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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98] Ashes of The Domain  (Read 960618 times)

Singingdragonlrd

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Re: [0.98] Ashes of The Domain
« Reply #1995 on: April 05, 2025, 06:33:29 AM »

Created this account just for this. *** you for the AI core event chain that ends with the destruction of the colony.

I get having to include a failstate or bad outcome depending on the choices throughout the event chain; but have that influence the remnant fleet that attacks or add a second attack wave that grows in strength if you made the bad choices. Something that actually still gives players some agency and impact, whilst still potentially suffering a consequence. This current implementation is frustrating and unfun; and only serves to *** with the player after they successfully defeat the fleet just to have their colony with a pristine nanaforge and a few alpha cores destroyed.
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fuuuuuuuuuuu

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Re: [0.98] Ashes of The Domain
« Reply #1996 on: April 05, 2025, 10:04:30 AM »

(NOT the full package, missing the hotfixes atm apparently)

If not the full package, then what, where? Wham am i missing here?
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petrorana02

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Re: [0.98] Ashes of The Domain
« Reply #1997 on: April 06, 2025, 12:44:51 AM »

So I Have A Problem With The Nidavelir Complex I Searched The Whole Galaxy And I Did Not Find It So I Looked In The Save File And Found It But The Problem Is
It Is In The Alpha Site With The Ziggurat -_- Maybe There Should Be Some Failsafe To Prevent It From Spawning In A Non Acssesable/Uncolonizable Location
That Is 50 Hours Ruined Since I Want To Have It
I Played On 0.97a With Vok V3.1.6

For Anyone Curius How To Find It In The Save File Just Go To Starsector0.97a-rc11\saves Pick The Newest Save_(*123456789*) Open campaign.xml And Find aotd_pluto_station Or aotd_nidavelir_complex Example That To Look For <st>aotd_nidavelir_complex</st>
 
Spoiler
<market cl="PCMarket" z="402939">
<id>market_site_alpha</id>
<name>Alpha Site</name>
<primaryEntity cl="Plnt" ref="402790"></primaryEntity>
<memory cl="Memory" z="402940">
<d z="402941">
<e>
<st>$ruinsExplored</st>
<bp>true</bp>
</e>
</d>
</memory>
<cond z="402942">
<st>ruins_vast</st>
<st>no_atmosphere</st>
<st>aotd_nidavelir_complex</st>
<st>dark</st>
<st>cold</st>
<st>irradiated</st>
<st>IndEvo_RuinedInfra</st>
</cond>
 
[close]
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Duzzit

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Re: [0.98] Ashes of The Domain
« Reply #1998 on: April 06, 2025, 01:31:20 AM »

(NOT the full package, missing the hotfixes atm apparently)

If not the full package, then what, where? Wham am i missing here?

On the website, you can download each module individually. I used to do that since I actually only really wanted the cryosleeper stuff once.
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Cat-in-the-Hat

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Re: [0.98] Ashes of The Domain
« Reply #1999 on: April 06, 2025, 04:23:26 AM »

Hmm, major bug I encountered with aotd_derelict_factory_fleet & the pre-existing research condition modifiers (aotd_pre_collapse_fac?? It's the one that gives +1 research / month in its description): I discovered 10+ of them, each time retreating from the fleet (as I was in no way powerful enough at the exploration point to defeat them) but marking the map with a little chest (important!). Decided to start colonizing, so left my current faction, went to a place with 5+ nearby (within 10 LY) and started a new colony / faction (on a planet without one). Perfect! Time to see how this research mechanic works...

And then discovered that every single instance where I had previously discovered them had vanished. Fleets, Research condition planet modifier, poof. All gone. The actually insane part of this is that other than saves, I had not re-loaded or quit the game for this to happen! Literally all in a single play session! 

I've searched the log ("research") and found nothing, and there's been no error messages so at a bit of a loss?!? Searching the log I can find:
Code
34990 [Thread-2] INFO  com.fs.starfarer.loading.SpecStore  - Loaded spec with id [aotd_pre_collapse_fac]
, then no other mention of it: I found (and spawned) many of them while exploring, but aotd_pre_collapse_fac doesn't exist on listconditons (using Cheat Console)!!! The log does, however, have many many of this type of error:
Code
46344 [Thread-5] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [assortment_of_things.abyss.entities.AbyssalFractureSmall] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
.

