Fractal Softworks Forum

Starsector => Mods => Modding => Topic started by: Mayan on August 19, 2019, 04:40:41 AM

Title: [0.9.1a] Terraforming [Beta] 0.0.2v
Post by: Mayan on August 19, 2019, 04:40:41 AM
Terraforming

(https://i.imgur.com/ybn91bf.jpg)

Simple mod that give some light structure to modify your colony hazard.

Features:
Spoiler

Beta 0.0.2V (Removable meaning can be remove, and should be removed automatically. If its not mention, do not remove the structure after complete)
(https://i.imgur.com/HF8Q31f.jpg)

Beta 0.0.1V
(https://i.imgur.com/BUMdGAm.png)

[close]

Downloads:
Spoiler

[Beta] 0.0.2v
https://mega.nz/#!gbI2CaaK!0rX6SwI2Gb7LMagHJo7beERW6E0EaeXWS98Sn7_XB6o

[Beta] 0.0.1v
https://mega.nz/#!QDQhDCLa!i3LOq7YIH6PWZqGqP1cHJwenHJexWJE46JGrz7H1Lg4

[close]

Notes:
* This mod is just starting, and you are welcome to write what changes you will like to see
* Next change going to make the structure away more expensive and require blueprint / special event to build them
* In the future, terminating planet will be more difficult. To keep the challenge of colonized
* Reporting bugs is a great help. In case of crash, please mind to copy the error log from the 'starsector.log' file
* I am aware there is allot of engRish, i will fix it next version   
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.1v
Post by: xenoargh on August 19, 2019, 07:25:10 AM
First off, I love this idea!  Second off, don't worry about "balance"; think of this as a way to test out mechanics that Alex might well want to put into the game.



Things I'd like to see:

Atmospheric Processors:  Temporary.  Huge machines convert no-atmosphere / bad atmosphere (Toxic, Polluted, Radiated) to a neutral state.  Should take 1 year and 5 million Credits to build.

Soil Creation:  Temporary.  Nanotech devices gradually build a layer of viable top-soil, allowing a planet to be farmed.  Improves farming by +1 or sets to 0 if less than 0.  Requires a planet with a breathable atmosphere, 1 year and 5 million Credits.

Planetary Intelligence Agency:  Permanent.  Eliminates Path incursions and greatly improves resistance vs. Pirate raids.  3 months, 1 million Credits to set up, costs 25K+ thereafter (whatever's roughly balanced for a Size 5 Colony, essentially- by Size 7, it shouldn't be a big cost).

Gravity Control:  Permanent.  Installs grav devices throughout the Colony, removing the penalties from Gravity.  6 months, 5 million Credits, but 10K (i.e., cheap) to maintain thereafter, as it uses up an Industry slot.

Tectonic Stabilization:  Temporary.  Using hypervelocity kinetic strikes, the tectonic plates of the planet are carefully shattered in a controlled way, greatly reducing earthquakes and other problems.  Removes "unstable" penalties.  1 Million Credits, 2 months to build.  (should be pretty cheap, this isn't terribly common).

Biocide:  Temporary.  Masers and massive sunlight reflectors are used to burn away harmful flora and fauna, along with the use of nanotech biocides, to make the planet 100% compatible with human-friendly lifeforms.  Removes "biohazard" penalty.  2 million Credits, 3 months.

Oort Cloud Bombardment:  Temporary.  Drones are sent to the Oort Cloud to collect water ice chunks and drop them on the planet, greatly improving the amount of surface water on the planet.  5 million Credits, 6 months.  Removes "arid" penalty, or if the planet is normal / Terran, can convert to a Water World!

Manufacturing Ring:  Permanent.  Builds a ring of manufacturing facilities orbiting the planet, greatly improving Accessibility and production.  All Industries get +2 production and Accessibility is improved by +2 as well.  10 million Credits and 1 year; costs 100K+ (whatever feels reasonably balanced for Size 7 Colonies; this is an end-game item).

Hyperspace Detectors:  Permanent.  Builds sophisticated new Hyperspace detectors, greatly improving the sensor reach of fleets in this System.  Basically, a planet-based way to build the same sensors usually installed in space.  500K to build, 15K to maintain.

AI Farm:  Permanent.  Uses "tamed" Remnant tech to gradually replicate AIs left in this planet's inventory, for an endless supply over time.  20 million Credits and 1 year to build, 500K to maintain.  3 months for Gamma cores to replicate, 6 months for Betas, 1 year for Alphas.

Military Construction Yards:  Permanent.  Special high-speed manufacturing facilities are built for purely military use.  Accelerates production of military vessels for local fleets by 100%, reduces D-Mods by 2, increases fleet sizes.  5 million Credits and 6 months to build, 200K to maintain. 

