and corner the market. Same for Volatiles.
If you're running IndEvo, you could use the Industrial Incentives Edict for another +1, too. But 6 is doable with just AotD and no other mods on a size 6 with room to spare.

Benefication works the same with Ore deposits, too.



On an unrelated noted, with Lost Glory the Hypershunt Tap still provides its +1 Industries bonus, making a colony with a Coronal Energetic Hub get +2 Industries total. Is that intended?
« Last Edit: November 08, 2023, 05:14:23 PM by Uther Phobos »
Logged

Leones

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.96a] Ashes of The Domain
« Reply #703 on: November 09, 2023, 02:05:15 AM »

the ui for research screen is going over the screen my display is 1366 x 768
Logged

CrusadeX

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.96a] Ashes of The Domain
« Reply #704 on: November 09, 2023, 02:55:23 PM »

Hey,

First I want to say it's a very impressive mod, a bit overwhelming and maybe too grindy for my taste but still: VERY impressive, had many playthroughs but now is the 1st with this mod.

I think I encountered a bug\error from this mod or mods that go with it, here's what I have so far:
- bug appearance: after I order a building upgraded(for this experience: to light industry or to heavy industry) and click on it to view options few times, an error appears and when I press OK the game crashes completely with a window message(image file added)
- log file - this is the part I think is relevant:
java.lang.NullPointerException
   at data.scripts.research.CancelUpgradeUIOverride.createTooltip(CancelUpgradeUIOverride.java:49)
   at com.fs.starfarer.campaign.ui.marketinfo.c$6.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.oÒ0000(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.c.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(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)

- added notes: i didn't have any crashes prior to this mod added. I added a few mods along this one that I can remmber:
HMI_brighton_0_0_3b
HMI_Supervillains_0_0_4d
ThirstSector :X
Hyperdrive
Random-Assortment-of-Things
HMI_Supervillains_0_0_4d
HMI_brighton_0_0_3b

thanks in advance, good luck & GJ with the mod! :)
Logged
Pages: 1 ... 45 46 [47] 48 49 ... 119