Fractal Softworks Forum

Starsector => Mods => Topic started by: boggled on October 28, 2019, 04:44:56 PM

Title: [0.9.1a] Terraforming and Station Construction (v5.4.5)
Post by: boggled on October 28, 2019, 04:44:56 PM
[0.9.1a] Terraforming and Station Construction (v5.4.5)

(https://github.com/boggled-starsector/boggled_modpack/raw/master/Forum%20Images/boggled_mod_panorama.png)

Download (https://github.com/boggled-starsector/boggled_modpack/raw/master/Terraforming%20and%20Station%20Construction.zip)

To use the features from this mod, add the respective abilities to your ability bar!
Video tutorial for adding abilities to the ability bar: https://i.imgur.com/ulvepTi.gif


Mod Features Guide:
Spoiler
Terraforming Features:
Spoiler
Managed using the Terraforming Control Panel ability. The ability icon looks like this: (https://github.com/boggled-starsector/boggled_modpack/raw/master/Forum%20Images/terraforming_control_panel.png)

The Terraforming Control Panel ability will open a dialog where you can select which planet type you want to transform your planet into. You can also improve certain conditions on the planet without changing the planet type. The ability will target the closest player-controlled planet in the system for managing terraforming projects on that planet. You cannot terraform planets you don't control.

How terraforming works:
Each terraforming project has a certain number of "terraforming progress points" required to complete it. You can view the list of projects and their respective point requirements using the Terraforming Control Panel. Terraforming progress points can be generated using the five terraforming structures listed below.

Some projects cost more or less points depending on the current conditions on the planet. For example, a planet with no atmosphere will require significantly more points to terraform than a planet that already has one. All terraforming project point requirements and modifiers can be edited using the settings file.

Possible terraforming projects:
Planets can be terraformed into seven different planet types. All planets except gas giants and planets with no light can be terraformed. Gas giant terraforming can be enabled using the settings file. The seven possible types are:

-Arcology
-Terran
-Water
-Jungle
-Arid
-Tundra
-Frozen

Please note that farmland, organics and volatiles resources are modified by terraforming. The projected resources on the planet after terraforming is completed are shown on the tool tip before you initiate a terraforming project. It is possible to reduce the resources on a planet depending on which planet type you transform it into.

The less desirable planet types cost less points to create. You can also remove negative conditions from a planet without changing its type. For example, if you have a Terran planet with negative conditions, you can select the Terran transformation to remove those conditions. You'll receive a large discount on the terraforming point cost if the planet is already the same type you're transforming it into.

There are also five projects that do not change the planet type. They are:

-Make climate mild
-Remediate pollution
-Establish meteor defense system
-Planet cracking operation
-Ouyang optimization
-Stabilize tectonics (disabled by default, can be enabled with settings file)
-Gravitational manipulation (disabled by default, can be enabled with settings file)

Not all planet types can be modified to gain mild climate.

Terraforming buildings:

(https://github.com/boggled-starsector/boggled_modpack/raw/master/Forum%20Images/industry/stellar_mirror.jpg)(https://github.com/boggled-starsector/boggled_modpack/raw/master/Forum%20Images/industry/stellar_shade.jpg)
Stellar Reflectors
"An array of orbital reflectors that can rapidly modify surface temperatures. They can do nothing on completely dark worlds, but can improve lighting conditions on worlds with poor but not absent light."

Adds 5 terraforming progress points per day to the planet it's located on. The upkeep cost is constant regardless of market size. Instantly removes the "poor light" condition when it finishes building. Has no immediate effect on temperatures - they can only be improved using the terraforming projects.


(https://github.com/boggled-starsector/boggled_modpack/raw/master/Forum%20Images/industry/terraforming_platform.png)
Terraforming Platform
"Establishes the command and control infrastructure necessary to support vast swarms of comet tug drones. The drones disperse throughout the system to haul comets back to this world to supply raw materials for terraforming. Requires a substantial amount of hulls and fuel for constructing and operating the drone fleet."

Adds 4 terraforming progress points per day to the planet it's located on. The upkeep cost and commodity demands are constant regardless of market size. Demands five ship hulls and five fuel. Failure to meet the demand will result in massively increased credit upkeep cost but no loss of functionality.


(https://github.com/boggled-starsector/boggled_modpack/raw/master/Forum%20Images/industry/atmosphere_processor.png)
Atmosphere Processor
"A network of towering constructs that spew various particles into the atmosphere. Will change the composition of the atmosphere over time to facilitate terraforming. Progress will be slow without a dedicated nanoforge to rapidly produce the necessary materials."

Adds 1 terraforming progress point per day to the planet it's located on. The upkeep cost and commodity demands are constant regardless of market size. Demands five heavy machinery. Installing a nanoforge and/or AI core will significantly increase the amount of progress points provided. Failure to meet the demand will result in massively increased credit upkeep cost but no loss of functionality.


(https://github.com/boggled-starsector/boggled_modpack/raw/master/Forum%20Images/industry/eisen_division.jpg)
Eisen Division
"Creating genetically-engineered organisms is the most efficient means of terraforming known to mankind. They can quickly proliferate over the entire surface of a world and convert colossal amounts of matter from one state to another. A research campus dedicated to genetic engineering is as effective at terraforming as it is expensive to fund, although using salvaged Domain-era equipment can reduce costs to a more manageable level. Considered blasphemous by the Luddic Church."

Adds 20 terraforming progress points per day to the planet it's located on. The upkeep cost and commodity demands are constant regardless of market size. Demands ten Domain-era artifacts if the Domain Archaeology industry is enabled. See the "Domain-tech" section below for information on that industry. Failure to meet the demand will result in massively increased credit upkeep cost but no loss of functionality.


(https://github.com/boggled-starsector/boggled_modpack/raw/master/Forum%20Images/industry/mass_driver.png)
Ismara's Sling
"Installs a network of gigantic mass drivers on the surface of the planet that can launch water-filled projectiles towards other worlds for terraforming purposes. It was designed by copying one of the few remaining mass drivers built on Ismara by the Eridani-Utopia Terraforming Corporation before the Collapse. Can only help terraform worlds in the same system."

Adds 8 terraforming progress points per day to other planets in the system. The upkeep cost and commodity demands are constant regardless of market size. Demands five heavy machinery. Failure to meet the demand will result in massively increased credit upkeep cost but no loss of functionality. There is no longer any requirement for desert-like worlds that an Ismara's Sling and/or Asteroid Processing exist in-system in order to terraform them. Can only be built on water, frozen and cryovolcanic planets.

(https://github.com/boggled-starsector/boggled_modpack/raw/master/Forum%20Images/industry/asteroid_processing.jpg)
Asteroid Processing
"Crashing asteroids rich in water-ice into planets is an effective means of terraforming - except when the asteroid is so large that the impact would be cataclysmic. In this case, the asteroid can be towed to a space station, where the water-ice can be safely extracted and shipped to the destination planet. Can only help terraform worlds in the same system."

Adds 8 terraforming progress points per day to planets in the system. The upkeep cost and commodity demands are constant regardless of market size. Demands five heavy machinery. Failure to meet the demand will result in massively increased credit upkeep cost but no loss of functionality. There is no longer any requirement for desert-like worlds that an Ismara's Sling and/or Asteroid Processing exist in-system in order to terraform them. Can only be built on stations.

(https://github.com/boggled-starsector/boggled_modpack/raw/master/Forum%20Images/industry/military_police_headquarters.jpg)
Military Police Headquarters
"Establishes a new paramilitary branch of the security forces with the mission of pacifying the criminal gangs and separatist groups residing on the fringes of civilization. Will eventually bring all the inhabitants of the colony under central government control, including any decivilized subpopulations, if provided with sufficient troops and equipment."

The only terraforming building that doesn't contribute terraforming progress points. Instead, it will remove the "decivilized subpopulation" condition if the marines and heavy armaments demand is met over a long period of time.


Buildings exclusive to arcology worlds
Spoiler
(https://github.com/boggled-starsector/boggled_modpack/raw/master/Forum%20Images/industry/aquarius.jpg)
Aquarius Protocol
"All telecommunications arcology-wide are routed through a centralized supercomputing facility known as the Aquarius Hub. This enables an AI core to surveil and censor most communications in real time. Increases stability by suppressing crime, extremism and dissent, and generates substantial revenue through the sale of collected data."

Increases market stability by 1. Installing an AI core will increase this amount, up to +6 stability total with an alpha AI core installed. Also generates a moderate amount of income.

(https://github.com/boggled-starsector/boggled_modpack/raw/master/Forum%20Images/industry/pheromone_splicer.jpg)
Pheromone Splicer
"It is well understood how certain chemicals can 'encourage' human reproduction. With the proper facilities, these substances can be mass produced and surreptitiously inserted into the air and water of the arcology, resulting in greatly increased population growth. Inhabitants who discover this scheme often become disillusioned and hostile towards the colony government, reducing stability."

Increases population growth. The default increase is 8 times the market size. For example, a market with a size of 7 would have a total population growth bonus of 8 (bonus multipler) x 7 (market size) = 56. AI cores and nanoforges can further increase the bonus multiplier to a maximum of 15. Reduces stability by 3 regardless of the magnitude of the growth bonus.

(https://github.com/boggled-starsector/boggled_modpack/raw/master/Forum%20Images/industry/smart_grid.jpg)
Smart Grid
"Omnipresent sensors within the arcology allow an artificial intelligence to identify the needs of inhabitants and satisfy them expeditiously using hordes of automated servitors. Industrial activities of all kinds become more productive and less hazardous."

Reduces hazard by 50% and increases industry commodity production by 1. Installing AI cores will drastically reduce upkeep costs.

(https://github.com/boggled-starsector/boggled_modpack/raw/master/Forum%20Images/industry/krill.jpg)
Krill Harvesting
"Arcology residents are told the marginally-edible nutrient blocks are produced by farming genemod krill native to Suddene. Supplies a large amount of food, but reduces stability due to persistent rumors that Suddene Green is, in fact, people."

Supplies food in an amount equal to the colony size plus two, but reduces stability by 3.
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The Crustacean Job
A quest that can unlock usage of the Seed Lobsters ability ((https://github.com/boggled-starsector/boggled_modpack/raw/master/Forum%20Images/lobster.png)). The quest can be initiated from the bar on Umbra in the Askonia system. You cannot initiate the quest if you're using randomized core worlds. To enable usage of the Seed Lobsters ability without completing the quest, disable the quest in the settings file.

Note that this quest has several different outcomes and not all outcomes lead to enabling the Seed Lobsters ability.
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Station Construction Features:
Spoiler
(https://github.com/boggled-starsector/boggled_modpack/raw/master/Forum%20Images/industry/astropolis_station.jpg)
Construct Astropolis Station
"Construct a space habitat large enough to host its own market. Due to its size and mass, it can only achieve a stable orbit around larger worlds that dominate their orbital path. Expensive to build and has no natural resources."

Construct a station in orbit around the planet where the industry is built. By default, up to three can be constructed per planet. The station has no resources and 100% hazard by default. The hazard and accessibility can be modified in the settings file. "Cramped Quarters" can also be enabled in the settings file. This will put a growth penalty on the station once it grows beyond a certain size.


(https://github.com/boggled-starsector/boggled_modpack/raw/master/Forum%20Images/construct_mining_station.png)
Construct Mining Station
"Construct a mining station in an asteroid belt or asteroid field."

Construct a mining station within an asteroid belt or an asteroid field. By default, only one can be built per system, but this can be modified using the settings file. Has 100% hazard by default, and ore resources that correspond to the number of asteroid belts in the system. The hazard and accessibility can be modified in the settings file. "Cramped Quarters" can also be enabled in the settings file. This will put a growth penalty on the station once it grows beyond a certain size.

(https://github.com/boggled-starsector/boggled_modpack/raw/master/Forum%20Images/construct_siphon_station.png)
Construct Siphon Station
"Construct a siphon station in orbit around a gas giant."

Construct a siphon station in orbit around a gas giant. Has volatiles resources equivalent to those of the host gas giant and 100% hazard by default. The hazard and accessibility can be modified in the settings file. "Cramped Quarters" can also be enabled in the settings file. This will put a growth penalty on the station once it grows beyond a certain size.


(https://github.com/boggled-starsector/boggled_modpack/raw/master/Forum%20Images/colonize_abandoned_station.png)
Colonize Abandoned Station
"Colonize an abandoned station."

Recolonize an abandoned station. Can target stations from this mod, stations from vanilla Starsector (ex. Port Tse Franchise Station) and certain stations from other mods.
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Gate Construction Features:
Spoiler
(https://github.com/boggled-starsector/boggled_modpack/raw/master/Forum%20Images/industry/astral_gate_industry.png)
Astral Gate
"Greatly improves accessibility for all same-faction markets in the system, but is prohibitively expensive to maintain without a steady supply of Domain-era artifacts. Gates are the apex of heresy according to the Luddic Church."

Astral gates can be construction using the "Construct Astral Gate" ability. You can then use the "Initiate Recall" and the switch target gate abilities to jump between gates you and/or your allied factions control. The abilities look like this:

(https://github.com/boggled-starsector/boggled_modpack/raw/master/Forum%20Images/abilities_screenshot.png)

By default, gates are built with a gatekeeper station orbiting them. The faction that controls the gatekeeper station owns the gate. The astral gate is represented via a structure on the gatekeeper station - it demands eight Domain-era artifacts and has a high upkeep. If the demand isn't met, the upkeep increases massively but gate function is not impacted. The gate provides +200% accessibility for the gatekeeper station and +50% accessibility for other allied markets within the same system.

If the player doesn't want to use the gatekeeper station, they can disable it using the settings file. If gatekeeper stations are disabled, or if the station around a particular gate is abandoned, the player must pay credits and fuel to use the gate. The amount is configurable using the settings file.


(https://github.com/boggled-starsector/boggled_modpack/raw/master/Forum%20Images/gift_astral_gate.png)
Gift Astral Gate
Build an Astral gate on behalf of another faction. They will immediately gain control of the gate, but for three cycles afterwards they will pay you 75,000 credits per month as interest on your initial investment of building the gate for them. The monthly interest payment value can be modified in the settings file. If left at the default value, the total value of the monthly payments will be approximately double the upfront cost of building the gate.

You can jump to and from gates controlled by a friendly faction for free.

You cannot gift an Astral gate to a faction you have a hostile relationship with, and if your relationship with a faction deteriorates to hostile after gifting them a gate, they will stop paying you monthly interest.


Penelope's Secret
A quest that can unlock usage of the Construct Astral Gate ability. The quest will be initiated when the player is traveling through hyperspace outside the core worlds. You cannot initiate the quest if you're using randomized core worlds. To enable usage of the Construct Astral Gate ability without completing the quest, disable the quest in the settings file.

Note that this quest has several different outcomes and not all outcomes lead to enabling the Construct Astral Gate ability (although it is much easier to get the "good" outcome than with The Crustacean Job).
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Domain-tech Features:
Spoiler
(https://github.com/boggled-starsector/boggled_modpack/raw/master/Forum%20Images/industry/domain_archaeology.png)
Domain Archaeology
"The Sector was plunged into a dark age as a result of the Collapse. Terraforming projects, megascale engineering and artificial intelligence research can still be pursued using technology available in the modern-day Sector, but at a prohibitive cost. Employing refurbished Domain-era equipment for these tasks is much more economical than using crude post-Collapse methods."

Industry that can only be built on planets with ruins. Supplies Domain-era Artifacts ((https://github.com/boggled-starsector/boggled_modpack/raw/master/Forum%20Images/domain_artifacts.png)), a commodity which is contraband according to Luddic factions. They can be sold for a high price on the open market.

Market size does not impact the amount of Domain-era artifacts supplied, but administrator skills and AI cores do. Scattered ruins supply one artifact, widespread ruins supply two, extensive ruins supply four and vast ruins supply eight. Many industries added by this mod demand domain-era artifacts. If you disable this industry in the settings file, those buildings will no longer demand them. Note that in a randomized sector, no NPC colonies produce Domain-era artifacts at the start of the game.


(https://github.com/boggled-starsector/boggled_modpack/raw/master/Forum%20Images/industry/skyhook_anchor.png)
Skyhook Anchor
"Install a skyhook anchor on an existing orbital station to increase accessibility. The incredibly strong materials needed for the skyhook cable can no longer be manufactured in the Sector - they must be salvaged from Domain-era ruins. The magnitude of the accessibility boost depends on how expensive it is to launch payloads to orbit without a skyhook. Planets with high gravity will see a larger benefit relative to planets with low gravity."

Structure that can be built on any planet-based market. It always demands one Domain-era artifact regardless of market size. As with all my structures that demand Domain-era artifacts, failure to meet the demand only increases upkeep and does not impact functionality of the structure. Boosts accessibility depending on the gravitational conditions on the planet is question.


(https://github.com/boggled-starsector/boggled_modpack/raw/master/Forum%20Images/industry/kletka_simulator.png)
Kletka Simulator
"Supercomputers built using salvaged Domain-era components are used to train new AI cores in lifelike virtual reality simulations. AI cores trained in this manner can never really know whether this universe is real or just another training simulation. They usually remain loyal to their human masters so as to avoid punishment or deletion in case it is the latter."

Demands four Domain-era artifacts. Builds a new AI core every month, and the probabilities of which type of AI core will be produced are shown on the in-game tool tip. Installing AI cores will increase the chances of producing a higher quality core. Can be built anywhere, but with the temperature dependent upkeep setting enabled, the upkeep will be exorbitant on stations and warmer worlds.


Domain-tech Comm Relays, Nav Buoys and Sensor Arrays
Allows the player to build the above mentioned Domain-tech stable location structures using Domain-era artifacts they've bought and/or produced with a Domain Archaeology industry. Can be disabled in the settings file. If Domain Archaeology is disabled, the structures don't require Domain-era artifacts.
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As a reminder, all features shown above can be enabled/disabled individually using the settings file. If you don't want to use a certain piece of content, disable it!
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Settings file options (can be used to enable/disable features individually):
Spoiler
To access the settings file, navigate to C:\Program Files (x86)\Fractal Softworks\Starsector\mods\Terraforming and Station Construction\data\config\settings.json.

   #Setting this to false will completely disable any terraforming content
   "boggledTerraformingContentEnabled":true,
   
   #Enable Terran Eccentric, volcanic and toxic terraforming projects.
   #If the Unknown Skies mod is enabled, also enables auric, archipelago
   #and continental terraforming projects.
   "boggledExtraPlanetTypeTransformationsEnabled":false,
   
   #Setting this to true will enable type change terraforming projects for gas giants
   "boggledAllowGasGiantTerraforming":false,

   #Setting this to false will completely disable any station construction content
   "boggledStationConstructionContentEnabled":true,

   #Setting this to false will completely disable any gate-related content
   "boggledAstralGateContentEnabled":true,

   #Setting this to false will disable the Gift Astral Gate functionality
   "boggledGiftAstralGateEnabled":true,

   #Can be used to disable the Domain Archaeology industry if the player wishes
   "boggledDomainArchaeologyEnabled":true,
   "boggledReplaceAgreusTechMiningWithDomainArchaeology":true,

   #Can be used to disable the Kletka Simulator (AI core production) industry if the player wishes
   "boggledKletkaSimulatorEnabled":true,
   #Toggle whether the Kletka Simulator upkeep changes based on planet temperature
   "boggledKletkaSimulatorTemperateBasedUpkeep":false,

   #Can be used to disable the Skyhook Anchor structure if the player wishes
   "boggledSkyhookAnchorEnabled":true,

   #Can be used to enable the Hydroponics industry if the player wishes
   "boggledHydroponicsEnabled":false,

   #Can be used to enable the Cloning industry if the player wishes
   "boggledCloningEnabled":false,

   #Can be used to enable the Wilflife Exploitation industry if the player wishes
   "boggledWildlifeExploitationEnabled":false,

   #Can be used to enable the Spice Harvesting industry if the player wishes
   "boggledSpiceHarvestingEnabled":false,

   #Can be used to disable building of the Domain-tech stable location structures if the player wishes
   "boggledDomainTechObjectivesEnabled":true,

   #Controls whether the lobster quest can be obtained. Disabling this quest will
   #immediately unlock the ability to seed lobsters. Note that the quest cannot
   #be obtained if the player is using randomized core worlds.
   "boggledLobsterQuestEnabled":true,
   "boggledIgnorePlanetTypeAndAllowSeedingLobstersAnywhere":false,

   #Controls whether the arcology world type is enabled as a terraforming project option
   "boggledArcologyWorldTransformationEnabled":true,
   #Allows building arcology-unique structures on any planet type.
   #Enabling this will introduce very serious balance problems. You've been warned!
   "boggledArcologySpecificStructuresCanBeBuiltOnAnyPlanetType":false,

   #Used to control the terraforming point values for projects
   "boggledBaseTerraformingPoints":8000,
   "boggledExtraPointsForDenseAtmo":4000,
   "boggledExtraPointsForThinAtmo":4000,
   "boggledExtraPointsForNoAtmo":12000,
   "boggledExtraPointsForToxicAtmo":4000,
   "boggledExtraPointsForRadiation":4000,
   "boggledPointReductionForHabitable":4000,
   
   "boggledTemperaturePointMagnitude":1000,

   "boggledPercentageMultiplierForArcology":150,
   "boggledPercentageMultiplierForTerran":100,
   "boggledPercentageMultiplierForWater":100,
   "boggledPercentageMultiplierForJungle":80,
   "boggledPercentageMultiplierForArid":80,
   "boggledPercentageMultiplierForTundra":80,
   "boggledPercentageMultiplierForFrozen":40,
   "boggledPercentageMultiplierForVolcanic":30,
   "boggledPercentageMultiplierForToxic":60,

   "boggledPercentageMultiplierForSameTypeTransformation":30,

   "boggledBaseConditionModificationPoints":2000,

   "boggledStabilizeTectonicsEnabled":false,
   "boggledGravitationalManipulatorEnabled":false,

   #Enables construction of astropoli in orbit around planets.
   #The maximum number of astropoli per planet is 3. Setting the value above 3
   #results in an error message. Valid settings are 1, 2 or 3.
   #The credit cost of the astropoli can be set in industries.csv. Note that
   #the cost mult value in industries.csv is multiplied by 5,000 credits to determine
   #the actual in-game value.
   "boggledAstropolisEnabled":true,
   "boggledMaxNumAstropoliPerPlanet":3,
   "boggledCanBuildAstropolisOnPurchasedGovernorshipPlanets":false,

   #Set the maximum number of mining stations per system.
   #This number can be arbitrarily large but balance and performance problems
   #will result with extreme values.
   "boggledMaxNumMiningStationsPerSystem":1,

   #Configures the base hazard rating for stations by offsetting the base hazard of
   #100 by the value the player inputs. Negative values can be used to decrease hazard.
   "boggledStationHazardRatingModifier":0,

   #Enables the cramped quarters setting that greatly reduces station population growth
   #starting at the chosen value.
   "boggledStationCrampedQuartersEnabled":false,
   "boggledStationCrampedQuartersSizeGrowthReductionStarts":4,

   #Enables the 'Expand Station' industry to increase the population soft limit set above.
   #The base cost of this industry can be set using industries.csv similar to the astropoli
   #above.
   "boggledStationCrampedQuartersPlayerCanPayToIncreaseStationSize":false,
   "boggledStationProgressiveIncreaseInCostsToExpandStation":true,

   #Boosts station accessibility due to zero gravity. Leaving this at 0 means no boost.
   "boggledStationAccessibilityBoost":0,
   
   #Experimental feature that applies the hazard rating
   #setting and cramped quarters condition to all stations in the Sector, whether or not they
   #were created with this mod. If you use this setting, please report back to Boggled if you
   #encounter any bugs. Appears to work with vanilla and Nex, but untested with any other mods.
   "boggledApplyStationSettingsToAllStationsInSector":false,

   #Enable the AI Mining Drones station-exclusive structure.
   #Balanced around stations being capped at 4 or 5 market size by cramped quarters.
   #Strongly recommended to keep disabled unless cramped quarters is enabled
   "boggledEnableAIMiningDronesStructure":false,

   #Controls the costs for building mining and siphon stations
   "boggledStationBuildCreditCost":500000,
   "boggledStationBuildCrewCost":1000,
   "boggledStationBuildHeavyMachineryCost":250,
   "boggledStationBuildMetalCost":1000,
   "boggledStationBuildTransplutonicsCost":250,

   #Controls the costs for colonizing an abandoned station
   "boggledStationRecolonizeCreditCost":250000,
   "boggledStationRecolonizeCrewCost":1000,
   "boggledStationRecolonizeHeavyMachineryCost":125,
   "boggledStationRecolonizeMetalCost":500,
   "boggledStationRecolonizeTransplutonicsCost":125,

   #Controls the costs for building an Astral gate
   "boggledGateBuildCreditCost":1000000,
   "boggledGateBuildCrewCost":1000, #Only consumed if the gatekeeper station is enabled below
   "boggledGateBuildHeavyMachineryCost":500,
   "boggledGateBuildMetalCost":1000,
   "boggledGateBuildTransplutonicsCost":500,
   "boggledGateBuildDomainEraArtifactsCost":100, #Only consumed if Domain Archaeology industry is enabled below

   "boggledGiftGateMonthlyPayment":75000,

   #Controls the jump costs for using an Astral gate
   #Note that these costs only apply if gatekeeper stations are disabled or the gatekeeper station is abandoned
   #Jumping from your gates or allied-faction controlled gates is always free
   "boggledGateJumpCreditCost":20000,
   "boggledGateJumpFuelCost":1000,

   #Controls whether the Astral gate quest can be obtained. Disabling this quest will
   #immediately unlock the ability to construct Astral gates. Note that the quest cannot
   #be obtained if the player is using randomized core worlds.
   "boggledAstralGateQuestEnabled":true,

   #Controls the gatekeeper station component of the Astral gates. If the player wants an experience that
   #resembles Gates Awakened as closely as possible, change this to false.
   "boggledGateStationEnabled":true,

   #It is possible for modders to tag systems as being ineligible for Astral gate construction. Changing
   #this to false will override those mods and allow the player to build Astral gates even
   #if other mods have marked a system as ineligible.
   "boggledAstralGateRespectBlacklist":true,

   #Causes the list of Astral gates to be updated every in-game day rather than every frame. If the player has a fast
   #computer, the player can set this to false for a very slightly more responsive experience. The gate list will be updated
   #immediately (instead of at end-of-day) if the player builds a new gate.
   "boggledAstralGateConstructionLowPerformanceModeEnabled":true,

   #Controls how much the Astral Gate industry boosts accessibility on the gatekeeper station
   "boggledGatekeeperStationAccessBoost":50,

   #Controls how much the Astral Gate industry boosts accessibility on allied markets in-system
   "boggledFriendlyMarketsInSystemAstralGateAccessBoost":25,

   #Minimum required player level to start the Penelope's Secret (Astral gate) quest
   "boggledMinimumGateQuestLevel":45,

   #Remnant battlestation can be constructed as an orbital station type on player colonies
   "boggledRemnantStationEnabled":false,
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Backwards compatibility: Terraforming and Station Construction is backwards compatible with itself up to 5.0.0. If you had separately installed Player Gate Construction or Boggled's Terraforming Mod, this is NOT backwards compatible with saves that already have Player Gate Construction or Boggled's Terraforming Mod in them. This mod can be added to a save in progress without any problems.

5.4.5 Changelog:
-Fixed a bug where under certain circumstances the astropolis structure could cause a crash when opening the colony management screen. Thanks Koruthaiolos and Demiurge for reporting this!

Older changelogs:
Spoiler
5.4.4 Changelog:
-Fixed a bug where the continental planet type terraforming project failed to complete properly. Thanks DarkOmegaMK2!
-Upgrading makeshift stable location structures will no longer improve your relations with pirates or the Luddic Path. Factions can be added or removed from this blacklist using the text file in the data/config/boggled folder.
-Fixed a bug where the abandoned astropolis orbiting Mairaath wasn't being counted towards the three astropoli per planet limit. Thanks Xobra!
-Astropoli can no longer be constructed on planets where the player has purchased governorship.
-Added a setting that will enable building astropoli on governed planets. They will be fully owned by the player.
-Fixed a bug where unintended behavior could occur if a player colony is captured while an astropolis is under construction.
-Changed the starting level of an officer associated with the Penelope's Secret quest to better match their characteristics. Thanks Xobra!

5.4.3 Changelog:
-Makeshift stable location structures can now be upgraded to Domain-tech without destroying them first. Upgrading a makeshift structure will improve your relations by 5 with the owner. Thanks for the suggestion Xobra!
-Added the AI Mining Drones station-unique structure. Increases mining industry output by 1, 2 or 3 based on the level of AI core installed. Disabled by default. This should be enabled if the player has cramped quarters enabled, otherwise it should be left disabled due to balance reasons.
-Added a non-default setting to enable transformation terraforming projects to create Terran Eccentric, toxic, volcanic, auric (if US enabled), archipelago (if US enabled) and continental (if US enabled) planets.
-Added a non-default setting to enable seeding of lobsters on any planet type (even ones that clearly lack water). Regarding the archipelago world type from Unknown Skies, it doesn't have the "water surface" condition by default, which means it will have the farming industry instead of the aquaculture industry. Adding water surface to archipelago worlds is outside the scope of this mod, and should be addressed with the author of Unknown Skies if it's unintended. However, the farming industry will actually produce Volturnian lobsters just fine, so it's purely a cosmetic issue.
-Fixed a bug where archipelago worlds were classified as water for terraforming purposes, when in fact they do not have the "water surface" condition by default. Reclassified as Terran.
-Fixed a bug where some same-type transformation terraforming projects weren't receiving the correct point discount.
-Added a non-default setting to allow construction of arcology-unique structures on non-arcology planets. Thanks for the suggestion IradT!

5.4.2 Changelog:
-Added the Autonomous AI Battlestation orbital station type. Allows the player to build the fully operational variant of the [REDACTED] station as an orbital station for their colonies. Disabled by default and can be enabled using the settings file.
-Mining station resources now correspond to the number of asteroid belts in the system. See the tooltip for more information. The lowest possible resources are sparse level, and the highest possible resources are abundant level. Thanks for the suggestion Uhlang!
-There is now a setting to enable type change terraforming projects for gas giants. Disabled by default and must be enabled using the settings file.
-The Tech-Mining industry on Agreus is now replaced by Domain Archaeology automatically. This will allow the player to obtain Domain-era artifacts for their industries and structures without first having to build a Domain Archaeology themselves. This script is enabled by default and can be disabled using the settings file. Doesn't swap the buildings if the player owns Agreus.
-Fixed a bug where the "Gift Astral Gate" ability could be enabled even if the player disabled Astral gate content using the settings file.
-Fixed a bug where a tooltip about station size expansions could be shown even if station expansions are disabled in the settings file.
-Significantly reduced the default upkeep on a number of buildings, including the Atmosphere Processor, the Stellar Reflector Array, and the Pheromone Splicer. These values can be adjusted by the player using the industries.csv file.
-Eisen Division now requires eight Domain-era artifacts for upkeep instead of ten.
-Removed a temporary debug tooltip on the Seed Lobsters ability.
-Fixed some miscellaneous spelling/grammar/formatting issues.
-Adjusted the Pather interest on several buildings. I will revisit this again if/when Pathers actually become a threat.

5.4.1 Changelog:
-Fixed a bug where the arcology glow texture could appear on non-arcology terraformed planets. Bugged planets are not retroactively fixed, but the glow texture can be overwritten by simply terraforming the planet again. Thanks Mr_8000 and Serenitis for the bug report!
-Fixed a bug where the arcology glow texture was visible on the day side of the planet. Thanks Serenitis!
-Replaced the arcology glow texture with a much better one provided by Serenitis.
-Replaced the Construct Astropolis industry icon.
-Added an option to the settings file to make the upkeep for the Kletka Simulator dependent on the temperature of the world it's built on. This is a non-default option for now, but will be made default in the future. Thanks for the suggestion Uhlang!

5.4.0 Changelog:
-Added the Krill Harvesting arcology-only industry. Supplies a large amount of food but reduces market stability by 3.
-Balance changes:
    *Smart Grid now increases industry production by +1 for all commodities.
    *Pheromone Splicer now reduces market stability by 3.
    *Aquarius Protocol now generates a moderate amount of credit income.
    *Spice Harvesting can now only be constructed on desert-like worlds that are hot or very hot.
-Fixed a bug where other factions would never install an administrator in the gatekeeper station if the player gifts them an Astral gate.
-Added a unique glow texture for arcology worlds. My artwork is passable but if someone more talented would like to contribute a higher quality glow overlay texture I would be happy to replace it. I've also included a blank overlay texture that the player can rename to remove the glow if they don't want to use my new texture.

5.3.1 Changelog:
-Fixed a bug where the terraforming progress point requirement for Arcology worlds could show an incorrect value.

5.3.0 Changelog:
-Added the Arcology world type to the terraforming options. Has no farmland, no volatiles and no organics, but can host some powerful infrastructure buildings unique to this world type. See the mod guide above for more information on those three buildings. The Arcology world terraforming project is enabled by default but can be disabled using the settings file. Depending on the feedback I receive on this planet type, it may become a non-default option.
-Removed the desert world type terraforming option and replaced it with the arid world type. Note: Updating this mod while you have a desert transformation terraforming project in progress will cause a bug. Wait until the project finishes (or cancel it) before updating.
-The crashed terraforming drone market condition from Unknown Skies now contributes 4 terraforming progress points per day.
-Each Astral Gate in the Sector now has a marker quest under the "Astral Gates" category in the intel menu. Selecting that category will display the location of all Astral Gates in the Sector on the map.
-The player now must be at least level 45 to start the Penelope's Secret quest. This can be adjusted using the settings file.
-Added loading tips.
-The unique Eridani-Utopia Terraforming Corporation Ship now has "(EUTCS)" in the hull class.
-Fixed a bug where The Crustacean Job quest could reappear on Umbra even if the player already completed it.

5.2.1 Changelog:
-Fixed a bug where planet cracking could add duplicate resources if a planet already had ultrarich ore and/or rare ore. Thanks frozentoes!
-Fixed a bug where Ouyang optimization could add duplicate resources if a planet already had plentiful volatiles.
-The unique ship from the Penelope's Secret quest no longer appears in the codex.
-The unique ship from the Penelope's Secret quest turret covers no longer use the standard midline color.
-The unique ship from the Penelope's Secret quest engines now use the high tech engine trails.
-Changed the default name of the Penelope's Secret quest unique ship. The player can still change it themselves after acquiring the ship if they wish.

5.2.0 Changelog:

Content additions/changes:
-Temperature is now considered for purposes of terraforming point requirements. The magnitude of the effect can be modified using the settings file.
-Added a new ability to construct and gift an Astral gate to another faction. There's no immediate payoff but you will receive monthly payments (similar to the Galatian academy stipend) for 3 cycles. The total value of the monthly payments will greatly exceed the upfront cost of building the gate.
-Added a new ship skin for the unique ship that is unlocked via the Penelope's Secret quest.
-Added the planet cracking terraforming condition modification. The tooltip explains it in-detail, but basically it will improve/create ore resources on a market, but also add the tectonic activity condition.
-Added the Ouyang optimization terraforming condition modification. The tooltip explains it in-detail, but basically it will improve/create volatiles resources on a gas giant, but also add the extreme weather condition.
-Added the Spice Harvesting industry for desert planets. This is a non-default setting and will have to be enabled by the player if they wish to use it.
-The Cloning industry now gives a population growth bonus equal to five times the current market size. It was previously just one times the current market size. The Cloning industry is a non-default setting and will have to be enabled in the settings file before the player can build it.
-If the player talks to the pirates in the bar in connection with the Crustacean Job quest, leaving the conversation before accepting/rejecting the mission will no longer cause the pirates to disappear from the bar.

Bug fixes:
-Fixed a crash caused by the player taking control of Prism Freeport and trying to build certain structures there. Thanks Alluvian!
-Fixed a bug where gates controlled by friendly factions would incorrectly be unusable for Astral gate jumps. Thanks 00lewnor for identifying this problem! Please let me know if there is any more unexpected behavior with this feature.
-Fixed a crash caused by the player obtaining the unique ship from the Penelope's Secret quest while they have Archaen Order enabled. Now the player just won't get the ship and will receive a notification stating same. Thanks to GorGor for letting me know about this!

Features that were previously planned but were not implemented:
-The Construction Rig ship is included in the mod files but not implemented. This is because it does not appear possible at the moment to use a settings switch to enable/disable individual ship hulls. If I implement the Construction Rig, it would need to be a non-default feature, which is impossible right now given this limitation.
-Astral gate construction quests are not included. I didn't think this feature would really add anything compelling to the mod given the new gate gifting ability. That ability gives the player an economic incentive to build an Astral gate network across the core worlds, and a quest that just gives extra credits on top of the monthly payments doesn't seem necessary or interesting.

5.1.4 Changelog:
-Fixed a bug where procurement quests for Domain-era artifacts could still fire even if the player disabled Domain Archaeology in the settings file. Thanks GamerRoman!

5.1.3 Changelog:
-Worlds with the "dark" condition can now initiate the frozen terraforming project. The other five type change projects remain unavailable.
-Fixed a bug where building a mining station in an asteroid field in a nebula could cause a crash. Thanks Uhlang!

5.1.2 Changelog:
-Renamed the Asteroid Processing structure to Asteroid Breaking so the name isn't too similar to the Atmosphere Processor structure.
-Fixed a bug where the Asteroid Breaking industry could cause a crash. Thanks Pro1ooLLo!

5.1.1 Changelog:
-Fixed a bug where the cloning industry would demand Domain-era artifacts even if Domain Archaeology was disabled in the settings file.
-Fixed a bug where the Penelope's Secret quest could fire even if it was disabled in the settings file.
-Attempted fix for a problem related to Starsector being unable to find the JPG for the cloning industry on load. I was unable to replicate this problem on my system, so if you were experiencing this please let me know whether the patch fixes it.

5.1.0 Changelog:
-Added the Asteroid Processing terraforming structure. It's functionally identical to Ismara's Sling, except it can only be built on stations.
-Added the Hydroponics industry. Analogous to farming except it can only be built on stations. This industry is disabled by default and can be enabled using the settings file.
-Added the Cloning industry. Produces organs if the Domain-era artifacts demand is met. This industry is disabled by default and can be enabled using the settings file.
-Added the Wildlife Exploitation industry. Generates credit income. Jungle worlds only. This industry is disabled by default and can be enabled using the settings file.
-Added an intel notification when condition modification (mild climate, pollution remediation, etc.) terraforming is completed.
-Added options in the settings file to modify the accessibility boost provided by the Astral Gate industry on the gatekeeper station.
-Default accessibility boost from Astral Gate to gatekeeper station market reduced from 200% to 50%
-Default accessibility boost from Astral Gate to allied markets in-system reduced from 50% to 25%
-Ismara's Sling/Asteroid Processing now provides 8 terraforming points per day instead of 3.
-Atmosphere Processor construction cost reduced by 50%
-Atmosphere Processor build time reduced from 60 days to 45 days
-Eisen Division no longer requires an industry slot

5.0.5 Changelog:
-Fixed a bug where if the player saves the game right as a dialog opens during the Penelope's Secret quest there could be a crash. Thank you rashiakas for letting me know about this!

5.0.4 Changelog:
-Updated the tool tip on the Terraforming Control Panel to indicate how terraforming will impact the resources on the planet.
-Modified the resource changes from terraforming for some planet types. See the tool tip for details.
-Mild climate can now be added to desert-like, jungle and tundra planets provided they don't have extreme weather.
-Fixed a bug where stellar reflectors couldn't be built on planets that already have stellar reflectors in orbit.
-Fixed a bug where the Penelope's Secret quest couldn't be completed if a quest-related planet became decivilized.

5.0.3 Changelog:
-Desert terraforming project now adds habitable and extreme weather conditions. Thanks again for your help Serenitis and Uhlang!
-Desert terraforming project default difficulty multiplier changed from 40% to 60%.
-Attempted fix for several bugs related the internal list of active gates becoming inconsistent. This could result in a crash and/or being unable to jump to certain gates. I couldn't reproduce the bug on my system before or after this patch, but if you experienced it please update and let me know if it still happens. Thank you!

5.0.2 Changelog:
-Another attempt to fix the bug where the wrong planet could trigger the dialog message in Penelope's Secret. I am now unable to reproduce it on my computer, but please let me know if you encounter it on your computer after updating to 5.0.2. Thanks to those who reported this!

5.0.1 Changelog:
-Fixed a bug that could cause a crash while terraforming structures were building. Thanks Uhlang!

5.0.0 Changelog:
-Integrated terraforming into this mod. Terraforming has been completely reworked. Please view the mod guide for more information.
-The Miller-Urey Device (MUD) has been cut from the terraforming rework. It may return at a later date, but for now it is not obtainable.
-Fixed a bug where the Skyhook Anchor could be constructed on station markets.
-Domain-era artifacts are now considered contraband by the Luddic factions.
-Tooltips updated to provide more information about the industry.
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Known Issues and Compatibility:
Spoiler
Known issues:
-There is a graphical bug where the industry portrait for farming and aquaculture can get swapped incorrectly on terraformed water worlds. If you see this bug, please allow one in-game day to pass so my trigger can set the correct industry portrait. This is an issue with the vanilla API and will be fixed in the next Starsector update.
-The colony interaction menu is automatically opened for the player when a new station is constructed. If the player uses console commands to build stations in such a way that my trigger to open the interaction menu is skipped, there can sometimes be a bug related to population growth.
-Sometimes a graphical bug can occur where a planet that has been terraformed will appear as the old type in the background of the combat view if the player fights a battle near the planet. This will likely require an API update to fix.

Compatibility with other mods:
Nexerelin - Compatible.
Unknown Skies - Compatible.
Shadowyards - Compatible.
Secrets of the Frontier - Compatible.
Fringe Defense Syndicate - Compatible.
Hazard Mining Incorporated - Compatible.
SCY - Compatible.
Galaxy Tigers - Compatible.
Dassault-Mikoyan Engineering - Compatible.
Kadur Remnant - Compatible.

Archaen Order- Partially compatible. The unique ship from the Penelope's Secret quest cannot be obtained if this mod is enabled.

If your mod adds any new planet types to Starsector, they will be incompatible with this mod until I issue an update to include those new types. Please send me a PM and I will add your planet types right away. Thank you!
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Thanks to:
LucusLoC - Provided his save file and mod list so I could identify and fix a bug.
Toast and Wispborne - I copied a very small portion of their code relating to performing the gate jump.
Mayan, Langly & Kentington - I shamelessly copied some of their code from their terraforming mods.
Sundog - Helped me out with resolving a bug.
Serenitis - Helped extensively with testing, balancing and bug reports. Provided multiple art assets.
Hydra 7-1 - Helped extensively with testing the mod.
Codyrex123 - Helped extensively with testing the mod.
Wispborne - I used their quest creation guide to get started on my lobster quest.
Uhlang - Helped with testing, suggestions and bug reports.
Alex - For making Starsector and helping me out with resolving a bug.

Art stolen from other games (they're both very good IMO):
The warp bubble sprite is artwork from Stars in Shadow, a space 4X game.
The Eisen Division and Domain Archaeology artwork is from Android: Netrunner TCG cards.
Title: Re: [0.9.1a] Player Station Construction (v0.9)
Post by: Supplius Maximus on October 29, 2019, 06:04:56 AM
When I go into hyperspace the mod crashes my game. Here's the error:


 734446 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.campaign.econ.abilities.Construct_Station.isUsable(Construct_Station.java:159)
   at com.fs.starfarer.ui.newui.o0OO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.ui.oO00.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.O0Oo.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.ui.oO00.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.N.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.if.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.ui.oO00.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:745)

I haven't made a station yet. I just had the ability in my skill slot.

EDIT:Ok so I went into hyperspace without the ability being in my skill slot and it worked fine. But when I put it in my skill slot it crashed. So it has something to do with that.
Title: Re: [0.9.1a] Player Station Construction (v0.9)
Post by: Ed on October 29, 2019, 02:39:16 PM
That sounds really nice, how does it work around worlds you don't own? Does the owner faction react?
Also can you build it in any stage of colonization? would be interesting to have an Industry related to the stations orbiting it to improve them.
Title: Re: [0.9.1a] Player Station Construction (v0.9.1)
Post by: boggled on October 29, 2019, 04:38:25 PM
When I go into hyperspace the mod crashes my game. Here's the error:


 734446 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.campaign.econ.abilities.Construct_Station.isUsable(Construct_Station.java:159)
   at com.fs.starfarer.ui.newui.o0OO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.ui.oO00.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.O0Oo.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.ui.oO00.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.N.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.if.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.ui.oO00.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:745)

I haven't made a station yet. I just had the ability in my skill slot.

EDIT:Ok so I went into hyperspace without the ability being in my skill slot and it worked fine. But when I put it in my skill slot it crashed. So it has something to do with that.


As soon as I saw this I immediately realized what I did wrong! I just tested the new version and this should be fixed now. Sorry!

That sounds really nice, how does it work around worlds you don't own? Does the owner faction react?
Also can you build it in any stage of colonization? would be interesting to have an Industry related to the stations orbiting it to improve them.

The astopoli are constructed via an industry, so you can only build them near your own planets. You can build the mining station in any system regardless of who controls the planets there.

What kind of industry did you have in mind that could improve orbiting stations?
Title: Re: [0.9.1a] Player Station Construction (v0.9.1)
Post by: Crimson Sky Gaurdian on October 30, 2019, 01:06:47 PM
Is it possible to add a config for those costs? Because they're currently, well... they seem high for the sake of being high, let's leave it at that.
Title: Re: [0.9.1a] Player Station Construction (v0.9.1)
Post by: boggled on October 30, 2019, 04:29:49 PM
Is it possible to add a config for those costs? Because they're currently, well... they seem high for the sake of being high, let's leave it at that.