Marine Training Facilities:  Permanent.  Trains Marines and other ground forces in large numbers.  1 million Credits and 3 months to build, 100K to maintain.  Builds 100 Marines / month, plus Armaments / Heavy Armaments.  50K to maintain.

Cloning Center:  Permanent.  Clones and artificial-birthing facilities greatly accelerate population growth.  Gives Colony a constant growth-rate of 2% before any other factors are considered (i.e., additive).  Improves growth, but the clones are harder to integrate into society.  10 Million and 6 months to build, costs 25K and -2 Stability to maintain.


Basically, put in tools so that players can:

A.  Gradually fix up their worlds, at a cost in time and Credits.
B.  Use their Credits to build end-game content.
C.  Prepare for the final form of this game, where we're hoping that the Factions are dynamic and also able to make use of these kinds of things.
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.1v
Post by: Shad on August 19, 2019, 07:47:38 AM
From a "plausibility" standpoint, I would a building that remains on the platent and eats one of the building slots (and probably resources, like machinery and metals) to keep the effect. That way it will be consentent with Asharu, where  ruining a terraforming colony's income will actually disrupt terraforming.

Also, for consistensy with existing Sector tech, "solar mirrors" would be a better name than "atmosphere warmer" (to redirect light to or away from the planet).

Likewise "re-civilisation patrols" instead of "purge".

For planets with no stars, some alternate more expensive building (Nuclear heat generator arrays) could be used for heat production.

Title: Re: [0.9.1a] Terraforming [Beta] 0.0.1v
Post by: ActuallyUlysses on August 19, 2019, 07:58:14 AM
Purge Center icon is very joyful :)

If you have some free time and wish to learn about more plausible ways of terraforming planets, I recommend watching Isaac Arthur's video on terraforming. His "Colonizing Space" series is quite amazing.
https://www.youtube.com/watch?v=ikoNQNj9ZnU

Anyway, looking forward to adding this mod to my mod list once it get more developed. It looks like a solution to absurd amount of credits that late game players tend to end up with.
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.1v
Post by: Dwe on August 19, 2019, 10:11:11 AM
Was looking for a mod like this to appear for a couple of months now - even thought of creating my own (first) mod, but finally someone did it!

Sharing some of my thoughts about the mechanics:

* Lore friendly: Terraforming structures are already present in the game. They were built pre-collapse but remain functional. Most notably are the stellar shades and stellar mirrors, which don't even take up a building slot of the colony. The description of some planets also hint pre-collapse terraforming efforts, of which some have been completed and some not. Every new terraforming mechanig must be consistent with current in-game lore, meaning it must be VERY HARD to create.

* Limited: Terraforming technology should be limited to a small set of planetary conditions it can change to avoid being game-breaking. You shouldn't be able to create a garden eden out of every barren world on the outer rim of solar systems.

* Physically plausible: This is a sci-fi game but even sci-fi games try to be as consistent with physics as possible.

(Extending this post in a couple of hours when I get home from work - could not find a draft feature)
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.1v
Post by: JDCollie on August 19, 2019, 11:10:59 AM
Ooooh, I was hoping someone would make something like this!

As others have mentioned, I think a few buildings should be permanent. Balance wise, being able to convert every vaguely colonizeable planet in the sector to a garden world would very quickly break the game.

Perhaps this mod could interact with a certain quest related red industry you can acquire in vanilla in order to remove the "meteorite impacts" hazard?




First off, I love this idea!  Second off, don't worry about "balance"; think of this as a way to test out mechanics that Alex might well want to put into the game.



Things I'd like to see:

Atmospheric Processors:  Temporary.  Huge machines convert no-atmosphere / bad atmosphere (Toxic, Polluted, Radiated) to a neutral state.  Should take 1 year and 5 million Credits to build.

Soil Creation:  Temporary.  Nanotech devices gradually build a layer of viable top-soil, allowing a planet to be farmed.  Improves farming by +1 or sets to 0 if less than 0.  Requires a planet with a breathable atmosphere, 1 year and 5 million Credits.

Planetary Intelligence Agency:  Permanent.  Eliminates Path incursions and greatly improves resistance vs. Pirate raids.  3 months, 1 million Credits to set up, costs 25K+ thereafter (whatever's roughly balanced for a Size 5 Colony, essentially- by Size 7, it shouldn't be a big cost).

Gravity Control:  Permanent.  Installs grav devices throughout the Colony, removing the penalties from Gravity.  6 months, 5 million Credits, but 10K (i.e., cheap) to maintain thereafter, as it uses up an Industry slot.

Tectonic Stabilization:  Temporary.  Using hypervelocity kinetic strikes, the tectonic plates of the planet are carefully shattered in a controlled way, greatly reducing earthquakes and other problems.  Removes "unstable" penalties.  1 Million Credits, 2 months to build.  (should be pretty cheap, this isn't terribly common).