This might be the issue (?!?)
Code
106536 [Thread-2] ERROR boggled.scripts.BoggledTerraformingProjectEffectFactory$ColonizeAbandonedStation  - ColonizeAbandonedStation aotd_colonize_abandoned_station has invalid station construction factory boggled_gatekeeper_station
106563 [Thread-2] ERROR boggled.campaign.econ.boggledTools  - Mod aotd_remnant_station terraforming project industry_remnant_station not found, ignoring
106564 [Thread-2] INFO  boggled.campaign.econ.boggledTools  - Terraforming Project Mods aotd_boggled_construct_siphon_station has invalid project effect aotd_add_siphon_station_to_entity
so a potential conflict with the Terraforming mod?

One thing I did notice: there are multiple double instances of building projects - in this case, one research can have a hyperdimensional processor added to it, the other cannot - suggesting that a mod merge / cross-over is not working as intended (I don't know which mod has hyperdimensional processor in it). Both are listed as from AotD - Vaults of Knowledge so it's not a case of another mod adding the same ID / name in (and yes: I do delete the mod directory before installing new versions and this is a fresh install, first AotD install on this machine before you ask):

Running 0.98a-RC5, I do have (listing mods that do stuff to colonies): IndEvo,  Better Colonies, Grand Colonies, R.A.T and the terraforming one running as well.

Would appreciate if anyone had any idea why / how a whole condition class (and the fleets!) just vanished. They existed, then as soon as I made a custom faction / first colony, poooof.


EDIT: just read that the complete package doesn't have updated files, so... Now I have 0.98 single installs for all of them (not save compatible) so I'll... start a new game & pray that aotd_pre_collapse_fac doesn't vanish galaxy-wide again.
« Last Edit: April 06, 2025, 05:36:09 AM by Cat-in-the-Hat »
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Cat-in-the-Hat

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Re: [0.98] Ashes of The Domain
« Reply #2000 on: April 06, 2025, 08:04:40 AM »

0.98a-RC7 + 0.98 VoK (single install, up to date):

Have 4 research databanks in the research facility tab; installed on a planet with a pre-collapse facility; drop down doesn't work, CTRL+T doesn't work. Banging my head against this mod, it's rough going. And yes, I have read the wiki - https://ashesofthedomain.wiki.gg/wiki/Vaults_of_Knowledge. Leaving this text intact in case someone googles it / does a thread search.

Found it, there's a hidden tab on the top left of the screen that tastefully merges into the background nebulae (but shortcut/drop down are now non-functional). After pressing it once, a new tab is added to the "D" menu.



« Last Edit: April 06, 2025, 08:42:16 AM by Cat-in-the-Hat »
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Arghy

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Re: [0.98] Ashes of The Domain
« Reply #2001 on: April 06, 2025, 12:26:00 PM »

Damn way back when those fleets disappearing were an issue i thought they fixed that but apparently not. You definitely don't want to start exploring until your fleet can handle a medium REDACTED fleet but even then you'll still see some BB's occasionally which are brutal.
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vagabond1

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Re: [0.98] Ashes of The Domain
« Reply #2002 on: April 06, 2025, 09:51:52 PM »

I had the same bug where double research facility shows up.

One of them never researches and just eats your databank while stalled at 10%. The other one actually works, and there is no way to tell which one is which.
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Cat-in-the-Hat

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Re: [0.98] Ashes of The Domain
« Reply #2003 on: April 06, 2025, 10:38:25 PM »

I had the same bug where double research facility shows up.

One of them never researches and just eats your databank while stalled at 10%. The other one actually works, and there is no way to tell which one is which.

If you go to the website, d/l the single individual versions of the mods (not the complete package) - this is fixed in the 0.98 build that is live atm.