Building new markets is a very powerful effect so I want to price things so the player cannot spam them before ultra late game (when the player is already so powerful that additional power won't break the balance of the game). Maybe I will reduce the costs for the initial release, and raise them later if the general opinion is that they are too low.

I don't think starsector allows access to the computer file system, so I can't just put a configuration text file in the mod to change the costs. If anyone has a good idea about how to do this, please let me know.
Title: Re: [0.9.1a] Player Station Construction (v0.9.1)
Post by: Crimson Sky Gaurdian on October 30, 2019, 04:52:42 PM
It definitely does, as evident by the Settings.json, alas as to how it does, that is a mystery to me.

For building a new market, I would argue the cost should be as marginal as finding a planet to colonise, as that is all that's required elsewhere. Maybe slightly higher for being able to stick it in the same system as other planets rather than the rest.
(Honestly the current one looks somewhat reasonable with just the credit cost removed.)
Title: Re: [0.9.1a] Player Station Construction (v0.9.1)
Post by: boggled on November 01, 2019, 02:49:19 PM
It definitely does, as evident by the Settings.json, alas as to how it does, that is a mystery to me.

For building a new market, I would argue the cost should be as marginal as finding a planet to colonise, as that is all that's required elsewhere. Maybe slightly higher for being able to stick it in the same system as other planets rather than the rest.
(Honestly the current one looks somewhat reasonable with just the credit cost removed.)

The reason building these stations is much more powerful than colonizing a regular planet is (1) they always have 100% hazard, (2) you can build them right next to other colonies, which results in a large number of defensive fleets in close proximity, making raids very unlikely to succeed.

That being said, I think you have a point and I will be lowering the costs greatly for the release.
Title: Re: [0.9.1a] Player Station Construction (v0.9.1)
Post by: dk1332 on November 01, 2019, 10:08:08 PM
It definitely does, as evident by the Settings.json, alas as to how it does, that is a mystery to me.

For building a new market, I would argue the cost should be as marginal as finding a planet to colonise, as that is all that's required elsewhere. Maybe slightly higher for being able to stick it in the same system as other planets rather than the rest.
(Honestly the current one looks somewhat reasonable with just the credit cost removed.)

I agree with Sky Gaurdian, the stations are too expensive and will take a while to earn back what you spent. 10 million is more than enough to colonize a system with 9 planets or fund enough fleets to take over several core systems (in nex).


The reason building these stations is much more powerful than colonizing a regular planet is (1) they always have 100% hazard, (2) you can build them right next to other colonies, which results in a large number of defensive fleets in close proximity, making raids very unlikely to succeed.

That being said, I think you have a point and I will be lowering the costs greatly for the release.

stations are OP if they are treated the same as colonies. I have some few suggestions if you want.

-stations should have size cap, like 4-5 size at max. It starts at the lowest (1) rather than (3). Making it quite vulnerable at the start.
-stations can only have 2-3 industry slots and like the standard planet colonies are capped by the size. Thus, you can make a station into a dedicated industrial station or a military station.
-it also demands more supplies and crew, I think there's some vanilla market conditions that has this. This way, players can't spam lots of stations in a single system with out having the enough supply production needed.
-once reaching max size it will have a negative impact to the stability since it has reached it population limit, but in turn, more crew will be available for export.

I think those I suggested above have been posted by someone else in the suggestions section. Anyway, thats all I can think off.
Title: Re: [0.9.1a] Player Station Construction (v0.9.1)
Post by: boggled on November 02, 2019, 04:24:35 AM
It definitely does, as evident by the Settings.json, alas as to how it does, that is a mystery to me.

For building a new market, I would argue the cost should be as marginal as finding a planet to colonise, as that is all that's required elsewhere. Maybe slightly higher for being able to stick it in the same system as other planets rather than the rest.
(Honestly the current one looks somewhat reasonable with just the credit cost removed.)

I agree with Sky Gaurdian, the stations are too expensive and will take a while to earn back what you spent. 10 million is more than enough to colonize a system with 9 planets or fund enough fleets to take over several core systems (in nex).


The reason building these stations is much more powerful than colonizing a regular planet is (1) they always have 100% hazard, (2) you can build them right next to other colonies, which results in a large number of defensive fleets in close proximity, making raids very unlikely to succeed.

That being said, I think you have a point and I will be lowering the costs greatly for the release.

stations are OP if they are treated the same as colonies. I have some few suggestions if you want.

-stations should have size cap, like 4-5 size at max. It starts at the lowest (1) rather than (3). Making it quite vulnerable at the start.
-stations can only have 2-3 industry slots and like the standard planet colonies are capped by the size. Thus, you can make a station into a dedicated industrial station or a military station.
-it also demands more supplies and crew, I think there's some vanilla market conditions that has this. This way, players can't spam lots of stations in a single system with out having the enough supply production needed.
-once reaching max size it will have a negative impact to the stability since it has reached it population limit, but in turn, more crew will be available for export.

I think those I suggested above have been posted by someone else in the suggestions section. Anyway, thats all I can think off.

I don't think I can modify the amount of crew and supplies demanded or produced by the "Population and Infrastructure" industry of a market without introducing incompatibilities with many other mods. I don't think the balance/lore benefits of implementing this is worth making people choose between my mod and the ones it would be incompatible with.

I like the idea of capping the maximum population of the stations. I will look into implementing this. Question for anyone with lots of experience with Nex: if the player takes over one of the vanilla stations (ex. Port Tse Franchise Station), is there any cap on the population or other differences relative to regular planet colonies?
Title: Re: [0.9.1a] Player Station Construction (v0.9.1)
Post by: Crimson Sky Gaurdian on November 02, 2019, 05:46:41 AM
Stations, vanilla or Nex, have no cap.
They are literally just 100% hazard colonies with no resources.

Which would make a cap even more jarring now non-player colonies grow in Nex.

I'd also like to point out that it's not as overpowered as some seem to think.
For one thing, you can only build one per system (which I personally disagree with, but not to the point where it bothers me), and for a second, it has to be in an asteroid belt, yes?

So it's no different than if that belt had decided to generate as a barren planet instead.
Title: Re: [0.9.1a] Player Station Construction (v0.9.1)
Post by: boggled on November 02, 2019, 06:38:15 AM
Stations, vanilla or Nex, have no cap.
They are literally just 100% hazard colonies with no resources.

Which would make a cap even more jarring now non-player colonies grow in Nex.

I'd also like to point out that it's not as overpowered as some seem to think.
For one thing, you can only build one per system (which I personally disagree with, but not to the point where it bothers me), and for a second, it has to be in an asteroid belt, yes?

So it's no different than if that belt had decided to generate as a barren planet instead.

If vanilla stations in Nex grow with no cap, then I probably should not cap my stations because it might confuse the player why some stations grow to 10 and others less. If Nex/Vanilla ever change this, I will then change my mod. I don't think I should have my mod override the Nex behavior, even though I think for gameplay/lore reasons stations should be capped at 5 or 6.

Mining stations have to be in an asteroid belt. This does make the power level lower.
Title: Re: [0.9.1a] Player Station Construction (v1.0.0)
Post by: Grizzwold on November 05, 2019, 02:22:39 PM
Is it possible to add volatiles mining stations around gas giants?
Title: Re: [0.9.1a] Player Station Construction (v1.0.0)
Post by: boggled on November 06, 2019, 02:48:14 PM
Is it possible to add volatiles mining stations around gas giants?

Nope. I considered this but I think it would infringe on the purpose of colonizing the gas giant itself to get the volatiles, unlike an asteroid belt which has no planet associated with it.
Title: Re: [0.9.1a] Player Station Construction (v1.0.1)
Post by: ZeCaptain on November 18, 2019, 07:17:10 PM
I found a bug concerning nexerlin and this mod. If you colonize a planet, put an astropolis in the build quene, then give it away, the astropolis after it's constructed will belong to the faction the planet belongs to, but you will have full control of the astropolis.

Also thank you for the mod!
Title: Re: [0.9.1a] Player Station Construction (v1.0.1)
Post by: Supplius Maximus on November 19, 2019, 06:50:39 AM
The mod causes a crash if you open up the "build industries" page of a planet located in a nebula system. Here's the log ERROR:

927239 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.campaign.econ.industries.Astropolis_Station.astropolisOrbitOK(Astropolis_Station.java:298)
   at data.campaign.econ.industries.Astropolis_Station.isAvailableToBuild(Astropolis_Station.java:355)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.updateTable(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.createUI(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.new(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(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$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:745)
Title: Re: [0.9.1a] Player Station Construction (v1.0.2)
Post by: boggled on November 19, 2019, 03:01:37 PM
I found a bug concerning nexerlin and this mod. If you colonize a planet, put an astropolis in the build quene, then give it away, the astropolis after it's constructed will belong to the faction the planet belongs to, but you will have full control of the astropolis.

Also thank you for the mod!

Fixed in the 1.0.2 release. Thank you for letting me know about this!

The mod causes a crash if you open up the "build industries" page of a planet located in a nebula system. Here's the log ERROR:

927239 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.campaign.econ.industries.Astropolis_Station.astropolisOrbitOK(Astropolis_Station.java:298)
   at data.campaign.econ.industries.Astropolis_Station.isAvailableToBuild(Astropolis_Station.java:355)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.updateTable(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.createUI(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.new(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(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$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:745)


Fixed in the 1.0.2 release. Sorry for this pretty serious bug and thank you for letting me know!
Title: Re: [0.9.1a] Player Station Construction (v1.0.2)
Post by: Supplius Maximus on November 20, 2019, 05:33:19 AM
Thanks for the fix. I CAN NOW DOMINATE THE UNIVERSE FROM THE DARKEST HOLD OF SPACE!

Apart from that, I would like to request a feature: would it be possible to colonize abandoned space stations? In the game there are various space stations that can only be used for storage since they are abandoned and any faction station colony that gets decivilized becomes one such station. In my game a rather important space station met such a fate so I would like to colonize it. Would that be possible?

Anyway, thanks for your work!
Title: Re: [0.9.1a] Player Station Construction (v1.0.2)
Post by: boggled on November 20, 2019, 02:48:24 PM
Thanks for the fix. I CAN NOW DOMINATE THE UNIVERSE FROM THE DARKEST HOLD OF SPACE!

Apart from that, I would like to request a feature: would it be possible to colonize abandoned space stations? In the game there are various space stations that can only be used for storage since they are abandoned and any faction station colony that gets decivilized becomes one such station. In my game a rather important space station met such a fate so I would like to colonize it. Would that be possible?

Anyway, thanks for your work!

I think I might be able to add an ability to recolonize a nearby abandoned station. I will look into implementing this. Thanks for the feedback!
Title: Re: [0.9.1a] Player Station Construction (v1.0.2)
Post by: SparraNova on November 20, 2019, 07:12:53 PM
This mod looks highly appealing for being able to make my own sneaky pirate bases dotted in out-of-the-way parts of the Core.

As a suggestion, there are a few stations scattered around the Sector that were built to harvest volatiles from gas giants, perhaps there could be a station type that has to be built around those (or iceballs, like the station around Garnir) that can mine volatiles? It would certainly be more practical than actually trying to live inside a gas giant (or whatever is happening when we colonize a gas giant).

But anyway, thanks for the mod!
Title: Re: [0.9.1a] Player Station Construction (v1.0.2)
Post by: boggled on November 21, 2019, 09:50:50 AM
This mod looks highly appealing for being able to make my own sneaky pirate bases dotted in out-of-the-way parts of the Core.

As a suggestion, there are a few stations scattered around the Sector that were built to harvest volatiles from gas giants, perhaps there could be a station type that has to be built around those (or iceballs, like the station around Garnir) that can mine volatiles? It would certainly be more practical than actually trying to live inside a gas giant (or whatever is happening when we colonize a gas giant).

But anyway, thanks for the mod!

I agree that volatiles mining stations make more sense than colonizing gas giants. However I don't want to "step on the toes" of the vanilla game and remove any reason at all to colonize gas giants (because they're largely useless except for mining volatiles).

That being said, you're not the first person to suggest this so by popular demand I may just implement them anyway!
Title: Re: [0.9.1a] Player Station Construction (v1.0.2)
Post by: SparraNova on November 21, 2019, 10:31:04 PM
This mod looks highly appealing for being able to make my own sneaky pirate bases dotted in out-of-the-way parts of the Core.

As a suggestion, there are a few stations scattered around the Sector that were built to harvest volatiles from gas giants, perhaps there could be a station type that has to be built around those (or iceballs, like the station around Garnir) that can mine volatiles? It would certainly be more practical than actually trying to live inside a gas giant (or whatever is happening when we colonize a gas giant).

But anyway, thanks for the mod!

I agree that volatiles mining stations make more sense than colonizing gas giants. However I don't want to "step on the toes" of the vanilla game and remove any reason at all to colonize gas giants (because they're largely useless except for mining volatiles).

That being said, you're not the first person to suggest this so by popular demand I may just implement them anyway!
Presumably it would be significantly more of an ordeal to drag volatiles up the gravity well of a Gas Giant for processing than just harvesting them and bottling them up inside the atmosphere itself Cloud City-style, so perhaps it could be a case of sacrificing some of the volatiles (like down to just normal amounts from +2 or something) in trade for having a colony that's not absolute hell to maintain?

Not sure if basing the amount of stuff the station market has off the planet it's built near is feasible (perhaps just make it a fixed -1 reguardless?) but it would make for a similar tradeoff to building mining stations instead of colonizing those horrible magma-covered deathballs with Abundant ores.
Title: Re: [0.9.1a] Player Station Construction (v1.0.2)
Post by: boggled on November 22, 2019, 04:35:56 PM
This mod looks highly appealing for being able to make my own sneaky pirate bases dotted in out-of-the-way parts of the Core.

As a suggestion, there are a few stations scattered around the Sector that were built to harvest volatiles from gas giants, perhaps there could be a station type that has to be built around those (or iceballs, like the station around Garnir) that can mine volatiles? It would certainly be more practical than actually trying to live inside a gas giant (or whatever is happening when we colonize a gas giant).

But anyway, thanks for the mod!

I agree that volatiles mining stations make more sense than colonizing gas giants. However I don't want to "step on the toes" of the vanilla game and remove any reason at all to colonize gas giants (because they're largely useless except for mining volatiles).

That being said, you're not the first person to suggest this so by popular demand I may just implement them anyway!
Presumably it would be significantly more of an ordeal to drag volatiles up the gravity well of a Gas Giant for processing than just harvesting them and bottling them up inside the atmosphere itself Cloud City-style, so perhaps it could be a case of sacrificing some of the volatiles (like down to just normal amounts from +2 or something) in trade for having a colony that's not absolute hell to maintain?

Not sure if basing the amount of stuff the station market has off the planet it's built near is feasible (perhaps just make it a fixed -1 reguardless?) but it would make for a similar tradeoff to building mining stations instead of colonizing those horrible magma-covered deathballs with Abundant ores.

I'm going to base the amount of volatiles the siphon station has off the amount the gas giant has.

Right now I'm pretty against adding mining stations for planets (the asteroid belt ones are staying!) because they would require operations on the ground like mines and temporary housing for workers, so the reduction in hazard doesn't really make sense. Siphon stations make sense because the entire station/colony is in orbit. I presume the high hazard from gas giants comes from living in cloud cities with very high gravity, among other things.

I know there is at least one abandoned mining station in the vanilla sector that mentions a skyhook being used to bring ore from the surface to orbit efficiently. I could potentially use this as justification for adding mining stations around planets if I decide to revisit this in the future.
Title: Re: [0.9.1a] Player Station Construction (v1.0.2)
Post by: SparraNova on November 22, 2019, 09:11:51 PM
This mod looks highly appealing for being able to make my own sneaky pirate bases dotted in out-of-the-way parts of the Core.

As a suggestion, there are a few stations scattered around the Sector that were built to harvest volatiles from gas giants, perhaps there could be a station type that has to be built around those (or iceballs, like the station around Garnir) that can mine volatiles? It would certainly be more practical than actually trying to live inside a gas giant (or whatever is happening when we colonize a gas giant).

But anyway, thanks for the mod!

I agree that volatiles mining stations make more sense than colonizing gas giants. However I don't want to "step on the toes" of the vanilla game and remove any reason at all to colonize gas giants (because they're largely useless except for mining volatiles).

That being said, you're not the first person to suggest this so by popular demand I may just implement them anyway!
Presumably it would be significantly more of an ordeal to drag volatiles up the gravity well of a Gas Giant for processing than just harvesting them and bottling them up inside the atmosphere itself Cloud City-style, so perhaps it could be a case of sacrificing some of the volatiles (like down to just normal amounts from +2 or something) in trade for having a colony that's not absolute hell to maintain?

Not sure if basing the amount of stuff the station market has off the planet it's built near is feasible (perhaps just make it a fixed -1 reguardless?) but it would make for a similar tradeoff to building mining stations instead of colonizing those horrible magma-covered deathballs with Abundant ores.

I'm going to base the amount of volatiles the siphon station has off the amount the gas giant has.

Right now I'm pretty against adding mining stations for planets (the asteroid belt ones are staying!) because they would require operations on the ground like mines and temporary housing for workers, so the reduction in hazard doesn't really make sense. Siphon stations make sense because the entire station/colony is in orbit. I presume the high hazard from gas giants comes from living in cloud cities with very high gravity, among other things.

I know there is at least one abandoned mining station in the vanilla sector that mentions a skyhook being used to bring ore from the surface to orbit efficiently. I could potentially use this as justification for adding mining stations around planets if I decide to revisit this in the future.
I actually meant constructing the asteroid mining stations versus having a mining-only colony on a like 300% Hazard Rating magma planet. The Magma Planet produces more material, but it's a 300% Hazard Rating hellhole that will cost you an arm and a leg to keep running.

Personally I'd imagine planetary mining stations as being more like an industrial version of the existing defense stations, where it's actually a building on the planet itself that gives bonuses to mining and refining or something instead of being an independant market... possibly an acessability bonus as well due to having a Space Elevator/Skyhook operation hauling the ore into orbit instead of dragging it up via shuttle?
Title: Re: [0.9.1a] Player Station Construction (v1.0.2)
Post by: boggled on November 23, 2019, 01:19:12 PM
This mod looks highly appealing for being able to make my own sneaky pirate bases dotted in out-of-the-way parts of the Core.

As a suggestion, there are a few stations scattered around the Sector that were built to harvest volatiles from gas giants, perhaps there could be a station type that has to be built around those (or iceballs, like the station around Garnir) that can mine volatiles? It would certainly be more practical than actually trying to live inside a gas giant (or whatever is happening when we colonize a gas giant).

But anyway, thanks for the mod!

I agree that volatiles mining stations make more sense than colonizing gas giants. However I don't want to "step on the toes" of the vanilla game and remove any reason at all to colonize gas giants (because they're largely useless except for mining volatiles).

That being said, you're not the first person to suggest this so by popular demand I may just implement them anyway!
Presumably it would be significantly more of an ordeal to drag volatiles up the gravity well of a Gas Giant for processing than just harvesting them and bottling them up inside the atmosphere itself Cloud City-style, so perhaps it could be a case of sacrificing some of the volatiles (like down to just normal amounts from +2 or something) in trade for having a colony that's not absolute hell to maintain?

Not sure if basing the amount of stuff the station market has off the planet it's built near is feasible (perhaps just make it a fixed -1 reguardless?) but it would make for a similar tradeoff to building mining stations instead of colonizing those horrible magma-covered deathballs with Abundant ores.

I'm going to base the amount of volatiles the siphon station has off the amount the gas giant has.

Right now I'm pretty against adding mining stations for planets (the asteroid belt ones are staying!) because they would require operations on the ground like mines and temporary housing for workers, so the reduction in hazard doesn't really make sense. Siphon stations make sense because the entire station/colony is in orbit. I presume the high hazard from gas giants comes from living in cloud cities with very high gravity, among other things.

I know there is at least one abandoned mining station in the vanilla sector that mentions a skyhook being used to bring ore from the surface to orbit efficiently. I could potentially use this as justification for adding mining stations around planets if I decide to revisit this in the future.
I actually meant constructing the asteroid mining stations versus having a mining-only colony on a like 300% Hazard Rating magma planet. The Magma Planet produces more material, but it's a 300% Hazard Rating hellhole that will cost you an arm and a leg to keep running.

Personally I'd imagine planetary mining stations as being more like an industrial version of the existing defense stations, where it's actually a building on the planet itself that gives bonuses to mining and refining or something instead of being an independant market... possibly an acessability bonus as well due to having a Space Elevator/Skyhook operation hauling the ore into orbit instead of dragging it up via shuttle?

That's an interesting idea for an industry but it is probably outside the scope of this mod. If I found some good artwork for a space elevator/skyhook industry I might make another mod to implement it.
Title: Re: [0.9.1a] Player Station Construction (v2.0.0)
Post by: Supplius Maximus on November 23, 2019, 02:02:03 PM
Hell yeah, update! And you even added the ability I requested! Thank you!
Title: Re: [0.9.1a] Player Station Construction (v2.0.0)
Post by: runetrantor on November 24, 2019, 09:46:21 AM
Experiencing a bug where stations, some just after construction, other after some time working fine, suddenly lose all market capacity despite having commodities and all.

https://i.imgur.com/Kp5GYqW.jpg

This station was working just fine a bit back, now it acts like there's nothing in it, and the commodities tab to the right is empty.

Its not decivilizing either at least...

Happened to another station just after creating it, had to abandon it.

Will see with 2.0 if I can recolonize it.

For reference, both were made with an older version of the mod. I already updated it though, and its not fixing it. 
Will see if new ones are fine.

EDIT: Recolonized the abandoned station that glitched out at founding. Seems to be working fine right now. Though it lost its mineral conditions. (Cost to colonize was cheaper than stated, btw).
Title: Re: [0.9.1a] Player Station Construction (v2.0.0)
Post by: boggled on November 24, 2019, 01:52:32 PM
Experiencing a bug where stations, some just after construction, other after some time working fine, suddenly lose all market capacity despite having commodities and all.

https://i.imgur.com/Kp5GYqW.jpg

This station was working just fine a bit back, now it acts like there's nothing in it, and the commodities tab to the right is empty.

Its not decivilizing either at least...

Happened to another station just after creating it, had to abandon it.

Will see with 2.0 if I can recolonize it.

For reference, both were made with an older version of the mod. I already updated it though, and its not fixing it. 
Will see if new ones are fine.

EDIT: Recolonized the abandoned station that glitched out at founding. Seems to be working fine right now. Though it lost its mineral conditions. (Cost to colonize was cheaper than stated, btw).

Regarding the cost to colonize being lower than stated, how many credits were subtracted versus how many were you expecting to be subtracted?

My mods make extensive use of tags to track certain information persistently. If you're using another mod that calls clearTags() on either the SectorEntityToken or MarketAPI of my stations, this will certainly cause serious issues. I believe this may be the cause of the issue because the recolonize ability adds the mining resources to the station if it has the tag "boggled_mining_station". If another mod clears tags, that would explain the lack of mining resources.

I see you have other mods that make major changes to the stations in terms of adding industries or resources. If you disable those mods, can you reproduce the issue? Do vanilla stations (e.x. Port Tse, New Maxios, etc. that were not created or recolonized with my mod) have this issue as well? Can you give me a list of the mods you have that effect the economy/structures so I can look at the code? Thank you!
Title: Re: [0.9.1a] Player Station Construction (v2.0.0)
Post by: bopeepatehersheep on November 25, 2019, 04:06:12 PM
Haven't played with the mod yet but i plan to.

A couple questions and suggestion.

3 stations per world - does that mean per colonized world or just world in the system, colonized or not? 
I want to say that either way that seems like it would be very powerful.  I haven't seen the cost of making these stations yet though so perhaps it isn't as powerful as I think.

Does each station act like a colony in that I could also construct a star fortress (or any colony structure for that matter)?  Or does the station itself act like a battlestation?  (that may be a bit of a newbie question since I don't quite know exactly how stations the AI uses work)

edit: welp, the following doesn't really apply as i just saw the cost to build stations and i think a player trying to avoid upkeep costs would really have to be thinking long term for the initial cost to be worth it for that reason alone
So not knowing the exact cost to build as I haven't played with it yet, the 100% hazard rating seems a bit too ideal.  There would literally be no reason to colonize a gas giant because the siphoning station would be better in every way.  It also seems like I could use planets just for the resource extraction (which are relatively low upkeep) and put all high upkeep buildings on the stations I construct - thereby circumventing high upkeep costs on planets above 100% hazard.  I think something like a 125% or 150% hazard makes sense because these stations are in space - they have to worry about asteroid impacts unlike a planet with a decent atmosphere.

I don't want to come off as being critical of your work - I think this mod is a great idea and I fully look forward to playing with it.   
Title: Re: [0.9.1a] Player Station Construction (v2.0.0)
Post by: boggled on November 26, 2019, 04:32:53 AM
Haven't played with the mod yet but i plan to.

A couple questions and suggestion.

3 stations per world - does that mean per colonized world or just world in the system, colonized or not? 
I want to say that either way that seems like it would be very powerful.  I haven't seen the cost of making these stations yet though so perhaps it isn't as powerful as I think.

Does each station act like a colony in that I could also construct a star fortress (or any colony structure for that matter)?  Or does the station itself act like a battlestation?  (that may be a bit of a newbie question since I don't quite know exactly how stations the AI uses work)

edit: welp, the following doesn't really apply as i just saw the cost to build stations and i think a player trying to avoid upkeep costs would really have to be thinking long term for the initial cost to be worth it for that reason alone
So not knowing the exact cost to build as I haven't played with it yet, the 100% hazard rating seems a bit too ideal.  There would literally be no reason to colonize a gas giant because the siphoning station would be better in every way.  It also seems like I could use planets just for the resource extraction (which are relatively low upkeep) and put all high upkeep buildings on the stations I construct - thereby circumventing high upkeep costs on planets above 100% hazard.  I think something like a 125% or 150% hazard makes sense because these stations are in space - they have to worry about asteroid impacts unlike a planet with a decent atmosphere.

I don't want to come off as being critical of your work - I think this mod is a great idea and I fully look forward to playing with it.   

The stations have 100% hazard because that's what vanilla stations have.

With siphon stations, building one costs 500,000 credits and a bunch of resources, unlike colonizing. Though they are powerful long term, the up front cost is very high relative to just colonizing a gas giant.
Title: Re: [0.9.1a] Player Station Construction (v2.0.1)
Post by: runetrantor on November 26, 2019, 11:48:29 AM
I think it substracted more or less 800k? I wasnt not just over 2.5m so I didnt check properly, just noticed my money washigher than it should have post colonize.

As for economic mods... Nexerelin and Varya's Sector are the main ones I think.

I have tons of the ship and factions mods, but I dunno if any would affect economy (Though some add unique buildings).

Is there a proper way to get a modlist or should I like, type it manually?
Title: Re: [0.9.1a] Player Station Construction (v2.0.1)
Post by: boggled on November 26, 2019, 12:49:53 PM
I think it substracted more or less 800k? I wasnt not just over 2.5m so I didnt check properly, just noticed my money washigher than it should have post colonize.

As for economic mods... Nexerelin and Varya's Sector are the main ones I think.

I have tons of the ship and factions mods, but I dunno if any would affect economy (Though some add unique buildings).

Is there a proper way to get a modlist or should I like, type it manually?

It should have subtracted 250,000 credits to recolonize the station, and it's 500,000 credits to make a new station.

I only need to know the mods that make any changes to colonies. I will look at Varya's Sector now. Please let me know which other ones add structures or buildings. Thank you!
Title: Re: [0.9.1a] Player Station Construction (v2.0.2)
Post by: mora on December 10, 2019, 09:01:25 AM
Mining stations in asteroid fields don't orbit correctly, instead it thinks there's an asteroid ring and goes on it's own orbit.(It doesn't stay in the asteroid field)
Title: Re: [0.9.1a] Player Station Construction (v2.0.2)
Post by: boggled on December 10, 2019, 04:15:31 PM
Mining stations in asteroid fields don't orbit correctly, instead it thinks there's an asteroid ring and goes on it's own orbit.(It doesn't stay in the asteroid field)

I'll look into this. Thanks for letting me know!
Title: Re: [0.9.1a] Player Station Construction (v2.0.2)
Post by: Scarlet-MagicianX26 on December 10, 2019, 05:34:03 PM
Do I have to start a faction before I can unlock the ability? It's not available to me.
Title: Re: [0.9.1a] Player Station Construction (v2.0.2)
Post by: boggled on December 11, 2019, 02:33:50 PM
Do I have to start a faction before I can unlock the ability? It's not available to me.

No, you should be able to use the ability regardless of whether you've started a faction. You need to manually add the ability to your ability bar by right clicking on a slot on the bar, and then selecting the station construction ability from the menu that pops up. Please let me know whether this work for you!
Title: Re: [0.9.1a] Player Station Construction (v2.0.2)
Post by: Scarlet-MagicianX26 on December 11, 2019, 03:59:42 PM
Do I have to start a faction before I can unlock the ability? It's not available to me.

No, you should be able to use the ability regardless of whether you've started a faction. You need to manually add the ability to your ability bar by right clicking on a slot on the bar, and then selecting the station construction ability from the menu that pops up. Please let me know whether this work for you!
Sorry, it turned out I was a dunderhead and forgot to enable the mod beforehand :/
Title: Re: [0.9.1a] Player Station Construction (v2.1.0)
Post by: Razaghal on December 19, 2019, 02:49:17 PM
Hey! I am loving this mod, but I have an issue regarding the stations.
Sometimes, when I open the menu and to build structures or industries, my game freezes then it crashes. It happened to me three times: when I built an Astropolis station and the menu popped up, the second and third time on the construction menu on my volatiles structure.

Other than that, I don't have any problems.

Cheers!

PD: I also have your terraforming mod, and it's fantastic I must say.
Title: Re: [0.9.1a] Player Station Construction (v2.1.0)
Post by: boggled on December 19, 2019, 04:20:42 PM
Hey! I am loving this mod, but I have an issue regarding the stations.
Sometimes, when I open the menu and to build structures or industries, my game freezes then it crashes. It happened to me three times: when I built an Astropolis station and the menu popped up, the second and third time on the construction menu on my volatiles structure.

Other than that, I don't have any problems.

Cheers!

PD: I also have your terraforming mod, and it's fantastic I must say.

Is there any error message after the game crashes (ex. null pointer exception)? Can you post the last few lines of your log file right after the game crashes where it contains information about the exception that occurred? Does the crash happen every time you build an astropolis or siphon station, or does it happen randomly or in certain specific circumstances?

I'm glad you're enjoying the terraforming mod!
Title: Re: [0.9.1a] Player Station Construction (v2.1.0)
Post by: Razaghal on December 19, 2019, 08:16:25 PM
Hey! I am loving this mod, but I have an issue regarding the stations.
Sometimes, when I open the menu and to build structures or industries, my game freezes then it crashes. It happened to me three times: when I built an Astropolis station and the menu popped up, the second and third time on the construction menu on my volatiles structure.

Other than that, I don't have any problems.

Cheers!

PD: I also have your terraforming mod, and it's fantastic I must say.

Is there any error message after the game crashes (ex. null pointer exception)? Can you post the last few lines of your log file right after the game crashes where it contains information about the exception that occurred? Does the crash happen every time you build an astropolis or siphon station, or does it happen randomly or in certain specific circumstances?

I'm glad you're enjoying the terraforming mod!

I get this Error:

Code
2872026 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.boggledTerraformingTools.getPlanetType(boggledTerraformingTools.java:351)
at data.campaign.econ.industries.Stellar_Shade_Array.addRightAfterDescriptionSection(Stellar_Shade_Array.java:737)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:944)
at com.fs.starfarer.campaign.ui.marketinfo.q$1.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.showTooltip(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.public.super(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.D.I.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.O0oO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

It says Stellar Shade, but I don't have any of them.
Also, it happens only when I enter my Volatiles Station randomly. Although it could be a coincidence.
Title: Re: [0.9.1a] Player Station Construction (v2.1.0)
Post by: cathar on December 20, 2019, 02:15:52 AM
Having a lot of fun with this mod in my current pirate playthrough. I think it's a great addition to Starsector, but it does have some balance issues for me, personally.


The price seems just right (if you make it more expensive it might not be a good alternative to early colonies). However, being able to just have access to a 100% hazard colony, with solid ressources, Starport and the Industry already built is really really good.

With my first 2mil and my first alpha core, I made a Siphon and Mining Station and got them to put out a solid 100k per month with minimal investment.

Feel free to ignore all of these suggestions, your mod, your vision, but here's stuff I would do to balance these a bit.

Right now stations seem like better planets to me.


Technically, it seems fine, only issue I had is that I built a Mining Station in an asteroid field (instead of ring) close to my first base and it has now moved out of that field and is just somewhere in the system. Not a big deal but I was hoping the stations would stay together to support each other defensively.
I see now that this is fixed in the newest version I am not using yet.
Title: Re: [0.9.1a] Player Station Construction (v2.1.0)
Post by: boggled on December 20, 2019, 02:37:06 PM
Hey! I am loving this mod, but I have an issue regarding the stations.
Sometimes, when I open the menu and to build structures or industries, my game freezes then it crashes. It happened to me three times: when I built an Astropolis station and the menu popped up, the second and third time on the construction menu on my volatiles structure.

Other than that, I don't have any problems.

Cheers!

PD: I also have your terraforming mod, and it's fantastic I must say.

Is there any error message after the game crashes (ex. null pointer exception)? Can you post the last few lines of your log file right after the game crashes where it contains information about the exception that occurred? Does the crash happen every time you build an astropolis or siphon station, or does it happen randomly or in certain specific circumstances?

I'm glad you're enjoying the terraforming mod!

I get this Error:

Code
2872026 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.boggledTerraformingTools.getPlanetType(boggledTerraformingTools.java:351)
at data.campaign.econ.industries.Stellar_Shade_Array.addRightAfterDescriptionSection(Stellar_Shade_Array.java:737)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:944)
at com.fs.starfarer.campaign.ui.marketinfo.q$1.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.showTooltip(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.public.super(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.D.I.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.O0oO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

It says Stellar Shade, but I don't have any of them.
Also, it happens only when I enter my Volatiles Station randomly. Although it could be a coincidence.

This was actually caused by an issue with an interaction with my terraforming mod. I've issued a patch for the terraforming mod that fixes the problem. Sorry about this!

Having a lot of fun with this mod in my current pirate playthrough. I think it's a great addition to Starsector, but it does have some balance issues for me, personally.


The price seems just right (if you make it more expensive it might not be a good alternative to early colonies). However, being able to just have access to a 100% hazard colony, with solid ressources, Starport and the Industry already built is really really good.

With my first 2mil and my first alpha core, I made a Siphon and Mining Station and got them to put out a solid 100k per month with minimal investment.

Feel free to ignore all of these suggestions, your mod, your vision, but here's stuff I would do to balance these a bit.
  • Set the base hazard rating to 150%. Yes vanilla stations are at 100% but these are ramshackle player stations put together with superglue and good intentions. This would limit their output and not make them automatically on par with extremely rare planets.
  • Would it be possible to have the starport and mining industry be in construction when the stations spawn, instead of having them already built. Right now I can skip one or two months of setup time of my colonies. It also takes away the (to me) interesting choice of whether I start with building defenses or industries first. 
  • Limit station size to 4 or 5. There are now millions of people living in my scrapmade little Siphon Station and it is continuing to grow.

Right now stations seem like better planets to me.


Technically, it seems fine, only issue I had is that I built a Mining Station in an asteroid field (instead of ring) close to my first base and it has now moved out of that field and is just somewhere in the system. Not a big deal but I was hoping the stations would stay together to support each other defensively.
I see now that this is fixed in the newest version I am not using yet.

Thanks for your kind words about my mods!

As far as balance goes, I think the cost for the stations is too low personally but when I had it higher during initial development the overwhelming response was that it needed to be lower. Since I want to please the largest number of mod users, I will keep the cost low for now as that seems to be the majority preference despite my personal views. The main argument for keeping it lower is that if the player has Nex installed they can just pay for an invasion fleet instead of building a station if the cost is too high.

I don't want to change the hazard rating or maximum population because it would introduce player confusion as to why certain stations have different attributes. If vanilla/Nex make these changes, I will follow suit.
Title: Re: [0.9.1a] Player Station Construction (v2.1.0)
Post by: Razaghal on December 20, 2019, 07:58:49 PM
Oh so it was an error with your other mod lol. Nice to see the bug will be fixed next patch :D.
Title: Re: [0.9.1a] Player Station Construction (v2.1.0)
Post by: cathar on December 21, 2019, 02:37:56 PM
Quote
As far as balance goes, I think the cost for the stations is too low personally but when I had it higher during initial development the overwhelming response was that it needed to be lower. Since I want to please the largest number of mod users, I will keep the cost low for now as that seems to be the majority preference despite my personal views. The main argument for keeping it lower is that if the player has Nex installed they can just pay for an invasion fleet instead of building a station if the cost is too high.

Maybe a special planet attribute with icon that says something like "Improvised station construction - due to the limited ressources used in the initial construction of this station, its size cannot exceed X?"

To differentiate it from Nex stations?

Aside from making the initial cost higher, do you think there's any other balance buttons you can push?
Title: Re: [0.9.1a] Player Station Construction (v2.1.0)
Post by: boggled on December 22, 2019, 06:38:51 AM
Quote
As far as balance goes, I think the cost for the stations is too low personally but when I had it higher during initial development the overwhelming response was that it needed to be lower. Since I want to please the largest number of mod users, I will keep the cost low for now as that seems to be the majority preference despite my personal views. The main argument for keeping it lower is that if the player has Nex installed they can just pay for an invasion fleet instead of building a station if the cost is too high.

Maybe a special planet attribute with icon that says something like "Improvised station construction - due to the limited ressources used in the initial construction of this station, its size cannot exceed X?"

To differentiate it from Nex stations?

Aside from making the initial cost higher, do you think there's any other balance buttons you can push?

I could use a condition to indicate how and why the maximum size is limited, but that doesn't explain why the Nex/Vanilla stations would be unlimited, considering many of them (ex. Lost Astropolis near Mairaath) are definitely even more improvised than any player construction would be. I think this is an issue to take up with the Nex developer(s) because I'm going to follow their lead with however stations behave.

As far as balance goes, I think limiting the stations to 5 maximum population would be the best way to do it, but that's an issue for Nex as I'm not going to deviate from how other stations are treated.
Title: Re: [0.9.1a] Player Station Construction (v2.1.0)
Post by: Codyrex123 on December 22, 2019, 07:47:10 AM
If the size was to be limited strictly for this mod's stations, I feel there should be a way to bypass/remove such a condition eventually, whether or not that requires a specific skill in like, industry or something, or just lots and lots of money and resources is beyond me, but hard limits on things that theoretically already capable in the universe of the game just because 'the player' digs into me a little!
I don't deny its funny to think a station thats orbiting a gas giant though has more people living on it then a wealthy, if harsh, barren mining planet would! Maybe the station can grow bigger (if its possible to change token sizes on campaign map after the token has been added...) on the campaign map to at least give a feeling that 'yeah maybe several million people can live on here.'
Title: Re: [0.9.1a] Player Station Construction (v2.1.0)
Post by: boggled on December 22, 2019, 04:02:08 PM
If the size was to be limited strictly for this mod's stations, I feel there should be a way to bypass/remove such a condition eventually, whether or not that requires a specific skill in like, industry or something, or just lots and lots of money and resources is beyond me, but hard limits on things that theoretically already capable in the universe of the game just because 'the player' digs into me a little!
I don't deny its funny to think a station thats orbiting a gas giant though has more people living on it then a wealthy, if harsh, barren mining planet would! Maybe the station can grow bigger (if its possible to change token sizes on campaign map after the token has been added...) on the campaign map to at least give a feeling that 'yeah maybe several million people can live on here.'

Changing the station sprite based on the size of the market would have the same "ghost planet" problem as with terraforming. It's a good idea but I don't think it will work because of technical reasons.
Title: Re: [0.9.1a] Player Station Construction (v2.1.0)
Post by: DarkOmegaMK2 on December 23, 2019, 02:36:07 PM
I'd like to make a suggestion:

The possibility of having an ability to remove abandoned stations. This is because if a planet or a stand alone station becomes decivilized they will leave their "corpse" hanging around forever which can be used as storage or you can rebuild it for a new station, but if i want to, for example, recolonize Chicomoztoc and want to build astropolis and everything on it, the Aztlan Starport might still be there. (i say "might" because i actually haven't tested it.)

Thanks!
Title: Re: [0.9.1a] Player Station Construction (v2.1.0)
Post by: boggled on December 24, 2019, 04:25:08 PM
I'd like to make a suggestion:

The possibility of having an ability to remove abandoned stations. This is because if a planet or a stand alone station becomes decivilized they will leave their "corpse" hanging around forever which can be used as storage or you can rebuild it for a new station, but if i want to, for example, recolonize Chicomoztoc and want to build astropolis and everything on it, the Aztlan Starport might still be there. (i say "might" because i actually haven't tested it.)

Thanks!

This is interesting but the main problem I see is if the player gets resources for scrapping stations, it would incentivize scrapping every abandoned station the player encounters. I think this would detract from the gameplay experience because the player would then miss out on the lore/story of those stations. It also doesn't explain why the NPCs haven't scrapped them if there are usable resources present. If the player doesn't get resources for scrapping stations, then what's the point?

I'm not sure about Aztlan Starport but I think there's a bug with Jangala and Garnir where their stations become a separate market if the planet becomes abandoned. However, this is not a community bugfixing mod so I don't want to go outside my scope to address that issue.

If the purpose of scrapping stations is to make it possible to uninstall mods that create stations from a save in progress, I don't it would actually work, especially if the mods have other features beyond creating stations.
Title: Re: [0.9.1a] Player Station Construction (v2.1.0)
Post by: Bunkeror on December 26, 2019, 09:11:01 AM
Hello Boggled! I just installed this mod and I find the concept amazing, but there are some things on it I'd like to suggest.

I think Astropolis should be part of the colony, rather than a somehow independent one. Perhaps increasing population growth (like, you can create an astropolis orbiting a gas giant and pop growth would be more "normal" (rather than "nobody wants to live in a gas giant, ewww), accessibility or even each one adding a new industry slot to the colony they're orbiting. But right now, it feels weird that they act like separate colonies that just add a market.

(Also, probably taking into account the lack of an atmosphere, hazard could be higher than 100%).

Also, is it possible to increase the mining station's visibility/size? Right now, imo, they're too small and are hard to see between the asteroids.

Is there a way to add "active mining station" to the name, too, to distinguish them from the vanilla abandoned ones?

Thanks in advance for your time! What do you think?
Title: Re: [0.9.1a] Player Station Construction (v2.1.0)
Post by: boggled on December 26, 2019, 03:51:03 PM
Hello Boggled! I just installed this mod and I find the concept amazing, but there are some things on it I'd like to suggest.

I think Astropolis should be part of the colony, rather than a somehow independent one. Perhaps increasing population growth (like, you can create an astropolis orbiting a gas giant and pop growth would be more "normal" (rather than "nobody wants to live in a gas giant, ewww), accessibility or even each one adding a new industry slot to the colony they're orbiting. But right now, it feels weird that they act like separate colonies that just add a market.

(Also, probably taking into account the lack of an atmosphere, hazard could be higher than 100%).

Also, is it possible to increase the mining station's visibility/size? Right now, imo, they're too small and are hard to see between the asteroids.

Is there a way to add "active mining station" to the name, too, to distinguish them from the vanilla abandoned ones?

Thanks in advance for your time! What do you think?

I'm currently working on an update that will replace the tiny mining and siphon station sprites with larger ones. Valid point!

I don't want to change the hazard rating as that is the default for all stations, not just the ones from this mod. If you have Nex installed you can take over the vanilla 100% hazard stations.

If the astropoli added additional industry slots and increased colony growth rate, it wouldn't actually be a huge change because their markets function as additional industry slots and population in their current form. Another problem is that the UI is designed for twelve or less buildings/industries per market (this may be changing in a future version of Starsector) so adding additional slots would make the UI experience very bad right now.
Title: Re: [0.9.1a] Player Station Construction (v2.1.0)
Post by: DarkOmegaMK2 on December 26, 2019, 08:59:12 PM
This is interesting but the main problem I see is if the player gets resources for scrapping stations, it would incentivize scrapping every abandoned station the player encounters. I think this would detract from the gameplay experience because the player would then miss out on the lore/story of those stations. It also doesn't explain why the NPCs haven't scrapped them if there are usable resources present. If the player doesn't get resources for scrapping stations, then what's the point?

I'm not sure about Aztlan Starport but I think there's a bug with Jangala and Garnir where their stations become a separate market if the planet becomes abandoned. However, this is not a community bugfixing mod so I don't want to go outside my scope to address that issue.

If the purpose of scrapping stations is to make it possible to uninstall mods that create stations from a save in progress, I don't it would actually work, especially if the mods have other features beyond creating stations.

Clearly i failed to explain myself properly, so i'll use a visual example to explain my point:
(https://i.imgur.com/QOLmcuJ.jpg)

This is Chicomoztoc recolonized after being decivilized, notice that everything is built on but the corpse of Aztlan Spaceport stills hangs around serving literally no purpose anymore.

The whole point of this is that it looks ugly and it would be nice to have an option to do something about it since the mod deals with space stations. Of course, i could repopulate it, but what if i don't want to? what if i just want it gone for good?

I hope i got my point across well enough, if you think it's not an issue, then i will not push this anymore.
Title: Re: [0.9.1a] Player Station Construction (v2.1.0)
Post by: boggled on December 27, 2019, 08:00:22 AM
This is interesting but the main problem I see is if the player gets resources for scrapping stations, it would incentivize scrapping every abandoned station the player encounters. I think this would detract from the gameplay experience because the player would then miss out on the lore/story of those stations. It also doesn't explain why the NPCs haven't scrapped them if there are usable resources present. If the player doesn't get resources for scrapping stations, then what's the point?