Biocide:  Temporary.  Masers and massive sunlight reflectors are used to burn away harmful flora and fauna, along with the use of nanotech biocides, to make the planet 100% compatible with human-friendly lifeforms.  Removes "biohazard" penalty.  2 million Credits, 3 months.

Oort Cloud Bombardment:  Temporary.  Drones are sent to the Oort Cloud to collect water ice chunks and drop them on the planet, greatly improving the amount of surface water on the planet.  5 million Credits, 6 months.  Removes "arid" penalty, or if the planet is normal / Terran, can convert to a Water World!

Manufacturing Ring:  Permanent.  Builds a ring of manufacturing facilities orbiting the planet, greatly improving Accessibility and production.  All Industries get +2 production and Accessibility is improved by +2 as well.  10 million Credits and 1 year; costs 100K+ (whatever feels reasonably balanced for Size 7 Colonies; this is an end-game item).

Hyperspace Detectors:  Permanent.  Builds sophisticated new Hyperspace detectors, greatly improving the sensor reach of fleets in this System.  Basically, a planet-based way to build the same sensors usually installed in space.  500K to build, 15K to maintain.

AI Farm:  Permanent.  Uses "tamed" Remnant tech to gradually replicate AIs left in this planet's inventory, for an endless supply over time.  20 million Credits and 1 year to build, 500K to maintain.  3 months for Gamma cores to replicate, 6 months for Betas, 1 year for Alphas.

Military Construction Yards:  Permanent.  Special high-speed manufacturing facilities are built for purely military use.  Accelerates production of military vessels for local fleets by 100%, reduces D-Mods by 2, increases fleet sizes.  5 million Credits and 6 months to build, 200K to maintain. 

Marine Training Facilities:  Permanent.  Trains Marines and other ground forces in large numbers.  1 million Credits and 3 months to build, 100K to maintain.  Builds 100 Marines / month, plus Armaments / Heavy Armaments.  50K to maintain.

Cloning Center:  Permanent.  Clones and artificial-birthing facilities greatly accelerate population growth.  Gives Colony a constant growth-rate of 2% before any other factors are considered (i.e., additive).  Improves growth, but the clones are harder to integrate into society.  10 Million and 6 months to build, costs 25K and -2 Stability to maintain.


Basically, put in tools so that players can:

A.  Gradually fix up their worlds, at a cost in time and Credits.
B.  Use their Credits to build end-game content.
C.  Prepare for the final form of this game, where we're hoping that the Factions are dynamic and also able to make use of these kinds of things.
I'd actually make nearly all of the terraforming structures you suggest here permanent. We all come across those 175% valuable-but-unprofitable planets. Having permanent terraforming would allow us to make use of such worlds (and potentially make them very good) without breaking the game by allowing players to colonize willy nilly.

As a compromise, perhaps have the terraforming structures enter a lower cost "maintenance mode" once the primary change is completed? That way they won't be sucking down credits, but they'll still take a slot.
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.1v
Post by: xenoargh on August 19, 2019, 12:21:58 PM
When I'm saying, "temporary" I mean it like the OP; i.e., you build a Thing, it does something, then it removes itself.  Sorry.
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.1v
Post by: Alphascrub on August 19, 2019, 12:44:34 PM
I think it would be interesting to see AI cores thrown into the mix. I keep coming across crashed terraforming drones in my modded games (this might actually be a modded feature, I really need to vanilla it up some more lol the lines of modded and unmodded don't exists for me anymore.) and I can't help myself from wondering wouldn't it be cool to take something like a core and nanoforge with some supplies and fix the terraforming drone. You could even make its variable based on the resources you add to the drone; an alphacore and a pristine nanoforge would probably let you fix/shape the planet a lot better than a gamma core and a corrupt nanoforge.
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.1v
Post by: Tartiflette on August 19, 2019, 01:13:58 PM
I have been mulling over something similar for a while and I may have had a couple of useful ideas.

First, with the exception of the decivilized removal building, every "terraformation building" does the same thing: lower the hazard rating. Thus to avoid needless clutter and extra work they can all be abstracted into a single structure rather than a different one for every single condition.

If you want to avoid any balance concern or lore breaking (why would a small new independent colony be able to terraform their planet when older larger ones have been unable to do so?) You could tie the ability to terraform a planet to a usable sporeship, in the same vein of the cryosleeper. With only a handful of these generated in any save, you could keep control on how many worlds could be terraformed. Whether those ships would be movable would be up to you but I would lean toward yes.
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.1v
Post by: Ed on August 19, 2019, 02:06:57 PM
This is exactly the type of mod i was looking for! Amazing stuff

Are you taking suggestions? This is not about terraforming, so maybe it should go on another mod, but would be nice if you could install special equipment in your industries other than the Sync core and the Nanoforges, stuff like Lobster Eggs to allow Aquaculture planets to produce that super special Lobster, or certain type of forbidden seeds to allow farms to make Happy Pills
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.1v
Post by: Nick XR on August 19, 2019, 02:56:44 PM
Great idea!