Ok, another bug / issue - previously running Nex + IndEvo (+10 faction mods etc etc), getting free S-mods on stuff made with a Hull Forge + Alpha core wasn't an issue and anything made defaulted to using it. I've set up in a similar manner (with largest ship production @ same colony as forge) but... nothing I make uses it. Since AotD replaces the vanilla setup with this new layout (and no option to use the old interface), how do I get my free S-mods on forged ships?!

This is just getting irritating - you'd think with a live Discord, playing nice with the most popular mods used would be taken for granted. For the record, I just made another Smart which got no extra S-mods barring the inbuilts (gantry, survey, HR sens).

« Last Edit: April 07, 2025, 06:10:57 AM by Cat-in-the-Hat »
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Kaysaar

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Re: [0.98] Ashes of The Domain
« Reply #2004 on: April 07, 2025, 10:34:24 AM »

I had the same bug where double research facility shows up.

One of them never researches and just eats your databank while stalled at 10%. The other one actually works, and there is no way to tell which one is which.


If you go to the website, d/l the single individual versions of the mods (not the complete package) - this is fixed in the 0.98 build that is live atm.

Ok, another bug / issue - previously running Nex + IndEvo (+10 faction mods etc etc), getting free S-mods on stuff made with a Hull Forge + Alpha core wasn't an issue and anything made defaulted to using it. I've set up in a similar manner (with largest ship production @ same colony as forge) but... nothing I make uses it. Since AotD replaces the vanilla setup with this new layout (and no option to use the old interface), how do I get my free S-mods on forged ships?!

This is just getting irritating - you'd think with a live Discord, playing nice with the most popular mods used would be taken for granted. For the record, I just made another Smart which got no extra S-mods barring the inbuilts (gantry, survey, HR sens).


"This is just getting irritating - you'd think with a live Discord, playing nice with the most popular mods used would be taken for granted. For the record, I just made another Smart which got no extra S-mods barring the inbuilts (gantry, survey, HR sens)."
While i do understand that everything would be perfect if every mod played together and worked perfeclty. There is huge reason why AoTD is feature overhaul, and that is because it REPLACES a lot of vanilla mechanics and add new ones. I can't foresee what every mod does and add each time compat patch so it plays when x and y mod is enabled. Bonus content sure, because that is collab between two mod authors who come together to do sth, but I heavly disagree to take compatibilty as granted. All it is, is good will and *** tone of dedication from mod author.  If you are not fine with aotd not playing nice with all mods , you find it bs, then dont use this mod.
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Keybindet

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Re: [0.98] Ashes of The Domain
« Reply #2005 on: April 07, 2025, 10:42:56 AM »

I had the same bug where double research facility shows up.

One of them never researches and just eats your databank while stalled at 10%. The other one actually works, and there is no way to tell which one is which.


If you go to the website, d/l the single individual versions of the mods (not the complete package) - this is fixed in the 0.98 build that is live atm.

Ok, another bug / issue - previously running Nex + IndEvo (+10 faction mods etc etc), getting free S-mods on stuff made with a Hull Forge + Alpha core wasn't an issue and anything made defaulted to using it. I've set up in a similar manner (with largest ship production @ same colony as forge) but... nothing I make uses it. Since AotD replaces the vanilla setup with this new layout (and no option to use the old interface), how do I get my free S-mods on forged ships?!

This is just getting irritating - you'd think with a live Discord, playing nice with the most popular mods used would be taken for granted. For the record, I just made another Smart which got no extra S-mods barring the inbuilts (gantry, survey, HR sens).


"This is just getting irritating - you'd think with a live Discord, playing nice with the most popular mods used would be taken for granted. For the record, I just made another Smart which got no extra S-mods barring the inbuilts (gantry, survey, HR sens)."
While i do understand that everything would be perfect if every mod played together and worked perfeclty. There is huge reason why AoTD is feature overhaul, and that is because it REPLACES a lot of vanilla mechanics and add new ones. I can't foresee what every mod does and add each time compat patch so it plays when x and y mod is enabled. Bonus content sure, because that is collab between two mod authors who come together to do sth, but I heavly disagree to take compatibilty as granted. All it is, is good will and *** tone of dedication from mod author.  If you are not fine with aotd not playing nice with all mods , you find it bs, then dont use this mod.
He always can learn to code himself.
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Euripides

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Re: [0.98] Ashes of The Domain
« Reply #2006 on: April 07, 2025, 12:47:25 PM »

Is there a summary of the main features this mod collection adds?