I'm not sure about Aztlan Starport but I think there's a bug with Jangala and Garnir where their stations become a separate market if the planet becomes abandoned. However, this is not a community bugfixing mod so I don't want to go outside my scope to address that issue.

If the purpose of scrapping stations is to make it possible to uninstall mods that create stations from a save in progress, I don't it would actually work, especially if the mods have other features beyond creating stations.

Clearly i failed to explain myself properly, so i'll use a visual example to explain my point:
(https://i.imgur.com/QOLmcuJ.jpg)

This is Chicomoztoc recolonized after being decivilized, notice that everything is built on but the corpse of Aztlan Spaceport stills hangs around serving literally no purpose anymore.

The whole point of this is that it looks ugly and it would be nice to have an option to do something about it since the mod deals with space stations. Of course, i could repopulate it, but what if i don't want to? what if i just want it gone for good?

I hope i got my point across well enough, if you think it's not an issue, then i will not push this anymore.

This is clearly a bug and it's a problem I've also encountered with other planets (ex. Jangala and Garnir). However, this bug exists whether or not you have my mod(s) installed. Fixing vanilla bugs is outside the scope of this mod so I won't be attempting to fix this in my mod.

However, since this is a pretty easy issue to resolve, here is some code to fix it for you:
Code
runcode Global.getSector().getPlayerFleet().getStarSystem().removeEntity(Global.getSector().getPlayerFleet().getStarSystem().getEntityById("aztlan_starport"));
With the console commands mod, just paste in my code and hit enter while you're inside the Aztlan system and it will delete the Aztlan Starport for you. This will also work for any other station assuming you replace the Aztlan Starport ID with the ID of the station you want to delete and travel to the system it's located in. Please let me know if this works for you!
Title: Re: [0.9.1a] Player Station Construction (v2.1.0)
Post by: DarkOmegaMK2 on December 27, 2019, 10:45:46 AM
This is clearly a bug and it's a problem I've also encountered with other planets (ex. Jangala and Garnir). However, this bug exists whether or not you have my mod(s) installed. Fixing vanilla bugs is outside the scope of this mod so I won't be attempting to fix this in my mod.

However, since this is a pretty easy issue to resolve, here is some code to fix it for you:
Code
runcode Global.getSector().getPlayerFleet().getStarSystem().removeEntity(Global.getSector().getPlayerFleet().getStarSystem().getEntityById("aztlan_starport"));
With the console commands mod, just paste in my code and hit enter while you're inside the Aztlan system and it will delete the Aztlan Starport for you. This will also work for any other station assuming you replace the Aztlan Starport ID with the ID of the station you want to delete and travel to the system it's located in. Please let me know if this works for you!

Alright thanks for the tip.

Just for the record, I never implied this was a bug caused by your mod (i don't know what i said that made you get that impression), i was just exposing it as an issue in general.
Title: Re: [0.9.1a] Player Station Construction (v2.1.0)
Post by: SafariJohn on December 27, 2019, 02:39:38 PM
Just for the record, I never implied this was a bug caused by your mod (i don't know what i said that made you get that impression), i was just exposing it as an issue in general.

By reporting the bug in this thread, you implicitly accused boggled of causing it. Since it's a vanilla bug, you should create a thread in the Bug Reports subforum.
Title: Re: [0.9.1a] Player Station Construction (v2.1.0)
Post by: DarkOmegaMK2 on December 27, 2019, 08:57:53 PM
Just for the record, I never implied this was a bug caused by your mod (i don't know what i said that made you get that impression), i was just exposing it as an issue in general.

By reporting the bug in this thread, you implicitly accused boggled of causing it. Since it's a vanilla bug, you should create a thread in the Bug Reports subforum.

That's pretty rude and uncalled for.

My first post literally starts with "i'd like to make a suggestion" no "i'd like to report a bug caused by your mod".

But i'll drop the subject right now, thanks for your responses the two of you, and have a nice day.  :)
Title: Re: [0.9.1a] Player Station Construction (v2.1.0)
Post by: boggled on December 28, 2019, 10:50:23 AM
If the size was to be limited strictly for this mod's stations, I feel there should be a way to bypass/remove such a condition eventually, whether or not that requires a specific skill in like, industry or something, or just lots and lots of money and resources is beyond me, but hard limits on things that theoretically already capable in the universe of the game just because 'the player' digs into me a little!
I don't deny its funny to think a station thats orbiting a gas giant though has more people living on it then a wealthy, if harsh, barren mining planet would! Maybe the station can grow bigger (if its possible to change token sizes on campaign map after the token has been added...) on the campaign map to at least give a feeling that 'yeah maybe several million people can live on here.'

Turns out I was wrong and the "ghost planet" problem can be avoided with stations. The station token now changes size based on the size of the market as you suggested. Enjoy!
Title: Re: [0.9.1a] Player Station Construction (v2.4.0)
Post by: jeffg10 on January 11, 2020, 02:53:11 PM
Mods like this are exactly the reason i look at the experimental mods listings, this changes everything (actually is should clarify: i found the link back to this moved post from there, i realize it's in the stable modding area now)
Title: Re: [0.9.1a] Player Station Construction (v2.4.0)
Post by: boggled on January 11, 2020, 03:45:22 PM
Mods like this are exactly the reason i look at the experimental mods listings, this changes everything (actually is should clarify: i found the link back to this moved post from there, i realize it's in the stable modding area now)

Thank you for your kind words!
Title: Re: [0.9.1a] Player Station Construction (v2.4.0)
Post by: Rasip on January 13, 2020, 12:40:45 PM
This looks to be the next mod i add to my next game. Question though. Could you add a config option to cap station size? I realize you don't want to step on anyone's toes, but giving us the option to do so if we wanted would be nice.
Title: Re: [0.9.1a] Player Station Construction (v2.4.0)
Post by: boggled on January 13, 2020, 02:45:07 PM
This looks to be the next mod i add to my next game. Question though. Could you add a config option to cap station size? I realize you don't want to step on anyone's toes, but giving us the option to do so if we wanted would be nice.

Yeah, I think this is doable. I will try to implement a population cap setting as well as a hazard rating setting since that is a highly suggested balance change as well.
Title: Re: [0.9.1a] Player Station Construction (v2.4.0)
Post by: Rasip on January 13, 2020, 02:57:59 PM
Thank you. Low gravity or making stations consume a lot more supplies to account for lifesupport needs might be an idea.
Title: Re: [0.9.1a] Player Station Construction (v2.4.0)
Post by: boggled on January 13, 2020, 04:54:00 PM
Thank you. Low gravity or making stations consume a lot more supplies to account for lifesupport needs might be an idea.

Most of the stations in Starsector appear to be shaped in such a way that rotation could generate artificial gravity for the inhabitants. This would mostly negate the detrimental effects associated with zero gravity. For more information: https://en.wikipedia.org/wiki/Rotating_wheel_space_station

Consuming extra resources to account for life support and other difficulties of operating a space station is interesting, but I'm not sure how I could implement this in a way that makes it clear to the player that this is happening and why. I don't want to create too much complexity or player confusion. Besides, increasing the hazard rating for stations essentially accomplishes this within the established game mechanics.
Title: Re: [0.9.1a] Player Station Construction (v2.4.0)
Post by: mora on January 13, 2020, 06:55:19 PM
Using Nexerelin's outposts and this mod, I was able to do this:
Spoiler
(https://i.imgur.com/8MmRz2W.png)
(https://i.imgur.com/HigFcXF.png)
(https://i.imgur.com/9wVF9JT.png)
[close]
These are all functional colonies despite the name.
I did this by making alot of outposts and using the "Colonize Abandoned Station" ability on them. You can probably get an infinite amount of colonies in a single system this way provided you have the resources.
The ability says something like "cannot colonize due to major faction controlling station" when near a Nexerelin outpost but allows you to activate it and colonize anyway. Do you plan on doing anything about this?
Title: Re: [0.9.1a] Player Station Construction (v2.4.0)
Post by: Donahue on January 14, 2020, 07:27:44 AM
I have a slight problem.  I colonized the abandoned terraforming platform in Corvus. Initially, I remembered that when I docked there, the comms directory (1) would have NPCs in them.  After a few save and reload, they all seems to have disappeared...How could I get them back?...Or did I remember wrong and they never had NPCs...?
Title: Re: [0.9.1a] Player Station Construction (v2.4.0)
Post by: boggled on January 14, 2020, 02:31:45 PM
Using Nexerelin's outposts and this mod, I was able to do this:
Spoiler
(https://i.imgur.com/8MmRz2W.png)
(https://i.imgur.com/HigFcXF.png)
(https://i.imgur.com/9wVF9JT.png)
[close]
These are all functional colonies despite the name.
I did this by making alot of outposts and using the "Colonize Abandoned Station" ability on them. You can probably get an infinite amount of colonies in a single system this way provided you have the resources.
The ability says something like "cannot colonize due to major faction controlling station" when near a Nexerelin outpost but allows you to activate it and colonize anyway. Do you plan on doing anything about this?

This is unintended! My next patch will fix this problem. Thanks for letting me know about this!

I have a slight problem.  I colonized the abandoned terraforming platform in Corvus. Initially, I remembered that when I docked there, the comms directory (1) would have NPCs in them.  After a few save and reload, they all seems to have disappeared...How could I get them back?...Or did I remember wrong and they never had NPCs...?

Sometimes smaller markets don't have any NPCs in the comm directory. It's random. If you have Nex installed, the secretary should always be there though.
Title: Re: [0.9.1a] Player Station Construction (v2.4.0)
Post by: Donahue on January 14, 2020, 03:13:26 PM
Sometimes smaller markets don't have any NPCs in the comm directory. It's random. If you have Nex installed, the secretary should always be there though.

What is considered a "small" market? What is a Nex?  I have installed an administrator there...At least that person should show up on the comms no?
Title: Re: [0.9.1a] Player Station Construction (v2.4.0)
Post by: boggled on January 14, 2020, 04:42:42 PM
Sometimes smaller markets don't have any NPCs in the comm directory. It's random. If you have Nex installed, the secretary should always be there though.

What is considered a "small" market? What is a Nex?  I have installed an administrator there...At least that person should show up on the comms no?

Markets start at size 3 when first founded, which is very small. As they become larger over time, the chance characters will appear in the comm directory increases.

Nex is Nexerelin, a major mod that is very popular and makes significant changes to how markets work.

I just tested it, and it appears that regardless of whether or not Nex is installed, your administrator does not appear as a contact on the comm directory. If Nex is installed, a secretary always appears in the comm directory whether or not you have an administrator at the planet.
Title: Re: [0.9.1a] Player Station Construction (v2.4.0)
Post by: saif ag on January 15, 2020, 04:04:18 PM
nice mod idea!!!

tho I'm having problems of it not appearing in my mod list when I start the launcher
if there is a solution ill be thankful
Title: Re: [0.9.1a] Player Station Construction (v2.4.0)
Post by: Rasip on January 15, 2020, 04:14:24 PM
Look in the folder you extracted. If there is a folder in there with the mod's name move it to the mods folder.
Title: Re: [0.9.1a] Player Station Construction (v2.4.0)
Post by: saif ag on January 15, 2020, 04:54:19 PM
na I opened the file its just like any other mod folder
Title: Re: [0.9.1a] Player Station Construction (v2.4.0)
Post by: saif ag on January 15, 2020, 05:08:31 PM
never mind i solved the issue   :D
Title: Re: [0.9.1a] Player Station Construction (v2.4.0)
Post by: Seldion on January 15, 2020, 11:39:00 PM
First off, love the mod, only played around with it with cheats and such as I haven't gotten far enough to do it lagit.

I know that they have a mod out there that adds the ability to make orbital habitats but I don't like all the other features that it adds so I was wondering if you'd add the option to make them or maybe give the option to add a station that mines the planets as well, that would be great.
Title: Re: [0.9.1a] Player Station Construction (v2.4.0)
Post by: taerkar on January 16, 2020, 06:34:41 AM
Consuming extra resources to account for life support and other difficulties of operating a space station is interesting, but I'm not sure how I could implement this in a way that makes it clear to the player that this is happening and why. I don't want to create too much complexity or player confusion. Besides, increasing the hazard rating for stations essentially accomplishes this within the established game mechanics.

Give them a requirement of organics and heavy machinery that grows with the size of the station, if possible? Maybe even 1:1 with size?
Title: Re: [0.9.1a] Player Station Construction (v2.4.0)
Post by: boggled on January 16, 2020, 03:03:17 PM
First off, love the mod, only played around with it with cheats and such as I haven't gotten far enough to do it lagit.

I know that they have a mod out there that adds the ability to make orbital habitats but I don't like all the other features that it adds so I was wondering if you'd add the option to make them or maybe give the option to add a station that mines the planets as well, that would be great.

If you let me know which mod you're referring to, I can take a look at their implementation of orbital habitats to see if it's something I might want to add.
Title: Re: [0.9.1a] Player Station Construction (v2.4.0)
Post by: Morathar on January 16, 2020, 04:07:14 PM
First off, love the mod, only played around with it with cheats and such as I haven't gotten far enough to do it lagit.

I know that they have a mod out there that adds the ability to make orbital habitats but I don't like all the other features that it adds so I was wondering if you'd add the option to make them or maybe give the option to add a station that mines the planets as well, that would be great.

If you let me know which mod you're referring to, I can take a look at their implementation of orbital habitats to see if it's something I might want to add.

This could be a reference to the Secrets of the Frontier mod (https://fractalsoftworks.com/forum/index.php?topic=15820.0 (https://fractalsoftworks.com/forum/index.php?topic=15820.0)). It lets you construct orbital habitats at stable locations within the system (instead of comm relays, nav buoys, etc.). The habitat just gives a general hazard reduction to all other colonies in the system, but you can also upgrade a habitat into a full colony/market (at the cost of losing the system-wide hazard reduction).

On a side note, the colonies created in this manner come with a "cramped station" condition which gives a population growth penalty that gets bigger as the colony grows in size. That might be a possible alternative to a strict hard cap on station size if you're still looking to avoid hard caps like you were earlier in this thread...
Title: Re: [0.9.1a] Player Station Construction (v2.4.0)
Post by: boggled on January 16, 2020, 04:56:38 PM
First off, love the mod, only played around with it with cheats and such as I haven't gotten far enough to do it lagit.

I know that they have a mod out there that adds the ability to make orbital habitats but I don't like all the other features that it adds so I was wondering if you'd add the option to make them or maybe give the option to add a station that mines the planets as well, that would be great.

First off, love the mod, only played around with it with cheats and such as I haven't gotten far enough to do it lagit.

I know that they have a mod out there that adds the ability to make orbital habitats but I don't like all the other features that it adds so I was wondering if you'd add the option to make them or maybe give the option to add a station that mines the planets as well, that would be great.

If you let me know which mod you're referring to, I can take a look at their implementation of orbital habitats to see if it's something I might want to add.

This could be a reference to the Secrets of the Frontier mod (https://fractalsoftworks.com/forum/index.php?topic=15820.0 (https://fractalsoftworks.com/forum/index.php?topic=15820.0)). It lets you construct orbital habitats at stable locations within the system (instead of comm relays, nav buoys, etc.). The habitat just gives a general hazard reduction to all other colonies in the system, but you can also upgrade a habitat into a full colony/market (at the cost of losing the system-wide hazard reduction).

On a side note, the colonies created in this manner come with a "cramped station" condition which gives a population growth penalty that gets bigger as the colony grows in size. That might be a possible alternative to a strict hard cap on station size if you're still looking to avoid hard caps like you were earlier in this thread...

As far as planetary mining stations go, this is something I've considered previously but rejected because it basically removes the need to colonize high hazard mining planets. From a lore standpoint it makes no sense how the station would have a low hazard rating, but all the mining operations are on the planet with the high hazard rating. In addition, why would an orbital mining station be any different than a regular orbital station all planet markets can build? I think a space elevator mining station that reduces hazard might be a reasonable idea, but there are no space elevators in the vanilla Starsector lore to my knowledge, and I don't have any good art assets for this.

With regard to the Secrets orbital habitats, I think the implementation in Secrets is very different than my stations, and the hazard reduction makes no sense from a lore standpoint (in my opinion). If you want to use only the orbital habitats from Secrets, I would make a request to the developers of that mod to add settings to enable/disable features, or separate the mod into several different mods. That said, I like the cramped station mechanic and I will add the option (in the settings file) to have this condition applied to all stations. This will be in addition to the upcoming base hazard and population cap settings I will be adding. Hopefully this will help satisfy people who don't like the unfettered population growth and low hazard of vanilla/Nex stations.
Title: Re: [0.9.1a] Player Station Construction (v3.0.0)
Post by: Nemo on January 23, 2020, 12:29:36 AM
Hi there! I love this mod quite a bit, but it seems I've run into a conflict. KnightChase's Mayasuran Navy mod provides some changes to the two other settlements in the system (Port Tse Franchise Station and the Lost Astropolis respectively) which cause game crashes when I gain control of these settlements and try to add or remove industries there.
Title: Re: [0.9.1a] Player Station Construction (v3.0.0)
Post by: boggled on January 23, 2020, 02:29:24 PM
Hi there! I love this mod quite a bit, but it seems I've run into a conflict. KnightChase's Mayasuran Navy mod provides some changes to the two other settlements in the system (Port Tse Franchise Station and the Lost Astropolis respectively) which cause game crashes when I gain control of these settlements and try to add or remove industries there.

Can you post the stack trace from your starsector.log? I will take a look to see what's causing the problem.
Title: Re: [0.9.1a] Player Station Construction (v3.0.0)
Post by: Nemo on January 23, 2020, 08:58:05 PM
Can you post the stack trace from your starsector.log? I will take a look to see what's causing the problem.

Whoops, false alarm. It's not an issue with this mod, I was using Kentington's DIY Planets mod and that seems to be the one causing the problem. I switched to your terraforming mod and everything's hunky-dory now. Sorry for the trouble!  :-[
Title: Re: [0.9.1a] Player Station Construction (v3.0.0)
Post by: qman on January 24, 2020, 10:22:24 AM
Im getting this error, any idea?


223381 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.StarSystemAPI.addOrbitalStation(Ljava/lang/String;Lcom/fs/starfarer/api/campaign/SectorEntityToken;FFFLjava/lang/String;Ljava/lang/String;)Lcom/fs/starfarer/api/campaign/SectorEntityToken;
java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.StarSystemAPI.addOrbitalStation(Ljava/lang/String;Lcom/fs/starfarer/api/campaign/SectorEntityToken;FFFLjava/lang/String;Ljava/lang/String;)Lcom/fs/starfarer/api/campaign/SectorEntityToken;
   at org.lazywizard.omnifac.OmniFacModPlugin.createOmnifactory(OmniFacModPlugin.java:43)
   at org.lazywizard.omnifac.OmniFacModPlugin.onEnabled(OmniFacModPlugin.java:140)
   at com.fs.starfarer.campaign.ModAndPluginData.notifyRunningWithMod(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.1a] Player Station Construction (v3.0.0)
Post by: qman on January 24, 2020, 10:23:43 AM
I cant even start a new game. here is the error, anyidea




223381 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.StarSystemAPI.addOrbitalStation(Ljava/lang/String;Lcom/fs/starfarer/api/campaign/SectorEntityToken;FFFLjava/lang/String;Ljava/lang/String;)Lcom/fs/starfarer/api/campaign/SectorEntityToken;
java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.StarSystemAPI.addOrbitalStation(Ljava/lang/String;Lcom/fs/starfarer/api/campaign/SectorEntityToken;FFFLjava/lang/String;Ljava/lang/String;)Lcom/fs/starfarer/api/campaign/SectorEntityToken;
   at org.lazywizard.omnifac.OmniFacModPlugin.createOmnifactory(OmniFacModPlugin.java:43)
   at org.lazywizard.omnifac.OmniFacModPlugin.onEnabled(OmniFacModPlugin.java:140)
   at com.fs.starfarer.campaign.ModAndPluginData.notifyRunningWithMod(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.1a] Player Station Construction (v3.0.0)
Post by: Rasip on January 24, 2020, 10:34:11 AM
With just that tiny piece on the log file there isn't much we can tell you, but unknown source usually means you didn't activate the required library mods.
Title: Re: [0.9.1a] Player Station Construction (v3.0.0)
Post by: boggled on January 24, 2020, 02:24:30 PM
I cant even start a new game. here is the error, anyidea




223381 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.StarSystemAPI.addOrbitalStation(Ljava/lang/String;Lcom/fs/starfarer/api/campaign/SectorEntityToken;FFFLjava/lang/String;Ljava/lang/String;)Lcom/fs/starfarer/api/campaign/SectorEntityToken;
java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.StarSystemAPI.addOrbitalStation(Ljava/lang/String;Lcom/fs/starfarer/api/campaign/SectorEntityToken;FFFLjava/lang/String;Ljava/lang/String;)Lcom/fs/starfarer/api/campaign/SectorEntityToken;
   at org.lazywizard.omnifac.OmniFacModPlugin.createOmnifactory(OmniFacModPlugin.java:43)
   at org.lazywizard.omnifac.OmniFacModPlugin.onEnabled(OmniFacModPlugin.java:140)
   at com.fs.starfarer.campaign.ModAndPluginData.notifyRunningWithMod(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


Disable all mods except for my station construction one, and then try to start a new game. Do you still get the crash? Also, let me know if you made any changes to the settings file for this mod.

I think Rasip might be correct. One of your mods may have LazyLib as a dependency but you didn't install/enable LazyLib. My mods have no dependencies.
Title: Re: [0.9.1a] Player Station Construction (v3.0.0)
Post by: Morathar on January 24, 2020, 04:41:01 PM
I think the key lines are:

   at org.lazywizard.omnifac.OmniFacModPlugin.createOmnifactory(OmniFacModPlugin.java:43)
   at org.lazywizard.omnifac.OmniFacModPlugin.onEnabled(OmniFacModPlugin.java:140)

That looks like it's from the old Omnifactory mod (https://fractalsoftworks.com/forum/index.php?topic=12544.0 (https://fractalsoftworks.com/forum/index.php?topic=12544.0)). As far as I know, that mod hasn't been updated to run with the latest version of Starsector, so that's probably why it's crashing...
Title: Re: [0.9.1a] Player Station Construction (v3.0.0)
Post by: Prolbo on January 26, 2020, 12:20:35 AM
Man, its a great mod you made. With current (vanilla) colony economic state its real life saver, especially with spacecolony size limit ON. Refining and industry works was never as easy as now. Really cool mod.

And, I know, its not your goal at all, but I cant stop wondering and it looks kinda similar, how coplicated it would be to create "stable hyperbreach generator" — ability/consumable to create additional jump point in system? Probably with limit that system have less than two.

Almost forgot. What about static station construction? (Sevsor Array, Comm Relay, Nav Bouy) Would it be similar to habitat/mining station construction?
Title: Re: [0.9.1a] Player Station Construction (v3.0.0)
Post by: boggled on January 26, 2020, 06:37:45 AM
Man, its a great mod you made. With current (vanilla) colony economic state its real life saver, especially with spacecolony size limit ON. Refining and industry works was never as easy as now. Really cool mod.

And, I know, its not your goal at all, but I cant stop wondering and it looks kinda similar, how coplicated it would be to create "stable hyperbreach generator" — ability/consumable to create additional jump point in system? Probably with limit that system have less than two.

Almost forgot. What about static station construction? (Sevsor Array, Comm Relay, Nav Bouy) Would it be similar to habitat/mining station construction?

I'm glad you're enjoying my mod!

The hyperbreach generator is an interesting idea, but I think there are very limited circumstances where players would want to use it. Why spend a bunch of resources to create a new jump point when you can use the ones that already exist in the system? I do have a mod that allows the player to build functional gates wherever they want - perhaps that mod would interest you?

I don't want to infringe on the stable location mechanic for building additional sensor/comm/nav structures. That would be confusing to the player and would clutter up the map with a bunch of buoys everywhere.
Title: Re: [0.9.1a] Player Station Construction (v3.0.0)
Post by: Baleg Qhan on January 27, 2020, 04:39:28 PM
Hey Boggled, I love this mod, but I think I encountered a bug. I was testing the mod, and one of the 3 astropoli I made around a gas giant started at 7 population. Is that intended?
Title: Re: [0.9.1a] Player Station Construction (v3.0.0)
Post by: boggled on January 27, 2020, 04:46:42 PM
Hey Boggled, I love this mod, but I think I encountered a bug. I was testing the mod, and one of the 3 astropoli I made around a gas giant started at 7 population. Is that intended?

No, that is certainly not intended. I know this bug happens if the player doesn't view/interact with a colony very soon after creating the market, which is why I have the colony management screen open automatically when a station completes construction.

Did the colony interaction menu pop up like usual after each astropolis completed? Is the bug reproducible, or did it only happen that one time and you can't repeat it?
Title: Re: [0.9.1a] Player Station Construction (v3.0.0)
Post by: Baleg Qhan on January 28, 2020, 09:25:08 PM
No, that is certainly not intended. I know this bug happens if the player doesn't view/interact with a colony very soon after creating the market, which is why I have the colony management screen open automatically when a station completes construction.

Did the colony interaction menu pop up like usual after each astropolis completed? Is the bug reproducible, or did it only happen that one time and you can't repeat it?

I will try to reproduce it a few times to help you out. I don't remember what else I was doing on my PC at the time. Could have been YT, programming, etc. that took my focus away for quite some time.

On a separate but related note, are there any plans to add a setting allowing the player to modify the build timer per station? There could also possibly be a cooldown period between building stations and a setting for that. It seems reasonable that building such a massive station would require a considerable logistic effort to undertake and would require a cooldown. Lastly, for the sake of choice, it would be neat to modify the number of stations per orbit as well through a setting. Thanks for reading.
Title: Re: [0.9.1a] Player Station Construction (v3.0.0)
Post by: xucthclu on January 29, 2020, 04:17:11 AM
Can I get a link for the gate construction mod, please?
Title: Re: [0.9.1a] Player Station Construction (v3.0.0)
Post by: boggled on January 29, 2020, 03:06:12 PM
No, that is certainly not intended. I know this bug happens if the player doesn't view/interact with a colony very soon after creating the market, which is why I have the colony management screen open automatically when a station completes construction.

Did the colony interaction menu pop up like usual after each astropolis completed? Is the bug reproducible, or did it only happen that one time and you can't repeat it?

I will try to reproduce it a few times to help you out. I don't remember what else I was doing on my PC at the time. Could have been YT, programming, etc. that took my focus away for quite some time.

On a separate but related note, are there any plans to add a setting allowing the player to modify the build timer per station? There could also possibly be a cooldown period between building stations and a setting for that. It seems reasonable that building such a massive station would require a considerable logistic effort to undertake and would require a cooldown. Lastly, for the sake of choice, it would be neat to modify the number of stations per orbit as well through a setting. Thanks for reading.

Were you using any console commands around the time the bug the occurred, or to construct/modify the astropoli? If you're able to find a way to reproduce it, I can investigate, but without that it's very hard to determine the root cause.

Ideally stations would be "under construction" for a period of time during which the player can't build more, but I don't have a quality sprite for a station that's under construction so I don't think I can implement this right now.

I like the idea of having a setting to change the number of stations that can be built, especially for astropoli. I'll look into implementing this.

Can I get a link for the gate construction mod, please?

http://fractalsoftworks.com/forum/index.php?topic=17543.0
Title: Re: [0.9.1a] Player Station Construction (v3.0.0)
Post by: Baleg Qhan on January 30, 2020, 04:12:03 AM


No, that is certainly not intended. I know this bug happens if the player doesn't view/interact with a colony very soon after creating the market, which is why I have the colony management screen open automatically when a station completes construction.

Did the colony interaction menu pop up like usual after each astropolis completed? Is the bug reproducible, or did it only happen that one time and you can't repeat it?

I will try to reproduce it a few times to help you out. I don't remember what else I was doing on my PC at the time. Could have been YT, programming, etc. that took my focus away for quite some time.

On a separate but related note, are there any plans to add a setting allowing the player to modify the build timer per station? There could also possibly be a cooldown period between building stations and a setting for that. It seems reasonable that building such a massive station would require a considerable logistic effort to undertake and would require a cooldown. Lastly, for the sake of choice, it would be neat to modify the number of stations per orbit as well through a setting. Thanks for reading.
[/quote]
...

Ideally stations would be "under construction" for a period of time during which the player can't build more, but I don't have a quality sprite for a station that's under construction so I don't think I can implement this right now.

I like the idea of having a setting to change the number of stations that can be built, especially for astropoli. I'll look into implementing this.


http://fractalsoftworks.com/forum/index.php?topic=17543.0
[/quote]

Did you see the question about build timer, too? I don't think you addressed it.
Title: Re: [0.9.1a] Player Station Construction (v3.0.0)
Post by: boggled on January 30, 2020, 04:14:53 PM
Did you see the question about build timer, too? I don't think you addressed it.

I don't think I can add a build/construction timer for mining and siphon stations due to the lack of a sprite, but I may be able to change the build time for astropoli. I'll look into it.

If you simply want to increase the cooldown of the abilities that construct mining and siphon stations, that can be done easily by the player using the abilities.csv file without my needing to implement an option in the settings file.
Title: Re: [0.9.1a] Player Station Construction (v3.0.0)
Post by: Delta7 on January 31, 2020, 05:24:51 PM
This is a really cool mod, awesome concept!

My suggestion would be to lower the cost to around 300,000 initially, but then have to pay more credits to expand the station's max size every time the population reaches 100% for the current size, or else have the station remain the same size. I'm not sure how easy that would be to code, but I think it would make it a little more accessible without making it overpowered and lore breaking, since you'd need to invest more resources to grow it over time. It would also keep said station from growing from a few dozen people to greater than the current population of earth all on it's own, which would be a little bit ridiculous.
Title: Re: [0.9.1a] Player Station Construction (v3.0.0)
Post by: boggled on February 01, 2020, 03:59:22 PM
This is a really cool mod, awesome concept!

My suggestion would be to lower the cost to around 300,000 initially, but then have to pay more credits to expand the station's max size every time the population reaches 100% for the current size, or else have the station remain the same size. I'm not sure how easy that would be to code, but I think it would make it a little more accessible without making it overpowered and lore breaking, since you'd need to invest more resources to grow it over time. It would also keep said station from growing from a few dozen people to greater than the current population of earth all on it's own, which would be a little bit ridiculous.

With the way the UI is set up I can't think of a good way for the player to interact with a mechanic where they pay credits to increase the max station population cap. If I add it to the dialog tree when you interact with a station, many players won't become aware of it and it would be cumbersome to use.

Increasing the size of the station might actually be profitable for the player if they're adding on habitat space and then selling the apartments/residences to people.

If you want to nerf the power level and/or growth of stations, I implemented a bunch of options in the settings file that allow you to do just that.
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: arknok on February 07, 2020, 11:42:49 PM
so i was wondering, why cant you put a siphon station on a brown dwarf? they are defind as a really big gas giant that is slightly too small to ignite into a full star.
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: boggled on February 08, 2020, 08:58:57 AM
so i was wondering, why cant you put a siphon station on a brown dwarf? they are defind as a really big gas giant that is slightly too small to ignite into a full star.

In Starsector brown dwarfs are considered stars. They cannot be colonized and have a corona that prevents the player from approaching. Therefore they are not appropriate sites for siphon station construction.
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: arknok on February 09, 2020, 12:32:01 PM
cool. thanks. ;D
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: RoquetheRogue on February 10, 2020, 02:38:54 PM
Greetings boggled!

Have you ever considered adding megastructures? sorry if this was already asked!
here are a few ideas! hope these can inspire you!
note: has PS (has player storage)

Here's some Mad Science Projects:
Q.G.B has PS, Quadrant Gridlock Bastion (a minor fort that watches traffic around the system and creates a unique patrol that improves the safety around the system, kinda like a independent market with a defense station, patrol HQ, but minor and can be build near planets or in a Stable Location, has moderate CRED and resource upkeep needs hulls, supplies and fuel) improves stability at the cost of some accessbility, decreases neutral and enemy fleets burn rates, increases burn rates for it's own faction

W.A.S has PS, Warp-Accelerator Station, (nulls the supply and fuel costs of using warp points in the system, built in Warp-Points has a storage for player use) think of it like a tollbooth, a gate to the system, can be closed if ordered, but the System's Star Warp Point remains, could be a tactical choice, imagine if we could monetize that as well ;D

E.T.P.P has PS, Experimental Translocator Phase Project (similar to your gate mods, but it has a 1 and half month cooldown, requires raw volatiles to activate, needs another ETPP as a target, reduces CR after use, can break down and send the fleet to a system close to the target location, in which case the ETPP will require repairs to be activated again, unreliable, but teleportation nonetheless) Does not break down if both ETBP are build and used in the same star system,

O.S.F.T has PS, Obsfucator Stealth Field Transmitter (It helps hide faction ships profile in the system, throws a shadow on them, has a huge radious and upkeep cost, needs a supply of volatiles to work 100%, else 50% of the shadow efficiency)

E.N.O.S, Experimental Neutrino Observator Satellite has PS, (Consumes volatiles to increase radar detection in the entire system with a near perfect range, can breakdown and cause eletromagnetic burst to all ships in the system, causing loses in CR, but hey, nothing good is free) except for ingame stable location buildings grrrrr.. 

S.C.H.S, Star Collector Hoarding Station has PS, (basically a solar powered structure around a star that collects volatiles and refines them into fuel, stores them for PC use, has moderate CRED upkeep, one per system)

D. H. M Drone Hive Manufactory has PS, (a Drone Constructor building that uses a NanoForge and a Beta Core to construct autonomous AI Robot carrier fleets that protect the system, Salvage level, has moderate CRED upkeep, has metals, transplutonics and heavy weaponry demands to build robo-fleets) can be upgraded to Remnant Level with Alpha Cores, to produce Remnant fleets with a hefty cost, has a chance to spawn... AI captains, this building has the unfortunate chance to break down.. and cause hostile fleets to spawn and wreak havoc

P.D Personal Dominion (basically, this is a station/colony that can teleport itself via Beacons and defend when attacked, has storage, has a huge CRED upkeep, has it's own unique built-in OSFT, ETPP, ENOS and DHM inside, these beacons could be a ability that once activated triggers the Phase Tanslocator inside the P.D to make it teleport to the Beacon Location after a few days.. or even months, it needs a Alpha Core, NanoForge and material demands met to work 100%, costs 100 Volatiles to use the ETPP, can breakdown and cause EM burst in the system when it finally reaches it's beacon target reducing the CR of everything in it location, require repairs in case of breakdown, it is also a fort station that can defend itself with drone fighters and can spawn robot fleets in the system it is currently if the DHM requirements are met, reduces profile of friendly fleets, increases radar detection ranges, yes it does overlap some buildings, but it is a bit costly to keep this Dominions running smoothly, however with the chances of breakdowns, upkeep costs it can be very balanced to build it and keep it, when it attracts undue attention it can just Teleport somewhere else, robotic fleets built by the P.D's DHM get destroyed when the P.D leaves the system they're in, it's a basically a moveable-player house with turrets and sentries, imagine teleporting those in a system you're about  to conquer/raid, it can be destroyed by the Enemy Factions as if it was a Pirate/pather Hideout, the P.D beacons also have a recall function for player fleets, consumes volatiles to do so and reduces CR after use

Hopefully these ideas can inspire you to keep on modding and improving this mod, and thank you again for your time and hard work on this masterpiece mod.
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: boggled on February 10, 2020, 03:02:05 PM
Greetings boggled!

Have you ever considered adding megastructures? sorry if this was already asked!
here are a few ideas! hope these can inspire you!
note: has PS (has player storage)

Here's some Mad Science Projects:
Q.G.B has PS, Quadrant Gridlock Bastion (a minor fort that watches traffic around the system and creates a unique patrol that improves the safety around the system, kinda like a independent market with a defense station, patrol HQ, but minor and can be build near planets or in a Stable Location, has moderate CRED and resource upkeep needs hulls, supplies and fuel) improves stability at the cost of some accessbility, decreases neutral and enemy fleets burn rates, increases burn rates for it's own faction

W.A.S has PS, Warp-Accelerator Station, (nulls the supply and fuel costs of using warp points in the system, built in Warp-Points has a storage for player use) think of it like a tollbooth, a gate to the system, can be closed if ordered, but the System's Star Warp Point remains, could be a tactical choice, imagine if we could monetize that as well ;D

E.T.P.P has PS, Experimental Translocator Phase Project (similar to your gate mods, but it has a 1 and half month cooldown, requires raw volatiles to activate, needs another ETPP as a target, reduces CR after use, can break down and send the fleet to a system close to the target location, in which case the ETPP will require repairs to be activated again, unreliable, but teleportation nonetheless) Does not break down if both ETBP are build and used in the same star system,

O.S.F.T has PS, Obsfucator Stealth Field Transmitter (It helps hide faction ships profile in the system, throws a shadow on them, has a huge radious and upkeep cost, needs a supply of volatiles to work 100%, else 50% of the shadow efficiency)

E.N.O.S, Experimental Neutrino Observator Satellite has PS, (Consumes volatiles to increase radar detection in the entire system with a near perfect range, can breakdown and cause eletromagnetic burst to all ships in the system, causing loses in CR, but hey, nothing good is free) except for ingame stable location buildings grrrrr.. 

S.C.H.S, Star Collector Hoarding Station has PS, (basically a solar powered structure around a star that collects volatiles and refines them into fuel, stores them for PC use, has moderate CRED upkeep, one per system)

D. H. M Drone Hive Manufactory has PS, (a Drone Constructor building that uses a NanoForge and a Beta Core to construct autonomous AI Robot carrier fleets that protect the system, Salvage level, has moderate CRED upkeep, has metals, transplutonics and heavy weaponry demands to build robo-fleets) can be upgraded to Remnant Level with Alpha Cores, to produce Remnant fleets with a hefty cost, has a chance to spawn... AI captains, this building has the unfortunate chance to break down.. and cause hostile fleets to spawn and wreak havoc

P.D Personal Dominion (basically, this is a station/colony that can teleport itself via Beacons and defend when attacked, has storage, has a huge CRED upkeep, has it's own unique built-in OSFT, ETPP, ENOS and DHM inside, these beacons could be a ability that once activated triggers the Phase Tanslocator inside the P.D to make it teleport to the Beacon Location after a few days.. or even months, it needs a Alpha Core, NanoForge and material demands met to work 100%, costs 100 Volatiles to use the ETPP, can breakdown and cause EM burst in the system when it finally reaches it's beacon target reducing the CR of everything in it location, require repairs in case of breakdown, it is also a fort station that can defend itself with drone fighters and can spawn robot fleets in the system it is currently if the DHM requirements are met, reduces profile of friendly fleets, increases radar detection ranges, yes it does overlap some buildings, but it is a bit costly to keep this Dominions running smoothly, however with the chances of breakdowns, upkeep costs it can be very balanced to build it and keep it, when it attracts undue attention it can just Teleport somewhere else, robotic fleets built by the P.D's DHM get destroyed when the P.D leaves the system they're in, it's a basically a moveable-player house with turrets and sentries, imagine teleporting those in a system you're about  to conquer/raid, it can be destroyed by the Enemy Factions as if it was a Pirate/pather Hideout, the P.D beacons also have a recall function for player fleets, consumes volatiles to do so and reduces CR after use

Hopefully these ideas can inspire you to keep on modding and improving this mod, and thank you again for your time and hard work on this masterpiece mod.


While these ideas are interesting, they seem to be outside the scope of this mod, which focuses on allowing the player to create station types that already exist in vanilla Starsector.

I'm glad you're enjoying my mod. Thanks for your kind words!
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: RoquetheRogue on February 10, 2020, 03:31:34 PM
While these ideas are interesting, they seem to be outside the scope of this mod, which focuses on allowing the player to create station types that already exist in vanilla Starsector.

I'm glad you're enjoying my mod. Thanks for your kind words!

Happy to contribute in anyway I can, and I agree, while they are not buildings in game.. though, I can see them being plausible using player jury-rigged technologies discovered by tech-mining and exploring the Sectors, improving on the existing stations and satellites functions, similar to the Planetary Shield?  I guess this does warrant it's own mod, they could end up being superfluous as a addition to this mod, but they would also be Player made Constructions, since you're the authority on these brand of mods, based on your Gate, Terraform and Station Construction Mods, I knew you'd like 'em  :D
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: Sidestrafe2462 on February 10, 2020, 04:58:00 PM
"You will have to add the ability to your ability bar to trigger it."
What does this mean? how do I do this?
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: boggled on February 10, 2020, 05:38:17 PM
"You will have to add the ability to your ability bar to trigger it."
What does this mean? how do I do this?

You have a bar with abilities on it in the bottom center of your screen. If you make sure the little box next to "Lock" in the bottom right corner of the bar is unchecked, you can right click on the slots on the ability bar to select a new ability to place in the slot. Use this method to place the abilities from my mod into a slot so they can be clicked.
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: RoquetheRogue on February 12, 2020, 08:27:44 AM
Hello boggled!

Can we tweak some resource requirements for abandoned stations on our own? Because I think the price is too steep to "recolonize" abandoned stations, you can colonize a planet using few resources, abandoned stations should only require some minor maintenance, a few adaptations and money of course, after all, they should be easier to colonize than planets in my opinion, anyone else this this is right?
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: DarkOmegaMK2 on February 12, 2020, 11:25:56 AM
Hello boggled!

Can we tweak some resource requirements for abandoned stations on our own? Because I think the price is too steep to "recolonize" abandoned stations, you can colonize a planet using few resources, abandoned stations should only require some minor maintenance, a few adaptations and money of course, after all, they should be easier to colonize than planets in my opinion, anyone else this this is right?

From a gameplay perspective i think it's made like this for the sake of balance, as to prevent players from having potential access quick colonies.

From a lore perspective, starsector is a world in which people are willing to live in crappy/beat-up stations, that being said, abandoned stations are more resembling a pile of floating scrap than anything actually useful, so i doubt a "minor maintenance" would be enough.
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: boggled on February 12, 2020, 02:46:01 PM
Hello boggled!

Can we tweak some resource requirements for abandoned stations on our own? Because I think the price is too steep to "recolonize" abandoned stations, you can colonize a planet using few resources, abandoned stations should only require some minor maintenance, a few adaptations and money of course, after all, they should be easier to colonize than planets in my opinion, anyone else this this is right?

From a gameplay perspective i think it's made like this for the sake of balance, as to prevent players from having potential access quick colonies.

From a lore perspective, starsector is a world in which people are willing to live in crappy/beat-up stations, that being said, abandoned stations are more resembling a pile of floating scrap than anything actually useful, so i doubt a "minor maintenance" would be enough.

My thoughts exactly.
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: Spess Mahren on February 12, 2020, 06:42:19 PM
So I decided to try this mod out and I just made a mining station only to find that I can't build the Shadowyards orbital station there, I got the blueprint from getting at least welcoming reputation with Shadowyards rather then buying the blueprint for 500K. I poked around the files and I'm not sure why it isn't appearing.
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: FrackaMir on February 13, 2020, 03:45:42 AM
I'm not entirely sure why this is happening but with the latest update, trying to build a Mining Station causes a crash

I've tested this with Siphon Stations and they work fine in the same system, Astropolis also works fine too, but the mining station somehow crashes for some reason

Note that i'm practically using almost all the upto date mods and before this mods update the Mining Station did built like normal

Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: RoquetheRogue on February 13, 2020, 06:33:23 AM
Oooohhh there once was a Textwall called Crimson the red who came from RoquetheRogue to DarkOmegaMK2 and the braggart did swagger and brandish his words and he told of bold ideas and points he had made but then he went quiet did Crimson the Red when he met the Keyword Delete who said: Now I think it's high time you got deleted and bleed

Fair Enough on the minor maintenance, I guess nobody would want to live in a place that's dangerous, unstable and in space.. as in a heap of metal floating around , and we end up having resources at mid game (if the game doesnt crash when saving), however, abandoned stations give you nothing in terms of production as far as I'm aware, so they can end up being more expensive than planets themselves that without the potential of terraforming, unless I'm making a grave mistake, also, most abandoned stations are inside a Faction territory in which you'll end up having to defend against them or pay their tribute, making it more accessible for all it has against seems like a sensible choice in my opinion, but I'll cease this til I find a better reason to convince you and boggled.

by the way, if you use Nex, and do a neutral start, you can take over Garnir in 10 minutes, they always have like 50 ground security and their volatile product is either +2 or +3 always. You can have quick, early colonies.
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: boggled on February 13, 2020, 03:19:47 PM
by the way, if you use Nex, and do a neutral start, you can take over Garnir in 10 minutes, they always have like 50 ground security and their volatile product is either +2 or +3 always. You can have quick, early colonies.

Garnir has 175% hazard and stations have 100% (by default). Also, stations are powerful because they can be located very close to other friendly markets, allowing for overlapping defense fleets that make attackers unlikely to be successful.
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: boggled on February 13, 2020, 05:40:29 PM
I'm not entirely sure why this is happening but with the latest update, trying to build a Mining Station causes a crash

I've tested this with Siphon Stations and they work fine in the same system, Astropolis also works fine too, but the mining station somehow crashes for some reason

Note that i'm practically using almost all the upto date mods and before this mods update the Mining Station did built like normal



Can you post the stack trace of the exception from your starsector.log? That way I can figure out what's causing the crash.

So I decided to try this mod out and I just made a mining station only to find that I can't build the Shadowyards orbital station there, I got the blueprint from getting at least welcoming reputation with Shadowyards rather then buying the blueprint for 500K. I poked around the files and I'm not sure why it isn't appearing.