I'd personally like a lore friendly terraforming mod with the feature set of:


That would be in keeping with in-game established lore, and not require permanent buildings to support it (of if you do keep them around, have them be structures that don't consume spots have and a low up-keep).

While terraforming other problems away like techtonics or gravity might be nice, they aren't really in keeping with lore and would create some balance issues. 

As far as costs go, I feel like the one-time upfront cost should be pretty high and require, if possible, a lot of materials.  Which would explain why other factions aren't building them and to demonstrate that only a truly powerful space empire could do it.
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.1v
Post by: Spess Mahren on August 19, 2019, 10:58:48 PM
Hoping this mod turns out well. When it comes to advice I'm thinking to have the terraforming act like tech mining with the rate of completion proportional to colony size and when it reaches the last stage the player can simply disassemble it with the maintenance and such of the solar shade/etc just being abstracted out. Have all the terraforming options be very expensive in maintenance and commodity cost with progress completely stalled if any kind of shortage appears. Considering the lore of the game there should be a quest for each non basic terraforming option in order to be able to create a makeshift solar mirror/etc with some conditions simply being unchangeable.

High gravity, low gravity, tectonic activity, extreme tectonic activity, and irradiated strike me as conditions that could never be significantly migitated in lore.

Regarding extreme weather and inimical biosphere I am honestly unsure if a means to remove those conditions would be sensible in lore even after finding some lost tech. The inimical biosphere would likely require killing everything on the planet and extreme weather has many possible causes so I can't think of a "one size fits all" solution for that.

decivilized sub population, pollution, water covered surface, and meteor impacts seem like options that the player could reasonably just be given at start since dealing with them would mostly be a matter of brute force rather then lost tech. The difficulty of decivilized should scale to the level of the ruins on the planet and forcing integration should basically be treated like waging a war when dealing with a large sub population and that should be factored into the risks. I could see the difficulty of dealing with pollution scaling with the size of the planets ruins. As for meteor impacts, considering that its a +50% hazard increase dealing with it should just replace it with a new +25% hazard "lessened meteor impacts" condition.

No atmosphere, thin atmosphere, cold, extreme cold, hot, extreme heat, darkness, poor light, and no farmland condition would be conditions that need a quest to get the necessary lost tech and would only be able to mitigate half of the more extreme conditions. So it would go like this...

no atmosphere --> thin atmosphere OR thin atmosphere --> regular atmosphere via a atmosphere creation facility.

extreme cold --> cold OR cold --> regular temperature via a stellar mirror facility.

extreme heat --> hot OR hot --> regular temperature via a stellar shade facility.

dense atmosphere --> new +25% hazard condition "lessened dense atmosphere" AND toxic atmosphere --> new +25% hazard condition "lessened toxic atmosphere" via a atmosphere expulsion facility.

darkness --> poor light OR poor light --> regular light via a orbital illumination facility.

no farmland condition --> poor farmland via a life seeding facility but said facility could only be built if the planet is viable for life which would roughly translate to having the habitable modifier.
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.1v
Post by: Mayan on August 20, 2019, 01:21:17 PM
First off, I love this idea!  Second off, don't worry about "balance"; think of this as a way to test out mechanics that Alex might well want to put into the game.

Things I'd like to see:

Atmospheric Processors:  Temporary.  Huge machines convert no-atmosphere / bad atmosphere (Toxic, Polluted, Radiated) to a neutral state.  Should take 1 year and 5 million Credits to build.
...
You have good ideas for new structures, Also i would love to spend my credit on end-game as well

Purge Center icon is very joyful :)

If you have some free time and wish to learn about more plausible ways of terraforming planets, I recommend watching Isaac Arthur's video on terraforming. His "Colonizing Space" series is quite amazing.
https://www.youtube.com/watch?v=ikoNQNj9ZnU
...
Thank you, the video fascinating !, i am already half in

I have been mulling over something similar for a while and I may have had a couple of useful ideas.
...
That right, and i also want to add blue-print from the domain-era as your pass to build those (in the future)
Also i think its fair to have some difficult penalties that will always stay

This is exactly the type of mod i was looking for! Amazing stuff
...
I happy you like it ! yes i do, even so this mod is about lower hazard, and less about production, but maybe we will see such things. feel free to add more

Great idea!

I'd personally like a lore friendly terraforming mod with the feature set of:
...
I agree, Its impotent for me as well to make it a lore-friendly as possible



I am in busy times, but i hope to release new version in the next week
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.1v
Post by: Originem on August 20, 2019, 07:24:20 PM
Well, I do think such kind of function should be taken carefully because of balance and game experience.