I mean like
* Adds cryosleeper mechanics that do xyz
* Adds 12 new industries that do this and that
* Adds research progression that goes like this and does that

The website is really vague, I need something a little more descriptive so that I can decide if I actually want to play with this.
Reading the website it's kind of like hearing a guy go, "yeah this is super cool it does all the stuff" and yet I have no idea what the "stuff" is.

Why does anyone play with these mods, what's good about them?
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Cat-in-the-Hat

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Re: [0.98] Ashes of The Domain
« Reply #2007 on: April 07, 2025, 05:16:11 PM »

While i do understand that everything would be perfect if every mod played together and worked perfeclty. There is huge reason why AoTD is feature overhaul, and that is because it REPLACES a lot of vanilla mechanics and add new ones. I can't foresee what every mod does and add each time compat patch so it plays when x and y mod is enabled. Bonus content sure, because that is collab between two mod authors who come together to do sth, but I heavly disagree to take compatibilty as granted. All it is, is good will and *** tone of dedication from mod author.  If you are not fine with aotd not playing nice with all mods , you find it bs, then dont use this mod.

Industrial Evolution is one of the oldest, best regarded and feature rich mods for this game. Snubbing it seems deliberate, petulant and childish, if I am being honest. However, your own wiki states: There is soft compatibility with Industrial Evolution and other mods which add new industries however there will be issues with mods that override the same values such as upkeep, scaling production/demand cost, and construction time. https://ashesofthedomain.wiki.gg/wiki/Vaults_of_Knowledge

Stating in your own wiki that soft compatibility exists and then flouncing in and stating "If you are not fine with aotd not playing nice with all mods , you find it bs, then dont use this mod" is just plain weird. Plain removing a core feature of that mod then makes me doubt that you haven't also removed all bonuses from other mods. i.e. I now have to wonder if those +25% fleet size bonuses from RAT colony conditions or +20% hull quality bonuses from alpha cores are working, or if you've decided that "the purity of your mod" over-writes all other mods. Which is especially egregious given that AotD-VoK doesn't replace these mechanics with its own.

Which I suspected was happening, but can't find an actual over-view telling me useful stuff like "what is the current +% quality bonus to hulls in my empire" but now I have to check due to the immaturity of the author and lack of transparency in documentation. Sure, website is nice, but it's sure thin on actually telling me the mechanics or details, ain't it?


He always can learn to code himself.

She already can, thanks. Java17, not so much.

The website is really vague, I need something a little more descriptive so that I can decide if I actually want to play with this.
Reading the website it's kind of like hearing a guy go, "yeah this is super cool it does all the stuff" and yet I have no idea what the "stuff" is.

This guy gets it.

~

Real easy solution is to add a toggle on the manufacturing page or even just an option via setup "use Hull Forge bonuses? Y/N". Or I'll go fix it myself.
« Last Edit: April 07, 2025, 05:28:27 PM by Cat-in-the-Hat »
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Game_And_Glitch3

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Re: [0.98] Ashes of The Domain
« Reply #2008 on: April 07, 2025, 05:46:37 PM »

Is there a way to edit the config to allow more colonies while commissioned?
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ultrashotpull

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Re: [0.98] Ashes of The Domain
« Reply #2009 on: April 07, 2025, 07:07:19 PM »

Query: how do I find the TASC research options in the new menu? I assumed that clicking on the big ol' 'AoTD - Vaults of Technology' thing would do it, since it does drop a ghost of a drop-down menu, but unless the presence priority or whatever it's called is borked, all I'm getting is a 2mm long empty box.
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There's nothing better in life than a giant heck-off laser cannon capable of deleting planets. Except maybe a giant heck-off railgun that can do the same thing.
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