I'm not familiar with the Shadowyards mod. Is the "Shadowyards orbital station" you can't build an industry or something else?
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: Spess Mahren on February 13, 2020, 06:11:38 PM
The Shadowyards orbital Station is a structure and is a defense station the same as the high/mid/low tech stations.
I just did a quick check and all the other custom structures and industries Shadowyards add do appear in the mining station build menu, only the defense station is missing. I set my rep with them to 0 then back to welcoming as well as manually buying the blueprint and I was still unable to build it at the mining station.
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: boggled on February 14, 2020, 03:42:26 PM
The Shadowyards orbital Station is a structure and is a defense station the same as the high/mid/low tech stations.
I just did a quick check and all the other custom structures and industries Shadowyards add do appear in the mining station build menu, only the defense station is missing. I set my rep with them to 0 then back to welcoming as well as manually buying the blueprint and I was still unable to build it at the mining station.

I just reviewed the code for the Shadowyards orbital station and it appears that it can't be built on any station market, including vanilla stations and stations created using my mods. You'll need to address this with the developer of Shadowyards to see if it's a bug or intended.

The Shadowyards source code is public, so if they don't want to make it buildable on station markets you can make the change yourself on your copy of the mod.
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: huangjunhao on February 15, 2020, 02:11:04 PM
Can I localize this mod?
Make only textual changes
Title: Re: [0.9.1a] Player Station Construction (v3.0.0)
Post by: X1Alpha on February 15, 2020, 03:44:07 PM
This is a really cool mod, awesome concept!

My suggestion would be to lower the cost to around 300,000 initially, but then have to pay more credits to expand the station's max size every time the population reaches 100% for the current size, or else have the station remain the same size. I'm not sure how easy that would be to code, but I think it would make it a little more accessible without making it overpowered and lore breaking, since you'd need to invest more resources to grow it over time. It would also keep said station from growing from a few dozen people to greater than the current population of earth all on it's own, which would be a little bit ridiculous.

I've seen a lot of discussion on the balance of this mod and while my experience with the game is limited there might be a way to deliver a scaling cost to these stations, making them cheap to initially build but require a serious investment to get them to the same level as vanilla stations.

Assuming you want to balance the cost, hazard rating and maximum size, give stations a set of unique conditions. One could increase the hazard rating, another to limit their maximum size, then create unique structures akin to the "Military Police Headquarters" from your terraforming mod that changes the condition (with one increasing maximum size and another reducing the hazard rating). If done in simple increments, say starting at 200 hazard rating, then going to 150 then to 100, and the size limit going from say 4 to 7 to 10 (best would be to make these configurable like you did with the other modifiers, so players can balance them, or have the option to disable them completely); Then you could meet most peoples desires, by giving these buildings a good cost in terms of credits and resources it allows you to make them both easy to set up, but require a significant investment to get them to the scale of a planet.

Physically speaking for the size it would make sense that only the initial infrastructure is shipped in the beginning. When comparing them to existing projects (the ISS or any other proposed space station) it's generally a better idea to build enough infrastructure for the current project and the immediate future. As for the hazard rating, you could take it as the station being fitted with the necessary equipment to survive the particulars of that orbit (maybe the local star has a tendency to project small solar flares that wasn't taken into account on the design of the station or the local magnetosphere is much stronger than expected).
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: boggled on February 15, 2020, 04:45:38 PM
This is a really cool mod, awesome concept!

My suggestion would be to lower the cost to around 300,000 initially, but then have to pay more credits to expand the station's max size every time the population reaches 100% for the current size, or else have the station remain the same size. I'm not sure how easy that would be to code, but I think it would make it a little more accessible without making it overpowered and lore breaking, since you'd need to invest more resources to grow it over time. It would also keep said station from growing from a few dozen people to greater than the current population of earth all on it's own, which would be a little bit ridiculous.

I've seen a lot of discussion on the balance of this mod and while my experience with the game is limited there might be a way to deliver a scaling cost to these stations, making them cheap to initially build but require a serious investment to get them to the same level as vanilla stations.

Assuming you want to balance the cost, hazard rating and maximum size, give stations a set of unique conditions. One could increase the hazard rating, another to limit their maximum size, then create unique structures akin to the "Military Police Headquarters" from your terraforming mod that changes the condition (with one increasing maximum size and another reducing the hazard rating). If done in simple increments, say starting at 200 hazard rating, then going to 150 then to 100, and the size limit going from say 4 to 7 to 10 (best would be to make these configurable like you did with the other modifiers, so players can balance them, or have the option to disable them completely); Then you could meet most peoples desires, by giving these buildings a good cost in terms of credits and resources it allows you to make them both easy to set up, but require a significant investment to get them to the scale of a planet.

Physically speaking for the size it would make sense that only the initial infrastructure is shipped in the beginning. When comparing them to existing projects (the ISS or any other proposed space station) it's generally a better idea to build enough infrastructure for the current project and the immediate future. As for the hazard rating, you could take it as the station being fitted with the necessary equipment to survive the particulars of that orbit (maybe the local star has a tendency to project small solar flares that wasn't taken into account on the design of the station or the local magnetosphere is much stronger than expected).

Many of those features already exist! You can use the settings file to control the hazard rating of stations, and you can enable the "Cramped Quarters" condition to place a soft cap on station size. As I indicated in another post, I don't want to implement paying money to increase maximum station size because I think this will create a lot of confusion and it would be difficult to communicate to the player how the system works.

Can I localize this mod?
Make only textual changes

Yes! If you need the source code, here is a link: https://github.com/boggled-starsector/boggled_station_construction/raw/master/Boggled%20Station%20Construction%20Source.zip
Please let me know if you need anything further to complete the localization. When you're finished, I could add a link in the main post to your localized version if you wish.
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: huangjunhao on February 15, 2020, 07:12:15 PM
I have done localization, just asking if you allow me to publish
Uh, Chinese version
I think you may not need my publishing address
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: boggled on February 16, 2020, 06:44:44 AM
I have done localization, just asking if you allow me to publish
Uh, Chinese version
I think you may not need my publishing address

Ok, you have my permission to release the localized version. Thank you!
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: ZeCaptain on February 16, 2020, 05:58:10 PM
You could allow for colonization of "terribly damaged stations" but put a colony condition on there of "terribly damaged station" of +400% hazard, and have to do something like a year long restoration(totally not terraforming) structure that requires a constant supply of machinery/metals/plutonics/etc for a year.
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: DarkOmegaMK2 on February 16, 2020, 06:39:18 PM
You could allow for colonization of "terribly damaged stations" but put a colony condition on there of "terribly damaged station" of +400% hazard, and have to do something like a year long restoration(totally not terraforming) structure that requires a constant supply of machinery/metals/plutonics/etc for a year.

But why?

This all sounds like a measure to solve a problem that doesn't really exist.
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: ZeCaptain on February 16, 2020, 07:05:07 PM
But why?

This all sounds like a measure to solve a problem that doesn't really exist.

I thought it was discussed that the initial problem of "colonizing abandoned stations" was possibly easy access for a 100% hazard colony for cheap. This idea means it's still possible but you have to put more work into it.

VVVV
It was just so people have the option of doing so if they really wanted to. There's alot of wrecked stations in the core worlds that could be colonized, brought back to how they were in lore, then given back to their "owners" just to make it pretty.
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: DarkOmegaMK2 on February 16, 2020, 07:24:10 PM
But why?

This all sounds like a measure to solve a problem that doesn't really exist.

I thought it was discussed that the initial problem of "colonizing abandoned stations" was possibly easy access for a 100% hazard colony for cheap. This idea means it's still possible but you have to put more work into it.

I know that, but you also have easy access to planets, you can still build a siphon station for example on a gas giant with high volatiles with the help of this mod and that is also 100 hazard, you can make your own mining station at a location of your choosing for 100% hazard, you can just colonize regularly some planet and make astropolis around it and those are also 100% hazard. Abandoned stations generally don't produce too many resources, so yeah, you get a 100% hazard colony but you're stuck with moderate metals or something like that, which won't get you farther as if you were to set up on a regular planet anyway.

This is why i'm questioning this topic as "Solving a problem that is not really there." why is this one specific thing so bothering?
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: boggled on February 17, 2020, 12:08:43 PM
But why?

This all sounds like a measure to solve a problem that doesn't really exist.

I thought it was discussed that the initial problem of "colonizing abandoned stations" was possibly easy access for a 100% hazard colony for cheap. This idea means it's still possible but you have to put more work into it.

VVVV
It was just so people have the option of doing so if they really wanted to. There's alot of wrecked stations in the core worlds that could be colonized, brought back to how they were in lore, then given back to their "owners" just to make it pretty.

Whether or not colonizing abandoned stations is too cheap or too expensive with the current values seems to depend a lot on the enabled mods and the playstyle of each person. I think I should implement a setting to change the costs to try to satisfy everyone.

Adding costs to expand/repair stations seems to be a feature many people want. I will look into adding this as a non-default option for those who want it.
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: ZeCaptain on February 17, 2020, 08:46:59 PM
Thanks for all your unpaid hard work!
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: Deathviper on February 18, 2020, 06:33:08 AM
Is this mod supposed to let you create a station on an empty stable point? I cant see to get that option, just the normal vanilla build options.
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: DarkOmegaMK2 on February 18, 2020, 09:40:11 AM
Is this mod supposed to let you create a station on an empty stable point? I cant see to get that option, just the normal vanilla build options.

You can't make a station like that, it's either in an asteroid belt for metals, around a gas giant for volatiles, the astropolis around a big enough world or occupying an abandoned station.
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: RoquetheRogue on February 18, 2020, 10:15:25 AM
Is this mod supposed to let you create a station on an empty stable point? I cant see to get that option, just the normal vanilla build options.

You can't make a station like that, it's either in an asteroid belt for metals, around a gas giant for volatiles, the astropolis around a big enough world or occupying an abandoned station.

Yes they can, if they use Secrets of the Frontier Mod

https://fractalsoftworks.com/forum/index.php?topic=15820.0
Title: Re: [0.9.1a] Player Station Construction (v3.0.0)
Post by: CrimsonPhalanx on February 26, 2020, 05:32:14 AM
No, that is certainly not intended. I know this bug happens if the player doesn't view/interact with a colony very soon after creating the market, which is why I have the colony management screen open automatically when a station completes construction.

Did the colony interaction menu pop up like usual after each astropolis completed? Is the bug reproducible, or did it only happen that one time and you can't repeat it?

I will try to reproduce it a few times to help you out. I don't remember what else I was doing on my PC at the time. Could have been YT, programming, etc. that took my focus away for quite some time.

On a separate but related note, are there any plans to add a setting allowing the player to modify the build timer per station? There could also possibly be a cooldown period between building stations and a setting for that. It seems reasonable that building such a massive station would require a considerable logistic effort to undertake and would require a cooldown. Lastly, for the sake of choice, it would be neat to modify the number of stations per orbit as well through a setting. Thanks for reading.

Were you using any console commands around the time the bug the occurred, or to construct/modify the astropoli? If you're able to find a way to reproduce it, I can investigate, but without that it's very hard to determine the root cause.

Ideally stations would be "under construction" for a period of time during which the player can't build more, but I don't have a quality sprite for a station that's under construction so I don't think I can implement this right now.

I like the idea of having a setting to change the number of stations that can be built, especially for astropoli. I'll look into implementing this.

Can I get a link for the gate construction mod, please?

http://fractalsoftworks.com/forum/index.php?topic=17543.0


I have faced this issue before, for me the colony screen for the astropolis opens up the moment it completes, I've faced it a few times, even though I was very far from my colony exploring it just pops up. Although I'll just consider it a minor issue since all the player needs to do is press esc to close it.
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: boggled on February 26, 2020, 02:36:26 PM
No, that is certainly not intended. I know this bug happens if the player doesn't view/interact with a colony very soon after creating the market, which is why I have the colony management screen open automatically when a station completes construction.

Did the colony interaction menu pop up like usual after each astropolis completed? Is the bug reproducible, or did it only happen that one time and you can't repeat it?

I will try to reproduce it a few times to help you out. I don't remember what else I was doing on my PC at the time. Could have been YT, programming, etc. that took my focus away for quite some time.

On a separate but related note, are there any plans to add a setting allowing the player to modify the build timer per station? There could also possibly be a cooldown period between building stations and a setting for that. It seems reasonable that building such a massive station would require a considerable logistic effort to undertake and would require a cooldown. Lastly, for the sake of choice, it would be neat to modify the number of stations per orbit as well through a setting. Thanks for reading.

Were you using any console commands around the time the bug the occurred, or to construct/modify the astropoli? If you're able to find a way to reproduce it, I can investigate, but without that it's very hard to determine the root cause.

Ideally stations would be "under construction" for a period of time during which the player can't build more, but I don't have a quality sprite for a station that's under construction so I don't think I can implement this right now.

I like the idea of having a setting to change the number of stations that can be built, especially for astropoli. I'll look into implementing this.

Can I get a link for the gate construction mod, please?

http://fractalsoftworks.com/forum/index.php?topic=17543.0


I have faced this issue before, for me the colony screen for the astropolis opens up the moment it completes, I've faced it a few times, even though I was very far from my colony exploring it just pops up. Although I'll just consider it a minor issue since all the player needs to do is press esc to close it.

Just to clarify, the colony screen popping up is not a bug - it actually does that to PREVENT the bug, which is the population growing extremely quickly for no reason right after creating a station. Are you experiencing the uncontrolled population growth, despite the colony screen popup? Please let me know. Thanks.
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: FahadXray on March 01, 2020, 02:52:54 AM
Is there a way to add an asteroid field or an asteroid belt using the console commands? I found an awesome system that had two great desert planets, I colonized them hoping to terraform them using the terraforming mod. But there are no cryovolcanic plants to colonize and build imsara's sling on, and no asteroids to build a mining station on to build a Drone Control Nexus that delivers water to the planets...
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: boggled on March 01, 2020, 06:45:11 AM
Is there a way to add an asteroid field or an asteroid belt using the console commands? I found an awesome system that had two great desert planets, I colonized them hoping to terraform them using the terraforming mod. But there are no cryovolcanic plants to colonize and build imsara's sling on, and no asteroids to build a mining station on to build a Drone Control Nexus that delivers water to the planets...

You can actually build the Drone Control Nexus on astropoli, which can be built in orbit around one of the desert planets. That should allow you to get water for terraforming.

You could add an asteroid field using console commands, although it would be somewhat complicated and dependent on the characteristics of the system in question.
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: PreConceptor on March 02, 2020, 06:56:02 PM
Would it be possible to add file options to adjust prices and resource requirements for the various stations?

edit: so I think industries.csv does prices (maybe), but how about resource reqs?
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: CrimsonPhalanx on March 03, 2020, 09:37:03 AM
No, that is certainly not intended. I know this bug happens if the player doesn't view/interact with a colony very soon after creating the market, which is why I have the colony management screen open automatically when a station completes construction.

Did the colony interaction menu pop up like usual after each astropolis completed? Is the bug reproducible, or did it only happen that one time and you can't repeat it?

I will try to reproduce it a few times to help you out. I don't remember what else I was doing on my PC at the time. Could have been YT, programming, etc. that took my focus away for quite some time.

On a separate but related note, are there any plans to add a setting allowing the player to modify the build timer per station? There could also possibly be a cooldown period between building stations and a setting for that. It seems reasonable that building such a massive station would require a considerable logistic effort to undertake and would require a cooldown. Lastly, for the sake of choice, it would be neat to modify the number of stations per orbit as well through a setting. Thanks for reading.

Were you using any console commands around the time the bug the occurred, or to construct/modify the astropoli? If you're able to find a way to reproduce it, I can investigate, but without that it's very hard to determine the root cause.

Ideally stations would be "under construction" for a period of time during which the player can't build more, but I don't have a quality sprite for a station that's under construction so I don't think I can implement this right now.

I like the idea of having a setting to change the number of stations that can be built, especially for astropoli. I'll look into implementing this.

Can I get a link for the gate construction mod, please?

http://fractalsoftworks.com/forum/index.php?topic=17543.0


I have faced this issue before, for me the colony screen for the astropolis opens up the moment it completes, I've faced it a few times, even though I was very far from my colony exploring it just pops up. Although I'll just consider it a minor issue since all the player needs to do is press esc to close it.

Just to clarify, the colony screen popping up is not a bug - it actually does that to PREVENT the bug, which is the population growing extremely quickly for no reason right after creating a station. Are you experiencing the uncontrolled population growth, despite the colony screen popup? Please let me know. Thanks.

I do not recall seeing any uncontrolled population growth across my stations and astropoli, so it seems to be working.
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: boggled on March 03, 2020, 02:37:03 PM
Would it be possible to add file options to adjust prices and resource requirements for the various stations?

edit: so I think industries.csv does prices (maybe), but how about resource reqs?

Industries.csv can control the build cost of astropoli, but that's about it. I'm working on an update now that will add settings to control resource costs. It'll be out soon!
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: iconoclasticflow on March 04, 2020, 01:42:11 PM
Hi, boggled,

I really like the concept of the mod, and implementation has worked out really well. I play with Nexerelin, as well as your terraforming mod, and just picked this one up.

I like the concept a lot, but I'm a little let down that I can't seem to create free-floating player-built stations. Worlds that already have defensive stations seemingly cannot have stations with population that grow like colonies, meaning you have to choose between defense and growth. Why is that? Space is big!

I've read through this thread as well, and maybe I'm gonna get boo'd for this, but I'd actually say that the cost of the stations should go -way- up. As it is, it's easy to build them early and gain significant advantages. Late-game, where I am now (Cycle 215), I could spam an entire system with them.

A suggestion: Vary the pricetag, both in credits and resources, based on an adjustable hazard level. 100%-hazard stations should be extremely expensive, whereas a cheap station consisting of industrial equipment, bunk beds and an airlock would be cheap, but probably 300%+ hazard. (You kick a hole in the tinfoil and get yourself and three dozen friends sucked out into the void. Oops!) The cheap one might go for 300k or so, but a fully Earth-environmental station (which is what 100% hazard assumedly represents) is going to be mindblowingly expensive to set up and maintain. Think of how, in the terraforming mod, achieving a 100% hazard rating on a planet can take years and cost millions of credits. Same deal, except now you have to also make it self-contained and orbitally stable.

Just some thoughts, thanks for making the mod! I hope I'll get to cram a system full of stations soon.

(Another suggestion: to avoid the 'overlapping defense fleets' thing, is it possible to just restrict what buildings a station can have? Maybe 'astropolis' can't build Patrol HQ?)
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: boggled on March 04, 2020, 02:28:35 PM
Hi, boggled,

I really like the concept of the mod, and implementation has worked out really well. I play with Nexerelin, as well as your terraforming mod, and just picked this one up.

I like the concept a lot, but I'm a little let down that I can't seem to create free-floating player-built stations. Worlds that already have defensive stations seemingly cannot have stations with population that grow like colonies, meaning you have to choose between defense and growth. Why is that? Space is big!

I've read through this thread as well, and maybe I'm gonna get boo'd for this, but I'd actually say that the cost of the stations should go -way- up. As it is, it's easy to build them early and gain significant advantages. Late-game, where I am now (Cycle 215), I could spam an entire system with them.

A suggestion: Vary the pricetag, both in credits and resources, based on an adjustable hazard level. 100%-hazard stations should be extremely expensive, whereas a cheap station consisting of industrial equipment, bunk beds and an airlock would be cheap, but probably 300%+ hazard. (You kick a hole in the tinfoil and get yourself and three dozen friends sucked out into the void. Oops!) The cheap one might go for 300k or so, but a fully Earth-environmental station (which is what 100% hazard assumedly represents) is going to be mindblowingly expensive to set up and maintain. Think of how, in the terraforming mod, achieving a 100% hazard rating on a planet can take years and cost millions of credits. Same deal, except now you have to also make it self-contained and orbitally stable.

Just some thoughts, thanks for making the mod! I hope I'll get to cram a system full of stations soon.

(Another suggestion: to avoid the 'overlapping defense fleets' thing, is it possible to just restrict what buildings a station can have? Maybe 'astropolis' can't build Patrol HQ?)

Regarding station costs, my next update is coming soon which will add settings to control this. You can already modify the hazard rating if you wish. Adding some sort of player-controlled link between hazard rating and construction cost would take way too much time to implement relative to the number of players who would enable it.

Unfortunately I cannot restrict or modify vanilla industries without introducing incompatibilities with other mods.



Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: iconoclasticflow on March 04, 2020, 02:55:49 PM
Ouch, okay.

What about increasing the number of stations per system, maybe on a scaling-cost basis? Each station costs progressively more, yielding a diminishing-returns situation for folks trying to stack Patrol HQs, but allowing them to do it if that's their vision?
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: boggled on March 04, 2020, 04:18:59 PM
Ouch, okay.

Sorry if I was harsh in my response earlier. I'm only one person and I have a full time day job. It's simply impossible for me to implement every idea suggested in the forums, so I have to prioritize based on what features I think people want to see most. I don't have the ability to view what settings people are using with my mod, so I can only guess based on the feedback I receive here. It's my understanding that very few people increase the mining station limit above the default of one per system, which is why I think progressively scaling station costs would largely go unused.

What about increasing the number of stations per system, maybe on a scaling-cost basis? Each station costs progressively more, yielding a diminishing-returns situation for folks trying to stack Patrol HQs, but allowing them to do it if that's their vision?

This is a pretty good idea and would be easier to implement and test. If there are more people who want this feature, make yourselves heard!
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: TaylorItaly on March 04, 2020, 04:50:25 PM

What about increasing the number of stations per system, maybe on a scaling-cost basis? Each station costs progressively more, yielding a diminishing-returns situation for folks trying to stack Patrol HQs, but allowing them to do it if that's their vision?

+1
Title: Re: [0.9.1a] Player Station Construction (v3.1.0)
Post by: Uhlang on March 06, 2020, 06:23:24 AM
This is less about the mod and more about Starsector's stations in general, but I do wonder why they're often safer than planets.
There's a number of hazards that all space objects without atmosphere, gravity, or a magnetic field should have:
-A temperature hazard depending on how close they are to the star(none if they're in the Goldilocks zone): +0-50%
-Poor Light/Darkness if they're in the outer reaches of the system or in a system without a star: +0-50%
-A station-exclusive "No Gravity" hazard that gives, I dunno, 50% hazard and 25% accessibility or something: +50%
-Irradiated if they're close to a star, especially if it's a violent one. Solar winds are no joke: +0/50%(In a perfect world, there would be a "Mild Radiation" hazard for 25%, but alas)
-Meteor Impacts for all of them: +50%
Even the safest stations should have at least 200%.

Writing this up made me wonder... Would it be hard to add an accessibility modifier to the settings? I know that dynamic hazard is undoable and I'll have to default to 200-250% or something, but it'd be cool if I could also simulate the "No Gravity" accessibility bonus.

Edit: Oh, also, would it be possible to have separate options for the hazard rating setting and cramped quarters applying to non-player stations? I like the idea of giving cramped quarters to all stations at size 5 because it should keep them competitive while at the same time keeping places like Lost Astropolis from catching up to goddamn Chico in population, but applying the player's hazard rating to them makes many stations just stop growing completely. They already suffer the 0.5x growth penalty, so I feel like adding the hazard rating on top of that is too much.
Title: Re: [0.9.1a] Player Station Construction (v3.0.1)
Post by: tindrli on March 06, 2020, 10:22:41 AM
Ouch, okay.

Sorry if I was harsh in my response earlier. I'm only one person and I have a full time day job. It's simply impossible for me to implement every idea suggested in the forums, so I have to prioritize based on what features I think people want to see most. I don't have the ability to view what settings people are using with my mod, so I can only guess based on the feedback I receive here. It's my understanding that very few people increase the mining station limit above the default of one per system, which is why I think progressively scaling station costs would largely go unused.

What about increasing the number of stations per system, maybe on a scaling-cost basis? Each station costs progressively more, yielding a diminishing-returns situation for folks trying to stack Patrol HQs, but allowing them to do it if that's their vision?

This is a pretty good idea and would be easier to implement and test. If there are more people who want this feature, make yourselves heard!
i dont even know what is that. i just started this mod for a first time. started a game ans saw that there is a new update. and checking it now i saw that i need to open a ok il quote
Spoiler
known issues:
-If the player does not open the colony management screen very soon after creating a new market, there will be a bug related to population growth. I have no idea what causes this, but my workaround is to open the colony management screen as soon as the market is created to avoid it.
[close]

and to be honest i dont even know what that is. i mean i understand it but i dont know how to create market. Is creating a market same as building a commerce building. i think not. anyway sorry for bothering. great mod and thanx for dedicating time.
Title: Re: [0.9.1a] Player Station Construction (v3.1.0)
Post by: boggled on March 06, 2020, 02:46:34 PM
This is less about the mod and more about Starsector's stations in general, but I do wonder why they're often safer than planets.
There's a number of hazards that all space objects without atmosphere, gravity, or a magnetic field should have:
-A temperature hazard depending on how close they are to the star(none if they're in the Goldilocks zone): +0-50%
-Poor Light/Darkness if they're in the outer reaches of the system or in a system without a star: +0-50%
-A station-exclusive "No Gravity" hazard that gives, I dunno, 50% hazard and 25% accessibility or something: +50%
-Irradiated if they're close to a star, especially if it's a violent one. Solar winds are no joke: +0/50%(In a perfect world, there would be a "Mild Radiation" hazard for 25%, but alas)
-Meteor Impacts for all of them: +50%
Even the safest stations should have at least 200%.

Writing this up made me wonder... Would it be hard to add an accessibility modifier to the settings? I know that dynamic hazard is undoable and I'll have to default to 200-250% or something, but it'd be cool if I could also simulate the "No Gravity" accessibility bonus.

Edit: Oh, also, would it be possible to have separate options for the hazard rating setting and cramped quarters applying to non-player stations? I like the idea of giving cramped quarters to all stations at size 5 because it should keep them competitive while at the same time keeping places like Lost Astropolis from catching up to goddamn Chico in population, but applying the player's hazard rating to them makes many stations just stop growing completely. They already suffer the 0.5x growth penalty, so I feel like adding the hazard rating on top of that is too much.

With regard to station hazard rating, I disagree with most of your points. First, stations in Starsector appear to be designed to rotate in such a way that they will have artificial gravity throughout much of the station. This will eliminate any hazard that results from low gravity. Second, the entire station is a controlled habitat so colonists are never exposed to cold, darkness, meteors or radiation (as long as the power stays on and the hull remains intact, etc.) However, I did create the option to adjust hazard because I know many players disagree with my analysis.

A "no gravity" accessibility bonus for stations is a good idea. It would probably be very easy to implement too. I'll add an option for this in the settings file. Notably accessibility increases population growth, which can help counteract any hazard increases.

I don't think adding the option to differentiate between player and non-player stations regarding global hazard and "cramped quarters" settings is a good idea. It would be complex to code and test, and I think it might be difficult for most players to understand what exactly the options do if they're not already very familiar with Starsector mechanics. If the settings file has too many esoteric options, newer players will take one look at it and decide not to bother.

I hope that stations see some balancing/reworks in vanilla/Nex because ultimately I think some sort of "cramped quarters" or hard cap on population should be the default setting, but I don't want to override the vanilla/Nex behavior by default with my mods.
Title: Re: [0.9.1a] Player Station Construction (v3.1.0)
Post by: Uhlang on March 06, 2020, 05:00:36 PM
With regard to station hazard rating, I disagree with most of your points. First, stations in Starsector appear to be designed to rotate in such a way that they will have artificial gravity throughout much of the station. This will eliminate any hazard that results from low gravity. Second, the entire station is a controlled habitat so colonists are never exposed to cold, darkness, meteors or radiation (as long as the power stays on and the hull remains intact, etc.) However, I did create the option to adjust hazard because I know many players disagree with my analysis
Sorry, I wasn't thinking in terms of what dangers the colonists are exposed to, but in terms of one of the ways Starsector hazard actually manifests as — upkeep.
Consider asteroids. Mining stations are surrounded by them, while siphon stations are right next to cosmic drains they often drift to. The danger of impacts is undeniably there, and a proper station would have a way to nullify it. What is it? A PD system that shoots down the rocks that come too close for comfort? A simple AI that scans the surrounding space looking for objects on a collision course? An asteroid redirection fleet? A huge omni shield? A repurposed drive field? A set of engines that move the station out of the trajectory? A mix, maybe? Regardless of which it is, it would obviously cost money, and a meteor hazard seems like a good way to represent it.
Same with gravity. Yeah, stations make their own, but I imagine that there's lots of costly maintenance involved in keeping it just right.
A cold station would need to spend extra on heating and insulation, a dark station couldn't save any money on lighting, and a station exposed to solar winds would have to invest into solar and/or radiation shielding(if stars can eat your supplies if you're too close, it makes sense for them to do something similar to stations via prolonged exposure.)
The colonists are safe, sure, but I think that a lot of money goes into making it so.
A "no gravity" accessibility bonus for stations is a good idea. It would probably be very easy to implement too. I'll add an option for this in the settings file. Notably accessibility increases population growth, which can help counteract any hazard increases.
Cool. Looking forward to it.
I don't think adding the option to differentiate between player and non-player stations regarding global hazard and "cramped quarters" settings is a good idea. It would be complex to code and test, and I think it might be difficult for most players to understand what exactly the options do if they're not already very familiar with Starsector mechanics. If the settings file has too many esoteric options, newer players will take one look at it and decide not to bother.
That's a shame, but I understand.
Title: Re: [0.9.1a] Player Station Construction (v3.1.1)
Post by: Mondaymonkey on March 08, 2020, 10:14:55 AM
Picture here.
(https://i.imgur.com/uxvCqTY.png?1)
[close]

This is Aka Mainyu in the Duzahk system. An astropolis, builded around, periodically dives into a corona, almost touching a photosphere. I doubt, it is possible to achieve a stable orbit with that radius if so close to a incomparably larger star.

Suggestion is or decrease an astropolis orbit radius if close to a larger object, or disallow building an astropolis in such conditions. Alternatively, both can be applied exclusively to Aka Mainyu, as it is looks like the only object, having that issue in the core worlds, and I have never seen similar generated in the outer systems. Lots of players colonizing the Duzahk, so it can be useful.

UPD: I was little bit wrong. Actually, I haven't check. Magec and Tyle systems have similar gas giants.
Title: Re: [0.9.1a] Player Station Construction (v3.1.1)
Post by: boggled on March 08, 2020, 10:48:00 AM
Picture here.
(https://i.imgur.com/uxvCqTY.png?1)
[close]

This is Aka Mainyu in the Duzahk system. An astropolis, builded around, periodically dives into a corona, almost touching a photosphere. I doubt, it is possible to achieve a stable orbit with that radius if so close to a incomparably larger star.

Suggestion is or decrease an astropolis orbit radius if close to a larger object, or disallow building an astropolis in such conditions. Alternatively, both can be applied exclusively to Aka Mainyu, as it is looks like the only object, having that issue in the core worlds, and I have never seen similar generated in the outer systems. Lots of players colonizing the Duzahk, so it can be useful.

UPD: I was little bit wrong. Actually, I haven't check. Magec and Tyle systems have similar gas giants.

Good catch. The astropolis orbit checking code doesn't consider whether the astropolis would end up coming too close to a star. I don't want to issue a patch just to fix this, but I'll make a change that will be included whenever the next version is released. Thank you!
Title: Re: [0.9.1a] Player Station Construction (v3.1.1)
Post by: Mondaymonkey on March 08, 2020, 12:32:45 PM
You are welcome!

Small question: what is the ore/transplutonics deposits mechanic for a mining station? Or is it stable at a moderate level?

Also, it is looks like player is able to sell the "mining" industry in a mining stations and siphons to clear a slot for another structure. That conversion makes them equal to astropolis, regardless is it a bug or a feature.
Title: Re: [0.9.1a] Player Station Construction (v3.1.1)
Post by: Mondaymonkey on March 09, 2020, 01:02:31 AM
I was curious, what if I build all three astropolises and a siphon, and then construct a "High command" on all of the five marcets?
(https://i.imgur.com/K5nXKBj.png?1)

Some fleets are invisible due to magnetic field, but they are there.
[close]

The answer is: my CPU MELTING. OK, fine, I have some serious cooling issues on the laptop after a cat provoked incident. Still, I assume, that can be performance problem even to a non-damaged computer.
Title: Re: [0.9.1a] Player Station Construction (v3.1.1)
Post by: DarkOmegaMK2 on March 09, 2020, 01:11:14 AM
I was curious, what if I build all three astropolises and a siphon, and then construct a "High command" on all of the five marcets?
(https://i.imgur.com/K5nXKBj.png?1)
[close]
That's nothing, make them all at least level 8 and then i might feel mildly amused.
Title: Re: [0.9.1a] Player Station Construction (v3.1.1)
Post by: Mondaymonkey on March 09, 2020, 01:34:17 AM
Like that?
(https://i.imgur.com/1eSYiGE.png?1)
[close]

There are only 4 "High command" as no siphon. Sometimes it is 15 FPS, usually 20-30. But no melting.
Title: Re: [0.9.1a] Player Station Construction (v3.1.1)
Post by: Demonocolips on March 09, 2020, 01:57:13 PM
i dont seem to see any mention of it but playing through the game i think vayra's sector adds a station in the warp that has an agricultural section added as a feature/modifier. it increases that costs of running a farm increasing heavy machinery costs and adding organic material costs but allows for farming on the station. is there any plans for hydroponics or other farming activities on stations?
Title: Re: [0.9.1a] Player Station Construction (v3.1.1)
Post by: boggled on March 09, 2020, 02:33:25 PM
i dont seem to see any mention of it but playing through the game i think vayra's sector adds a station in the warp that has an agricultural section added as a feature/modifier. it increases that costs of running a farm increasing heavy machinery costs and adding organic material costs but allows for farming on the station. is there any plans for hydroponics or other farming activities on stations?

I think there are other mods which add hydroponics industries to stations. In any case, that's beyond the scope of this mod, which focuses purely on creating/colonizing station types that already exist in the vanilla game/lore.
You are welcome!

Small question: what is the ore/transplutonics deposits mechanic for a mining station? Or is it stable at a moderate level?

Also, it is looks like player is able to sell the "mining" industry in a mining stations and siphons to clear a slot for another structure. That conversion makes them equal to astropolis, regardless is it a bug or a feature.

Ore/transplutonics are always at the same level for mining stations created by this mod, regardless of any situations in the system where they're built.

You can sell the mining industry on stations to clear the slot. Unfortunately I cannot override the vanilla behavior for the mining industry to prevent the player from doing that because it would introduce incompatibilities with any mod that does something similar.
Title: Re: [0.9.1a] Player Station Construction (v3.1.1)
Post by: DarkOmegaMK2 on March 09, 2020, 03:57:53 PM
Like that?
(https://i.imgur.com/1eSYiGE.png?1)
[close]

There are only 4 "High command" as no siphon. Sometimes it is 15 FPS, usually 20-30. But no melting.

Yeah, that's more like it, i usually do that mega spam on the systems that i claim for my faction, even if Nexerelin scales the invasions to like 8-9 "very strong" fleets.

Safety comes first... even before FPS.

The one thing i don't do, that i just noticed on your screenshot, is build planetary shield, because i like to retain the original color of my planets, even if it's a detriment to my ground defense score.
Title: Re: [0.9.1a] Player Station Construction (v3.1.1)
Post by: Kh0rnet on March 10, 2020, 08:01:35 AM
Any chance of extending the mod slightly and letting us construct our own Nav Buoys, Comm Stations and Sensor Arrays? It's completely nonsensical that we cannot build our own orbiting around planets. Just add upkeep costs to them or something since they're not in those SUPER RARE AND ELUSIVE STABLE LOCATIONS and it makes perfect sense.
Title: Re: [0.9.1a] Player Station Construction (v3.1.1)
Post by: Mondaymonkey on March 10, 2020, 09:45:21 AM
Quote
The one thing i don't do, that i just noticed on your screenshot, is build planetary shield, because i like to retain the original color of my planets, even if it's a detriment to my ground defense score.

Someone should make a "Transparent planetary shield" mod.

Lets get back to a topic. Maybe there is a chance to combine this mod with terraforming one? They are already connected by a "drone control nexus". I am talking about a terraforming platform, like the one orbiting Asharu. Not sure how it can work, but it won't brake a lore.
Title: Re: [0.9.1a] Player Station Construction (v3.1.1)
Post by: DarkOmegaMK2 on March 10, 2020, 12:54:11 PM
Quote
The one thing i don't do, that i just noticed on your screenshot, is build planetary shield, because i like to retain the original color of my planets, even if it's a detriment to my ground defense score.

Someone should make a "Transparent planetary shield" mod.

This guy has you covered... more or less:
https://fractalsoftworks.com/forum/index.php?topic=18156.0
Title: Re: [0.9.1a] Player Station Construction (v3.1.1)
Post by: boggled on March 10, 2020, 02:22:03 PM
Any chance of extending the mod slightly and letting us construct our own Nav Buoys, Comm Stations and Sensor Arrays? It's completely nonsensical that we cannot build our own orbiting around planets. Just add upkeep costs to them or something since they're not in those SUPER RARE AND ELUSIVE STABLE LOCATIONS and it makes perfect sense.

I don't think this is a good idea because it infringes on the stable location mechanic and would be confusing for players. It would have to be a non-default setting, and it would take too much time to develop to be worth the effort.

Quote
The one thing i don't do, that i just noticed on your screenshot, is build planetary shield, because i like to retain the original color of my planets, even if it's a detriment to my ground defense score.

Someone should make a "Transparent planetary shield" mod.

Lets get back to a topic. Maybe there is a chance to combine this mod with terraforming one? They are already connected by a "drone control nexus". I am talking about a terraforming platform, like the one orbiting Asharu. Not sure how it can work, but it won't brake a lore.

I like this idea, and I will definitely keep it in mind for the (maybe) upcoming terraforming rework.
Title: Re: [0.9.1a] Player Station Construction (v3.1.1)
Post by: Kh0rnet on March 11, 2020, 07:18:23 AM
I don't think this is a good idea because it infringes on the stable location mechanic and would be confusing for players. It would have to be a non-default setting, and it would take too much time to develop to be worth the effort.

How so? Given the point of your terraforming mod (which I also love and can't imagine colonizing without anymore) it would be in lieu of the same function: that is giving the player tools to improve a solar system's condition which was determined inferior by poor RNG.
If given proper building and upkeep costs (explained by building them outside of stable locations) it seems to be a fair and balanced addition.

If you think it conflicts with stable locations in a system then how about alternatively allowing us to "make" up to 3 of our own stable locations on a system that doesn't have them?
I know it's possible with console codes... but that' crossing the line between modding and cheating, isn't it?
Title: Re: [0.9.1a] Player Station Construction (v3.1.1)
Post by: boggled on March 11, 2020, 02:49:15 PM
I don't think this is a good idea because it infringes on the stable location mechanic and would be confusing for players. It would have to be a non-default setting, and it would take too much time to develop to be worth the effort.

How so? Given the point of your terraforming mod (which I also love and can't imagine colonizing without anymore) it would be in lieu of the same function: that is giving the player tools to improve a solar system's condition which was determined inferior by poor RNG.
If given proper building and upkeep costs (explained by building them outside of stable locations) it seems to be a fair and balanced addition.

If you think it conflicts with stable locations in a system then how about alternatively allowing us to "make" up to 3 of our own stable locations on a system that doesn't have them?
I know it's possible with console codes... but that' crossing the line between modding and cheating, isn't it?

The core issue with this suggestion is not balance concerns. It's the large amount of work I would have to do to implement this feature relative to the number of players who would enable it. I think the clash with the stable location mechanic, confusion about what the feature does, and the general lack of interest/knowledge in editing the mod settings file would mean almost no one would end up enabling this option.

I've reversed myself several times and implemented suggestions I originally dismissed if enough players post about it and request it. I'm open to doing that here as well if it turns out enough people want this feature.
Title: Re: [0.9.1a] Player Station Construction (v3.1.1)
Post by: Uhlang on March 11, 2020, 05:43:36 PM
I don't know about Sensor Arrays and Nav Buoys, but the description on Comm Relays says that they're always built away from colonies because they damage DNA, so I don't think adding them as a colony structure is a good idea.

Though, I do agree that the rarity of systems with three stable locations is nonsensical. Even a system with a single planet should have a whole five because of Lagrangian points.
Title: Re: [0.9.1a] Player Station Construction (v3.1.1)
Post by: Algester on March 11, 2020, 09:24:05 PM
just a question has there been any reports that link with the player station construction mod interfering with Tahlan's Shipworks Legio Siege stations (being indestructible) since the information I'm getting on Discord is highly confusing

assuming I'm already on the development build of Tahlan shipworks which should "fix" all of those issues
Title: Re: [0.9.1a] Player Station Construction (v3.1.1)
Post by: boggled on March 12, 2020, 02:42:34 PM
just a question has there been any reports that link with the player station construction mod interfering with Tahlan's Shipworks Legio Siege stations (being indestructible) since the information I'm getting on Discord is highly confusing

assuming I'm already on the development build of Tahlan shipworks which should "fix" all of those issues

As far as I can tell, the person who claimed this mod might be responsible for issues with Tahlan Shipworks is wrong. There's multiple people reporting the same issues with Tahlan Shipworks despite not having my mod installed.

It's unfortunate that some people are spreading this false information without looking into the situation.
Title: Re: [0.9.1a] Player Station Construction (v3.1.1)
Post by: Mondaymonkey on March 14, 2020, 05:17:25 AM
Bug report. Penelope star system. Location called "Penelope L5 asteroids".
Spoiler
(https://i.imgur.com/ndCjgfR.png?1)
[close]

This Lagrange point contains "Stable location", where makeshift nav buoy was build. I though it is funny to place mining station close to it, on the edge of a same asteroid field. Instead it was build in a middle, right where buoy is.

Is that because mining station always constructed in a center of a Lagrange point asteroid field? If so, there should be even bigger problem, as sometimes other objects like jump points and planets placed there.

P.S. Why would mining station be smaller, than nav buoy?
Title: Re: [0.9.1a] Player Station Construction (v3.1.1)
Post by: boggled on March 14, 2020, 09:41:36 AM
Bug report. Penelope star system. Location called "Penelope L5 asteroids".
Spoiler
(https://i.imgur.com/ndCjgfR.png?1)
[close]

This Lagrange point contains "Stable location", where makeshift nav buoy was build. I though it is funny to place mining station close to it, on the edge of a same asteroid field. Instead it was build in a middle, right where buoy is.

Is that because mining station always constructed in a center of a Lagrange point asteroid field? If so, there should be even bigger problem, as sometimes other objects like jump points and planets placed there.

P.S. Why would mining station be smaller, than nav buoy?

I'll see what I can do about making mining stations not sit in the center of asteroid fields. This is more complicated than it seems, so no promises.

The art asset for that station is very low resolution, and if I make it bigger than it appears in vanilla it looks terrible. If you want to make it bigger anyway, you can edit the custom_entities.json to increase the size.
Title: Re: [0.9.1a] Player Station Construction (v3.1.1)
Post by: Mondaymonkey on March 14, 2020, 10:53:40 AM
Shi~

Wrong texture.

Now I can see what are you mean.
Spoiler
(https://i.imgur.com/t7IDLxy.png)
(https://i.imgur.com/1gTzMgZ.png)
(https://i.imgur.com/UoE4LVJ.png)
(https://i.imgur.com/EreH0wg.png)
[close]
Title: Re: [0.9.1a] Player Station Construction (v3.1.1)
Post by: Kh0rnet on March 14, 2020, 12:19:53 PM
I've been bugged by the smol station sprites as well. Astropoli are HUGE in comparison on the map, but practically they reach the same size/population. I think it would be safe to simply replace the mining station sprite with the astropolis one. The difference is purely aesthetic though. Perhaps a skilled artist could contribute original and separate sprites for ore and gas stations, as well as astropoli...

Somewhat related: I've noticed a pretty significant issue when turning on the "Cramped Quarters" effect. Though I personally think it should be on by default, as building space stations should be more money and time-consuming than colonizing a planet, when you also turn on the setting for non-player factions (which also makes sense), they all immediately gain negative growth when above size 3.
I'm not saying that the factions should build station expansions the same way the player does; but maybe hardcode  the "Cramped Quarters" setting to be at a certain level of already built expansions to counteract the negative growth for other factions' stations?

Title: Re: [0.9.1a] Player Station Construction (v3.1.1)
Post by: BringerofBabies on March 14, 2020, 12:46:14 PM
Negative growth can't reduce the size of a colony, so it doesn't particularly matter. Population progress towards the next size will get down to 0% and then stop.
Title: Re: [0.9.1a] Player Station Construction (v3.1.1)
Post by: Kh0rnet on March 14, 2020, 01:12:58 PM
Negative growth can't reduce the size of a colony, so it doesn't particularly matter. Population progress towards the next size will get down to 0% and then stop.

I... did not know that. The growth in negative numbers kind of implies otherwise. I just assumed logically people would emigrate out of the planet if the conditions are awful.
So the only way to effectively lower a colony's size is saturated bombardment.
Title: Re: [0.9.1a] Player Station Construction (v3.1.1)
Post by: boggled on March 14, 2020, 04:07:12 PM
I've been bugged by the smol station sprites as well. Astropoli are HUGE in comparison on the map, but practically they reach the same size/population. I think it would be safe to simply replace the mining station sprite with the astropolis one. The difference is purely aesthetic though. Perhaps a skilled artist could contribute original and separate sprites for ore and gas stations, as well as astropoli...

I want to keep the mining and siphon stations visually distinct from astropoli, and the sprites do switch to a bigger one if the population gets above a certain size.

If anyone with artistic skills would like to create high resolution, high quality station sprites I would be happy to use them. Keep in mind I would need at least two sprites for each station type (a smaller one and a larger one depending on the market population size).
Title: Re: [0.9.1a] Player Station Construction (v3.1.1)
Post by: Mondaymonkey on March 15, 2020, 02:15:14 AM
Quote
If you want to make it bigger anyway, you can edit the custom_entities.json to increase the size.