Terraforming means a lot. It could change the game life. Making a player more powerful is not good for the game experience I think.

But It will be okay if balancing the price and the reward correctly. Like making this as an end-game target.
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.1v
Post by: Keld_Rhygar on August 21, 2019, 11:16:10 PM
Cool mod, looking foward to more features.

I've sent you a private message, please let me know if you haven't received it, as it's not showing up in my "sent messages".
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.1v
Post by: MesoTroniK on August 22, 2019, 01:48:16 AM
Cool mod, looking foward to more features.

I've sent you a private message, please let me know if you haven't received it, as it's not showing up in my "sent messages".

You need to check this option in your forum profile settings.

"Save a copy of each Personal Message in my outbox by default."
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.1v
Post by: Keld_Rhygar on August 22, 2019, 02:08:52 AM
Cool mod, looking foward to more features.

I've sent you a private message, please let me know if you haven't received it, as it's not showing up in my "sent messages".

You need to check this option in your forum profile settings.

"Save a copy of each Personal Message in my outbox by default."
Thank you for the heads up
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.1v
Post by: Matthew_Collins on August 22, 2019, 02:44:24 PM
Version Checker marks this mod as unsupported, and I can't seem to be able to build the structures. Am I dumb?
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.1v
Post by: Keld_Rhygar on August 23, 2019, 12:29:28 AM
Make sure the planet is "habitable". Won't show up otherwise. Also does NOT work on extreme hot/cold. It only works on normal hot/cold.
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.1v
Post by: Matthew_Collins on August 23, 2019, 03:00:22 AM
Make sure the planet is "habitable". Won't show up otherwise. Also does NOT work on extreme hot/cold. It only works on normal hot/cold.

Ahh I see, that'll do it. Definitely found it after making a few more colonies in more habitable areas. Fantastic mod!
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.1v
Post by: Mechanist on August 23, 2019, 03:31:15 AM
"Catchy name* takes lobsters for 6 months (or more, maybe a year) and "plants" them. (requires water world)
After that the planet can farm volturnian lobsters with normal farming as if it was Volturn.
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.2v
Post by: Mayan on September 01, 2019, 02:03:07 PM
Beta 0.0.2 just released. Moving from 0.0.1 to 0.0.2 save file, should be fine, but not guaranteed. Moving from not terminating mod at all, should be fine as well  :)
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.2v
Post by: Keld_Rhygar on September 01, 2019, 03:19:32 PM
Good to see that the author is still working on this, good work!  ;D
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.2v
Post by: Ed on September 01, 2019, 04:50:28 PM
Awesome, but can you add a mirror? I can't access the download.
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.2v
Post by: Sapfearon on September 01, 2019, 08:46:55 PM
YES! My dream comes true!
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.2v
Post by: Eddren on September 02, 2019, 06:51:06 AM
I dunno if you saw the same thread, but apparently all the coding for spawning the orbital mirrors and shades and such are actually in the Starsector files associated with the systems. If you can find them, I doubt it would be that much extra work to jury-rig the starbase spawning script into working for the stellar shaders and orbital mirrors for their respective buildings.
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.2v
Post by: Agile on September 02, 2019, 07:11:23 AM
A lot of yall are talking lore, and how we only see solar shades and the like.

But think about this:

The sector we are in is a absolute backwater; so much so that the only battlegroup the Domain sent to our sector was a disgraced one that was sent with only lightly moddified ships. And even back then such ships were extremely powerful. On top of that they sent out Drones, which even to this day are powerful enough to give the factions a run for their money (Mothership anyone?).

So think about it; the Domain had enough resources to send minor terraforming technology onto several worlds, a battlegroup that used its resources to create an entire faction into itself after the gates shutdown, and several drone / survey / cryosleeper ships into what is considered the ass end of nowhere, galactic scale wise.

What do you think the Domain has in its home worlds or core sectors? They'd probably have the tech to completely terraform a 300% hazard planet into a lush 100% hazard oasis, they just don't have the resources to send such powerful technology to our sector before the Gates collapsed considering we are a slum, galactic wise.

So it wouldn't be a surprise if attacking Remnant fleets allows us to find classified blueprints that Tri Tachyon might have stolen and secretly hidden from the Domain before the Gates shut down, and then hid again within the Remnant fleets when they still thought they could control them in the AI wars.

Or maybe a quest to find them, who knows. It'd make them properly end game and still require massive resources to do.
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.2v
Post by: MeinGott on September 04, 2019, 11:28:13 AM
This mod is very well-thought and I cant wait for updates :)
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.2v
Post by: krisslanza on September 04, 2019, 12:00:26 PM
A lot of yall are talking lore, and how we only see solar shades and the like.