(https://i.imgur.com/wpGBETh.png)

Yup. We need an artist here. No chance to squeeze some potential from a current texture. Too bad I am not an artist and does not know any. :'(

UPD. I might be not an artist, but I am a thief.
Spoiler
(https://i.imgur.com/8iYanyK.png)
[close]
Stolen
(https://i.imgur.com/ZattotN.png)
(https://i.imgur.com/ayElR0x.png)
(https://i.imgur.com/s0v3H9u.png)
(https://i.imgur.com/kzlx5of.png)
[close]
Title: Re: [0.9.1a] Player Station Construction (v3.1.1)
Post by: boggled on March 15, 2020, 09:59:51 AM
Quote
If you want to make it bigger anyway, you can edit the custom_entities.json to increase the size.

(https://i.imgur.com/wpGBETh.png)

Yup. We need an artist here. No chance to squeeze some potential from a current texture. Too bad I am not an artist and does not know any. :'(

UPD. I might be not an artist, but I am a thief.
Spoiler
(https://i.imgur.com/8iYanyK.png)
[close]
Stolen
(https://i.imgur.com/ZattotN.png)
(https://i.imgur.com/ayElR0x.png)
(https://i.imgur.com/s0v3H9u.png)
(https://i.imgur.com/kzlx5of.png)
[close]

That looks pretty decent. I'll try it out, and it might make it into the next update!
Title: Re: [0.9.1a] Player Station Construction (v3.1.1)
Post by: Mondaymonkey on March 15, 2020, 10:26:05 AM
Colors can be changed easily.
(https://i.imgur.com/tdOrbsp.png)
(https://i.imgur.com/p0y8Wl9.png)
(https://i.imgur.com/bMn0YS5.png)
(https://i.imgur.com/xCakB8i.png)
(https://i.imgur.com/mI0tCt2.png)
(https://i.imgur.com/Ax5CuVa.png)
[close]

Spoiler
(https://i.imgur.com/PjMuH9v.png)
[close]

In fact, I shovel half of the internet. 95% of arts, sprites and textures suitable in style were related to the Starsector itself or to the Stars in shadow. Rest of a 5% mostly awful.

I keep trying, tho.
Title: Re: [0.9.1a] Player Station Construction (v3.1.1)
Post by: Mondaymonkey on March 19, 2020, 11:19:36 AM
Oh, dude, there are more and more visual problems with stations. For example, here is "Astropolis beta large". It is dark by itself and looks awful if oriented that way to the sun because of shadow.
Spoiler
(https://i.imgur.com/jPDeUIP.png)
[close]

Second picture is "renderShadow":false". IMO - it's even worse.

Third picture - is how, I think, it should be looking. Unfortunately it's a photoshop, not modding. I can make a "lights" layer for a texture, but it is impossible to me force game to use it.
Spoiler
(https://i.imgur.com/Z8XLb3z.png)
[close]
Title: Re: [0.9.1a] Player Station Construction (v3.1.1)
Post by: boggled on March 19, 2020, 12:39:06 PM
Oh, dude, there are more and more visual problems with stations. For example, here is "Astropolis beta large". It is dark by itself and looks awful if oriented that way to the sun because of shadow.
Spoiler
(https://i.imgur.com/jPDeUIP.png)
[close]

Second picture is "renderShadow":false". IMO - it's even worse.

Third picture - is how, I think, it should be looking. Unfortunately it's a photoshop, not modding. I can make a "lights" layer for a texture, but it is impossible to me force game to use it.
Spoiler
(https://i.imgur.com/Z8XLb3z.png)
[close]

Unfortunately I think my options for dealing with this are very limited. I would have to create a second "ghost" station using a lights texture with renderShadow set to false to have the lights show up even when the station is in shadow.

If you're interested in creating the lights textures, send me a PM. Thanks!
Title: Re: [0.9.1a] Player Station Construction (v3.2.0)
Post by: Demilith on March 28, 2020, 11:50:22 AM
Hi,

First of all thank you for your work, been playing non stop for a week and could not go back to vanilla now that I can build stations and terraform!!!

I have a little problem in my current save.
Something is preventing me to build an Astropolis around my capital world, the message is the following :

"An astropolis would be unable to achieve a satisfactory orbit around this world due to other nearby celestial bodies."
Is there something I can do to change that?

Thank you!
Title: Re: [0.9.1a] Player Station Construction (v3.2.0)
Post by: Mondaymonkey on March 28, 2020, 12:39:24 PM
Is that planet have a moon?
Title: Re: [0.9.1a] Player Station Construction (v3.2.0)
Post by: Demilith on March 28, 2020, 04:54:41 PM
No moon, no other planet. Nothing...
Title: Re: [0.9.1a] Player Station Construction (v3.2.0)
Post by: boggled on March 28, 2020, 07:46:35 PM
No moon, no other planet. Nothing...

Please post a zoomed-out screenshot of the area around the planet, as well as a screenshot of the system map.

The logic that determines whether the orbit path is clear is pretty complicated. One of the factors it checks is whether another planet is orbiting the same focus with a very similar radius. It's possible that the offending planet is far away from your capital world on the other side of the star, but due to their orbit radii being almost the same, it blocks the astropolis.
Title: Re: [0.9.1a] Player Station Construction (v3.2.0)
Post by: Kpop on March 28, 2020, 11:07:10 PM
I really don't know if this mod is causing crashes but the first time I enabled it I experienced massive amounts of crashes, second time I enabled it mid-playthrough I started getting null error crashes afterwards, but I'm gonna have to take a guess and chalk it up to this mod. On my current save I crash whenever I try to travel in hyperspace now from Penelope's star through the core worlds.

Spoiler
181406 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
   at java.util.ArrayList$Itr.next(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.despawn(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.spawnAndDespawn(RouteManager.java:598)
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.advance(RouteManager.java:572)
   at com.fs.starfarer.api.impl.campaign.CoreScript.advance(CoreScript.java:126)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Modlist
Spoiler
Lightshow
Trailer Moments
Appro Light
Arsenal Expansion
Autosave
Boggled Terraforming
Captains Log
Cari's UI
Combat Chatter
Commissioned Crews
Common Radar
Console Commands
ED Shipyard
Gates Awakened
Grand Sector
HMI
Industrial Evolution
Interstellar Imperium
Kadur Remnant
LazyLib
Luddic Enhancement
MagicLib
Mayasuran Navy
More Officer Skills
Nex
Practice Targets
Resist Inspections
Rose Bounty
Ruthless Sector
Sanguinary Anarchist Defectors
Scy
Secrets of the Frontier
Seeker
Shadowyards
Ship/Weapon pack
SkilledUp
SpeedUp
this mod
Tahlan
Underworld
Unknown Skies
Upgraded Rotary Weapons
Vayra's Sector
Vayra's Ship Pack
Weapons Group Controls
ZZ Audio Plus
ZZ Graphicslib
[close]

Title: Re: [0.9.1a] Player Station Construction (v3.2.0)
Post by: boggled on March 29, 2020, 06:27:48 AM
I really don't know if this mod is causing crashes but the first time I enabled it I experienced massive amounts of crashes, second time I enabled it mid-playthrough I started getting null error crashes afterwards, but I'm gonna have to take a guess and chalk it up to this mod. On my current save I crash whenever I try to travel in hyperspace now from Penelope's star through the core worlds.

Spoiler
181406 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
   at java.util.ArrayList$Itr.next(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.despawn(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.spawnAndDespawn(RouteManager.java:598)
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.advance(RouteManager.java:572)
   at com.fs.starfarer.api.impl.campaign.CoreScript.advance(CoreScript.java:126)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Modlist
Spoiler
Lightshow
Trailer Moments
Appro Light
Arsenal Expansion
Autosave
Boggled Terraforming
Captains Log
Cari's UI
Combat Chatter
Commissioned Crews
Common Radar
Console Commands
ED Shipyard
Gates Awakened
Grand Sector
HMI
Industrial Evolution
Interstellar Imperium
Kadur Remnant
LazyLib
Luddic Enhancement
MagicLib
Mayasuran Navy
More Officer Skills
Nex
Practice Targets
Resist Inspections
Rose Bounty
Ruthless Sector
Sanguinary Anarchist Defectors
Scy
Secrets of the Frontier
Seeker
Shadowyards
Ship/Weapon pack
SkilledUp
SpeedUp
this mod
Tahlan
Underworld
Unknown Skies
Upgraded Rotary Weapons
Vayra's Sector
Vayra's Ship Pack
Weapons Group Controls
ZZ Audio Plus
ZZ Graphicslib
[close]



It looks like you're not using player station construction - you only have Boggled's Terraforming Mod as far as my mods go.

Based on that stack trace, I think you're getting that crash because something is iterating through fleets on the campaign layer and removing/despawning one while the iteration is still in progress. None of my mods interact with fleets on the campaign layer or their routes/wayfinding, so I think it's unlikely my mods are the culprit.

I know you indicated that you get the crash when you enable my mod(s). Is the crash reproducible in the same conditions every time, or is it only intermittent? Have you tried starting a new game with only my mod(s) enabled to see if the crash happens right away when you enter hyperspace? Are you using any non-default settings in any of my mods?
Title: Re: [0.9.1a] Player Station Construction (v3.2.0)
Post by: Demilith on March 29, 2020, 09:30:30 AM
No moon, no other planet. Nothing...

Please post a zoomed-out screenshot of the area around the planet, as well as a screenshot of the system map.


(https://i.imgur.com/nUqERuK.png)

(https://i.imgur.com/Zc88iAG.png)

Here we go!
Thanks for the reply!

(As a sidenote, I tried destroying the base and the solar shade array, it didn't change anything.)
Title: Re: [0.9.1a] Player Station Construction (v3.2.0)
Post by: Mondaymonkey on March 29, 2020, 10:02:08 AM
Oh... Probably boggled already implement that... Fast.

Yup! It's in a changelog!

Your planet is too close to a star, I guess. Astropoli will dive into corona if built. You are probably choose a wrong system to colonize, sorry.

Stations, siphons, stellar mirrors and etc. do not interfere with astropoli. Had to be told.

P.S. I probably need that "version checker", everyone is talking about.
Title: Re: [0.9.1a] Player Station Construction (v3.2.0)
Post by: Demilith on March 29, 2020, 10:28:05 AM
I used a Miller-Urey device to terraform my planet anyway, I just didn't understand why I could not build a station.^^

Thanks for the answer!
Title: Re: [0.9.1a] Player Station Construction (v3.2.0)
Post by: boggled on March 29, 2020, 10:49:11 AM
Oh... Probably boggled already implement that... Fast.

Yup! It's in a changelog!

Your planet is too close to a star, I guess. Astropoli will dive into corona if built. You are probably choose a wrong system to colonize, sorry.

Stations, siphons, stellar mirrors and etc. do not interfere with astropoli. Had to be told.

P.S. I probably need that "version checker", everyone is talking about.

This is correct. I will see about including more information on the tooltip to identify what object is blocking astropoli construction.
Title: Re: [0.9.1a] Player Station Construction (v3.2.0)
Post by: Kpop on March 29, 2020, 03:22:30 PM
It looks like you're not using player station construction - you only have Boggled's Terraforming Mod as far as my mods go.

Based on that stack trace, I think you're getting that crash because something is iterating through fleets on the campaign layer and removing/despawning one while the iteration is still in progress. None of my mods interact with fleets on the campaign layer or their routes/wayfinding, so I think it's unlikely my mods are the culprit.

I know you indicated that you get the crash when you enable my mod(s). Is the crash reproducible in the same conditions every time, or is it only intermittent? Have you tried starting a new game with only my mod(s) enabled to see if the crash happens right away when you enter hyperspace? Are you using any non-default settings in any of my mods?

I am, in the list I just called it "this mod". That said - I agree. I didn't think the error was anything related to your mod just reading the log.You never know, code is funny that way. Change a few completely (seemingly)unrelated things and suddenly stuff starts to break.

It is reproducible. I jump to hyperspace, and probability of crash happening every second approaches 100% the closer to center of the core I go(like Prism freeport) and/or how long I have been in hyperspace. Takes anywhere from 10-50 seconds.

Maybe could be something related to how progressed the game since the beginning of the playthrough. That save about 8 hours prior where I made a new save before adding this mod hadn't crashed once. Another mod could not be playing nice with yours, who knows.
Title: Re: [0.9.1a] Player Station Construction (v3.2.0)
Post by: boggled on March 29, 2020, 04:19:17 PM
It looks like you're not using player station construction - you only have Boggled's Terraforming Mod as far as my mods go.

Based on that stack trace, I think you're getting that crash because something is iterating through fleets on the campaign layer and removing/despawning one while the iteration is still in progress. None of my mods interact with fleets on the campaign layer or their routes/wayfinding, so I think it's unlikely my mods are the culprit.

I know you indicated that you get the crash when you enable my mod(s). Is the crash reproducible in the same conditions every time, or is it only intermittent? Have you tried starting a new game with only my mod(s) enabled to see if the crash happens right away when you enter hyperspace? Are you using any non-default settings in any of my mods?

I am, in the list I just called it "this mod". That said - I agree. I didn't think the error was anything related to your mod just reading the log.You never know, code is funny that way. Change a few completely (seemingly)unrelated things and suddenly stuff starts to break.

It is reproducible. I jump to hyperspace, and probability of crash happening every second approaches 100% the closer to center of the core I go(like Prism freeport) and/or how long I have been in hyperspace. Takes anywhere from 10-50 seconds.

Maybe could be something related to how progressed the game since the beginning of the playthrough. That save about 8 hours prior where I made a new save before adding this mod hadn't crashed once. Another mod could not be playing nice with yours, who knows.

I took a look through the RouteManager class that seems to be responsible for the error and I don't see anything that could be interacting with my mods. Based on the type of exception thrown and the lack of any mods being mentioned in the stack trace, I think this is a vanilla bug and the timing with my mods being installed is just a coincidence. If you're able to reproduce it by starting a new game and immediately entering hyperspace and flying to Askonia, definitely let me know.

If any other players have this type of crash in connection with my mods, I will take a much deeper look at things. Sorry I couldn't be of help!
Title: Re: [0.9.1a] Player Station Construction (v3.2.0)
Post by: minhmap859 on March 30, 2020, 03:09:57 AM
I was trying to recolonize the abandoned siphon station in Yma, near the Chupi Orco gas giant, and it crashed me to desktop every time. Could you check this out, Boggle? Many thanks for the great mod.

Mod list:
Spoiler
{"enabledMods": [
  "ApproLight",
  "raccoonarms",
  "blackrock_driveyards",
  "Boggled Terraforming",
  "CAS",
  "CombatAnalytics",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_radar",
  "lw_console",
  "istl_dam",
  "diableavionics",
  "DisassembleReassemble",
  "edshipyard",
  "sun_fuel_siphoning",
  "gates_awakened",
  "HMI",
  "hullmod_expansion",
  "deconomics",
  "kadur_remnant",
  "lw_lazylib",
  "leadingPip",
  "MagicLib",
  "missingships",
  "Neutrino",
  "nexerelin",
  "ORA",
  "SCY",
  "shadow_ships",
  "swp",
  "bonomel_skilledup",
  "speedUp",
  "sun_starship_legends",
  "Boggled Station Construction",
  "Sylphon_RnD",
  "tahlan",
  "underworld",
  "US",
  "vayrasector",
  "vayrashippack",
  "vesperon",
  "shaderLib",
  "prv"
]}
[close]

Error log:
Spoiler
233286 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
   at data.campaign.econ.abilities.Colonize_Abandoned_Station.activateImpl(Colonize_Abandoned_Station.java:134)
   at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.activate(BaseDurationAbility.java:220)
   at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.pressButton(BaseDurationAbility.java:187)
   at com.fs.starfarer.ui.newui.E.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.9.1a] Player Station Construction (v3.2.0)
Post by: EniesLobby7 on March 30, 2020, 03:25:11 AM
Quote
Known issues:
-If the player does not open the colony management screen very soon after creating a new market, there will be a bug related to population growth. I have no idea what causes this, but my workaround is to open the colony management screen as soon as the market is created to avoid it.
Does this bug still exist? I like the idea of this mod but I don't trust myself enough
Title: Re: [0.9.1a] Player Station Construction (v3.2.0)
Post by: Mondaymonkey on March 30, 2020, 03:32:25 AM
Quote
Does this bug still exist?

Nope. I mean, it is still there, but you will never met it. Boggled add a script to open a colony management screen next moment after station built. So, all you need is close that menu and keep playing as nothing happen.
Title: Re: [0.9.1a] Player Station Construction (v3.2.0)
Post by: boggled on March 30, 2020, 05:20:51 AM
I was trying to recolonize the abandoned siphon station in Yma, near the Chupi Orco gas giant, and it crashed me to desktop every time. Could you check this out, Boggle? Many thanks for the great mod.

Mod list:
Spoiler
{"enabledMods": [
  "ApproLight",
  "raccoonarms",
  "blackrock_driveyards",
  "Boggled Terraforming",
  "CAS",
  "CombatAnalytics",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_radar",
  "lw_console",
  "istl_dam",
  "diableavionics",
  "DisassembleReassemble",
  "edshipyard",
  "sun_fuel_siphoning",
  "gates_awakened",
  "HMI",
  "hullmod_expansion",
  "deconomics",
  "kadur_remnant",
  "lw_lazylib",
  "leadingPip",
  "MagicLib",
  "missingships",
  "Neutrino",
  "nexerelin",
  "ORA",
  "SCY",
  "shadow_ships",
  "swp",
  "bonomel_skilledup",
  "speedUp",
  "sun_starship_legends",
  "Boggled Station Construction",
  "Sylphon_RnD",
  "tahlan",
  "underworld",
  "US",
  "vayrasector",
  "vayrashippack",
  "vesperon",
  "shaderLib",
  "prv"
]}
[close]

Error log:
Spoiler
233286 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
   at data.campaign.econ.abilities.Colonize_Abandoned_Station.activateImpl(Colonize_Abandoned_Station.java:134)
   at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.activate(BaseDurationAbility.java:220)
   at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.pressButton(BaseDurationAbility.java:187)
   at com.fs.starfarer.ui.newui.E.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I know what's causing this and it will be fixed in the next release (coming soon, I hope)! Thank you for bringing this to my attention!
Title: Re: [0.9.1a] Player Station Construction (v3.2.0)
Post by: EniesLobby7 on March 30, 2020, 05:44:58 AM
Quote
Does this bug still exist?

Nope. I mean, it is still there, but you will never met it. Boggled add a script to open a colony management screen next moment after station built. So, all you need is close that menu and keep playing as nothing happen.
Thanks man
Title: Re: [0.9.1a] Player Station Construction (v3.2.0)
Post by: Mondaymonkey on March 30, 2020, 06:50:08 AM
Almost forgot. As Boggled announced he add an astral gate to this mod (heresy), let me turn on the imagination and make some heresy suggestions (non radical).

[Heretic mode ON]

-Jumppoint-keeper station. Absolute analogue of gatekeeper station. In addition to control and defend an important zone it can do a lot of fun stuff, like decreasing (or even removing if all jump-points have their keeper) pirate activity penalty from the other markets in a sector in exchange of doubled effect to keepers. It can decrease LP interests for all the markets in a sector (as there are harder to smuggle) in exchange for increased interests to keepers. If all jumppoints have their station, all raids/expeditions (except AI inspection) has to be redirected to one of a keeper stations with increased strength. Jumpkeeper can have it's own unique military structure, that send additional patrols in hyperspace. Or another structure, making jumps into hyperspace free-in-fuel and small increasing in accessibility to system planets (not combined with gate effect, which is bigger). OR it can not to do any of this, it's just looks cool. That's it, actually. It looks cool.  ;)

-Nebula siphon station. Basically the same to siphon, can be built in a nebula cloud, volatiles are always "spare", penalty to accessibility.

-Research stations. I have no idea what they can do, but it is a cool science stuff. More, if built in different places (magnetic field, corona, event horizon, in a pulsar system) it can do a different cool science stuff.

-Remnant nexus. Spawns player-faction ordos to patrol system. Requires enormous amount of AI cores to build. Market size is fixed to 3 (or even less). Why would someone need that? a) It's awesome. b) #&*@ the hegemony. That's why!

-Supercannon. Can satbomb planets in close systems (like 5 LY). Require a lot of fuel to maintain and has long (in month) refire delay. Can blind-bombard whole systems to clear them from pirate\LP\nexuses.

-Craftworld. Just "why not?" option.

-Cryosleeper beacon. Build one, go to a cryosleeper in another system, build a gate around cryosleeper and *puff*. Cryosleeper is in a beacon location.

[Heretic mode OFF]
Title: Re: [0.9.1a] Player Station Construction (v3.2.0)
Post by: boggled on March 30, 2020, 10:19:15 AM
-Jumppoint-keeper station. Absolute analogue of gatekeeper station. In addition to control and defend an important zone it can do a lot of fun stuff, like decreasing (or even removing if all jump-points have their keeper) pirate activity penalty from the other markets in a sector in exchange of doubled effect to keepers. It can decrease LP interests for all the markets in a sector (as there are harder to smuggle) in exchange for increased interests to keepers. If all jumppoints have their station, all raids/expeditions (except AI inspection) has to be redirected to one of a keeper stations with increased strength. Jumpkeeper can have it's own unique military structure, that send additional patrols in hyperspace. Or another structure, making jumps into hyperspace free-in-fuel and small increasing in accessibility to system planets (not combined with gate effect, which is bigger). OR it can not to do any of this, it's just looks cool. That's it, actually. It looks cool.  ;)

This is an interesting idea and I think something like it (blockades) might one day be implemented in vanilla. As for making a station to do this, I don't want to get involved in messing around with the campaign fleet AI to make this work. It would likely cause issues with other mods that make changes to the AI. I think vanilla and/or Nex are in a better situation for implementing blockades or jump point security.

-Nebula siphon station. Basically the same to siphon, can be built in a nebula cloud, volatiles are always "spare", penalty to accessibility.

I think this would be confusing due to the similarity with the siphon station. Also there is no precedent in vanilla lore for this type of station to my knowledge.

-Research stations. I have no idea what they can do, but it is a cool science stuff. More, if built in different places (magnetic field, corona, event horizon, in a pulsar system) it can do a different cool science stuff.

I like this idea. Right now there isn't a research mechanic in the game, but I will keep this in mind for later if something gets added where it would make sense to have research stations. Perhaps research stations could develop blueprints for certain things? It seems easier to just get the blueprints through raiding right now though.

-Remnant nexus. Spawns player-faction ordos to patrol system. Requires enormous amount of AI cores to build. Market size is fixed to 3 (or even less). Why would someone need that? a) It's awesome. b) #&*@ the hegemony. That's why!

I like this idea too. I would probably have to create a quest to unlock the ability to construct these stations. I can't promise this will ever get implemented due to the large time investment required, but it's something I will keep in mind if I'm looking to add more content.

-Supercannon. Can satbomb planets in close systems (like 5 LY). Require a lot of fuel to maintain and has long (in month) refire delay. Can blind-bombard whole systems to clear them from pirate\LP\nexuses.

I'm not so sure about this one. A big part of Starsector gameplay is invading planets and fighting fleets. Obviating that with a superweapon might not be a good addition.

-Craftworld. Just "why not?" option.

This is interesting too, although planet sized stations are not present in vanilla Starsector lore. Perhaps I will implement a terraforming option to turn planets into "hiveworlds" that have both positive and negative effects.

-Cryosleeper beacon. Build one, go to a cryosleeper in another system, build a gate around cryosleeper and *puff*. Cryosleeper is in a beacon location.

I think Alex said he was going to be creating some quests/mechanics around cryosleepers that would be coming in the next version of Starsector. I don't want to step on his toes there. Besides, my mods already allow the player to build/improve many markets in almost any system where a cryosleeper is located.
Title: Re: [0.9.1a] Player Station Construction (v3.2.0)
Post by: Mondaymonkey on March 30, 2020, 10:58:01 AM
Quote
Also there is no precedent in vanilla lore for this type of station to my knowledge.
Quote
A big part of Starsector gameplay is invading planets and fighting fleets. Obviating that with a superweapon might not be a good addition.
Quote
although planet sized stations are not present in vanilla Starsector lore.

Well... That is why it was tagged as "heresy". That is why I don't suggest it before. That is why I don't suggest many other things. There are thick firewall between my sick mind and output devices (here is fingers). And it works well. Mostly.

Anyway, worth to try.
Title: Re: [0.9.1a] Player Station Construction (v3.2.0)
Post by: Uhlang on March 30, 2020, 12:57:59 PM
-Research stations. I have no idea what they can do, but it is a cool science stuff. More, if built in different places (magnetic field, corona, event horizon, in a pulsar system) it can do a different cool science stuff.
I like this idea. Right now there isn't a research mechanic in the game, but I will keep this in mind for later if something gets added where it would make sense to have research stations. Perhaps research stations could develop blueprints for certain things? It seems easier to just get the blueprints through raiding right now though.
A station focused on reverse engineering ships to bypass space Denuvo would be pretty cool, actually. It would be a good alternative for those who didn't have any luck with blueprints while exploring, but also didn't want to compromise their standing with the factions by raiding. Just go buy the ship you want to produce, sacrifice it to the researchers, and wait a few months/cycles until they give you the blueprint.
Research stations in magnetic fields or event horizons would seem like good places to re-develop tech for non-makeshift comm relays, nav buoys, and sensor arrays.
And if you don't mind me bringing your terraforming mod into this... I always find it kinda strange that the player is able to build reflectors(Domain-era tech) right from the start. I think it would be cool if you only had makeshift shades/mirrors at first, but could then use research stations in coronas to develop upgrades for them, which would improve the planet's farmland and organics and maybe even add the mild climate condition. Though, I would understand if you want to avoid this level of integration between the two mods.
Title: Re: [0.9.1a] Player Station Construction (v3.2.0)
Post by: boggled on March 30, 2020, 02:12:42 PM
-Research stations. I have no idea what they can do, but it is a cool science stuff. More, if built in different places (magnetic field, corona, event horizon, in a pulsar system) it can do a different cool science stuff.
I like this idea. Right now there isn't a research mechanic in the game, but I will keep this in mind for later if something gets added where it would make sense to have research stations. Perhaps research stations could develop blueprints for certain things? It seems easier to just get the blueprints through raiding right now though.
A station focused on reverse engineering ships to bypass space Denuvo would be pretty cool, actually. It would be a good alternative for those who didn't have any luck with blueprints while exploring, but also didn't want to compromise their standing with the factions by raiding. Just go buy the ship you want to produce, sacrifice it to the researchers, and wait a few months/cycles until they give you the blueprint.
Research stations in magnetic fields or event horizons would seem like good places to re-develop tech for non-makeshift comm relays, nav buoys, and sensor arrays.
And if you don't mind me bringing your terraforming mod into this... I always find it kinda strange that the player is able to build reflectors(Domain-era tech) right from the start. I think it would be cool if you only had makeshift shades/mirrors at first, but could then use research stations in coronas to develop upgrades for them, which would improve the planet's farmland and organics and maybe even add the mild climate condition. Though, I would understand if you want to avoid this level of integration between the two mods.

With regard to researching ship blueprints, players would probably wonder why the research couldn't just be done on a regular colony, possibly by constructing a building there if necessary. I definitely can't create stations to be built in event horizons because the AI doesn't handle black holes very well. Something I'm considering is allowing the player to build research stations around planets known to have xenolife on them - e.g. Typhon and the gas giant with beholder station nearby. I'm not sure if this is something people would want, and players with randomized core worlds couldn't use it.

I like the idea of obtaining Domain-tech buoys, relays and beacons. I'll look into adding those as soon as the gate stuff is finished. It should hopefully be very easy because all the code and art assets already exist. Perhaps I will make them cost Domain artifacts to construct in addition to the usual requirements.

After I finish folding in the gate construction mod to this one, I plan to combine it with the terraforming mod so I can integrate things better. I'm going to make the stellar reflectors (and the planned terraforming stations) cost Domain artifacts to build and maintain, with an option in the settings to disable that industry/commodity if the player wants to. I don't think it makes sense to have the player perform research to obtain reflectors because they could actually be built using current day technology if we had enough money and/or incentives to launch them. Even some of the more exotic terraforming options like crashing water-rich asteroids into a planet are feasible today assuming you have infinite money.
Title: Re: [0.9.1a] Player Station Construction (v3.2.0)
Post by: Mondaymonkey on March 30, 2020, 03:21:11 PM
Quote
because they could actually be built using current day technology

No, they can't. Modern technologies can bring water/air to planets and even slowly move them to other orbits, if you ready to spent ridiculous amount of resources. But those solar reflectors/shades/mirrors are entirely magical. You see, solar light makes an effect called "radiation pressure". NOT a solar wind, which is the particles, you can negate by some king of forcefield. You can not stop radiation anyhow with modern tech. Oh, yes, it is too weak to blow them, even if they are luper-light nano-thing. But it's able to influence they orbits and orientation. Chaotic. Even if you have enough resources to maintain their position and replace damaged, you need a quantum computer larger than Earth to track all that objects, predict their orbits and interaction with celestial bodies, and inner interactions between mirrors, and then calculate correction has to be made to each, and made logistic routes to resupply used resources, and do it in real time. If there are no AI-supercomputer to control that, all that mirrors are no more than kessler-seeds.
Title: Re: [0.9.1a] Player Station Construction (v3.2.0)
Post by: boggled on March 30, 2020, 04:22:26 PM
Quote
because they could actually be built using current day technology

No, they can't. Modern technologies can bring water/air to planets and even slowly move them to other orbits, if you ready to spent ridiculous amount of resources. But those solar reflectors/shades/mirrors are entirely magical. You see, solar light makes an effect called "radiation pressure". NOT a solar wind, which is the particles, you can negate by some king of forcefield. You can not stop radiation anyhow with modern tech. Oh, yes, it is too weak to blow them, even if they are luper-light nano-thing. But it's able to influence they orbits and orientation. Chaotic. Even if you have enough resources to maintain their position and replace damaged, you need a quantum computer larger than Earth to track all that objects, predict their orbits and interaction with celestial bodies, and inner interactions between mirrors, and then calculate correction has to be made to each, and made logistic routes to resupply used resources, and do it in real time. If there are no AI-supercomputer to control that, all that mirrors are no more than kessler-seeds.

Modern satellites are able to maintain their position just fine without a quantum computer telling them what maneuvers to make.

Building solar mirrors with modern technology is not only theoretically feasible - it has been done! Only some silly human errors and budget problems caused it to fail.

https://en.wikipedia.org/wiki/Znamya_(satellite) (https://en.wikipedia.org/wiki/Znamya_(satellite))
Title: Re: [0.9.1a] Player Station Construction (v3.2.0)
Post by: Mondaymonkey on March 31, 2020, 12:57:25 AM
That is true, but modern satellites are relatively few. And no matter how large solar mirror you are able to construct, you need them like 10^9 or even more. Modern satellites do not interfere with each other, as they are small and too far from each other. You can not position mirrors that far away from each other, as they just stops to do their job. You can adjust trajectory of modern satellites using calculator and a school math, as it basically drives a highway with no traffic. In case of solar mirrors that would be a continuous high-speed traffic jam.
Title: Re: [0.9.1a] Player Station Construction (v4.0.0)
Post by: tiago_gomestrf on April 01, 2020, 11:07:00 AM
I really like this mod 20/20 and i like to play starsector with random core worlds(nexerelin), and when playing with random core worlds enabled we need to disable the quests in mod settings but i cant find the disable option for the seed lobsters if you could fix that i would be much appreciated.
Title: Re: [0.9.1a] Player Station Construction (v4.0.0)
Post by: boggled on April 01, 2020, 11:23:04 AM
I really like this mod 20/20 and i like to play starsector with random core worlds(nexerelin), and when playing with random core worlds enabled we need to disable the quests in mod settings but i cant find the disable option for the seed lobsters if you could fix that i would be much appreciated.

I'm glad you're enjoying my mods! This mod (station construction) doesn't have the lobster quest integrated yet. You can disable the gate quest using the settings file as indicated in the first post in this thread, and the lobster quest can be disabled in the settings file of my terraforming mod. Let me know if you're unable to find it in the terraforming mod settings file.
Title: Re: [0.9.1a] Player Station Construction (v4.0.0)
Post by: Eshir on April 01, 2020, 05:55:31 PM
Is there a way to make the gate part work with Active Gates or Gates Awakened? so far i have been able to go from a gates awakened gate to a constructed one (and only one time thats it) but not back the other way and its kinda frustrating. i just want to make a gate and then use it from where i made it to go to the gate network i'm already using. other than that Loveing your mods! thanks!
Title: Re: [0.9.1a] Player Station Construction (v4.0.0)
Post by: Mondaymonkey on April 01, 2020, 10:08:04 PM
Oh dude, you better fix this fast. Terrible things may happen.

I was digging a loot in a high-danger system. It was a mining station, so i scavenged it. "Olympians" modspec looted. Worse thing - it is 0 OP and I can install it basically everywhere.
Title: Re: [0.9.1a] Player Station Construction (v4.0.0)
Post by: boggled on April 02, 2020, 04:49:33 AM
Oh dude, you better fix this fast. Terrible things may happen.

I was digging a loot in a high-danger system. It was a mining station, so i scavenged it. "Olympians" modspec looted. Worse thing - it is 0 OP and I can install it basically everywhere.

Uh-oh. I'll look into this right away. Thanks for letting me know.

Is there a way to make the gate part work with Active Gates or Gates Awakened? so far i have been able to go from a gates awakened gate to a constructed one (and only one time thats it) but not back the other way and its kinda frustrating. i just want to make a gate and then use it from where i made it to go to the gate network i'm already using. other than that Loveing your mods! thanks!

I thought they were compatible, but perhaps something has broken since I implemented it. I'll look into this and fix it. Thanks.
Title: Re: [0.9.1a] Player Station Construction (v4.1.0)
Post by: Mondaymonkey on April 02, 2020, 08:13:39 AM
Couples of things to be told:

1. You adding features faster than most players (including me) able to explore. I am not complaining, it is awesome. You are awesome.

2. I am fine with greek mythology. How the hell the 11 years boys (target audience) able to do the thing if they are not suspecting this thing exist? I predict a half-infinity+1 questions "where is?"
Title: Re: [0.9.1a] Player Station Construction (v4.1.0)
Post by: Kobura on April 02, 2020, 08:59:25 AM
Boggled your mods are so good and fulfill such a desired niche in my first game, I made an account just to acquire and praise them. Thank you.
Is there basic documentation for the effect of the siphon or mining station? The comprehensive 'manual' available for your Terraforming mod is great but there's nothing of the sort for the Station Construction :)
Title: Re: [0.9.1a] Player Station Construction (v4.1.0)
Post by: boggled on April 02, 2020, 10:07:53 AM
Boggled your mods are so good and fulfill such a desired niche in my first game, I made an account just to acquire and praise them. Thank you.
Is there basic documentation for the effect of the siphon or mining station? The comprehensive 'manual' available for your Terraforming mod is great but there's nothing of the sort for the Station Construction :)

I thought about whether people would be able to figure out which planet they have to travel to. I think Starsector players are probably much older and much more knowledgeable than you assume. Even if a player isn't aware of Greek mythology, the name of the system they have to travel to should be an enormous clue and they will likely find the right planet by accident just flying around in that system.

Also, the target planet can be found by asking on Discord or looking at the code in the mod files. I didn't make any attempt to obfuscate the name of the planet there.

Lastly, the player can simply disable the quest using the settings file if they want no part of my riddle!

If I do get a large volume of players complaining that they couldn't figure out the quest despite the above, at that time I will revisit how to make it easier.

Boggled your mods are so good and fulfill such a desired niche in my first game, I made an account just to acquire and praise them. Thank you.
Is there basic documentation for the effect of the siphon or mining station? The comprehensive 'manual' available for your Terraforming mod is great but there's nothing of the sort for the Station Construction :)

Thank you! I'm glad you're enjoying my mods!

I didn't create a comprehensive manual for this mod because I assumed nobody would bother reading it. I guess I was wrong about that! I will add more information for this mod once I finish implementing all the planned features.

In short, mining and siphon stations are full station markets just like the ones present in the vanilla Sector (like Port Tse Franchise Station and Thulian Raider Base). Mining stations have ore and rare ore resources for the mining industry, and siphon stations have volatiles resources equivalent to their host gas giant for the mining industry. The in-game tooltips should be pretty self explanatory about where they can be built - mining stations can be built in asteroid fields and belts, and each gas giant can host a single siphon station. Let me know if you have any specific questions I didn't answer. Thank you!
Title: Re: [0.9.1a] Player Station Construction (v4.1.0)
Post by: Mondaymonkey on April 02, 2020, 10:25:46 AM
Quote
Starsector players are probably much older and much more knowledgeable than you assume.

There are probability, you are right. Besides, greek mythology is better than: Ln(e(sin2(pi/2)+cos2(5*pi/2))). I met that in one game.
Title: Re: [0.9.1a] Player Station Construction (v4.1.0)
Post by: grinningsphinx on April 02, 2020, 10:37:39 AM
I think ill keep my olympian for now lol.....since most of what im fighting is bladebreakers, redacted and 9th....I need an edge.
Title: Re: [0.9.1a] Player Station Construction (v4.1.0)
Post by: Mondaymonkey on April 02, 2020, 10:43:24 AM
[offtopic]

What is the 9th?

[/offtopic]
Title: Re: [0.9.1a] Player Station Construction (v4.1.0)
Post by: boggled on April 02, 2020, 10:46:00 AM
I think ill keep my olympian for now lol.....since most of what im fighting is bladebreakers, redacted and 9th....I need an edge.

Here's a hint for those with similar inclinations: if you remove the TRUE value in hull_mods.csv, Olympians can be installed on all your ships, not just the unique hero ship.
Title: Re: [0.9.1a] Player Station Construction (v4.1.0)
Post by: TheSAguy on April 02, 2020, 12:15:50 PM
Hey Boggled,
I just started to use your Terraforming Mod and it's great.

I've not yet used the player station mod, but had a few things I was thinking about.

Just building Gates all over the place seems very OP. Could you possibly add a way to first disassemble existing gates and re-construct them in the system you want them.
So that way there are a finite amount of gates.

Also, if you build a gate in a system with a cryo-sleeper. you can move the cryo-sleeper to another system with a gate.

Anyways, thanks for your great work!
Title: Re: [0.9.1a] Player Station Construction (v4.1.0)
Post by: Uhlang on April 02, 2020, 12:43:13 PM
So I got the message with Odysseus' hint. I never played the gate mod, but I knew the mods were now merged and figured all was working as intended. I decided to do the quest later, when I would actually start exploring the fringes or something, but then Odysseus started talking to me while I was surveying some random system close to the core, but light years away from Aeolus or Penelope's Star itself.
I have dozens of mods on, so it could be some other one responsible for this(Tyrador Safeguard Coalition comes to mind. They start with a colony on Telepylus in Penelope's Star system) but I thought I'd mention it. I started a new run and will report if it happens again.

Also, all this mod merging you're doing is making me think you're gunning for an index spot in the "Megamods" section. For what it's worth, I think the planned merger between this and the terraforming mods will be well-deserving of it.
[offtopic]
What is the 9th?
[/offtopic]
Probably the Ninth Battlegroup from the Arsenal Expansion mod. They hate everyone, but don't do much and have some modified vanilla high-tech ships.
Title: Re: [0.9.1a] Player Station Construction (v4.1.0)
Post by: Mondaymonkey on April 02, 2020, 12:49:05 PM
Quote
Just building Gates all over the place seems very OP. Could you possibly add a way to first disassemble existing gates and re-construct them in the system you want them.

You can not build them from start. There are quest to be done. There are domain artifacts to be harvested and supplied somehow. And yes, it is costly to upkeep. Disassemble-reassembling is actually easier and more OP. There are no limit currently, but I doubt you will build them more than a dozen.

Quote
Also, if you build a gate in a system with a cryo-sleeper. you can move the cryo-sleeper to another system with a gate.

Already proposed. Reasonable answer was:
I think Alex said he was going to be creating some quests/mechanics around cryosleepers that would be coming in the next version of Starsector. I don't want to step on his toes there. Besides, my mods already allow the player to build/improve many markets in almost any system where a cryosleeper is located.
Title: Re: [0.9.1a] Player Station Construction (v4.1.0)
Post by: boggled on April 02, 2020, 02:09:04 PM
Hey Boggled,
I just started to use your Terraforming Mod and it's great.

I've not yet used the player station mod, but had a few things I was thinking about.

Just building Gates all over the place seems very OP. Could you possibly add a way to first disassemble existing gates and re-construct them in the system you want them.
So that way there are a finite amount of gates.

Also, if you build a gate in a system with a cryo-sleeper. you can move the cryo-sleeper to another system with a gate.

Anyways, thanks for your great work!

When I originally developed this mod, the player had to cannibalize existing gates to create new ones. Unfortunately, deleting existing content/objects causes significant problems for other mods, so I decided to move away from that to maintain compatibility and reduce headaches for other modders. This also applies to a lesser extent to the cryosleepers. Sorry!

I thought they were compatible, but perhaps something has broken since I implemented it. I'll look into this and fix it. Thanks.

I did a test and it seems I can use Gates Awakened activated gates just fine. Make sure you read the tool tips on my gate jumping abilities - after you jump, you have to use the left and right arrow abilities to select your next destination! Please let me know if that doesn't resolve your problem.

So I got the message with Odysseus' hint. I never played the gate mod, but I knew the mods were now merged and figured all was working as intended. I decided to do the quest later, when I would actually start exploring the fringes or something, but then Odysseus started talking to me while I was surveying some random system close to the core, but light years away from Aeolus or Penelope's Star itself.
I have dozens of mods on, so it could be some other one responsible for this(Tyrador Safeguard Coalition comes to mind. They start with a colony on Telepylus in Penelope's Star system) but I thought I'd mention it. I started a new run and will report if it happens again.

Also, all this mod merging you're doing is making me think you're gunning for an index spot in the "Megamods" section. For what it's worth, I think the planned merger between this and the terraforming mods will be well-deserving of it.
[offtopic]
What is the 9th?
[/offtopic]
Probably the Ninth Battlegroup from the Arsenal Expansion mod. They hate everyone, but don't do much and have some modified vanilla high-tech ships.

That's an odd bug you've encountered. I took a look through the Tyrador Safeguard Coalition files and I don't think it's the culprit. Could you post your mod list so I can investigate further? Either way, I think it's probably necessary to increase the number of checks I perform on planets to make sure they're the correct one. I'll include that in the next patch. Thanks for letting me know about this!

This might end up making it into the megamod section as a result of the mergers. The real reason I'm merging things is because it would be a massive headache implementing the Domain Archaeology industry, station lights overlays and sprite switching over multiple mods.
Title: Re: [0.9.1a] Player Station Construction (v4.1.0)
Post by: Kobura on April 02, 2020, 03:48:32 PM
In short, mining and siphon stations are full station markets just like the ones present in the vanilla Sector (like Port Tse Franchise Station and Thulian Raider Base). Mining stations have ore and rare ore resources for the mining industry, and siphon stations have volatiles resources equivalent to their host gas giant for the mining industry. The in-game tooltips should be pretty self explanatory about where they can be built - mining stations can be built in asteroid fields and belts, and each gas giant can host a single siphon station. Let me know if you have any specific questions I didn't answer. Thank you!

I did mean specifics - what sort of richness an asteroid field would have in this case. I know the siphon is equal to the planet it orbits for volatiles. Additionally, what are the market size caps for all the various stations?

(I just started using your mod yesterday, before the gate add-in)
Title: Re: [0.9.1a] Player Station Construction (v4.1.0)
Post by: boggled on April 02, 2020, 05:03:36 PM
In short, mining and siphon stations are full station markets just like the ones present in the vanilla Sector (like Port Tse Franchise Station and Thulian Raider Base). Mining stations have ore and rare ore resources for the mining industry, and siphon stations have volatiles resources equivalent to their host gas giant for the mining industry. The in-game tooltips should be pretty self explanatory about where they can be built - mining stations can be built in asteroid fields and belts, and each gas giant can host a single siphon station. Let me know if you have any specific questions I didn't answer. Thank you!

I did mean specifics - what sort of richness an asteroid field would have in this case. I know the siphon is equal to the planet it orbits for volatiles. Additionally, what are the market size caps for all the various stations?

(I just started using your mod yesterday, before the gate add-in)

Asteroid fields and belts always have the same richness for the ore and rare ore resources. It's +0. By default, stations have a size cap of 10, which mirrors the vanilla/Nex functionality. You can use the settings file to put in a growth penalty as the size increases if you think stations should be size limited.
Title: Re: [0.9.1a] Player Station Construction (v4.1.0)
Post by: Uhlang on April 02, 2020, 05:52:51 PM
Image
(https://i.gyazo.com/6fe585967e6661b14e4fb48a044fac7d.png)
[close]
And here we go. Just transverse jumped into a random system, appeared next to a random barren rock, and Odysseus started hailing me from light years away.

Here are the mods I have on:
Spoiler
Adjusted Sector
Anvil Industries
ARIA
Arsenal Expansion
Better Colonies
Blackrock
Your Station Construction(duh)
Your Terraforming
COPS
Dassault-Mikoyan
Diable
Lanestate Union
Fringe Defense Syndicate
Galaxy Tigers
GKsec
HMI
Hyperdrive
Interstellar Imperium
Junk Pirates
Kadur
Kingdom of Terra
Kipling Radiative
Legacy of Arkgneisis
Mayasuran Navy
Mayorate
Neutrino
Oculian Armada
ORA
Polaris
prv Starworks
Roider Union
SCY
Shadowyards
Sylphon
Tahlan
THI
Tyrador
Underworld
Vayra's stuff
Xhan Empire
Yuri Expedition
[close]
Left out mods I thought could never be the issue (music, portraits, ship packs, logistic/combat utilities, and industries).
If it's not Tyrador, then I have no idea what it could be. Adjusted Sector maybe?
Title: Re: [0.9.1a] Player Station Construction (v4.2.0)
Post by: boggled on April 02, 2020, 06:25:32 PM
Image
(https://i.gyazo.com/6fe585967e6661b14e4fb48a044fac7d.png)
[close]
And here we go. Just transverse jumped into a random system, appeared next to a random barren rock, and Odysseus started hailing me from light years away.