But think about this:

The sector we are in is a absolute backwater; so much so that the only battlegroup the Domain sent to our sector was a disgraced one that was sent with only lightly moddified ships. And even back then such ships were extremely powerful. On top of that they sent out Drones, which even to this day are powerful enough to give the factions a run for their money (Mothership anyone?).

So think about it; the Domain had enough resources to send minor terraforming technology onto several worlds, a battlegroup that used its resources to create an entire faction into itself after the gates shutdown, and several drone / survey / cryosleeper ships into what is considered the ass end of nowhere, galactic scale wise.

What do you think the Domain has in its home worlds or core sectors? They'd probably have the tech to completely terraform a 300% hazard planet into a lush 100% hazard oasis, they just don't have the resources to send such powerful technology to our sector before the Gates collapsed considering we are a slum, galactic wise.

So it wouldn't be a surprise if attacking Remnant fleets allows us to find classified blueprints that Tri Tachyon might have stolen and secretly hidden from the Domain before the Gates shut down, and then hid again within the Remnant fleets when they still thought they could control them in the AI wars.

Or maybe a quest to find them, who knows. It'd make them properly end game and still require massive resources to do.

Lore-wise, that makes sense. Just not sure if the game actually supports "Colony" blueprints in that way.
That being said, removing some of the issues aren't probably that hard. Like Decivilized is mostly an issue of spending the time, manpower and resources to really root out the troublesome holdouts.
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.2v
Post by: Agile on September 04, 2019, 02:34:28 PM
A lot of yall are talking lore, and how we only see solar shades and the like.

But think about this:

The sector we are in is a absolute backwater; so much so that the only battlegroup the Domain sent to our sector was a disgraced one that was sent with only lightly moddified ships. And even back then such ships were extremely powerful. On top of that they sent out Drones, which even to this day are powerful enough to give the factions a run for their money (Mothership anyone?).

So think about it; the Domain had enough resources to send minor terraforming technology onto several worlds, a battlegroup that used its resources to create an entire faction into itself after the gates shutdown, and several drone / survey / cryosleeper ships into what is considered the ass end of nowhere, galactic scale wise.

What do you think the Domain has in its home worlds or core sectors? They'd probably have the tech to completely terraform a 300% hazard planet into a lush 100% hazard oasis, they just don't have the resources to send such powerful technology to our sector before the Gates collapsed considering we are a slum, galactic wise.

So it wouldn't be a surprise if attacking Remnant fleets allows us to find classified blueprints that Tri Tachyon might have stolen and secretly hidden from the Domain before the Gates shut down, and then hid again within the Remnant fleets when they still thought they could control them in the AI wars.

Or maybe a quest to find them, who knows. It'd make them properly end game and still require massive resources to do.

Lore-wise, that makes sense. Just not sure if the game actually supports "Colony" blueprints in that way.
That being said, removing some of the issues aren't probably that hard. Like Decivilized is mostly an issue of spending the time, manpower and resources to really root out the troublesome holdouts.

The Red Planet quest, once completed, gives you the Planetary Shield blueprint that unlocks a colony upgrade. So "colony blueprints" exist and are properly coded in, so its possible to have advanced colony structures locked behind blueprints that you have to work for (maybe Remnant Nexus drop? Random blueprint drops in Mothership fights? Etc).
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.2v
Post by: Transuni on September 14, 2019, 06:04:35 AM
wowwwww! awesome, i cant wait to play it
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.2v
Post by: Hague on September 14, 2019, 10:08:54 AM
I'm of the mind that these modifiers should apply slowly over time. Perhaps a series of self-upgrading buildings that replace modifiers over time. So instead of completely negating the Hot modifier it gives a reduced hazard rating that improves over time as the building upgrades itself over time.

I'm also of the mind that planets should have orbital and surface slots that limit how much stuff you can reasonably have in orbit. In the same way a space station gets added to a planet's orbit, solar shades and mirrors should be visible in-orbit. Orbital and terrestrial industries could be differentiated by orbital facilities having immunity to terrestrial hazards like weather, biome, and gravity. Imagine, finding an orbital gas mining platform that can only mine organics and volatiles

As a side note, I believe new products should be added to the marketplace to reflect the idea of active terraforming: Terraforming Liquids and Gases that would be specifically mined from ice and gas giants.

Terraforming should take a very long time and happen gradually, in my opinion. There should be high tech and low tech versions. High tech should be more efficient and effective but walled behind discovery of blueprints while some low-tech versions should be available but very expensive and only achieve results very very slowly.
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.2v
Post by: Sapfearon on September 14, 2019, 10:41:33 AM
I'm of the mind that these modifiers should apply slowly over time. Perhaps a series of self-upgrading buildings that replace modifiers over time. So instead of completely negating the Hot modifier it gives a reduced hazard rating that improves over time as the building upgrades itself over time.