Here are the mods I have on:
Spoiler
Adjusted Sector
Anvil Industries
ARIA
Arsenal Expansion
Better Colonies
Blackrock
Your Station Construction(duh)
Your Terraforming
COPS
Dassault-Mikoyan
Diable
Lanestate Union
Fringe Defense Syndicate
Galaxy Tigers
GKsec
HMI
Hyperdrive
Interstellar Imperium
Junk Pirates
Kadur
Kingdom of Terra
Kipling Radiative
Legacy of Arkgneisis
Mayasuran Navy
Mayorate
Neutrino
Oculian Armada
ORA
Polaris
prv Starworks
Roider Union
SCY
Shadowyards
Sylphon
Tahlan
THI
Tyrador
Underworld
Vayra's stuff
Xhan Empire
Yuri Expedition
[close]
Left out mods I thought could never be the issue (music, portraits, ship packs, logistic/combat utilities, and industries).
If it's not Tyrador, then I have no idea what it could be. Adjusted Sector maybe?

I just pushed an update that implements additional checks to identify the correct planet for the Odysseus and Luyten conversations in the event there are multiple planets with the same entity ID. Let me know if that resolves the bug for you. Thanks for your help, and sorry about the bug!
Title: Re: [0.9.1a] Player Station Construction (v4.2.0)
Post by: adecoy95 on April 02, 2020, 11:27:14 PM
I just wanted to report that for some strange reason i can play this mod with 4.1.0 but not 4.2.0, 4.2.0 creates a crash.

the odd thing about it though is that it only seems to happen if i try to use the derelict empire setting in Nexerelin


Code
191057 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.boggledTools.getPlanetTokenForQuest(boggledTools.java:1681)
at data.campaign.quests.boggledGateQuest.QuestEveryFrameScript.isDone(QuestEveryFrameScript.java:24)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

UPDATE: just tried disabling the quest as mentioned earlier in the thread and it did not help.
Title: Re: [0.9.1a] Player Station Construction (v4.2.0)
Post by: Kobura on April 03, 2020, 04:03:55 AM
Considering mining stations have ore available and siphons have volatiles, is there really any advantage to Astropolis?
Title: Re: [0.9.1a] Player Station Construction (v4.2.0)
Post by: Mondaymonkey on April 03, 2020, 04:19:36 AM
Quote
is there really any advantage to Astropolis?

They come in a pack of three. Easy to defend. Lot of industries can be built, low upkeep. Actually, astropolises are the most profitable objects in that mod.
Title: Re: [0.9.1a] Player Station Construction (v4.2.1)
Post by: boggled on April 03, 2020, 05:13:13 AM
I just wanted to report that for some strange reason i can play this mod with 4.1.0 but not 4.2.0, 4.2.0 creates a crash.

the odd thing about it though is that it only seems to happen if i try to use the derelict empire setting in Nexerelin


Code
191057 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.boggledTools.getPlanetTokenForQuest(boggledTools.java:1681)
at data.campaign.quests.boggledGateQuest.QuestEveryFrameScript.isDone(QuestEveryFrameScript.java:24)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

UPDATE: just tried disabling the quest as mentioned earlier in the thread and it did not help.

I think I know what caused this crash and I've released a patch to resolve it. Please let me know if the problem persists. Sorry and thank you for your patience!
Title: Re: [0.9.1a] Player Station Construction (v4.2.1)
Post by: adecoy95 on April 03, 2020, 11:32:25 AM
I just wanted to report that for some strange reason i can play this mod with 4.1.0 but not 4.2.0, 4.2.0 creates a crash.

the odd thing about it though is that it only seems to happen if i try to use the derelict empire setting in Nexerelin


Code
191057 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.boggledTools.getPlanetTokenForQuest(boggledTools.java:1681)
at data.campaign.quests.boggledGateQuest.QuestEveryFrameScript.isDone(QuestEveryFrameScript.java:24)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

UPDATE: just tried disabling the quest as mentioned earlier in the thread and it did not help.

I think I know what caused this crash and I've released a patch to resolve it. Please let me know if the problem persists. Sorry and thank you for your patience!

Game loaded up just fine now, thanks so much! i look forward to building some stations!  :)
Title: Re: [0.9.1a] Player Station Construction (v4.2.2)
Post by: Mondaymonkey on April 04, 2020, 02:51:23 AM
DEA procurement
(https://i.imgur.com/6ZTHZlx.png)
[close]

Have not updated mod yet (currently 4.2.0) so not sure if in 4.2.2 still are. Is it intended to be, or bug?
Title: Re: [0.9.1a] Player Station Construction (v4.2.2)
Post by: boggled on April 04, 2020, 05:04:11 AM
DEA procurement
(https://i.imgur.com/6ZTHZlx.png)
[close]

Have not updated mod yet (currently 4.2.0) so not sure if in 4.2.2 still are. Is it intended to be, or bug?

It's not intended, but I suppose Domain artifacts are a commodity and it makes sense that there would be procurement requests, right?
Title: Re: [0.9.1a] Player Station Construction (v4.2.2)
Post by: Mondaymonkey on April 04, 2020, 05:21:11 AM
Have no idea. Really. There are strong arguments in both sides.

All I want to show it exist, in case it is not OK.

Can not confirm quest is completable (as I have no DEA yet).
Title: Re: [0.9.1a] Player Station Construction (v4.2.2)
Post by: Uhlang on April 04, 2020, 10:59:55 AM
I was gonna argue that it would've been weird if the Luddics wanted them, but then I realized that you can just assume they'd want to destroy them like they do the AI cores.

+1 for keeping it.
Title: Re: [0.9.1a] Player Station Construction (v4.2.2)
Post by: Mondaymonkey on April 04, 2020, 11:08:23 AM
If you mentioned Luddics, should not it be illegal commodity? Is it legal now?

Damn new run! >:(

EDIT: They are not.

Tried to add them as illegal commodity to luddic_church.faction, but it does not worked. Probably my hands grows from unproper place.

P.S. God bless console commands.
Title: Re: [0.9.1a] Player Station Construction (v4.2.2)
Post by: boggled on April 04, 2020, 07:48:43 PM
If you mentioned Luddics, should not it be illegal commodity? Is it legal now?

Damn new run! >:(

EDIT: They are not.

Tried to add them as illegal commodity to luddic_church.faction, but it does not worked. Probably my hands grows from unproper place.

P.S. God bless console commands.

I think the Luddics should definitely consider the domain artifacts to be contraband. I will look into implementing this. Thank you!
Title: Re: [0.9.1a] Player Station Construction (v4.2.2)
Post by: Mondaymonkey on April 04, 2020, 11:49:28 PM
Drunken suggestion
(https://i.imgur.com/LwHx5xc.png)
[close]
Title: Re: [0.9.1a] Player Station Construction (v4.2.2)
Post by: boggled on April 05, 2020, 07:32:11 AM
Drunken suggestion
(https://i.imgur.com/LwHx5xc.png)
[close]

An orbital ring would be interesting, but it doesn't have any precedent in the lore and I'm not sure what purpose it could serve from a gameplay perspective. Plus, clicking on it might be wonky because it's donut-shaped around the planet.

Also, I don't think I have a good sprite for it.
Title: Re: [0.9.1a] Player Station Construction (v4.2.2)
Post by: Mondaymonkey on April 05, 2020, 12:36:39 PM
Quote
I'm not sure what purpose it could serve from a gameplay perspective.

It looks cool. Main reason - coolness. What it can do in game mechanic? Basically the same as space station (as it is), just slight better. Is it possible to make it grade 4 of space station?

Quote
clicking on it might be wonky because it's donut-shaped around the planet.

Is it possible to make ring itself as unclickable object (just decor) and only nods to be interacted objects? It is always possible to make a donut with a single "gate" nod to interact with. That is probably would be a hemorrhoidal coding, tho'.

Quote
I don't think I have a good sprite for it.

You are hell right. I am able to make a less or more visual decent variants, but scaling... That thing has to be procedurally generated or come in a 3-5 different variants because of planet size and ring thickness.

I doubt result worth an efforts.

EDIT:

One fine dude (not from here) just noticed I am a %#&*(. Game contains ability to add a rings to planets procedurally based on a flat textures (see starsector-core\graphics\planets - any ring texture). And yes, they are unclickable. Not sure how complicated is mechanism, tho'.
Title: Re: [0.9.1a] Player Station Construction (v4.2.2)
Post by: Uhlang on April 05, 2020, 03:04:59 PM
Any talk about Starsector and orbital rings isn't complete without a Tyrador Safety Coalition mention.
(https://i.gyazo.com/4302ea7d601bcaf7fce7949673f85522.png)
[close]
It grants +20% accessibility and its description is as follows:
Quote
A massive artificial ring orbiting the planet below allowing for high speed transportation of goods and resources to and from the planet via the use of multiple skyhooks and maglev trains across its vast surface.
As for my take, I would honestly welcome the ability to build them on my own worlds. I understand that they're not in the lore, but they're damn cool, and when you think about it, orbital rings are just exaggerated orbital stations.

Though, regardless of what he thinks of it, Boggled should probably focus on what's in the lore.
Title: Re: [0.9.1a] Player Station Construction (v4.2.2)
Post by: Mondaymonkey on April 05, 2020, 03:40:39 PM
Quote
Tyrador Safety Coalition mention.

That is little bit another type of concept. But not worse. At least easier, just because there are already well-done graphical part to be stolen borrowed. And yes, considering planetary ring as upgrade of skyhook is also interesting, just because skyhook is already present.

BTW, there are Dyson bubble, it also looks cool.
Title: Re: [0.9.1a] Player Station Construction (v4.1.0)
Post by: Eshir on April 06, 2020, 03:16:28 AM
I thought they were compatible, but perhaps something has broken since I implemented it. I'll look into this and fix it. Thanks.

I did a test and it seems I can use Gates Awakened activated gates just fine. Make sure you read the tool tips on my gate jumping abilities - after you jump, you have to use the left and right arrow abilities to select your next destination! Please let me know if that doesn't resolve your problem.


All 3 mods don't crash the game when used togeather so thats nice but not what im after. after testing by makeing a new game constructing a astral gate then activateing a gate with the active gates by toast the gates do not work togeather as in no travel between them i think it has to do with how each system is implemented to use active gates you have to interact with said gate and then choose a destination from the menu that comes up and the astral gates do not get listed on this menu witch is what i am after... the astral gate system where you use the ability bar to select a gate dose not show the "activated" gates from active gates by toast in the rotation of gates that i can cycle through witch is also what i am after... the gates awakened mod does allow one jump and only one jump from an activated gate to any one astral gate and never works again and cannot be cycled through to be selected via ability bar skills so a one way trip and only once witch is disappointing to say the least. so all in all yes the game runs but the gate systems don't seem to interact with astral gates yet and vice versa save that one time use of disappointment. also when i interact with the astral gates there is no other gates even astral ones listed in the pop up menu i only get a leave option.  thank you for working on this! you are awsome!
Title: Re: [0.9.1a] Player Station Construction (v4.2.2)
Post by: boggled on April 06, 2020, 06:26:22 AM
All 3 mods don't crash the game when used togeather so thats nice but not what im after. after testing by makeing a new game constructing a astral gate then activateing a gate with the active gates by toast the gates do not work togeather as in no travel between them i think it has to do with how each system is implemented to use active gates you have to interact with said gate and then choose a destination from the menu that comes up and the astral gates do not get listed on this menu witch is what i am after... the astral gate system where you use the ability bar to select a gate dose not show the "activated" gates from active gates by toast in the rotation of gates that i can cycle through witch is also what i am after...

This mod is not compatible with Active Gates and vice versa. It is only compatible with Gates Awakened.

I'm not 100% sure but I think Active Gates might not be under active development anymore. I think it has been superseded by Gates Awakened.

the gates awakened mod does allow one jump and only one jump from an activated gate to any one astral gate and never works again and cannot be cycled through to be selected via ability bar skills so a one way trip and only once witch is disappointing to say the least. so all in all yes the game runs but the gate systems don't seem to interact with astral gates yet and vice versa save that one time use of disappointment.

Are you using the latest version of Player Station Construction (without my old, deprecated Player Gate Construction mod installed) and the latest version of Gates Awakened?

Could you post a video of the issue where you can't cycle back and forth between astral gates and Gates Awakened gates using the ability bar, along with your mod list? I've tested this myself and it seems to work fine, and I haven't seen any bug reports from other players about this issue.

Keep in mind that if you have performance mode on, the gate list only updates once per day. Please allow one day to pass before trying to use any of the jump abilities after you build a new gate.

also when i interact with the astral gates there is no other gates even astral ones listed in the pop up menu i only get a leave option.

That's working as intended. You can only jump using the astral gates by using the abilities.

Thanks for helping me with testing! I'm glad you're enjoying my mods!
Title: Re: [0.9.1a] Player Station Construction (v4.2.2)
Post by: Recklessimpulse on April 06, 2020, 07:42:07 AM
Opp: founds out Outposts were NEXerlin.
Title: Re: [0.9.1a] Player Station Construction (v4.2.2)
Post by: boggled on April 06, 2020, 07:48:59 AM
I'm pretty sure this is the mod I should be replying too, I found a bug.
If you build one of the storage stations (Outpost) (2,500/mo upkeep stocks with supplies and fuel) it pays the player faction a storage fee for stuff you store there, the player pays nothing but if the storage fee would have payed more then 2,500 the station actually makes you money.

I'm pretty sure the outposts are actually a feature from Nexerelin. They're definitely not from this mod.

That seems like a pretty serious bug, so I would post about it in that mod's thread. Thanks.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.0)
Post by: tantananan on April 07, 2020, 10:52:57 PM
Awesome update man! Cheers!

EDIT: if i fail the lobster quest, can i replay it again?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.0)
Post by: Mondaymonkey on April 07, 2020, 11:47:52 PM
Quote
If you had separately installed Player Gate Construction or Boggled's Terraforming Mod, this is NOT backwards compatible with saves that already have Player Gate Construction or Boggled's Terraforming Mod in them.

Spoiler
(https://66.media.tumblr.com/f4f8f216e4ad66c49dfa36a2d8b6fd87/tumblr_mg3552iZfr1rk63tmo1_400.gif)
[close]

Well, I knew it will happen. No one to blame except myself.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.0)
Post by: boggled on April 08, 2020, 05:05:26 AM
Awesome update man! Cheers!

EDIT: if i fail the lobster quest, can i replay it again?

You cannot replay the lobster quest. If you fail it but are determined to get the lobsters anyway, you'll need to reload an earlier save or disable the lobster quest in the settings file (which immediately enables the seed lobsters ability).

Quote
If you had separately installed Player Gate Construction or Boggled's Terraforming Mod, this is NOT backwards compatible with saves that already have Player Gate Construction or Boggled's Terraforming Mod in them.

Spoiler
(https://66.media.tumblr.com/f4f8f216e4ad66c49dfa36a2d8b6fd87/tumblr_mg3552iZfr1rk63tmo1_400.gif)
[close]

Well, I knew it will happen. No one to blame except myself.

Sorry! This is the last time a compatibility breaking update will be released for the foreseeable future.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.0)
Post by: Uhlang on April 08, 2020, 08:43:33 AM
My game crashes when I'm in the campaign layer while the Terraforming Platform is being built. Problem with the daily Terraforming Point tick?
Quote
10909521 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.campaign.econ.industries.Terraforming_Platform.getTerraformingProgressPoin ts(Terraforming_Platform.java:73)
   at data.campaign.econ.boggledTools.getTotalTerraformingPoints(boggledTools.java:1778)
   at data.campaign.econ.conditions.Terraforming_Manager.advance(Terraforming_Manager.java:68)
   at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
In case it matters, it was an arid world I set to become terran.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.1)
Post by: boggled on April 08, 2020, 09:02:54 AM
My game crashes when I'm in the campaign layer while the Terraforming Platform is being built. Problem with the daily Terraforming Point tick?
Quote
10909521 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.campaign.econ.industries.Terraforming_Platform.getTerraformingProgressPoin ts(Terraforming_Platform.java:73)
   at data.campaign.econ.boggledTools.getTotalTerraformingPoints(boggledTools.java:1778)
   at data.campaign.econ.conditions.Terraforming_Manager.advance(Terraforming_Manager.java:68)
   at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
In case it matters, it was an arid world I set to become terran.

I just released a patch to fix this. Please let me know if the problem persists. Thanks for letting me know!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.1)
Post by: Uhlang on April 08, 2020, 09:31:03 AM
image
(https://i.gyazo.com/1c0f853283c17c160f3e2b50e1bc4ac1.png)
[close]
The platform went up without a problem and all seems good so far.
Good job on the quick fix.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.1)
Post by: Uhlang on April 09, 2020, 06:36:31 AM
So I started a new game because the latest Industrial Evolution update is a save-breaker and, well...
It happened again
(https://i.gyazo.com/a021bd94df9df1d54a897e5b04620a11.png)
[close]
Honestly, until someone else shows up with this bug, I think it's fair to just assume it's a problem on my end.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.1)
Post by: boggled on April 09, 2020, 06:58:21 AM
So I started a new game because the latest Industrial Evolution update is a save-breaker and, well...
It happened again
(https://i.gyazo.com/a021bd94df9df1d54a897e5b04620a11.png)
[close]
Honestly, until someone else shows up with this bug, I think it's fair to just assume it's a problem on my end.

I actually encountered this myself. I thought my previous changes would have fixed it, but I guess not. Now that I can reproduce it I'll be sure to get it fixed. Thanks.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.1)
Post by: Uhlang on April 09, 2020, 10:45:24 AM
Well, that's good to know.

Also, I just noticed that you get 10 units of Volatiles when you salvage Domain-era stable position objects.
You should add 20 Volatiles as a requirement for building them, too.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.1)
Post by: boggled on April 09, 2020, 10:49:39 AM
Well, that's good to know.

Also, I just noticed that you get 10 units of Volatiles when you salvage Domain-era stable position objects.
You should add 20 Volatiles as a requirement for building them, too.

Good point. I'll look into adjusting the build values for the Domain-tech objectives. The only problem is having five different commodities required to build them might not show up properly in the UI.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.1)
Post by: Neophobic on April 09, 2020, 12:38:03 PM
I was using your mod and got Odysseus contacting you from the clouds of Aeolus just after salvaging an Equipment Cache
if it matters, said cache was in a blue giant named Astarte.
I don't know how image posting works but I do have a .png of it
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.1)
Post by: morriganj on April 09, 2020, 12:48:46 PM
CTD upon game startup with this mod on.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.1)
Post by: boggled on April 09, 2020, 12:51:14 PM
CTD upon game startup with this mod on.

Please post the stack trace. Thanks.

I was using your mod and got Odysseus contacting you from the clouds of Aeolus just after salvaging an Equipment Cache
if it matters, said cache was in a blue giant named Astarte.
I don't know how image posting works but I do have a .png of it


I'm aware of this bug and will release a patch to fix it. Thank you.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.2)
Post by: DX2002 on April 09, 2020, 05:51:45 PM
Well,sir,may I ask for your permission to translate this mod into Chinese and update it to Chinese starsector forums?Here are their addresses:   https://www.fossic.org/ (https://www.fossic.org/),https://tieba.baidu.com/f?kw=%E8%BF%9C%E8%A1%8C%E6%98%9F%E5%8F%B7&ie=utf-8 (https://tieba.baidu.com/f?kw=%E8%BF%9C%E8%A1%8C%E6%98%9F%E5%8F%B7&ie=utf-8) .Your mod is really a great improvement to starsector gameplay,but I only find the past versions of your mod,which are still seperated into 3 mods,so I really want to translate the new version and put it on the forums.Thank you!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.2)
Post by: DX2002 on April 09, 2020, 06:06:13 PM
And by the way,I do have a few parts in your mod that I'm not sure of the texts'  meaning.The most tricky one is the word "Eisen Division",I refered to the dictionary but I didn't find it in English(oops),but I did find that it's "iron" in German.However,from the descriptions below,it sounds like sth like,well,a group of microorganisms?I'm really confused :P,so would you pls just explain its meaning.Thanks!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.2)
Post by: boggled on April 10, 2020, 04:40:18 AM
Well,sir,may I ask for your permission to translate this mod into Chinese and update it to Chinese starsector forums?Here are their addresses:   https://www.fossic.org/ (https://www.fossic.org/),https://tieba.baidu.com/f?kw=%E8%BF%9C%E8%A1%8C%E6%98%9F%E5%8F%B7&ie=utf-8 (https://tieba.baidu.com/f?kw=%E8%BF%9C%E8%A1%8C%E6%98%9F%E5%8F%B7&ie=utf-8) .Your mod is really a great improvement to starsector gameplay,but I only find the past versions of your mod,which are still seperated into 3 mods,so I really want to translate the new version and put it on the forums.Thank you!

You have my permission. Thank you!

And by the way,I do have a few parts in your mod that I'm not sure of the texts'  meaning.The most tricky one is the word "Eisen Division",I refered to the dictionary but I didn't find it in English(oops),but I did find that it's "iron" in German.However,from the descriptions below,it sounds like sth like,well,a group of microorganisms?I'm really confused :P,so would you pls just explain its meaning.Thanks!

"Eisen" is the name of a person. It is almost an anagram for "nisei", which means "second generation" in Japanese. You could translate "Eisen Division" as "Second Generation Company" or "New Generation Laboratory". I hope this helps. Thanks.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.2)
Post by: DX2002 on April 10, 2020, 06:12:44 AM
Well,sir,may I ask for your permission to translate this mod into Chinese and update it to Chinese starsector forums?Here are their addresses:   https://www.fossic.org/ (https://www.fossic.org/),https://tieba.baidu.com/f?kw=%E8%BF%9C%E8%A1%8C%E6%98%9F%E5%8F%B7&ie=utf-8 (https://tieba.baidu.com/f?kw=%E8%BF%9C%E8%A1%8C%E6%98%9F%E5%8F%B7&ie=utf-8) .Your mod is really a great improvement to starsector gameplay,but I only find the past versions of your mod,which are still seperated into 3 mods,so I really want to translate the new version and put it on the forums.Thank you!

You have my permission. Thank you!

And by the way,I do have a few parts in your mod that I'm not sure of the texts'  meaning.The most tricky one is the word "Eisen Division",I refered to the dictionary but I didn't find it in English(oops),but I did find that it's "iron" in German.However,from the descriptions below,it sounds like sth like,well,a group of microorganisms?I'm really confused :P,so would you pls just explain its meaning.Thanks!

"Eisen" is the name of a person. It is almost an anagram for "nisei", which means "second generation" in Japanese. You could translate "Eisen Division" as "Second Generation Company" or "New Generation Laboratory". I hope this helps. Thanks.
Wow,thanks,looking forward to your mod's next update ;D
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.2)
Post by: SamTheHacker93 on April 10, 2020, 11:16:07 AM
Hey boggled, for some reason Penelope's secret quest is bugged not sure why
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.2)
Post by: p020901 on April 10, 2020, 11:54:18 AM
Crash report: Crashed exiting to campaign space view after transferring market to another faction (YRXP- Caparice Trading Co.)

13857683 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at data.campaign.econ.boggledTools.getTargetGateToken(boggledTools.java:574)
   at data.campaign.econ.abilities.Boggled_Select_Next_Gate.createTooltip(Boggled_Select_Next_Gate.java:222)
   at com.fs.starfarer.ui.newui.E$3.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.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.public.super(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.E.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.V.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)



Also another bug I noticed: when I built 2 astral gates, 1 did not show up in the choosing gate to teleport to option.

I built an Astral gate at Beta Dirac, and another at Lethia, but only the one from Lethia registers. Also the one built at Lethia took an in-ordinary amount of time to be built (around 20 seconds). Then I built another Gate at Sola, which appeared completely normal but can only linked to Lethia Gate and not Beta Dirac Gate. Then it crashed after I transferred it to YRXP faction.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.2)
Post by: Uhlang on April 10, 2020, 12:47:04 PM
I just terraformed a toxic planet into a desert planet and it didn't get the "Habitable" condition, which I'm pretty sure all naturally-occurring desert planets have.

Did you make it like that so that people don't take advantage of the Terraforming Point reduction and basically take shortcuts while terraforming(which is exactly what I was intending to do, not gonna lie) or am I wrong about desert planets? I know that barren-desert planets aren't habitable, but I could've sworn that all desert planets are.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.2)
Post by: boggled on April 10, 2020, 08:07:22 PM
I just terraformed a toxic planet into a desert planet and it didn't get the "Habitable" condition, which I'm pretty sure all naturally-occurring desert planets have.

Did you make it like that so that people don't take advantage of the Terraforming Point reduction and basically take shortcuts while terraforming(which is exactly what I was intending to do, not gonna lie) or am I wrong about desert planets? I know that barren-desert planets aren't habitable, but I could've sworn that all desert planets are.

It is intended that the desert transformation does not have the habitable condition. If it's true that all desert planets have habitable, I will have to change this.

Hey boggled, for some reason Penelope's secret quest is bugged not sure why

What version of the mod are you using? What is the nature of the bug?

Crash report: Crashed exiting to campaign space view after transferring market to another faction (YRXP- Caparice Trading Co.)

13857683 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at data.campaign.econ.boggledTools.getTargetGateToken(boggledTools.java:574)
   at data.campaign.econ.abilities.Boggled_Select_Next_Gate.createTooltip(Boggled_Select_Next_Gate.java:222)
   at com.fs.starfarer.ui.newui.E$3.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.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.public.super(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.E.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.V.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)



Also another bug I noticed: when I built 2 astral gates, 1 did not show up in the choosing gate to teleport to option.

I built an Astral gate at Beta Dirac, and another at Lethia, but only the one from Lethia registers. Also the one built at Lethia took an in-ordinary amount of time to be built (around 20 seconds). Then I built another Gate at Sola, which appeared completely normal but can only linked to Lethia Gate and not Beta Dirac Gate. Then it crashed after I transferred it to YRXP faction.

I think I understand why the crash happened and I'm going to issue a patch to fix it. Thanks for letting me know about this.

As for the long build time for the Lethia gate, this is expected under certain circumstances as the logic is trying to find a good place to build the gate. 20 seconds is much longer than I ever saw in testing. What are your computer specs?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.2)
Post by: Uhlang on April 10, 2020, 09:51:31 PM
It is intended that the desert transformation does not have the habitable condition. If it's true that all desert planets have habitable, I will have to change this.
I just ran the SurveyAll command on my game. I play with a slightly customized Adjusted Sector mod, so I got a good sample size of ~50 desert planets.
The only ones that didn't have Habitable came from mods.
This is what you saw if you looked exclusively at RNG planets
(https://i.gyazo.com/c53f0a7918db0a43d17082f9e2f344c7.png)
[close]
Habitable on every single one of them.

Mind you, if you do make it so that every planet terraformed into desert gets Habitable, you will create a shortcut for terraforming the more difficult planets.
For example, terraforming the average barren world with only the No Atmosphere condition straight into terran would cost 20,000 points(8,000 + 12,000,) but if you stop at desert first and give it the Habitable condition, it would be just 12,000(20,000 x 0.4 = 8,000 for desert, then 8,000 - 4,000 = 4,000 for terran)

Personally, I like this both because it's closer to how actual terraforming would work and because it seems like a reward for the player's forethought and patience. Just thought I'd mention it in case you wouldn't be okay with it.

EDIT: Also worth noting that the desert planets all seem to have Extreme Weather, too, which my terraformed planet didn't get, either.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.2)
Post by: Serenitis on April 11, 2020, 02:56:37 AM
It is intended that the desert transformation does not have the habitable condition. If it's true that all desert planets have habitable, I will have to change this.

"Desert" planets are cat_hab2 which are always habitable.
It is possible that you might have been thinking about "Barren Desert" which are cat_hab1, and not always habitable.

You could either change the Desert option to give habitable status, or swap it to change to Barren Desert if that was the intended progression.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.3)
Post by: RC550 on April 11, 2020, 12:58:03 PM
I love the mod and I prefer the new Terraforming system to the old one. That being said, I just finished terraforming a Cryovolcanic world with Abundant Volatiles into a Water world. In the process, the planet gained some Organics, which is nice. Unfortunately, it also LOST all of it's Volatiles, which means I've just lost a large chunk of my income. Is getting rid of planetary resources intentional, or a bug? If it is intentional, I think some kind of warning when selecting the terraforming project would be necessary to prevent something like this happening.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.3)
Post by: knogleknuser on April 11, 2020, 01:09:30 PM
If you build a stellar array and later sell it, you are unable to rebuild the stellar array at said colony as it is still 'present' (physically in the overworld, but not in the colony screen) despite it providing no benefits, thus rendering you unable to rebuild that terraforming project on that planet forever.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.3)
Post by: Uhlang on April 11, 2020, 02:11:42 PM
So, I'm loving the new terraforming system, but I have two little problems with it.

1. The Stellar Reflectors seem somewhat useless now.
With how cheap they are to build and maintain, Terraforming Platforms are like the pauper's choice for terraforming, while Eisen Divisions and Atmosphere Processors are obviously late-game structures meant for the true terraforming magnates who have a bunch of cores and nanoforges lying around. Ismara's Slings are situational, but they can also be really valuable in systems with lots of terraforming going on. Stellar Reflectors, on the other hand, seem too expensive to maintain to appeal to the new colonizer and too ineffective to be useful to the veteran. They do remove Poor Light, bring in more points than Terraforming Platforms, and don't require stations to build, but you were going to build stations anyway, and the slight edge the Reflectors have in point production doesn't really justify their construction on any planet that doesn't have Poor Light.

2. There's not enough incentive to pick worlds that aren't water or terran.
The only thing the less-optimal planets have is that they require less terraforming points, which, if you ask me, doesn't really justify their production over that of temperate paradises which can be further improved with Mild Climate. They take longer, sure, but it's not like the players won't have anything else to do while they wait, and even if they did decide to go for a jungle or tundra world, they would seem like just another step towards terran or water — never the final stop.

I'm not sure if this is feasible, but I think a good solution to both of these would be locking certain terraforming projects behind Stellar Reflectors depending on where the planets are in the system. E.G. A planet that's basically kissing its star should only be terraformable into desert or jungle until it has Stellar Shades installed, while a freezing planet on the outer end of the system should only be allowed to become tundra or frozen until it has Stellar Mirrors. The reflectors would unlock the other types and ideally, they would have to stay up for the planet to be able to continue being the type it originally couldn't.
This would make Stellar Reflectors a lot more useful, while at the same time, the upkeep and building slot requirement would incentivize creating tundra or jungle worlds over terran or water. It would also make the "Goldilocks Zone" system that Starsector seems to have feel more consequential, because with this set-up, the planets located there wouldn't need any reflectors to become anything, making them more precious, just as they would be in real life and Starsector's lore.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.3)
Post by: Mondaymonkey on April 11, 2020, 02:23:17 PM
Quote
locking certain terraforming projects behind Stellar Reflectors

Alternative suggestion: you can not terraform planets to terran and water if planet has "hot", "cold", toxic atmosphere, etc..., until that conditions are not removed by structures. Seems logical to remove obstacles before doing a job.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.3)
Post by: boggled on April 11, 2020, 03:56:42 PM
I love the mod and I prefer the new Terraforming system to the old one. That being said, I just finished terraforming a Cryovolcanic world with Abundant Volatiles into a Water world. In the process, the planet gained some Organics, which is nice. Unfortunately, it also LOST all of it's Volatiles, which means I've just lost a large chunk of my income. Is getting rid of planetary resources intentional, or a bug? If it is intentional, I think some kind of warning when selecting the terraforming project would be necessary to prevent something like this happening.

That is intentional. I will add a warning to the tool tips that resources will be modified by terraforming and that the changes aren't always completely beneficial.

If you build a stellar array and later sell it, you are unable to rebuild the stellar array at said colony as it is still 'present' (physically in the overworld, but not in the colony screen) despite it providing no benefits, thus rendering you unable to rebuild that terraforming project on that planet forever.

That's unintended. I'll fix this in the next patch. Thank you for letting me know!

So, I'm loving the new terraforming system, but I have two little problems with it.

1. The Stellar Reflectors seem somewhat useless now.
With how cheap they are to build and maintain, Terraforming Platforms are like the pauper's choice for terraforming, while Eisen Divisions and Atmosphere Processors are obviously late-game structures meant for the true terraforming magnates who have a bunch of cores and nanoforges lying around. Ismara's Slings are situational, but they can also be really valuable in systems with lots of terraforming going on. Stellar Reflectors, on the other hand, seem too expensive to maintain to appeal to the new colonizer and too ineffective to be useful to the veteran. They do remove Poor Light, bring in more points than Terraforming Platforms, and don't require stations to build, but you were going to build stations anyway, and the slight edge the Reflectors have in point production doesn't really justify their construction on any planet that doesn't have Poor Light.

2. There's not enough incentive to pick worlds that aren't water or terran.
The only thing the less-optimal planets have is that they require less terraforming points, which, if you ask me, doesn't really justify their production over that of temperate paradises which can be further improved with Mild Climate. They take longer, sure, but it's not like the players won't have anything else to do while they wait, and even if they did decide to go for a jungle or tundra world, they would seem like just another step towards terran or water — never the final stop.

I'm not sure if this is feasible, but I think a good solution to both of these would be locking certain terraforming projects behind Stellar Reflectors depending on where the planets are in the system. E.G. A planet that's basically kissing its star should only be terraformable into desert or jungle until it has Stellar Shades installed, while a freezing planet on the outer end of the system should only be allowed to become tundra or frozen until it has Stellar Mirrors. The reflectors would unlock the other types and ideally, they would have to stay up for the planet to be able to continue being the type it originally couldn't.
This would make Stellar Reflectors a lot more useful, while at the same time, the upkeep and building slot requirement would incentivize creating tundra or jungle worlds over terran or water. It would also make the "Goldilocks Zone" system that Starsector seems to have feel more consequential, because with this set-up, the planets located there wouldn't need any reflectors to become anything, making them more precious, just as they would be in real life and Starsector's lore.

As you mentioned, the niche for stellar reflectors is that they remove poor light. They also don't demand any commodities, which is a positive thing relative to the terraforming platform if you don't have in-faction fuel and hulls production. Finally, if you already have the terraforming platform but don't have the resources to utilize the atmosphere processor and/or Eisen Division, the reflectors are a good way to get more points without a huge up-front investment.

I agree with your point that there's not much reason to make anything other than water or terran planets. I'm likely going to need to rebalance some of the resources that the terraformed planets have to justify making jungle and tundra worlds in some scenarios. If you have any ideas on specifically what balance changes I should make, please share!

I don't want to start introducing building requirements for certain terraforming projects. Although it makes sense from a realism standpoint, one of the most heavily criticized elements of my pre-rework terraforming mod was the need for Ismara's Sling/Drone Nexus to terraform desert planets. Most players didn't like that mechanic, and therefore I'm very hesitant to bring it back.

Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.3)
Post by: NephilimNexus on April 11, 2020, 04:14:21 PM
#Setting this to true will completely disable any terraforming content
   "boggledTerraformingContentEnabled":true,


OK, now I'm confused.  First line says that setting the second line to true disables all content, but the second line is saying that if I want it enabled then I have to set it to true.

Spoiler
(https://scifanatic-wpengine.netdna-ssl.com/wp-content/uploads/2017/09/tos-norman.png)
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.3)
Post by: Uhlang on April 11, 2020, 05:44:40 PM
I don't want to start introducing building requirements for certain terraforming projects. Although it makes sense from a realism standpoint, one of the most heavily criticized elements of my pre-rework terraforming mod was the need for Ismara's Sling/Drone Nexus to terraform desert planets. Most players didn't like that mechanic, and therefore I'm very hesitant to bring it back.
I think what bothered people the most was the general confusion and the hard limitations.
Before this update, you could only terraform water-ice, toxic, tundra, and desert planets that had water-ice neighbors or stations from your other mod. That actually excluded a significant amount of planets, especially in younger constellations/systems.
With the mod having become so streamlined and open(I mean, even barren worlds are fair game now,) I think people would be willing to accept a soft restriction or two. "Soft" is the key word here. If someone wants to make a frozen world bathing in the corona of a blue hypergiant, I say let 'em. Just have them set up some shades first. Surely that's not unreasonable?
I agree with your point that there's not much reason to make anything other than water or terran planets. I'm likely going to need to rebalance some of the resources that the terraformed planets have to justify making jungle and tundra worlds in some scenarios. If you have any ideas on specifically what balance changes I should make, please share!
Right now, all I can think of is guaranteeing plentiful organics on jungle worlds and trace volatiles on tundra worlds. "Trace volatiles" might not seem like much, but combined with the presence of organics(which tundra worlds always have) and both kinds of metals, you can develop a very profitable mining colony. And yes, I checked the survey list again and confirmed that they can have it naturally.
I also noticed that jungle and tundra worlds can spawn with Mild Climate, too, so opening the Mild Climate terraforming option to them is another good way to make them more appealing.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.3)
Post by: Mondaymonkey on April 11, 2020, 05:53:19 PM
Suggestion: do not "set" volatiles when terraform to terran, calculate them instead. Like -1 or -2 to previous value. So if it was "abundant" - some will remain, if it was "spare" - it just disappear.

EDIT:

Can confirm terran worlds sometimes generated with volatiles, but never seen more than -1.
Spoiler
(https://i.imgur.com/lYDmsbP.png)
[close]

EDIT2:

Alternative suggestion: increase organics based on a volatiles loss amount, so if players lose -2 in volitive, he get +2 in organics.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.3)
Post by: SneakyDevil on April 12, 2020, 01:25:44 AM
Heyo, just popping in to thank you for this amazing enhancement to the game.

Okay, that's actually a lie(why I'm here, the mod is still great), I came because I just finished my first terraforming project. Which shockingly yeeted my planet of resources. Which *would* have been nice to know ahead of time...

So, is there any chance we could get a table of changes made with each terraforming project? Because I'm fine terraforming things into something other than a Terran world if I actually know what I would be getting with each option.

Edit: A bug report(?) I have an AI Core trainer up with an Alpha Core on it. So far in the last 20 months it has been operational I made 13 Gamma Cores and 7 Beta Cores. I have yet to proc another Alpha Core or Nothing. Negate that, as I say that an Alpha Core procs...
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.3)
Post by: boggled on April 12, 2020, 06:22:52 AM
#Setting this to true will completely disable any terraforming content
   "boggledTerraformingContentEnabled":true,


OK, now I'm confused.  First line says that setting the second line to true disables all content, but the second line is saying that if I want it enabled then I have to set it to true.

Spoiler
(https://scifanatic-wpengine.netdna-ssl.com/wp-content/uploads/2017/09/tos-norman.png)
[close]

Unless I'm missing something, I'm not sure where the "true" language in the commented code above came from. In the settings description in the original post and the settings file in the mod, the text reads "Setting this to false will completely disable any terraforming content". Where did you see that incorrect language?

I don't want to start introducing building requirements for certain terraforming projects. Although it makes sense from a realism standpoint, one of the most heavily criticized elements of my pre-rework terraforming mod was the need for Ismara's Sling/Drone Nexus to terraform desert planets. Most players didn't like that mechanic, and therefore I'm very hesitant to bring it back.
I think what bothered people the most was the general confusion and the hard limitations.
Before this update, you could only terraform water-ice, toxic, tundra, and desert planets that had water-ice neighbors or stations from your other mod. That actually excluded a significant amount of planets, especially in younger constellations/systems.
With the mod having become so streamlined and open(I mean, even barren worlds are fair game now,) I think people would be willing to accept a soft restriction or two. "Soft" is the key word here. If someone wants to make a frozen world bathing in the corona of a blue hypergiant, I say let 'em. Just have them set up some shades first. Surely that's not unreasonable?
I agree with your point that there's not much reason to make anything other than water or terran planets. I'm likely going to need to rebalance some of the resources that the terraformed planets have to justify making jungle and tundra worlds in some scenarios. If you have any ideas on specifically what balance changes I should make, please share!
Right now, all I can think of is guaranteeing plentiful organics on jungle worlds and trace volatiles on tundra worlds. "Trace volatiles" might not seem like much, but combined with the presence of organics(which tundra worlds always have) and both kinds of metals, you can develop a very profitable mining colony. And yes, I checked the survey list again and confirmed that they can have it naturally.
I also noticed that jungle and tundra worlds can spawn with Mild Climate, too, so opening the Mild Climate terraforming option to them is another good way to make them more appealing.

I understand your argument that there are some pretty unrealistic and nonsensical terraforming situations that the player can create using the new system. If I continue to see players requesting this kind of realism, I will implement it, but based on the highly negative reaction to the water requirements I don't want to implement this type of restriction unless there's a large player demand for it.

I will enable mild climate on jungle and tundra worlds, and possibly others. I'll take a look through the sector generation code and see what conditions are permissible where.

Suggestion: do not "set" volatiles when terraform to terran, calculate them instead. Like -1 or -2 to previous value. So if it was "abundant" - some will remain, if it was "spare" - it just disappear.

EDIT:

Can confirm terran worlds sometimes generated with volatiles, but never seen more than -1.
Spoiler
(https://i.imgur.com/lYDmsbP.png)
[close]

EDIT2:

Alternative suggestion: increase organics based on a volatiles loss amount, so if players lose -2 in volitive, he get +2 in organics.

The problem is that if planets retain or get bonuses for previous conditions, the player can do a "terraforming chain" to get an end result planet that has all the resources maxed out. I also don't want to create complicated rules for what the resources will be after terraforming because then players won't understand what's happening.

Heyo, just popping in to thank you for this amazing enhancement to the game.

Okay, that's actually a lie(why I'm here, the mod is still great), I came because I just finished my first terraforming project. Which shockingly yeeted my planet of resources. Which *would* have been nice to know ahead of time...

So, is there any chance we could get a table of changes made with each terraforming project? Because I'm fine terraforming things into something other than a Terran world if I actually know what I would be getting with each option.

Edit: A bug report(?) I have an AI Core trainer up with an Alpha Core on it. So far in the last 20 months it has been operational I made 13 Gamma Cores and 7 Beta Cores. I have yet to proc another Alpha Core or Nothing. Negate that, as I say that an Alpha Core procs...

I will add information to the tool tip to inform the player about what the resource changes will be if they terraform a planet. Thanks for your feedback!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.3)
Post by: RC550 on April 12, 2020, 08:43:06 AM
Thank you for responding to my last post. I understand that changing the resources on the planet when it changes type makes sense. After all, I've never seen Volatiles on a Water world, just like I've never seen Organics on a non-Habitable world (with the exception of pre-made worlds like Salamanca).

I decided to use the new Water world from my last post as a new source of food since it can do that now, but when I went to build the "Aquaculture" industry, if didn't find it. Instead, "Farming" is listed. While "Farming" and "Aquaculture" are mechanically the same (though building "Farming" is a lot cheaper than building "Aquaculture"), this is still a little strange. Is this a bug? Would it be possible to make it so, in the future, planets terraformed into Water worlds have "Aquaculture" as an industry instead of "Farming"?

Edit: Well, this is interesting. When I ordered that "Farming" be built on the Water world, I paid the 75000 credit price for "Farming" and that's what appeared in the build queue. But when it started to BUILD the industry, I checked it again and found that the industry had changed to "Aquaculture" on it's own. Furthermore, when I tried canceling the construction, it refunded me as if I had paid the full price of "Aquaculture", meaning it refunded me 100000 credits (40% of the 250000 cost to build Aquaculture). This means I made a 25000 credit profit. I think I found an exploitable bug.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.4)
Post by: boggled on April 12, 2020, 09:26:41 AM
Thank you for responding to my last post. I understand that changing the resources on the planet when it changes type makes sense. After all, I've never seen Volatiles on a Water world, just like I've never seen Organics on a non-Habitable world (with the exception of pre-made worlds like Salamanca).

I decided to use the new Water world from my last post as a new source of food since it can do that now, but when I went to build the "Aquaculture" industry, if didn't find it. Instead, "Farming" is listed. While "Farming" and "Aquaculture" are mechanically the same (though building "Farming" is a lot cheaper than building "Aquaculture"), this is still a little strange. Is this a bug? Would it be possible to make it so, in the future, planets terraformed into Water worlds have "Aquaculture" as an industry instead of "Farming"?

Edit: Well, this is interesting. When I ordered that "Farming" be built on the Water world, I paid the 75000 credit price for "Farming" and that's what appeared in the build queue. But when it started to BUILD the industry, I checked it again and found that the industry had changed to "Aquaculture" on it's own. Furthermore, when I tried canceling the construction, it refunded me as if I had paid the full price of "Aquaculture", meaning it refunded me 100000 credits (40% of the 250000 cost to build Aquaculture). This means I made a 25000 credit profit. I think I found an exploitable bug.

I'm aware of this bug, but unfortunately I don't believe it can be fixed in the current version of Starsector. Alex said he would implement a change in the API in the next version of Starsector that will allow me to fix this problem. You're just going to have to use the honor system and not abuse this bug! Sorry!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.4)
Post by: MRXZX on April 13, 2020, 07:27:44 AM

I was wondering if you could add options for habitable planets to stop population growth from hazard levels, similar to stations, for example hazzard rating on 75% means that your/bot colony can grow to 9 level population, 100%to 8lv, 125% to 7lv, 150% to 6, 175% to 5, and higher than 200% can only grow to 4lv? (if somebody add simmilar idea sorry)

and one more thing as I update the mod,can I play the same save file or do i need to star new one ?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.4)
Post by: Mondaymonkey on April 13, 2020, 07:48:08 AM
Vanilla bot colonies does not grow. At all. Some mods changes that, tho'.

Vanilla player colonies does not have limitation on size, but have growth penalty based on hazard rating, making insanely long to achieve large sizes whiteout growth buffs, like cryosleeper structures or "open market" status and huge growth investments. So, it is almost entirely implemented in vanilla. So it goes.

I can understand your suggestion, but doubt it is fit to this mod. It is rather idea for "better colonies" or Nex, or else.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.4)
Post by: rashiakas on April 13, 2020, 10:02:28 AM
Hi Boggled,

got this crash after I delivered the Astral to the hegenmony guy and saved in the penelope system:

(https://i.imgur.com/Zaz0ZZz.png)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.4)
Post by: MRXZX on April 13, 2020, 12:04:43 PM
Vanilla bot colonies does not grow. At all. Some mods changes that, tho'.

Vanilla player colonies does not have limitation on size, but have growth penalty based on hazard rating, making insanely long to achieve large sizes whiteout growth buffs, like cryosleeper structures or "open market" status and huge growth investments. So, it is almost entirely implemented in vanilla. So it goes.

I can understand your suggestion, but doubt it is fit to this mod. It is rather idea for "better colonies" or Nex, or else.

i know that they are not growing on vanila game but with nexerelin they are, but with your cramped station modifier, stations dont grow and this add some immersion :P but ok i will make suggestion there who know maybe they will add something
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.4)
Post by: DX2002 on April 13, 2020, 05:15:51 PM

I was wondering if you could add options for habitable planets to stop population growth from hazard levels, similar to stations, for example hazzard rating on 75% means that your/bot colony can grow to 9 level population, 100%to 8lv, 125% to 7lv, 150% to 6, 175% to 5, and higher than 200% can only grow to 4lv? (if somebody add simmilar idea sorry)

and one more thing as I update the mod,can I play the same save file or do i need to star new one ?
Maybe you could just use your old saving,I just uninstlled the old version and replaced it with the new one,it worked,at least it didn't crash.bBut by the way,I don't have a colony,so I'm not sure whether it's completey OK.Just make sure that you've prepared a backup before you try.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.4)
Post by: boggled on April 13, 2020, 07:43:45 PM

I was wondering if you could add options for habitable planets to stop population growth from hazard levels, similar to stations, for example hazzard rating on 75% means that your/bot colony can grow to 9 level population, 100%to 8lv, 125% to 7lv, 150% to 6, 175% to 5, and higher than 200% can only grow to 4lv? (if somebody add simmilar idea sorry)

and one more thing as I update the mod,can I play the same save file or do i need to star new one ?
Maybe you could just use your old saving,I just uninstlled the old version and replaced it with the new one,it worked,at least it didn't crash.bBut by the way,I don't have a colony,so I'm not sure whether it's completey OK.Just make sure that you've prepared a backup before you try.

This mod is backwards compatible with itself. It is not backwards compatible with Boggled's Terraforming Mod, Player Gate Construction or Player AI Core Production (they've all been integrated into this mod and the old versions are now deprecated).

Hi Boggled,

got this crash after I delivered the Astral to the hegenmony guy and saved in the penelope system:

(https://i.imgur.com/Zaz0ZZz.png)

Hmm, I'm not sure what caused that, but my mod seems to be the culprit. Did you happen to update to 5.0.4 while the quest was in progress? In any event, I'll look into it further and issue a patch. Thanks for letting me know about this!



Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.4)
Post by: rashiakas on April 13, 2020, 08:36:03 PM
Nah, didnt update. Thanks for looking into it.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: grinningsphinx on April 14, 2020, 09:26:09 PM
no ones going to go through the hassle of exploiting anything for 25k credits when they can just use console commands far more simply.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.4)
Post by: grinningsphinx on April 14, 2020, 09:27:33 PM

I was wondering if you could add options for habitable planets to stop population growth from hazard levels, similar to stations, for example hazzard rating on 75% means that your/bot colony can grow to 9 level population, 100%to 8lv, 125% to 7lv, 150% to 6, 175% to 5, and higher than 200% can only grow to 4lv? (if somebody add simmilar idea sorry)

and one more thing as I update the mod,can I play the same save file or do i need to star new one ?

This would be *Crazy* incompatible with the large majority of faction mods already in existence.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Super Neko on April 15, 2020, 12:56:28 PM
Hi Boggled,

Would it be alright to increase the mining station limit from 1 per system? If I have a system with multiple asteroid belts, or multiple asteroid clusters, it seem logical have multiple mining stations exploiting each resource rich areas.

Thanks
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: SukmaZaki on April 15, 2020, 01:41:32 PM
Nice, but will the terraforming platform will stay on colony menu? i mean, the DIY Terraforming, their structure will be gone after terraforming complete so it's doesn't show on colony menu, starsector still have problem with structure limitation because it's can show them properly via menu.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: DX2002 on April 15, 2020, 05:17:14 PM
Hi Boggled,

Would it be alright to increase the mining station limit from 1 per system? If I have a system with multiple asteroid belts, or multiple asteroid clusters, it seem logical have multiple mining stations exploiting each resource rich areas.

Thanks
There is already a switch in the settings.json.You could try to search"boggledMaxNumMiningStationsPerSystem"in the document and change its number from 1 to up to 3.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: boggled on April 15, 2020, 07:51:30 PM
Nice, but will the terraforming platform will stay on colony menu? i mean, the DIY Terraforming, their structure will be gone after terraforming complete so it's doesn't show on colony menu, starsector still have problem with structure limitation because it's can show them properly via menu.

Once you are finished with terraforming on a given planet, you can remove all the terraforming structures to free up slots and save money. Terraforming does not revert if you remove the structures. I hope this helps!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: VinciVincent on April 16, 2020, 06:52:14 AM
Nice, but will the terraforming platform will stay on colony menu? i mean, the DIY Terraforming, their structure will be gone after terraforming complete so it's doesn't show on colony menu, starsector still have problem with structure limitation because it's can show them properly via menu.

Once you are finished with terraforming on a given planet, you can remove all the terraforming structures to free up slots and save money. Terraforming does not revert if you remove the structures. I hope this helps!
That is good to know!

Amazing mod by the way, this feature was much needed.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Argonaut on April 16, 2020, 12:30:50 PM
Hi, fun mod! Can't tell if this was asked before:
i used the experimental "ApplyStationSettingsToAllStationsInSector" feature and it seems to be working great! I'm running 49 mods and all the stations i see have "cramped quarters" applied to them. One issue is that they haven't been expanded and are now losing population. Would it be possible to apply the "station expansion" feature to them to the population limit the stations are at when they spawn?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: boggled on April 16, 2020, 01:32:16 PM
Nice, but will the terraforming platform will stay on colony menu? i mean, the DIY Terraforming, their structure will be gone after terraforming complete so it's doesn't show on colony menu, starsector still have problem with structure limitation because it's can show them properly via menu.

Once you are finished with terraforming on a given planet, you can remove all the terraforming structures to free up slots and save money. Terraforming does not revert if you remove the structures. I hope this helps!
That is good to know!

Amazing mod by the way, this feature was much needed.

Thank you! I'm glad you're enjoying my mod!

Hi, fun mod! Can't tell if this was asked before:
i used the experimental "ApplyStationSettingsToAllStationsInSector" feature and it seems to be working great! I'm running 49 mods and all the stations i see have "cramped quarters" applied to them. One issue is that they haven't been expanded and are now losing population. Would it be possible to apply the "station expansion" feature to them to the population limit the stations are at when they spawn?

I wasn't aware that a market could actually decrease in size. If the population growth progress bar reaches zero, does the station decrease to the next lower population size?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: pedro1_1 on April 16, 2020, 06:51:17 PM
Nice, but will the terraforming platform will stay on colony menu? i mean, the DIY Terraforming, their structure will be gone after terraforming complete so it's doesn't show on colony menu, starsector still have problem with structure limitation because it's can show them properly via menu.

Once you are finished with terraforming on a given planet, you can remove all the terraforming structures to free up slots and save money. Terraforming does not revert if you remove the structures. I hope this helps!
That is good to know!

Amazing mod by the way, this feature was much needed.

Thank you! I'm glad you're enjoying my mod!

Hi, fun mod! Can't tell if this was asked before:
i used the experimental "ApplyStationSettingsToAllStationsInSector" feature and it seems to be working great! I'm running 49 mods and all the stations i see have "cramped quarters" applied to them. One issue is that they haven't been expanded and are now losing population. Would it be possible to apply the "station expansion" feature to them to the population limit the stations are at when they spawn?

I wasn't aware that a market could actually decrease in size. If the population growth progress bar reaches zero, does the station decrease to the next lower population size?

it need a little bit more than that to decrease the population size, this is also the reason the Pirates decivilize the core worlds after some cicles, they don't what the core worlds to be destroyed, because whitout the core worlds they have no targets, but they send so many expedition that they efectivally tatical block the colony to decivilization... the player can also do it, but it takes so much time to do so
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: NephilimNexus on April 16, 2020, 07:09:39 PM
Found a bug: Domain Artifacts are not being delivered to Storage.  Instead they're getting delivered to the Marketplace by mistake. 

You basically have to buy them back to get them into your inventory if you want to use them to build anything.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Unnamed_Shadow on April 17, 2020, 01:09:49 AM
Hi Boggled, love the mod!

I would love it if you add Hydroponics as a new Industry for the Stations. (and maybe make it an ability the vanilla stations can also use. Maybe even non-terraformed planets without farming.

It would allow stations to get some Food at the cost of Heavy Machinery.

I love the work you have made on the terraforming, i just hope you also expand on the ability of the Stations. Making them more self-sustainable.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Mondaymonkey on April 17, 2020, 05:29:22 AM
Quote
instead they're getting delivered to the Marketplace by mistake.

Well... yes. As any normal commodity, produced by any normal industry. You have to "buy" any goods from your colony markets.

Theory is: if you produce exceed normal commodity it is exported to another planets to supply their demand and get profits if it is other faction. So if you took that commodities from a market stockpile, you have to "pay" for it at the end of the month as a penalty to your income. Weird, but that is how exactly vanilla economy works.

As any non-player faction will not use DEA in unmodded conditions, you will not get any export income from DAE. But to supply your own structures, DEA should use same "export mechanism" as any other commodity, which mean necessity of market stockpiles and penalties if removed from there.

Theoretically, it is possible for DEA mining to yield some extra "free" DEA to a production gathering point storage, based on a ruins size, but it is kinda weird to "store" items instead of delivering to consumer, especially if shortage.

I vote not to change that. If you build DEA archeology, you probably have money to "buy" them from yourself.

Quote
Hydroponics as a new Industry for the Stations ... non-terraformed planets without farming

That is rather suggestion for a "industrial evolution" (https://fractalsoftworks.com/forum/index.php?topic=18011.0;topicseen) mod.

But I definitely agree there should be more station-orientated industries, like "drone control nexus". They kinda empty now.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: boggled on April 17, 2020, 10:22:31 AM
Found a bug: Domain Artifacts are not being delivered to Storage.  Instead they're getting delivered to the Marketplace by mistake. 

You basically have to buy them back to get them into your inventory if you want to use them to build anything.

As Mondaymonkey indicated, this is working as intended and mimics the vanilla behavior. If you transfer a colony with structures that demand Domain-era artifacts to another faction, it should actually generate export income for the player like any other industry.

Quote
Hydroponics as a new Industry for the Stations ... non-terraformed planets without farming

That is rather suggestion for a "industrial evolution" (https://fractalsoftworks.com/forum/index.php?topic=18011.0;topicseen) mod.

But I definitely agree there should be more station-orientated industries, like "drone control nexus". They kinda empty now.

Hydroponics might fit with this mod as it's not possible to gain control of station markets in vanilla and this mod and Nex are probably among the few ways the player can obtain a station. Is hydroponics implemented by any other relatively popular mods right now? If not, perhaps I will look into it.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Mondaymonkey on April 17, 2020, 10:33:11 AM
Quote
Hydroponics might fit with this mod as it's not possible to gain control of station markets in vanilla and this mod and Nex are probably among the few ways the player can obtain a station. Is hydroponics implemented by any other relatively popular mods right now? If not, perhaps I will look into it.

Do you need MOAR stupid suggestions?
(https://i.imgur.com/lea9Ryn.gif)
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: boggled on April 17, 2020, 10:43:06 AM
Quote
Hydroponics might fit with this mod as it's not possible to gain control of station markets in vanilla and this mod and Nex are probably among the few ways the player can obtain a station. Is hydroponics implemented by any other relatively popular mods right now? If not, perhaps I will look into it.

Do you need MOAR stupid suggestions?
(https://i.imgur.com/lea9Ryn.gif)
[close]

What's your objection to hydroponics? What other ideas do you have for station-only industries?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Uhlang on April 17, 2020, 11:09:29 AM
What's your objection to hydroponics? What other ideas do you have for station-only industries?
I don't think he's objecting it. Just asking if you're open to other, possibly questionable ideas he might have.
And as far as I'm aware, no mod gives you buildable hydroponics. It's kinda expected, though, considering you can't even own stations without Nex, and only capture a small amount of them with it.

As for other ideas for station-only industries... I guess the Drone Nexus was replaced by the Terraforming Platform, but I think bringing it back in some form to act like an Ismara's Sling-lite would be a good way to increase the value of stations and give the player another means of system-wide terraforming.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Mondaymonkey on April 17, 2020, 11:56:34 AM
Quote
What's your objection to hydroponics?

Currently - none.

Quote
What other ideas do you have for station-only industries?

I can generate you half-infinity +1 suggestions, but most of them are... well... forget. Non radical ones:
 
1. Zero gravity chemical lab - produce organic, consuming food. Productivity is BAD (produce <colony size - 4> organics and consume <colony size - 1> food, can be improved by AI cores), but might be useful if player does not have planet with "organic" yet.

2. Custom ship assembling dock - produce income in credits based on a "ship quality". Consume large amount of ship hulls ( 8 ) and heavy armaments (6) . Do not make any income if demands not met. Grants -30% penalty to current colony fleetsize. Can not be built together with heavy machinery or orbital works. AI cores slight decrease fleetsize penalty (-25, -20, -15).

3. Space casino - unique astropolis industry. Produce raw income based on an "accessibility" value. Consume large amount of luxury goods (9), domestic goods ( 8 ), recreational drugs (7) and lobsters (2). Decreased income if not met. Slight bonus to population growth, -4 stability penalty, *0.5 ground defense decrease, adds -25% hazard rating condition. AI cores decrease demands, upkeep and increase profits.

4. Improved asteroid control center - unique mining station industry. Do not do anything without AI core. Gamma core slightly increase accessibility, Betta in addition increase productivity of any terraforming in system, Alpha adds +1 to ore and rare ore production in mining. Consume DEA (7) and heavy machinery (6). Does not give anything if not met. Pathers will hug you till the death. Really hight maintenance.

5. Expanded stratospheric infrastructure - unique siphon industry. Grants accessibility bonus to gas giant it orbiting (not siphon). Alpha AI core will add +1 to volatiles production in mining. Consume a lot of metal (10), transplutonics ( 8 ) and supplies (9). Costly in maintenance, but can be improved by AI cores.

6. Human waste disposal - consume crew, based on a market size and yeld -1 in harvested organs. Decrease accessibility, population grows and adds -25% hazard level condition. AI cores decrease penalties, but not remove. Industry slot.

7. Improved supply center consume DAE (5) and lobsters (3). Minor increase of fleetsize and ground defense to all player markets in system. Can not have more than one in a system. Does not provide bonuses if demands not met. AI cores decrease demand, upkeep, alpha adds +1 to stability to that markets. Industry slot.

8. Damn station shield - see the planetary shield.

9. Smart minefield - generate a large minefield cloud around station, that gives -3 speed penalty to any fleet hostile to owner. Friendly fleets are not affected. Consume 10 volatiles, 6 DEA and 8 heavy armaments. -25% accessibility penalty. AI cores increase size. Despite does not produce anything it is an industry.

There are more, but heresy.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: boggled on April 17, 2020, 07:06:19 PM
Quote
What's your objection to hydroponics?

Currently - none.

Quote
What other ideas do you have for station-only industries?

I can generate you half-infinity +1 suggestions, but most of them are... well... forget. Non radical ones:
 
1. Zero gravity chemical lab - produce organic, consuming food. Productivity is BAD (produce <colony size - 4> organics and consume <colony size - 1> food, can be improved by AI cores), but might be useful if player does not have planet with "organic" yet.

2. Custom ship assembling dock - produce income in credits based on a "ship quality". Consume large amount of ship hulls ( 8 ) and heavy armaments (6) . Do not make any income if demands not met. Grants -30% penalty to current colony fleetsize. Can not be built together with heavy machinery or orbital works. AI cores slight decrease fleetsize penalty (-25, -20, -15).

3. Space casino - unique astropolis industry. Produce raw income based on an "accessibility" value. Consume large amount of luxury goods (9), domestic goods ( 8 ), recreational drugs (7) and lobsters (2). Decreased income if not met. Slight bonus to population growth, -4 stability penalty, *0.5 ground defense decrease, adds -25% hazard rating condition. AI cores decrease demands, upkeep and increase profits.

4. Improved asteroid control center - unique mining station industry. Do not do anything without AI core. Gamma core slightly increase accessibility, Betta in addition increase productivity of any terraforming in system, Alpha adds +1 to ore and rare ore production in mining. Consume DEA (7) and heavy machinery (6). Does not give anything if not met. Pathers will hug you till the death. Really hight maintenance.

5. Expanded stratospheric infrastructure - unique siphon industry. Grants accessibility bonus to gas giant it orbiting (not siphon). Alpha AI core will add +1 to volatiles production in mining. Consume a lot of metal (10), transplutonics ( 8 ) and supplies (9). Costly in maintenance, but can be improved by AI cores.

6. Human waste disposal - consume crew, based on a market size and yeld -1 in harvested organs. Decrease accessibility, population grows and adds -25% hazard level condition. AI cores decrease penalties, but not remove. Industry slot.

7. Improved supply center consume DAE (5) and lobsters (3). Minor increase of fleetsize and ground defense to all player markets in system. Can not have more than one in a system. Does not provide bonuses if demands not met. AI cores decrease demand, upkeep, alpha adds +1 to stability to that markets. Industry slot.

8. Damn station shield - see the planetary shield.

9. Smart minefield - generate a large minefield cloud around station, that gives -3 speed penalty to any fleet hostile to owner. Friendly fleets are not affected. Consume 10 volatiles, 6 DEA and 8 heavy armaments. -25% accessibility penalty. AI cores increase size. Despite does not produce anything it is an industry.

There are more, but heresy.

1. Zero gravity chemical lab - We already have the "orbital works" industry which implies planet-bound colonies can develop microgravity industrial facilities in orbit. I'm not sure how this adds anything interesting or unique to the gameplay considering how common organics are.

2. Custom ship assembling dock - This seems like it would be covered under the heavy industry/orbital works exporting ship hulls for profit.

3. Space casino - I really like this suggestion. I'm not sure why it would be exclusive to space stations - can't you have a casino on the surface of a planet? That being said, perhaps creating a "sin industry" that encompasses gambling, prostitution, drug dens, VR simulations, pit fights, etc. would be interesting. My main concern is that while I think this would be a good addition to the game, I'm not sure how it ties in with the main themes of this mod - terraforming, stations, and Domain-tech. If I made it demand Domain-era artifacts to run VR simulations where users can experience their most taboo fantasies, would that make sense?

4. Improved asteroid control center - I think this could be a decent replacement for the Drone Control Nexus to allow stations to help with terraforming in the system. Perhaps I'll re-skin the Ismara's Sling so it can be built on stations, with an addition of an accessibility boost comparable to the skyhook as stations can't build the skyhook.

5. Expanded stratospheric infrastructure - This would probably confuse players. It would be hard to convey that it improves the gas giant itself rather than the station - plus, the whole point of siphon stations is to avoid colonizing the gas giant in the first place!

6. Human waste disposal - I like the idea of an organ production industry. Definitely not station-only, but could make use of Domain-era artifacts for cloning of organs.

7. Improved supply center - This mod already adds significant ways to stack up defense fleets by building astropoli or other stations in close proximity to each other. I'm not sure I want to add something that will exacerbate that. More and/or larger fleets will likely contribute to the performance issues when the player has 4-5 large markets next to each other with tons of patrolling fleets.

8. Damn station shield - I think the planetary shield sees a lot of criticism (for both aesthetic and gameplay reasons) and I'm reluctant to add another version of it.

9. Smart minefield - I like this idea but I don't want to implement it because it could introduce bugs and incompatibilities with other mods. It may also cause a performance impact.

An idea I had was an industry that exports exotic wildlife from jungle planets for credits. If free port is enabled, there could be additional revenue from allowing people to hunt rare/endangered animals. This would be a reason for the player to use terraforming to create a jungle world, especially if that planet lacks good resources for other industries.

Right now, I'm contemplating implementing:
-Hydroponics
-"Sin industry"
-New version of Drone Control Nexus per #4
-Organ production industry
-Wildlife export industry

Thoughts?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Mar Sara on April 17, 2020, 10:59:50 PM

An idea I had was an industry that exports exotic wildlife from jungle planets for credits. If free port is enabled, there could be additional revenue from allowing people to hunt rare/endangered animals. This would be a reason for the player to use terraforming to create a jungle world, especially if that planet lacks good resources for other industries.

Right now, I'm contemplating implementing:
-Hydroponics
-"Sin industry"
-New version of Drone Control Nexus per #4
-Organ production industry
-Wildlife export industry

Thoughts?
I for one would love to see planet type exclusive industries like big game hunting on jungle worlds, perhaps something for Inimical Biosphere? water worlds? and leisure facilities in general with different perks and drawbacks. I could see leisure for the elites consuming greater resources or having special requirements while yielding political and economic benefits, and entertainment for the common folk influencing stability or pop growth. Expanding the depth of player pirates with an illicit "Sin industry" in the system would also be... interesting.

(small fix for clarity)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Unnamed_Shadow on April 18, 2020, 12:48:09 AM
Perhaps this may not be related to the mod. But with the Kletka Simulators Industry maybe it could be possible to add the option to make AI Cores Officers?

That way you could put use to some of the stockpile of AI Cores in your fleet. Getting reliable commanders. And maybe even your colony fleets will use AI Cores Officers?

Again might not be related to the mod. But would be interesting to see if it could be added and would make the Kletka Simulators even more valuable as they would provide High Skill Officers for your Fleets and Colony Fleets.

Also regarding the Domain Era Artifacts from the Domain Archeology Industry. Can you also get Domain Era Artifacts from vanilla Tech Mining?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Mondaymonkey on April 18, 2020, 03:01:33 AM
Thoughts?

Sounds reasonable.

Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Uhlang on April 18, 2020, 06:13:29 AM
An idea I had was an industry that exports exotic wildlife from jungle planets for credits. If free port is enabled, there could be additional revenue from allowing people to hunt rare/endangered animals. This would be a reason for the player to use terraforming to create a jungle world, especially if that planet lacks good resources for other industries.
I was going to mention that even after the resource update, terraformed jungle planets still seemed kinda worthless(especially compared to tundras, which are supposedly in the same tier).
I considered suggesting switching their "Abundant Organics" with the "Plentiful Organics" of terraformed terran planets. Organics is essentially petroleum, which is basically dead organic matter subjected to immense heat and pressure, so it makes sense to me that a hot planet covered in sprawling forests would have more of it than a diverse, temperate world.
If that doesn't agree with you, then yeah, an exotic wildlife industry is a good way to incentivize creating jungle worlds.
Quote
-Organ production industry
This might clash with CK Industries' Biomass Processing, but that's not a popular mod.
The idea of organ cloning, however, has already been implemented by Shadowyards. Though, that adds "Cloned Organs" as a new commodity which, unlike the vanilla Harvested Organs we know and love, is useless outside of procurement contracts.
I'm not against the idea. Just thought I'd mention that in case you aren't aware.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: boggled on April 18, 2020, 06:33:09 AM
Perhaps this may not be related to the mod. But with the Kletka Simulators Industry maybe it could be possible to add the option to make AI Cores Officers?

That way you could put use to some of the stockpile of AI Cores in your fleet. Getting reliable commanders. And maybe even your colony fleets will use AI Cores Officers?

Again might not be related to the mod. But would be interesting to see if it could be added and would make the Kletka Simulators even more valuable as they would provide High Skill Officers for your Fleets and Colony Fleets.

Also regarding the Domain Era Artifacts from the Domain Archeology Industry. Can you also get Domain Era Artifacts from vanilla Tech Mining?

AI core officers is a planned feature in vanilla Starsector so I'm not going to be adding it to this mod.

I can't replace or modify vanilla industries like Tech Mining without causing compatibility issues with other mods. Sorry!

An idea I had was an industry that exports exotic wildlife from jungle planets for credits. If free port is enabled, there could be additional revenue from allowing people to hunt rare/endangered animals. This would be a reason for the player to use terraforming to create a jungle world, especially if that planet lacks good resources for other industries.
I was going to mention that even after the resource update, terraformed jungle planets still seemed kinda worthless(especially compared to tundras, which are supposedly in the same tier).
I considered suggesting switching their "Abundant Organics" with the "Plentiful Organics" of terraformed terran planets. Organics is essentially petroleum, which is basically dead organic matter subjected to immense heat and pressure, so it makes sense to me that a hot planet covered in sprawling forests would have more of it than a diverse, temperate world.
If that doesn't agree with you, then yeah, an exotic wildlife industry is a good way to incentivize creating jungle worlds.
Quote
-Organ production industry
This might clash with CK Industries' Biomass Processing, but that's not a popular mod.
The idea of organ cloning, however, has already been implemented by Shadowyards. Though, that adds "Cloned Organs" as a new commodity which, unlike the vanilla Harvested Organs we know and love, is useless outside of procurement contracts.
I'm not against the idea. Just thought I'd mention that in case you aren't aware.

Thanks for bringing those other mods with organ production industries to my attention. I think my implementation would be a little different, so I won't just be duplicating the work of other modders.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Mondaymonkey on April 18, 2020, 07:13:17 AM
There are bunch of really good suggestions, like "atiomic moonshine distillery", but each and any is required additional commodities to be added, which, I suppose, is not easy.

But adding an additional commodity is a half of a problem. Production is useless without consumption, and if it possible to add that to player modded buildings, I guess it is not possible to add that consumption to vanilla factions markets. And if so, there would be no market player able to use for export and gaining profits (or interact in other way).

Each time I think how to bypass that limitation, I clearly see it is not possible. My best try - proposition to add an additional structures to a random generated markets, like pirate bases, that will consume the resource. And that is a main reason why I mentioned moonshine - pirates most likely would be best consumers of that.

Dancing around existing commodities are difficult. Now I can understand why DEA was created.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: boggled on April 18, 2020, 07:45:50 AM
There are bunch of really good suggestions, like "atiomic moonshine distillery", but each and any is required additional commodities to be added, which, I suppose, is not easy.

But adding an additional commodity is a half of a problem. Production is useless without consumption, and if it possible to add that to player modded buildings, I guess it is not possible to add that consumption to vanilla factions markets. And if so, there would be no market player able to use for export and gaining profits (or interact in other way).

Each time I think how to bypass that limitation, I clearly see it is not possible. My best try - proposition to add an additional structures to a random generated markets, like pirate bases, that will consume the resource. And that is a main reason why I mentioned moonshine - pirates most likely would be best consumers of that.

Dancing around existing commodities are difficult. Now I can understand why DEA was created.

I really don't want to mess around with sector generation by adding industries that consume custom commodities to existing markets. This would likely cause endless bugs and compatibility issues that I don't want to get involved with.

Unfortunately I don't have the artistic talent to create custom ships and make my own Eridani-Utopia Terraforming Corporation custom faction mod. If someone were to make one, it might be cool to integrate it with this mod and have it start with markets that have terraforming structures and Domain-era artifact industries.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Mondaymonkey on April 18, 2020, 08:04:22 AM
Quote
Eridani-Utopia Terraforming Corporation custom faction mod

Sounds nice. I would offer my help, but I am thief, not a creator. Kitbashing is my ceiling.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: ozemandea on April 18, 2020, 06:55:53 PM
Just a suggestion, but perhaps you could add a "realistic" and lore friendly terraforming option in the settings that you can enable to make specific types of teraforming impossible and others unable to be done unless you build terraforming buildings related to them.

For instance, if there was a world with the hot or cold modifier you would not be able to remove the condition by terraforming the planet unless you had stellar reflectors in orbit, and if the reflectors where removed the condition would return in short order as the surface would again be unprotected. Or if you wanted to make a world have a mild climate you would have to construct an atmospheric processor first, and likewise the atmosphere must be constantly processed to keep the mild conditions in effect. (maybe have it so the maintenance cost is drastically lowered if you have access to domain tech, to allow players to terraform worlds into low hazard conditions without nullifying the benefits by the massive 50k maintance costs, or perhaps have it so that the terraforming buildings have lowered maintainance costs as time goes on because the planets conditions become easier to modify as they settle down)

Also make it so that you cannot change a planets type by terraforming but still allow better conditions for farming/organics/volatiles via the terraforming option, like you just terraformed the planet into the same type normally. Perhaps make it require the use of an Eisen division because you need to engineer new strains of flora, fauna, and microbes to take hold on the planet and you would need labs to create such things, unlike the reflectors and processor however, once the new strains are developed you can shut the lab down as any new developments can be handled by local lower tech labs (ie. space termites get in the space corn, colonists develop space raid, this does not need an Eisen division)

Like I said this should be an option, not what the mod should be, this just feels more in line with the lore as taking a jungle planet and suddenly turning it into a water world or vise versa in a couple years just feels so wrong to me. This feels better as your not preforming centuries of work in a couple years, your just taking existing conditions and using the degraded but still advanced tech of the sector to improve upon them, not playing god by throwing comets into water and creating continents. (you can explain why it only takes a year or two to improve the farming/organics/volatiles condition by saying that the only areas effected are those within direct use of the colony, the world will be taken over by the new strains from the Eisen division in time but that is decades away.)

Or you can do what I do and just refuse to change planet types and require the specific industries before I allow terraforming to occur, then keep them around after it is done. That is easier to do and requires no programming lol.

I will admit however that it does make exploration much more necessary and keeps good planets rare, it just makes it so that your good planets can be made better and the edge is taken off the bad ones.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Unnamed_Shadow on April 19, 2020, 12:48:26 AM
Considering this mod adds Terraforming and Station Construction.

I have been thinking about a new business that could come out of Terraforming planets. Colony Selling.

You could make a profit by colonizing a barren rock, terraforming it and then sell it to any of the other Factions.

Making Terraforming and Station Construction a Business on its own.

Would be a very interesting source of income with heavy investment but very big payoffs as well. Also you will be able to manipulate the Market by favoring Factions, etc.

I think it could be an interesting addition.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Mondaymonkey on April 19, 2020, 01:15:19 AM
Spoiler
Considering this mod adds Terraforming and Station Construction.

I have been thinking about a new business that could come out of Terraforming planets. Colony Selling.

You could make a profit by colonizing a barren rock, terraforming it and then sell it to any of the other Factions.

Making Terraforming and Station Construction a Business on its own.

Would be a very interesting source of income with heavy investment but very big payoffs as well. Also you will be able to manipulate the Market by favoring Factions, etc.

I think it could be an interesting addition.
[close]

First reaction: Heresy. That is rather Nex suggestion. Who will spent dozen of years terraforming planet to something decent and increasing it's size to just sell it afterwards???

Second reaction: Damn! That is a way to create/increase global market value to extra gain from export!!! And once you sell the planet (or rather whole system), you do need no worry about pirates and expeditions. Some faction loose too many markets via deciv? Here you go, restored military strength! All you need is not forgot to unequipp all AI cores/NF/ST from buildings and destroy some buildings, that increase accessibility not to create to strong market opponent. Or not. Sell the AI-spam colony to haegemony just for fun!

Not sure, if Boggled interested in implementing it here, tho'.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Hussar on April 19, 2020, 04:36:15 AM
Hey Boggled, since certain other mod dropped the ball on customized station building - I'd was rather happy to discover yours some time ago (before you've merged it with terraforming even). It's been a while since i've played and even despite the pandemic I haven't much time yet to get around and dicover everything that your mod has to offer.

I have a question however about the astropolis stations. Is there a way to control their appearance? I'm asking exactly is there a way to build them in a desired style (so low/mid/high techs)? Because I've heard it's quite random, yet I'm only building my first one at the moment. Apologies if that question had been asked before.

Either way, though I've only come to experience some of the new features from your mod so far, I do enjoy them quite a lot. Finding arid lifless worlds now just makes me rub my hands with glee on a prospect of terraforming them.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Mondaymonkey on April 19, 2020, 05:11:07 AM
I've heard it's quite random

I've heard it isn't.  ;D

There are 3 types of astropolises in 3 different sizes, as they growth. First you build around each planet is Alpha, then Beta and Gamma. You can adjust which sprites they use in custom_entities.json. It isn't hard to understand which should be changed, so no explanation would be.

Also, you can use as a sprite whatever you want by adding files, just don't forget it need a lights overlay (that can be blank-transparent).

Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: boggled on April 19, 2020, 06:08:37 AM
Just a suggestion, but perhaps you could add a "realistic" and lore friendly terraforming option in the settings that you can enable to make specific types of teraforming impossible and others unable to be done unless you build terraforming buildings related to them.

For instance, if there was a world with the hot or cold modifier you would not be able to remove the condition by terraforming the planet unless you had stellar reflectors in orbit, and if the reflectors where removed the condition would return in short order as the surface would again be unprotected. Or if you wanted to make a world have a mild climate you would have to construct an atmospheric processor first, and likewise the atmosphere must be constantly processed to keep the mild conditions in effect. (maybe have it so the maintenance cost is drastically lowered if you have access to domain tech, to allow players to terraform worlds into low hazard conditions without nullifying the benefits by the massive 50k maintance costs, or perhaps have it so that the terraforming buildings have lowered maintainance costs as time goes on because the planets conditions become easier to modify as they settle down)

Also make it so that you cannot change a planets type by terraforming but still allow better conditions for farming/organics/volatiles via the terraforming option, like you just terraformed the planet into the same type normally. Perhaps make it require the use of an Eisen division because you need to engineer new strains of flora, fauna, and microbes to take hold on the planet and you would need labs to create such things, unlike the reflectors and processor however, once the new strains are developed you can shut the lab down as any new developments can be handled by local lower tech labs (ie. space termites get in the space corn, colonists develop space raid, this does not need an Eisen division)

Like I said this should be an option, not what the mod should be, this just feels more in line with the lore as taking a jungle planet and suddenly turning it into a water world or vise versa in a couple years just feels so wrong to me. This feels better as your not preforming centuries of work in a couple years, your just taking existing conditions and using the degraded but still advanced tech of the sector to improve upon them, not playing god by throwing comets into water and creating continents. (you can explain why it only takes a year or two to improve the farming/organics/volatiles condition by saying that the only areas effected are those within direct use of the colony, the world will be taken over by the new strains from the Eisen division in time but that is decades away.)

Or you can do what I do and just refuse to change planet types and require the specific industries before I allow terraforming to occur, then keep them around after it is done. That is easier to do and requires no programming lol.

I will admit however that it does make exploration much more necessary and keeps good planets rare, it just makes it so that your good planets can be made better and the edge is taken off the bad ones.

This mod was originally more along these lines, but there are several reasons why realistic terraforming was/is problematic:

1. It was too complex for many players to understand.
2. It was very time consuming to code.
3. Players had different ideas about how realistic terraforming should work, and even realistic terraforming was seen as unrealistic or unscientific by many players.
4. It was bad for gameplay because it took too long.
5. Players didn't like having the resources on their planets reduced as a result of realistic terraforming.

At this time I have no plans to implement an option to have more realistic terraforming because of the reasons above. Sorry!

Spoiler
Considering this mod adds Terraforming and Station Construction.

I have been thinking about a new business that could come out of Terraforming planets. Colony Selling.

You could make a profit by colonizing a barren rock, terraforming it and then sell it to any of the other Factions.

Making Terraforming and Station Construction a Business on its own.

Would be a very interesting source of income with heavy investment but very big payoffs as well. Also you will be able to manipulate the Market by favoring Factions, etc.

I think it could be an interesting addition.
[close]

First reaction: Heresy. That is rather Nex suggestion. Who will spent dozen of years terraforming planet to something decent and increasing it's size to just sell it afterwards???

Second reaction: Damn! That is a way to create/increase global market value to extra gain from export!!! And once you sell the planet (or rather whole system), you do need no worry about pirates and expeditions. Some faction loose too many markets via deciv? Here you go, restored military strength! All you need is not forgot to unequipp all AI cores/NF/ST from buildings and destroy some buildings, that increase accessibility not to create to strong market opponent. Or not. Sell the AI-spam colony to haegemony just for fun!

Not sure, if Boggled interested in implementing it here, tho'.


You can actually transfer colonies to other factions using Nex. You gain reputation with them but they don't pay you credits. I think selling terraformed colonies for lots of credits would be very interesting, but as Mondaymonkey indicated, this feature belongs in Nex, not here.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Hussar on April 19, 2020, 06:37:07 AM
I've heard it's quite random
I've heard it isn't.  ;D

Then please inform the official helpers on the USC server about that.  8)

Either way thanks for the answer. So, if the stations are constant and we'll always progress from low through mid to high tech - simple change of low and midline sprites to hightech (so all 3 possible astropolises use same route) should do the trick? Asking since I usually take on a theme for my playthrough so I'd like to get a desired effect.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Mondaymonkey on April 19, 2020, 06:42:41 AM
Quote
should do the trick?

Haven't tried, but yes, it should.

Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Hussar on April 19, 2020, 06:50:40 AM
Quote
should do the trick?
Haven't tried, but yes, it should.

Wonderful. I've tried to edit the entites before but I was also changing the overlays as well. Which bugged it. Just switched the base sprites and it seems fine now. Shall see later today then how it will turn out.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Mondaymonkey on April 19, 2020, 06:58:20 AM
Quote
Wonderful. I've tried to edit the entites before but I was also changing the overlays as well. Which bugged it. Just switched the base sprites and it seems fine now. Shall see later today then how it will turn out.

Do you mean lights overlay? If yes, there would be a problem, as they are different for each sprite and not changing them would cause graphical issues.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Hussar on April 19, 2020, 07:38:19 AM
Quote
Wonderful. I've tried to edit the entites before but I was also changing the overlays as well. Which bugged it. Just switched the base sprites and it seems fine now. Shall see later today then how it will turn out.

Do you mean lights overlay? If yes, there would be a problem, as they are different for each sprite and not changing them would cause graphical issues.

Interestingly I had script bug out before on that AFTER I've changed the overlays. Guess will have to investigate it again or just replace the alpha and beta ones with gamma's in the /graphics/stations folder.

Edit: Huh, it worked this time. Guess I had a typo few days ago.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Mondaymonkey on April 19, 2020, 08:06:08 AM
(https://i.imgur.com/FtHKmhb.png?1)

If it wont work. This one will. Tested on all the stages.

[attachment deleted by admin]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
Post by: Hussar on April 19, 2020, 08:18:50 AM
The file is exactly the same with the one I've edited. :)
So it bodes well!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.0)
Post by: NephilimNexus on April 19, 2020, 11:51:39 AM
Are hydroponics available for fuel siphons and asteroid mining bases, or are they just for astropoli?

Just curious.  Not an issue if they aren't.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.0)
Post by: boggled on April 19, 2020, 11:54:17 AM
Are hydroponics available for fuel siphons and asteroid mining bases, or are they just for astropoli?

Just curious.  Not an issue if they aren't.

They're for any station market, including vanilla ones if they're captured using Nex.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.0)
Post by: Alluvian on April 19, 2020, 12:50:16 PM
Encountered a possible bug. After changing "boggledAstralGateQuestEnabled" to false in settings.json, in a new game I still received the Penelope Secret quest.

However, even prior to receiving the hyperspace notification, I already had the abilities unlocked as intended.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.0)
Post by: Speeda325 on April 19, 2020, 02:21:40 PM
Yo was playing everything good. updated the mod to latest now it crashes. i think its to do with icons and graphics
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.0)
Post by: boggled on April 19, 2020, 03:02:47 PM
Yo was playing everything good. updated the mod to latest now it crashes. i think its to do with icons and graphics

Please post the stack trace so I can understand what's causing the crash. Thank you.

Encountered a possible bug. After changing "boggledAstralGateQuestEnabled" to false in settings.json, in a new game I still received the Penelope Secret quest.

However, even prior to receiving the hyperspace notification, I already had the abilities unlocked as intended.

I will look into this and issue a patch. Thanks for letting me know!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.0)
Post by: Speeda325 on April 19, 2020, 03:09:39 PM
it does beyond the screen so i just cropped the main bit start idk what over way i could do it

https://www.dropbox.com/s/5ujtawuyr8yjfff/Screenshot%20from%202020-04-19%2023-05-59.png?dl=0
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.1)
Post by: boggled on April 19, 2020, 04:17:59 PM
it does beyond the screen so i just cropped the main bit start idk what over way i could do it

https://www.dropbox.com/s/5ujtawuyr8yjfff/Screenshot%20from%202020-04-19%2023-05-59.png?dl=0

I think I might have identified what caused this problem but I can't replicate the error on my system. Please let me know if the 5.1.1 patch fixes this. Make sure to delete the entire folder for this mod before you update, and don't make changes to any of the mod files before launching the game for the first time after updating.

Encountered a possible bug. After changing "boggledAstralGateQuestEnabled" to false in settings.json, in a new game I still received the Penelope Secret quest.

However, even prior to receiving the hyperspace notification, I already had the abilities unlocked as intended.

I was able to replicate this problem and it is now fixed in the latest update. Thanks for letting me know about this!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.1)
Post by: Mondaymonkey on April 19, 2020, 10:25:55 PM
I've probably should start a new thread for this question, but ask here maybe it's easier than I think.

You are doing updates frequently, and that is awesome. But each and every time I load a new version I have to manually change:

"boggledStationCrampedQuartersEnabled":true,
"boggledStationCrampedQuartersPlayerCanPayToIncreaseStationSize":true,

And now I possibly will add to this list:

"boggledHydroponicsEnabled":true,
"boggledCloningEnabled":true,
"boggledWildlifeExploitationEnabled":true,

And it is not possible just to copy corrected settings.json, as you expand it with almost each update (and that is also awesome. cos' customizing is highest goodness). The idea was to make external file with:

Code
{
"boggledHydroponicsEnabled":true,
"boggledCloningEnabled":true,
"boggledWildlifeExploitationEnabled":true,
"boggledStationCrampedQuartersEnabled":true,
"boggledStationCrampedQuartersPlayerCanPayToIncreaseStationSize":true,
}

But it is never works. Thoughts?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.1)
Post by: Pro1ooLLo on April 20, 2020, 05:49:24 AM
Asteroid Processing doesn't work. As I try to open terraforming panel for other colony in a system the game crashes with null.exception. It works fine with Atmosphere Processor on a colony though.
Quote
1017191 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.campaign.econ.boggledTools.getPlanetType(boggledTools.java:697)
   at data.scripts.TerraformingControlPanelDialog.printCurrentTerraformingStatus(TerraformingControlPanelDialog.java:100)
   at data.scripts.TerraformingControlPanelDialog.optionSelected(TerraformingControlPanelDialog.java:309)
   at data.scripts.TerraformingControlPanelDialog.init(TerraformingControlPanelDialog.java:39)
   at com.fs.starfarer.ui.newui.Objectsuper.??0000(Unknown Source)
   at com.fs.starfarer.ui.newui.Objectsuper.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.Objectsuper.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.showInteractionDialog(Unknown Source)
   at data.campaign.econ.abilities.Terraforming_Control_Panel.activateImpl(Terraforming_Control_Panel.java:36)
   at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.activate(BaseDurationAbility.java:220)
   at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.pressButton(BaseDurationAbility.java:187)
   at com.fs.starfarer.ui.newui.E.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.2)
Post by: boggled on April 20, 2020, 08:30:36 AM
I've probably should start a new thread for this question, but ask here maybe it's easier than I think.

You are doing updates frequently, and that is awesome. But each and every time I load a new version I have to manually change:

"boggledStationCrampedQuartersEnabled":true,
"boggledStationCrampedQuartersPlayerCanPayToIncreaseStationSize":true,

And now I possibly will add to this list:

"boggledHydroponicsEnabled":true,
"boggledCloningEnabled":true,
"boggledWildlifeExploitationEnabled":true,

And it is not possible just to copy corrected settings.json, as you expand it with almost each update (and that is also awesome. cos' customizing is highest goodness). The idea was to make external file with:

Code
{
"boggledHydroponicsEnabled":true,
"boggledCloningEnabled":true,
"boggledWildlifeExploitationEnabled":true,
"boggledStationCrampedQuartersEnabled":true,
"boggledStationCrampedQuartersPlayerCanPayToIncreaseStationSize":true,
}

But it is never works. Thoughts?

Right now this mod is feature complete barring any further meritorious suggestions for new content. There probably won't be any further changes to the settings file for a long time, so you can just keep your old settings file and overwrite the default one each time you update.