I'm also of the mind that planets should have orbital and surface slots that limit how much stuff you can reasonably have in orbit. In the same way a space station gets added to a planet's orbit, solar shades and mirrors should be visible in-orbit. Orbital and terrestrial industries could be differentiated by orbital facilities having immunity to terrestrial hazards like weather, biome, and gravity. Imagine, finding an orbital gas mining platform that can only mine organics and volatiles

As a side note, I believe new products should be added to the marketplace to reflect the idea of active terraforming: Terraforming Liquids and Gases that would be specifically mined from ice and gas giants.

Terraforming should take a very long time and happen gradually, in my opinion. There should be high tech and low tech versions. High tech should be more efficient and effective but walled behind discovery of blueprints while some low-tech versions should be available but very expensive and only achieve results very very slowly.

solar shades and mirrors are visible tho. After you build them you get 3 shades near you planet :)
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.2v
Post by: Longsword01 on September 15, 2019, 01:17:15 AM
Just a small note, the descriptions of the Orbital Shade and Orbital Mirror are backwards.  The mirror describes what the shade does and the shade describes the mirror.
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.2v
Post by: Yunru on September 17, 2019, 05:03:27 AM
I'd love it if you could split off Purge and have it happen automatically (and for free) once you hit maximum colony size (since they're all civilised now).
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.2v
Post by: Hague on September 22, 2019, 02:38:32 PM
Like I mentioned before, I believe the processes these buildings go through should be gradual. You could make each have 4 extra self-upgrading tiers. The upgrades happen after each other and instead of completely negating a penalty, they give a habitability bonus of +5% per tier (with 5% at the starting tier) until they complete their last upgrade which would either remove the effect completely or give a habitability trait that negates the effect of the base trait. By adding this granularity to the terraforming system the projects could be very long term but with immediate partial results to give the player some benefit in the meantime.

I would suspect that terraforming actions would attract the attention of the Luddic Path so having long project times would give them the opportunity to sabotage them or send raiding fleets.
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.2v
Post by: MeatVegetable on September 25, 2019, 04:09:31 PM
Like I mentioned before, I believe the processes these buildings go through should be gradual. You could make each have 4 extra self-upgrading tiers. The upgrades happen after each other and instead of completely negating a penalty, they give a habitability bonus of +5% per tier (with 5% at the starting tier) until they complete their last upgrade which would either remove the effect completely or give a habitability trait that negates the effect of the base trait. By adding this granularity to the terraforming system the projects could be very long term but with immediate partial results to give the player some benefit in the meantime.

I would suspect that terraforming actions would attract the attention of the Luddic Path so having long project times would give them the opportunity to sabotage them or send raiding fleets.
I agree with this sentiment here, making these take a long time, then have their pay off, but attracting attention would make it so the player had to think on their toes or something like that. But unfortunately that requires a ton of work from the modder, I think.

I was actually going to learn how to mod just to make something similar to this but since it exists I don't really need to, unless you want help... I'd just have to learn how to mod in general and what to even do, I know the basics of coding but I've never done modding.
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.2v
Post by: DifficultyTweak on September 29, 2019, 09:35:59 AM
Hey, this is probably unwanted, but I cleaned up your industries.csv file and made the descriptions a lot better to read. I also changed out the image for the Thin Atmosphere structure with the Air Exchange from the Half-Life 2 beta, which should be fine since this mod would likely fall under "fan art" as according to the Steam Subscriber Agreement. Put the airexchange.png file in \graphics\icons\industry or the game might *** itself, I dunno.

Good luck on the mod though, dude.

[attachment deleted by admin]
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.2v
Post by: blueberry on October 06, 2019, 04:54:36 PM
hey can you add a mirror for the download, i can't seem to even reach the site to download it or does anyone have the files?
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.2v
Post by: Yunru on October 24, 2019, 06:59:36 AM
A small quibble:
Atmosphere Warmer and Cloud Generator both work on worlds with no atmosphere.

EDIT: Also it'd be nice if Orbital Mirrors got rid of Poor Light too.
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.2v
Post by: SYDWAD on October 27, 2019, 03:18:31 AM
I very much +1 this mod

I would like to see in this (or preferably a separate mod to companion this) super expensive and ludicrous upgrades to existing industries like:
Farming: Vertical Farming
Waystation: Orbital Hub
Star Fortress: Orbital Plate (Warhammer)
Orbital Works:  Ring of Iron (Also Warhammer, and would grant a tremendous buff to defense as well, would appear as a solid wall across the defender's side of the battlemap)
Heavy Batteries: Orbital Cannon (would make any orbital bombardment half as effective as long as its not disrupted)
Megaport: Space Elevator (only buildable on planets without High Gravity stat)

And some sort of upgrade or two to refineries and mining. For mining maybe "Quarries" then "Strip Mining" that says "in thousands of years might turn the planet to dust" but doesn't actually do anything like that.

I would also like there to be a bigger downside to saturation bombardment, make it to it will remove any farm land on the planet and maybe have a chance to add "irradiated" or "pollution" to the planet.
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.1v
Post by: ASSIMKO on November 01, 2019, 06:58:34 AM
First off, I love this idea!  Second off, don't worry about "balance"; think of this as a way to test out mechanics that Alex might well want to put into the game.



Things I'd like to see:

Atmospheric Processors:  Temporary.  Huge machines convert no-atmosphere / bad atmosphere (Toxic, Polluted, Radiated) to a neutral state.  Should take 1 year and 5 million Credits to build.

Soil Creation:  Temporary.  Nanotech devices gradually build a layer of viable top-soil, allowing a planet to be farmed.  Improves farming by +1 or sets to 0 if less than 0.  Requires a planet with a breathable atmosphere, 1 year and 5 million Credits.

Planetary Intelligence Agency:  Permanent.  Eliminates Path incursions and greatly improves resistance vs. Pirate raids.  3 months, 1 million Credits to set up, costs 25K+ thereafter (whatever's roughly balanced for a Size 5 Colony, essentially- by Size 7, it shouldn't be a big cost).

Gravity Control:  Permanent.  Installs grav devices throughout the Colony, removing the penalties from Gravity.  6 months, 5 million Credits, but 10K (i.e., cheap) to maintain thereafter, as it uses up an Industry slot.

Tectonic Stabilization:  Temporary.  Using hypervelocity kinetic strikes, the tectonic plates of the planet are carefully shattered in a controlled way, greatly reducing earthquakes and other problems.  Removes "unstable" penalties.  1 Million Credits, 2 months to build.  (should be pretty cheap, this isn't terribly common).

Biocide:  Temporary.  Masers and massive sunlight reflectors are used to burn away harmful flora and fauna, along with the use of nanotech biocides, to make the planet 100% compatible with human-friendly lifeforms.  Removes "biohazard" penalty.  2 million Credits, 3 months.

Oort Cloud Bombardment:  Temporary.  Drones are sent to the Oort Cloud to collect water ice chunks and drop them on the planet, greatly improving the amount of surface water on the planet.  5 million Credits, 6 months.  Removes "arid" penalty, or if the planet is normal / Terran, can convert to a Water World!

Manufacturing Ring:  Permanent.  Builds a ring of manufacturing facilities orbiting the planet, greatly improving Accessibility and production.  All Industries get +2 production and Accessibility is improved by +2 as well.  10 million Credits and 1 year; costs 100K+ (whatever feels reasonably balanced for Size 7 Colonies; this is an end-game item).

Hyperspace Detectors:  Permanent.  Builds sophisticated new Hyperspace detectors, greatly improving the sensor reach of fleets in this System.  Basically, a planet-based way to build the same sensors usually installed in space.  500K to build, 15K to maintain.

AI Farm:  Permanent.  Uses "tamed" Remnant tech to gradually replicate AIs left in this planet's inventory, for an endless supply over time.  20 million Credits and 1 year to build, 500K to maintain.  3 months for Gamma cores to replicate, 6 months for Betas, 1 year for Alphas.

Military Construction Yards:  Permanent.  Special high-speed manufacturing facilities are built for purely military use.  Accelerates production of military vessels for local fleets by 100%, reduces D-Mods by 2, increases fleet sizes.  5 million Credits and 6 months to build, 200K to maintain. 

Marine Training Facilities:  Permanent.  Trains Marines and other ground forces in large numbers.  1 million Credits and 3 months to build, 100K to maintain.  Builds 100 Marines / month, plus Armaments / Heavy Armaments.  50K to maintain.

Cloning Center:  Permanent.  Clones and artificial-birthing facilities greatly accelerate population growth.  Gives Colony a constant growth-rate of 2% before any other factors are considered (i.e., additive).  Improves growth, but the clones are harder to integrate into society.  10 Million and 6 months to build, costs 25K and -2 Stability to maintain.


Basically, put in tools so that players can:

A.  Gradually fix up their worlds, at a cost in time and Credits.
B.  Use their Credits to build end-game content.
C.  Prepare for the final form of this game, where we're hoping that the Factions are dynamic and also able to make use of these kinds of things.


That above, it would be very good.
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.2v
Post by: NephilimNexus on November 30, 2019, 12:56:48 PM
Question: Do these count as Industries or not?  Meaning do they take up a slot or no?
Title: Re: [0.9.1a] Terraforming [Beta] 0.0.2v
Post by: theville on December 25, 2019, 04:56:37 AM
Does this works with other terraforming mods? or does this mods works with better colonies?

Just asking!