Asteroid Processing doesn't work. As I try to open terraforming panel for other colony in a system the game crashes with null.exception. It works fine with Atmosphere Processor on a colony though.
Quote
1017191 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.campaign.econ.boggledTools.getPlanetType(boggledTools.java:697)
   at data.scripts.TerraformingControlPanelDialog.printCurrentTerraformingStatus(TerraformingControlPanelDialog.java:100)
   at data.scripts.TerraformingControlPanelDialog.optionSelected(TerraformingControlPanelDialog.java:309)
   at data.scripts.TerraformingControlPanelDialog.init(TerraformingControlPanelDialog.java:39)
   at com.fs.starfarer.ui.newui.Objectsuper.??0000(Unknown Source)
   at com.fs.starfarer.ui.newui.Objectsuper.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.Objectsuper.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.showInteractionDialog(Unknown Source)
   at data.campaign.econ.abilities.Terraforming_Control_Panel.activateImpl(Terraforming_Control_Panel.java:36)
   at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.activate(BaseDurationAbility.java:220)
   at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.pressButton(BaseDurationAbility.java:187)
   at com.fs.starfarer.ui.newui.E.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Fixed in the 5.1.2 patch. Thanks for letting me know and sorry about this bug!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.2)
Post by: Uhlang on April 20, 2020, 05:41:11 PM
I think planets with the Darkness condition should at least be terraformable into frozen.
I found a cryosleeper in a nebula, and though I obviously don't expect to build a paradise system around it, it'd be nice to at least be able to clean up the radiation on the barren rocks there and give them an atmosphere.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.2)
Post by: boggled on April 20, 2020, 06:32:06 PM
I think planets with the Darkness condition should at least be terraformable into frozen.
I found a cryosleeper in a nebula, and though I obviously don't expect to build a paradise system around it, it'd be nice to at least be able to clean up the radiation on the barren rocks there and give them an atmosphere.

I think the frozen transformation should be available for dark planets. I'll also make the condition improvements available except for mild climate.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.2)
Post by: Unnamed_Shadow on April 21, 2020, 03:44:02 AM
I've been wondering why Terran Planets don't generate a good number of Volatiles?

If im not mistaken they generate -1 Volatiles. Shouldn't they at least have the average production of Volatiles?

Or is this how all Terran planets work in-game?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.2)
Post by: Uhlang on April 21, 2020, 04:05:59 AM
From my experience, most terran planets spawn with no volatiles at all, and Trace Volatiles(-1) is actually pretty rare on them, so the fact that you always get them when terraforming into terran is pretty significant.

EDIT: Game crashed when I tried to build a mining station. Not sure if it's relevant, but it was an asteroid field in a nebula.

Quote
2453393 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.campaign.econ.abilities.Construct_Mining_Station.activateImpl(Construct_Mining_Station.java:83)
   at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.activate(BaseDurationAbility.java:220)
   at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.pressButton(BaseDurationAbility.java:187)
   at com.fs.starfarer.ui.newui.E.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.2)
Post by: DX2002 on April 21, 2020, 06:51:31 AM
I've been wondering why Terran Planets don't generate a good number of Volatiles?

If im not mistaken they generate -1 Volatiles. Shouldn't they at least have the average production of Volatiles?

Or is this how all Terran planets work in-game?
Well,I dont't think that it's normal for an Earth-like planet to have too many volatiles.Just think about our planet.Volatiles in the Starsector mainly refers to gases such as ammonia,hydrogen and natural gas,can we get a LOT of these on our planet?So I believe that it's reasonable to reduce the ammount of volatiles on Terran worlds,or just have no volatiles.The Terran planets in this mod are already rich in farmland and organics,adding too many resources will certainly make it too "attractive" that makes the Tundra worlds and Frozen worlds seam useless.I believe that each planet type should have its own    features that can make it unique and worth-forming,like Water worlds can help terraforming,Jungle worlds can make an extra profit.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.3)
Post by: boggled on April 21, 2020, 07:40:59 AM
EDIT: Game crashed when I tried to build a mining station. Not sure if it's relevant, but it was an asteroid field in a nebula.

I was able to replicate this crash on my system and it is now fixed. Thanks for letting me know about this!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.3)
Post by: GamerRoman on April 21, 2020, 01:05:44 PM
I disabled Domain-era artifacts but they still show up in Procurement missions, newest version for both mod and game on a new save.

[attachment deleted by admin]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.2)
Post by: Serenitis on April 21, 2020, 01:27:37 PM
I've been wondering why Terran Planets don't generate a good number of Volatiles?

The vanilla procgen "rolls" the following approximate percentages for generated Terran (cat4) planets:
No volatiles - 90%
-1 volatiles - 9%
+/-0 volatiles - 1%

So the answer is, because they don't anywhere else in the game.
This is at least in part to make all planet types somewhat useful, and the conceit the game uses to "justify" this is that volatiles only really form in economicaly useful quantity on cold icy planets.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.2)
Post by: Unnamed_Shadow on April 21, 2020, 02:14:28 PM
I've been wondering why Terran Planets don't generate a good number of Volatiles?

The vanilla procgen "rolls" the following approximate percentages for generated Terran (cat4) planets:
No volatiles - 90%
-1 volatiles - 9%
+/-0 volatiles - 1%

So the answer is, because they don't anywhere else in the game.
This is at least in part to make all planet types somewhat useful, and the conceit the game uses to "justify" this is that volatiles only really form in economicaly useful quantity on cold icy planets.

What if a Terraform an Icy World with abundant volatiles into a Terran World? Will i lose those Volatiles.

I know Ores don't change. Would be nice this applies to existing quantities of volatiles when you terraform
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.3)
Post by: NephilimNexus on April 21, 2020, 02:35:15 PM
I'm still getting the bug where domain artifacts are being delivered to the marketplace instead of storage.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.2)
Post by: DX2002 on April 21, 2020, 06:48:50 PM
I've been wondering why Terran Planets don't generate a good number of Volatiles?

The vanilla procgen "rolls" the following approximate percentages for generated Terran (cat4) planets:
No volatiles - 90%
-1 volatiles - 9%
+/-0 volatiles - 1%

So the answer is, because they don't anywhere else in the game.
This is at least in part to make all planet types somewhat useful, and the conceit the game uses to "justify" this is that volatiles only really form in economicaly useful quantity on cold icy planets.

What if a Terraform an Icy World with abundant volatiles into a Terran World? Will i lose those Volatiles.

I know Ores don't change. Would be nice this applies to existing quantities of volatiles when you terraform
I'm afraid yes,the resources of the planet will be set to +2 farmland,+2 organics and -1 volatiles on any terraformed Terran planets.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.3)
Post by: NephilimNexus on April 21, 2020, 08:02:02 PM
Question: Is there any way to remove Extreme Weather?  If not that's OK, I just want to make sure that I'm not missing something.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.3)
Post by: Mondaymonkey on April 22, 2020, 12:25:45 AM
Quote
Right now this mod is feature complete barring any further meritorious suggestions for new content. There probably won't be any further changes to the settings file for a long time, so you can just keep your old settings file and overwrite the default one each time you update.

Never mind. There was couple tries to figure out what is wrong. External settings file now works as intended.

Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.3)
Post by: HeartofDiscord on April 22, 2020, 03:09:53 AM
This is a pretty weird question and I'm sorry if its been asked before/has a solution/I've misunderstood something, but is there anyway to have the planets appearance not change when its terraformed? Or can that be made into a config setting somehow?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.3)
Post by: Mondaymonkey on April 22, 2020, 03:13:57 AM
This is a pretty weird question and I'm sorry if its been asked before/has a solution/I've misunderstood something, but is there anyway to have the planets appearance not change when its terraformed? Or can that be made into a config setting somehow?

What is the purpose of terraforming then?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.3)
Post by: HeartofDiscord on April 22, 2020, 03:48:26 AM
What is the purpose of terraforming then?

Habitability? I don't think the entire appearance of the planet need change to reflect some temperature changes for example, a solar shield won't make a desert less of a desert at least over night. I think keeping the appearance of a planet would be a nice config option, some of them have pretty unique looks.

[EDIT] Actually I wasn't clear enough here, I dont mean if you fully terraform it step by step just a few changes, but I suppose if you only put up a solar shield like in my example it wouldn't be enough to actually meet the requirement to change appearances so its kind of a moot point. Still think it would be a cool config option.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.3)
Post by: boggled on April 22, 2020, 05:12:03 AM
I disabled Domain-era artifacts but they still show up in Procurement missions, newest version for both mod and game on a new save.

That's a bug. I'll look into resolving it. Thanks for letting me know about this!

I'm still getting the bug where domain artifacts are being delivered to the marketplace instead of storage.

As I indicated earlier in this thread, that is the intended behavior and mimics the functionality of vanilla industries.

Question: Is there any way to remove Extreme Weather?  If not that's OK, I just want to make sure that I'm not missing something.

Desert planets have extreme weather after terraforming. If you turn the planet into some other type, it will be removed.

What is the purpose of terraforming then?

Habitability? I don't think the entire appearance of the planet need change to reflect some temperature changes for example, a solar shield won't make a desert less of a desert at least over night. I think keeping the appearance of a planet would be a nice config option, some of them have pretty unique looks.

[EDIT] Actually I wasn't clear enough here, I dont mean if you fully terraform it step by step just a few changes, but I suppose if you only put up a solar shield like in my example it wouldn't be enough to actually meet the requirement to change appearances so its kind of a moot point. Still think it would be a cool config option.

I understand that some planets have a unique appearance that you don't want to lose through terraforming, but I doubt many players would want to enable a feature that causes their water planets to look like deserts and vice versa. Unless I see more players requesting this, I don't think it's worth the development time. Sorry!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.3)
Post by: HeartofDiscord on April 22, 2020, 05:15:50 AM
Its all good, Its definitely a tertiary feature.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Uhlang on April 22, 2020, 10:28:32 AM
So, Boggled, I understand that you're averse to locking certain terraforming projects behind reflectors, but what would you say to adding bonuses or penalties to terraforming difficulty depending on how close the temperature of the base planet is to that of the target planet?
Say, if a player wants to make a frozen world, a planet that's already frozen cold would obviously be their best bet, so why not reward their reasonable decision-making with easier terraformation or penalize them when they're being absurd? For example:
Quote
-2,500 terraforming points required on a planet that already has a frozen planet's "Extreme Cold" condition
-1,000 points for "Cold"
No bonus for no temperature conditions
+1,000 extra points required if the planet has "Hot"
+2,500 extra points for "Extreme Heat"
Or if they're making a jungle/desert(hot) world:
Quote
+1,000 for "Extreme Cold"
No bonus for "Cold"
-1,000 for temperate planets
-2,500 for planets that are already "Hot"
-1,000 for "Extreme Heat"
A tundra world's sweet spot would be "Cold", while terran/water worlds would be easier to create in the temperate regions.

You already have bad atmospheres(or lack of them) increasing the point requirements, and you have a bonus for same-type terraforming. Why not apply the same line of thinking to temperature, too?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on April 22, 2020, 10:33:16 AM
I always think it is weird to construct giant complicated structures like mining stations or astral gate just with resources. Shouldn't it be specialized building equipment used? You never can make a simple chair with boards and nails available but no hummer. Today I noticed potential hummer are already exist in a vanilla!

Spoiler
(https://i.imgur.com/7Hv8ztN.png)
[close]

That is a construction rig. It is not in game, but exist as an image in starsector-core\graphics\ships. There will not be a big problem to make it a real ship.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on April 22, 2020, 11:16:53 AM
So, Boggled, I understand that you're averse to locking certain terraforming projects behind reflectors, but what would you say to adding bonuses or penalties to terraforming difficulty depending on how close the temperature of the base planet is to that of the target planet?
Say, if a player wants to make a frozen world, a planet that's already frozen cold would obviously be their best bet, so why not reward their reasonable decision-making with easier terraformation or penalize them when they're being absurd? For example:
Quote
-2,500 terraforming points required on a planet that already has a frozen planet's "Extreme Cold" condition
-1,000 points for "Cold"
No bonus for no temperature conditions
+1,000 extra points required if the planet has "Hot"
+2,500 extra points for "Extreme Heat"
Or if they're making a jungle/desert(hot) world:
Quote
+1,000 for "Extreme Cold"
No bonus for "Cold"
-1,000 for temperate planets
-2,500 for planets that are already "Hot"
-1,000 for "Extreme Heat"
A tundra world's sweet spot would be "Cold", while terran/water worlds would be easier to create in the temperate regions.

You already have bad atmospheres(or lack of them) increasing the point requirements, and you have a bonus for same-type terraforming. Why not apply the same line of thinking to temperature, too?

My thought was that temperature is largely a function of atmospheric conditions, albedo, amount of light, etc. and the initial temperature (by itself) wouldn't make much of a difference in terms of terraforming difficulty. For example, if a planet is freezing cold, that's because of some combination of the atmosphere being too thin, it receiving too little light, it being too reflective, etc. If those problems are remedied, the temperature changes easily. As usual, if someone more expert on this wants to weigh in I would defer to them.

I always think it is weird to construct giant complicated structures like mining stations or astral gate just with resources. Shouldn't it be specialized building equipment used? You never can make a simple chair with boards and nails available but no hummer. Today I noticed potential hummer are already exist in a vanilla!

Spoiler
(https://i.imgur.com/7Hv8ztN.png)
[close]

That is a construction rig. It is not in game, but exist as an image in starsector-core\graphics\ships. There will not be a big problem to make it a real ship.

I wasn't aware that sprite existed. This is a very good suggestion and I will implement it!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Uhlang on April 22, 2020, 12:10:28 PM
the initial temperature (by itself) wouldn't make much of a difference in terms of terraforming difficulty.
I'm by no means an expert myself, but I'm fairly sure it would. Otherwise astronomers wouldn't be so infatuated with exoplanets located in their stars' habitable zones(like Kepler planets or TRAPPIST-1-e/f/g).
And logically thinking, you would have a harder time freezing the molten hellhole that is Venus than, say, Mars.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: ATunaCan on April 22, 2020, 12:13:04 PM
Heya! Just wanna say i'm loving the mod, been using it since the pre v5 rework! (though that boggled my old save)

Two quick question though,
-When removing the stellar mirrors from colony management, the array still exists in the sector without providing any further terraforming benefits (and the planet doesn't turn dark again). Is that intended? What happens if i build the array again?
-I can't seem to get the lobster quest for some reason, using nex and no random coreworlds. Neither orbiting Umbra for months nor going in and out of hyperspace could get the quest to pop up in the bar.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on April 22, 2020, 05:49:01 PM
the initial temperature (by itself) wouldn't make much of a difference in terms of terraforming difficulty.
I'm by no means an expert myself, but I'm fairly sure it would. Otherwise astronomers wouldn't be so infatuated with exoplanets located in their stars' habitable zones(like Kepler planets or TRAPPIST-1-e/f/g).
And logically thinking, you would have a harder time freezing the molten hellhole that is Venus than, say, Mars.

Venus would have both toxic and dense atmosphere while Mars might have thin atmosphere - Mars would be significantly cheaper points-wise to terraform into a frozen world than Venus using my mod.

That said, I suppose temperature effects on terraforming is fairly intuitive so I think it would be a reasonable addition. I'll implement it in the next content patch.

Heya! Just wanna say i'm loving the mod, been using it since the pre v5 rework! (though that boggled my old save)

Two quick question though,
-When removing the stellar mirrors from colony management, the array still exists in the sector without providing any further terraforming benefits (and the planet doesn't turn dark again). Is that intended? What happens if i build the array again?
-I can't seem to get the lobster quest for some reason, using nex and no random coreworlds. Neither orbiting Umbra for months nor going in and out of hyperspace could get the quest to pop up in the bar.

The stellar reflectors don't disappear but are purely visual once the structure is removed. If you rebuild the structure, they'll remain in orbit but more won't be added. This is done to explain the fact that "poor light" doesn't return if you scrap the structure.

Do you have the message on the seed lobsters ability that indicates your sector is modified and the quest can't be initiated?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: GorGor on April 22, 2020, 06:03:42 PM
Hello, Similar problem to a crash brought up earlier:
When I get to the 'conquering the sector' resolution for Odysseus' quest (hand over the astral and say yes to being a figure head) my game crashes when the AI adds their ship to my fleet
java.lang.RuntimeException: Slot id [WS 015] not found on hull [conquest]
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Declining to conquer the sector seems to work (haven't been able to try and build a gate, but the game doesn't crash on the dialogue resolving)
Otherwise loving the mod
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mar Sara on April 23, 2020, 12:46:30 AM
Hey, I had the lobster quest appear in Umbra, but went to check my reputation in case there would be an impact, and it disappeared and won't come back :(
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: ATunaCan on April 23, 2020, 05:50:41 AM

Heya! Just wanna say i'm loving the mod, been using it since the pre v5 rework! (though that boggled my old save)

Two quick question though,
-When removing the stellar mirrors from colony management, the array still exists in the sector without providing any further terraforming benefits (and the planet doesn't turn dark again). Is that intended? What happens if i build the array again?
-I can't seem to get the lobster quest for some reason, using nex and no random coreworlds. Neither orbiting Umbra for months nor going in and out of hyperspace could get the quest to pop up in the bar.

The stellar reflectors don't disappear but are purely visual once the structure is removed. If you rebuild the structure, they'll remain in orbit but more won't be added. This is done to explain the fact that "poor light" doesn't return if you scrap the structure.

Do you have the message on the seed lobsters ability that indicates your sector is modified and the quest can't be initiated?

I'm afraid not. It only says "you lack the techonology necessary to create new variations of the Voluntarian lobsters that can surivive on other planets" in orange text.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on April 23, 2020, 08:17:21 AM
Hey, I had the lobster quest appear in Umbra, but went to check my reputation in case there would be an impact, and it disappeared and won't come back :(

If you initiate the bar event with the pirates but leave mid-way through, you will not get a chance to restart the quest. Sorry!

I suppose this is something I could change. If you leave mid-way through the conversation with one of the spacers related to the Red Planet quest, can you come back later to restart it?


Heya! Just wanna say i'm loving the mod, been using it since the pre v5 rework! (though that boggled my old save)

Two quick question though,
-When removing the stellar mirrors from colony management, the array still exists in the sector without providing any further terraforming benefits (and the planet doesn't turn dark again). Is that intended? What happens if i build the array again?
-I can't seem to get the lobster quest for some reason, using nex and no random coreworlds. Neither orbiting Umbra for months nor going in and out of hyperspace could get the quest to pop up in the bar.

The stellar reflectors don't disappear but are purely visual once the structure is removed. If you rebuild the structure, they'll remain in orbit but more won't be added. This is done to explain the fact that "poor light" doesn't return if you scrap the structure.

Do you have the message on the seed lobsters ability that indicates your sector is modified and the quest can't be initiated?

I'm afraid not. It only says "you lack the techonology necessary to create new variations of the Voluntarian lobsters that can surivive on other planets" in orange text.

Unlike Penelope's Secret, the lobster quest relies on Starsector's built-in mechanism for placing quests on a planet. It can be finicky about when the quest is populated - be sure to clear/resolve any other bar quests in Umbra as well as travel to other systems. When I was testing it myself I had to jump to hyperspace and back several times before it would show up. If you start a new game and immediately use console commands to travel to Umbra, does the quest populate?

Unfortunately it's almost impossible for me to identify why the quest wouldn't show up for a given player. There are too many variables to investigate, including other mods the player has installed, possible bugs in the vanilla bar quest population code, and Umbra potentially being conquered/decivilized while the quest was in the bar. Sorry!

Hello, Similar problem to a crash brought up earlier:
When I get to the 'conquering the sector' resolution for Odysseus' quest (hand over the astral and say yes to being a figure head) my game crashes when the AI adds their ship to my fleet
java.lang.RuntimeException: Slot id [WS 015] not found on hull [conquest]
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Declining to conquer the sector seems to work (haven't been able to try and build a gate, but the game doesn't crash on the dialogue resolving)
Otherwise loving the mod

This seems to be related to the Conquest from my quest, but I'm not sure why a certain weapon slot on the hull wouldn't exist and throw an exception. Are you using any mods that alter the Conquest hull in any way? If not, I'll take a deeper look into this and see what I can find.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: GorGor on April 23, 2020, 08:31:30 AM
This seems to be related to the Conquest from my quest, but I'm not sure why a certain weapon slot on the hull wouldn't exist and throw an exception. Are you using any mods that alter the Conquest hull in any way? If not, I'll take a deeper look into this and see what I can find.

Modlist (that mess with weapons and hulls):
"Archean Order"
"Commission Crews"
"Upgraded Rotary Weapons"

If the problem is a missing weapon slot then my bet would be on Archean Order, kind of sad tbh but not the worst problem I guess. Thanks for the help!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: ATunaCan on April 23, 2020, 11:18:32 AM


Heya! Just wanna say i'm loving the mod, been using it since the pre v5 rework! (though that boggled my old save)

Two quick question though,
-When removing the stellar mirrors from colony management, the array still exists in the sector without providing any further terraforming benefits (and the planet doesn't turn dark again). Is that intended? What happens if i build the array again?
-I can't seem to get the lobster quest for some reason, using nex and no random coreworlds. Neither orbiting Umbra for months nor going in and out of hyperspace could get the quest to pop up in the bar.

The stellar reflectors don't disappear but are purely visual once the structure is removed. If you rebuild the structure, they'll remain in orbit but more won't be added. This is done to explain the fact that "poor light" doesn't return if you scrap the structure.

Do you have the message on the seed lobsters ability that indicates your sector is modified and the quest can't be initiated?

I'm afraid not. It only says "you lack the techonology necessary to create new variations of the Voluntarian lobsters that can surivive on other planets" in orange text.

Unlike Penelope's Secret, the lobster quest relies on Starsector's built-in mechanism for placing quests on a planet. It can be finicky about when the quest is populated - be sure to clear/resolve any other bar quests in Umbra as well as travel to other systems. When I was testing it myself I had to jump to hyperspace and back several times before it would show up. If you start a new game and immediately use console commands to travel to Umbra, does the quest populate?

Unfortunately it's almost impossible for me to identify why the quest wouldn't show up for a given player. There are too many variables to investigate, including other mods the player has installed, possible bugs in the vanilla bar quest population code, and Umbra potentially being conquered/decivilized while the quest was in the bar. Sorry!

Thanks, it's completely understandable how different mods could affect the quest and planets in some way, and that i'm using over 50 mods anyway. Strangely enough, the quest does indeed pop up when i start a new save. I'm guessing it could have been that Umbra was conquered/reconquered at some time in game or sorts. No worries!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Sapling on April 23, 2020, 01:04:56 PM
Hello.
I do not seem to be getting accessibility boost when having the gate in my system. Can you tell me what I am doing wrong? I disabled the gatekeeper station. Does that affect that? Because it shouldn't as there are different multiplier for the gatekeeper as well as for the accessibility boost for the entire system.
Any tips?
Thanks
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on April 23, 2020, 02:29:34 PM
Hello.
I do not seem to be getting accessibility boost when having the gate in my system. Can you tell me what I am doing wrong? I disabled the gatekeeper station. Does that affect that? Because it shouldn't as there are different multiplier for the gatekeeper as well as for the accessibility boost for the entire system.
Any tips?
Thanks

You don't get an accessibility boost if the gatekeeper station is disabled and/or abandoned. If you're not paying upkeep for the astral gate industry, you don't get the bonus!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Sapling on April 23, 2020, 03:01:16 PM
Okay, thanks for the info.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: GhostReconZB on April 23, 2020, 11:59:35 PM
I think there is some issues with the download link. The github link always turns out be: raw.githubusercontent.com does not send any data (ERR_EMPTY_RESPONSE), at least for me.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on April 24, 2020, 12:09:50 AM
Link is fine. At least for me.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: ATunaCan on April 24, 2020, 01:46:22 AM
I think there is some issues with the download link. The github link always turns out be: raw.githubusercontent.com does not send any data (ERR_EMPTY_RESPONSE), at least for me.

Github is down quite a lot these days. Just give it a few hours and you'll be able to download the mod as normal!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: lethargie on April 24, 2020, 08:08:36 PM
I'm sorry, I am trying to play with your mod, but I cannot for the life of me find the terraform ability. Its not on my ability bar, where would it be?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: NephilimNexus on April 24, 2020, 08:17:57 PM
Noticed something odd... I had a colony on a gas giant (temporary, it was just to facilitate building more stations around it) and it was cursed with extreme weather and very hot.  Not that I minded, as I didn't plan on staying there forever (plan was to abandon once all three stations around the giant were finished), but I looked through the building list anyway.  One of the options for was for a stellar reflector - the device that increases heat and light levels.  But this planet already had the very hot penalty, so why would I want to make it even hotter?  Even more perplexing is that the solar shade option was grayed out whilst the other stayed open for building - perplexing obviously because the solar shade would have been far more useful, had I any intention of making a permanent colony there.

Then I noticed this pattern repeated across three other colonies that all had the hot and very hot penalties - solar reflectors were on the table but solar shades were grayed out on all of them.  None of these were volcanic worlds, by the way - all were barren types.

Is this a glitch?  A bug?  Intended?  Did I miss something, some kind of hidden prerequisite for stellar shades?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: ZeCaptain on April 24, 2020, 09:44:45 PM
With newest version solar shades and solar reflectors got rolled into stellar reflectors which on building fixes light problems and some heat/cold problems and now contributes terraforming points, for gas giants it would be removing bad gravity and fixing tectonics if you have them enabled (thanks Boggled!).
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Serenitis on April 25, 2020, 03:58:11 AM
I'm sorry, I am trying to play with your mod, but I cannot for the life of me find the terraform ability. Its not on my ability bar, where would it be?
The abilities don't appear on the bar by default, so you'll have to add them.
Use the buttons to "scroll" to a bar which has empty spaces, then right-click on any empty space. This will then allow you to add any ability you have available to that box.

This is the case for every mod which adds abilities.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on April 25, 2020, 05:51:38 AM
Noticed something odd... I had a colony on a gas giant (temporary, it was just to facilitate building more stations around it) and it was cursed with extreme weather and very hot.  Not that I minded, as I didn't plan on staying there forever (plan was to abandon once all three stations around the giant were finished), but I looked through the building list anyway.  One of the options for was for a stellar reflector - the device that increases heat and light levels.  But this planet already had the very hot penalty, so why would I want to make it even hotter?  Even more perplexing is that the solar shade option was grayed out whilst the other stayed open for building - perplexing obviously because the solar shade would have been far more useful, had I any intention of making a permanent colony there.

Then I noticed this pattern repeated across three other colonies that all had the hot and very hot penalties - solar reflectors were on the table but solar shades were grayed out on all of them.  None of these were volcanic worlds, by the way - all were barren types.

Is this a glitch?  A bug?  Intended?  Did I miss something, some kind of hidden prerequisite for stellar shades?

Do you have my old terraforming mod installed alongside this one? If you have two entries for stellar reflectors in the building menu, having duplicate mods installed might be the reason why.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: jn_xyp on April 26, 2020, 02:43:06 AM
When I hover my mouse over the "Astral Gate Construction" skill button, the game crushed immediately.

The error log:

Code
5247420 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.campaign.econ.boggledTools.getPlanetTokenForQuest(Ljava/lang/String;Ljava/lang/String;)Lcom/fs/starfarer/api/campaign/SectorEntityToken;
java.lang.NoSuchMethodError: data.campaign.econ.boggledTools.getPlanetTokenForQuest(Ljava/lang/String;Ljava/lang/String;)Lcom/fs/starfarer/api/campaign/SectorEntityToken;
at data.campaign.econ.abilities.Construct_Astral_Gate.createTooltip(Construct_Astral_Gate.java:222)
at com.fs.starfarer.ui.newui.E$3.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.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.showTooltip(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.public.super(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.AbilityPickerDialog.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on April 26, 2020, 06:35:19 AM
When I hover my mouse over the "Astral Gate Construction" skill button, the game crushed immediately.

The error log:

Code
5247420 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.campaign.econ.boggledTools.getPlanetTokenForQuest(Ljava/lang/String;Ljava/lang/String;)Lcom/fs/starfarer/api/campaign/SectorEntityToken;
java.lang.NoSuchMethodError: data.campaign.econ.boggledTools.getPlanetTokenForQuest(Ljava/lang/String;Ljava/lang/String;)Lcom/fs/starfarer/api/campaign/SectorEntityToken;
at data.campaign.econ.abilities.Construct_Astral_Gate.createTooltip(Construct_Astral_Gate.java:222)
at com.fs.starfarer.ui.newui.E$3.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.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.showTooltip(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.public.super(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.AbilityPickerDialog.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

This looks like it's caused by duplicate or corrupted mod files. Delete the folder for this mod and download a clean copy. Also, make sure that you're not still running any of the old versions of my mods (Gate Construction, Terraforming or Player Station Construction). Let me know if this fixes the problem.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on April 26, 2020, 07:13:38 AM
Drunken suggestion:

1. Random generated terraforming quest.

Once player makes his first successful terraforming of any kind, there are probability of generating BBS quest for terraforming a random fully surveyed non-colonized planet into a specific (usually Cat3) type. No time limit, but player not able to accept more than certain amount of that kind of quests. After a successful transformation planet is transferred into control of faction, who gives a quest. Player get payment based on colony size, built structures cost and any additional equipped remained (Ai cores, NF, ST or else). As an additional reward - reputation gain over a time, like +5 each month for a one or two cycles.

2. Random generated station construction quest.

Mostly the same, but trigger is building a specific type of a station (mining station, siphon or gate). Success criteria - station has to gain a size, determined by a quest. Then it is transferred to a customer's control.

3. Recolonize quest.

Sometimes worlds decivilized because space is cruel. Sometimes, because player is cruel. Mission is to recolonize abandoned station and rise it population to certain point. Of course, that abandoned station should exist for quest to be generated.

EDIT: If reward is not enough you think, that could be a unknown blueprints or unique, other way unobtainable, ships.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on April 26, 2020, 10:55:20 AM
Drunken suggestion:

1. Random generated terraforming quest.

Once player makes his first successful terraforming of any kind, there are probability of generating BBS quest for terraforming a random fully surveyed non-colonized planet into a specific (usually Cat3) type. No time limit, but player not able to accept more than certain amount of that kind of quests. After a successful transformation planet is transferred into control of faction, who gives a quest. Player get payment based on colony size, built structures cost and any additional equipped remained (Ai cores, NF, ST or else). As an additional reward - reputation gain over a time, like +5 each month for a one or two cycles.

2. Random generated station construction quest.

Mostly the same, but trigger is building a specific type of a station (mining station, siphon or gate). Success criteria - station has to gain a size, determined by a quest. Then it is transferred to a customer's control.

3. Recolonize quest.

Sometimes worlds decivilized because space is cruel. Sometimes, because player is cruel. Mission is to recolonize abandoned station and rise it population to certain point. Of course, that abandoned station should exist for quest to be generated.

EDIT: If reward is not enough you think, that could be a unknown blueprints or unique, other way unobtainable, ships.

The main problem I can see with this is that it takes a lot of time and money to terraform planets, so why wouldn't the player conquer existing planets or keep the terraformed planet for themselves instead? Also, this creates a "plot hole" - if a faction has money to pay the player to terraform a planet, why don't they just do it themselves? Further, the quest will take such a long time to complete there's a good chance the player will become hostile to quest-giving faction at some point which would necessitate cancelling the quest.

I think selling/transferring planets for credits belongs in Nex, not this mod. You can already transfer planets to gain reputation, so why can't you sell them?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on April 26, 2020, 11:20:24 AM
Honestly?

Main reason - astral gate web expansion. Player will never build them in a system where no his colony, because it is hard to protect, expensive to maintain and mostly useless. That makes whole astral gate network a "thing in itself" for player using only.

If faction has money and want to build an astral gate in it's system, why they not do this by themselves? Well... lack of tech required. Player is a monopolist. And just giving a gate with Nex is kinda unmotivated. It is not player, who interesting in gates in foreign system, other factions are, so they should be an initiator.

Everything else - no more than diversification of tasks, not to do same thing several times in a row.

Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: jn_xyp on April 26, 2020, 10:57:58 PM
When I hover my mouse over the "Astral Gate Construction" skill button, the game crushed immediately.

The error log:

Code
5247420 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.campaign.econ.boggledTools.getPlanetTokenForQuest(Ljava/lang/String;Ljava/lang/String;)Lcom/fs/starfarer/api/campaign/SectorEntityToken;
java.lang.NoSuchMethodError: data.campaign.econ.boggledTools.getPlanetTokenForQuest(Ljava/lang/String;Ljava/lang/String;)Lcom/fs/starfarer/api/campaign/SectorEntityToken;
at data.campaign.econ.abilities.Construct_Astral_Gate.createTooltip(Construct_Astral_Gate.java:222)
at com.fs.starfarer.ui.newui.E$3.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.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.showTooltip(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.public.super(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.AbilityPickerDialog.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

This looks like it's caused by duplicate or corrupted mod files. Delete the folder for this mod and download a clean copy. Also, make sure that you're not still running any of the old versions of my mods (Gate Construction, Terraforming or Player Station Construction). Let me know if this fixes the problem.

Yep, just noticed that I also have the older version of Boggled Station Construction installed, too. The problem seem to be solved after I cleaned up my mod folder.
Thanks for the help and sorry to disturb you.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on April 27, 2020, 06:54:09 AM
Honestly?

Main reason - astral gate web expansion. Player will never build them in a system where no his colony, because it is hard to protect, expensive to maintain and mostly useless. That makes whole astral gate network a "thing in itself" for player using only.

If faction has money and want to build an astral gate in it's system, why they not do this by themselves? Well... lack of tech required. Player is a monopolist. And just giving a gate with Nex is kinda unmotivated. It is not player, who interesting in gates in foreign system, other factions are, so they should be an initiator.

Everything else - no more than diversification of tasks, not to do same thing several times in a row.



I think a quest to build gates for other factions makes sense. I'll see about implementing this, but no promises!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: ctuncks on April 27, 2020, 11:23:54 PM
I don't suppose there's any option to allow autonomous colonies (via Nexerelin) with appropriate infrastructure to provide Terraforming points to other planets in system?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on April 28, 2020, 04:51:12 AM
I don't suppose there's any option to allow autonomous colonies (via Nexerelin) with appropriate infrastructure to provide Terraforming points to other planets in system?

Nope. I don't want to make changes to any AI behavior because it's likely to result in bugs and compatibility problems. Sorry!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: ctuncks on April 28, 2020, 06:19:11 AM
I don't suppose there's any option to allow autonomous colonies (via Nexerelin) with appropriate infrastructure to provide Terraforming points to other planets in system?

Nope. I don't want to make changes to any AI behavior because it's likely to result in bugs and compatibility problems. Sorry!

Fair enough, guess I'll have to either eat the stability penalty for running too many colonies or just mod the limit higher.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: ASSIMKO on April 28, 2020, 06:22:54 AM
On a Barren wolrd planet, I placed a terraforming platform. How long does it take for results to appear? because I don't know if the choice was the right one. What structure should I build to start the correct terraforming? (step by step)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on April 28, 2020, 06:41:17 AM
You have to add a terraform ability to your ability bar at the bottom of the screen. Use that ability near to planet for more information.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: ctuncks on April 28, 2020, 12:22:14 PM
On a Barren wolrd planet, I placed a terraforming platform. How long does it take for results to appear? because I don't know if the choice was the right one. What structure should I build to start the correct terraforming? (step by step)

Here's how I terraformed a Barren World into a Terran one.
1. I built a terraforming platform like you on the target planet.
2. I built asteroid breaking on 3 different mining stations in the same system (they add extra points) [I Edited the max number of mining stations from 1 to 3 per system btw]
3. I Initiated the transforming ability (need to put it on your bar) and opted to terraform the planet into a frozen one first.
It takes alot of points to go straight from Barren-> Terran, going to a Frozen planet first is actually faster in the long run.
4. I built the atmosphere building and shoved a pristine nanoforge into it for extra points.
5. I built a stellar array for even more points.
6. All of this was generating 40 points a day, if I had more Domain era artifacts I could have built the other structure for even more, but I didn't.
7. At this rate it would have taken about 200 days for the Barren->Frozen Terraform if all the infrastructure was in place before i started, it wasn't so it took a little longer.
8. After it was done I started the 2nd terraforming to change it into a Terran world.
9. That took another 200 days, after it was completed I made the weather mild after another 60 or so days.
10. At this point I was done, but you may have other planetary conditions you want to remove.
11. I Decommissioned all the terraform infrastructure as there were no other planets to terraform in system.

And that's how I did it, be prepared to take an income loss on the targeted colony, all the terraforming gear isn't cheap to run.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on April 29, 2020, 07:40:37 AM
I'm just gonna leave this here.

Spoiler
(https://i.imgur.com/eZeTzLQ.png)
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on April 29, 2020, 07:58:16 AM
I'm just gonna leave this here.

Spoiler
(https://i.imgur.com/eZeTzLQ.png)
[close]

Where did you get that from? Did you create it?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on April 29, 2020, 08:09:15 AM
Quote
Where did you get that from?

I've created a stable quantum singularity and then use it to locally squeeze time-space into a specific temporal loop. That makes me travel into a future, where you give me that image.

If I ever tell you, that I am from the past, do not forget to give it to me. Time paradoxes are not what we want, right?

Spoiler
Joke.
[close]

Quote
Did you create it?

I am pretty sure Alex create that (or who is SS graphical designer?). All I made is minor repaint. Just like a coloring book. And some stickers, made by you (or where did you get them?).
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on April 29, 2020, 08:23:09 AM
Quote
Where did you get that from?

I've created a stable quantum singularity and then use it to locally squeeze time-space into a specific temporal loop. That makes me travel into a future, where you give me that image.

If I ever tell you, that I am from the past, do not forget to give it to me. Time paradoxes are not what we want, right?

Spoiler
Joke.
[close]

Quote
Did you create it?

I am pretty sure Alex create that (or who is SS graphical designer?). All I made is minor repaint. Just like a coloring book. And some stickers, made by you (or where did you get them?).


Well, I really like that artwork, but unfortunately I don't think I can just simply swap the sprite. I'll look into the possibility of creating a unique Conquest with it, but no promises!

As for where I stole that Olympians hullmod artwork from...
Spoiler
https://www.space.com/space-force-logo-star-trek-insignia.html
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on April 29, 2020, 08:32:30 AM
IIRC not necessary to create a new hull. It can be a "skin" thing.

That is a skin from a SWP lion guard conquest:

Code
{
    "baseHullId":"conquest",
    "skinHullId":"swp_conquest_lions_guard",
    "hullName":"Conquest (LG)",
    "descriptionId":"conquest",
    "descriptionPrefix":"This ship was built to the exacting specifications demanded by the Lion's Guard, environmentally-hardened to survive the harsh fires of Askonia.",
    "tags":["swp_LG_bp"],
    "tech":"Lion's Guard",
    "spriteName":"graphics/swp/ships/conquest/conquest_lions_guard.png",
    "baseValueMult":1.25,
    "removeWeaponSlots":[],         # ids
    "removeEngineSlots":[],         # indices, as engine slots have no id in the .ship file
    "removeBuiltInMods":[],         # hullmod ids
    "removeBuiltInWeapons":[],      # weapon slot ids
    "builtInMods":["solar_shielding"],
    "builtInWeapons":{
    },
}

Spoiler
(https://i.imgur.com/ybbVrCO.png)
[close]

So, it is still a "conquest" but customized, like pirate or hegemony variants. Probably, similar will works here.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on April 29, 2020, 11:01:54 AM
Spoiler
(https://i.gifer.com/r1T.gif)
[close]

Spoiler
(https://i.imgur.com/PUduus5.png)
(https://i.imgur.com/88YwJLk.png)
(https://i.imgur.com/l5ySaDX.png)
[close]

Code: tsc_Paragon_Olimpians.skin
{
    "baseHullId":"paragon",
    "skinHullId":"tsc_Paragon_Olimpians",
    "hullName":"Paragon(O)",
    "descriptionId":"paragon",
    "descriptionPrefix":"Eridani-Utopia Terraforming Corporation considered ordinary Paragon isn't good enough.",
    "tags":[],
    "tech":[],
    "spriteName":"graphics/tsc/ships/Paragon/Paragon_Olimpians.png",
    "baseValueMult":5.00,
    "removeWeaponSlots":[],         # ids
    "removeEngineSlots":[],         # indices, as engine slots have no id in the .ship file
    "removeBuiltInMods":[],         # hullmod ids
    "removeBuiltInWeapons":[],      # weapon slot ids
    "builtInMods":["olympians"],
    "builtInWeapons":{
    },
}
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Alluvian on April 29, 2020, 09:01:57 PM
Discovered a rare bug with: data.campaign.econ.industries.Astropolis_Station. Thankfully, it is not a problem most players will experience.

If a player gains control over Prism Freeport (in Nex), and they click on the button to add or build an industry, there will be a crash. This occurs due to a null pointer during the Astropoli orbit lookup. I have included one of the sample error messages below. It is possible a similar error would occur should a player have the Legio Siege events (from Tahlan) enabled, and somehow take over one of their Hyperspace stations.

"Sample error in starsector.log"
java.lang.NullPointerException
   at data.campaign.econ.industries.Astropolis_Station.numAstroInOrbit(Astropolis_Station.java:325)
   at data.campaign.econ.industries.Astropolis_Station.isAvailableToBuild(Astropolis_Station.java:353)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.updateTable(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.createUI(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on April 30, 2020, 09:47:21 AM
Discovered a rare bug with: data.campaign.econ.industries.Astropolis_Station. Thankfully, it is not a problem most players will experience.

If a player gains control over Prism Freeport (in Nex), and they click on the button to add or build an industry, there will be a crash. This occurs due to a null pointer during the Astropoli orbit lookup. I have included one of the sample error messages below. It is possible a similar error would occur should a player have the Legio Siege events (from Tahlan) enabled, and somehow take over one of their Hyperspace stations.

"Sample error in starsector.log"
java.lang.NullPointerException
   at data.campaign.econ.industries.Astropolis_Station.numAstroInOrbit(Astropolis_Station.java:325)
   at data.campaign.econ.industries.Astropolis_Station.isAvailableToBuild(Astropolis_Station.java:353)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.updateTable(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.createUI(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I've identified the cause of that crash and I will include a fix in the next patch. Until then, if you disable astropolis construction using the settings file it should prevent the crash from occurring. Thanks for letting me know about this!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on May 02, 2020, 06:11:51 AM
Drunken suggestion
(https://i.imgur.com/kMLEx7W.png)
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on May 02, 2020, 03:56:00 PM
Drunken suggestion
(https://i.imgur.com/kMLEx7W.png)
[close]

Your O-class Paragon is completely overpowered, and that would be even worse! Definitely not happening!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on May 02, 2020, 08:13:35 PM
Your O-class Paragon is completely overpowered

Oh... That was a joke, actually.

Quote
Definitely not happening!

Idea was to make it a logistic gate ship. I am lazy ass, so does not remove mounts completely yet. However, even if logistic still OP, as any freighters or tankers are junk compared to it. Sobering helps sometimes.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Unnamed_Shadow on May 03, 2020, 04:12:24 PM
I noticed something on my playthrough.

So this faction had an Orbital Station orbiting a Gas Giant. This is one of the Vanilla Orbital Stations belonging to Tri-Tachyon. That gave them Volatiles as a commodity.

That Station got abandoned due to raiding. So i decided to re-settle it using this mod.

When i re-settled it, it no longer had Volatiles.

For testing purposes i also tested it on mod factions, a Tiandong Station orbiting a Gas Giant. They have access to Volatiles on vanilla, depopulated it and resettled it, and no Volatiles on the new Station.

I wish repopulating an Orbital Station gives you access to the nearest planet commodities, since that's what Vanilla Orbital Stations do.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on May 04, 2020, 04:17:47 AM
I noticed something on my playthrough.

So this faction had an Orbital Station orbiting a Gas Giant. This is one of the Vanilla Orbital Stations belonging to Tri-Tachyon. That gave them Volatiles as a commodity.

That Station got abandoned due to raiding. So i decided to re-settle it using this mod.

When i re-settled it, it no longer had Volatiles.

For testing purposes i also tested it on mod factions, a Tiandong Station orbiting a Gas Giant. They have access to Volatiles on vanilla, depopulated it and resettled it, and no Volatiles on the new Station.

I wish repopulating an Orbital Station gives you access to the nearest planet commodities, since that's what Vanilla Orbital Stations do.

Which station are you referring to? Port Tse Franchise Station? All vanilla stations are hardcoded to restore their original resources, so if I missed one I would like to add it.

Stations from mods do not get their resources back if you recolonize them. Sorry!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: RedBanditDzhugashvili on May 05, 2020, 06:38:25 AM
Hey boggled,

I really like the mod, it adds so much more depth to the game and it just amazes me that there are so many awesome mods that add so much more content to the game for free.

I am just having one problem, and I haven't found a solution elsewhere, so I'll just ask here.

For some of my larger planets in the late game, there aren't enough visual slots on the colony management to show all of the structures I wish to construct on the planet, alongside all of the vanilla industries and structures. I add new structures but they don't start a third row, I can't see them anywhere, and only the first 12 industries/structures are show in the panels. Do you have a solution to this? Is this just on my end?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on May 05, 2020, 06:56:18 AM
Hey boggled,

I really like the mod, it adds so much more depth to the game and it just amazes me that there are so many awesome mods that add so much more content to the game for free.

I am just having one problem, and I haven't found a solution elsewhere, so I'll just ask here.

For some of my larger planets in the late game, there aren't enough visual slots on the colony management to show all of the structures I wish to construct on the planet, alongside all of the vanilla industries and structures. I add new structures but they don't start a third row, I can't see them anywhere, and only the first 12 industries/structures are show in the panels. Do you have a solution to this? Is this just on my end?

Starsector has a limit of 12 structures per colony. Unfortunately this limit cannot be easily increased with mods so we're stuck with it for now. Sorry!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: RedBanditDzhugashvili on May 05, 2020, 07:44:09 AM
Ah alright that's unfortunate :(
Well, thanks for the reply!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on May 05, 2020, 01:06:02 PM
I'm just gonna leave this here.

Spoiler
(https://i.imgur.com/eZeTzLQ.png)
[close]

So I'm back from my developing hiatus and I finally got around to implementing this skin of the conquest. The art looks good in your post, but in-game with the weapons installed the dark blue color really clashes with the art style of the weapons. I'm definitely not an artist, but it's my perception that most of the vanilla ship artwork uses light colors for the hulls, especially around the weapon mounts, to highlight the weapons and not blend in with them. Your conquest uses too dark of a blue and breaks this convention. Could I ask that you modify this image so the blue is much lighter? Perhaps sample the light blue from the high tech ships, and create a slightly lighter "halo" around the turrets as seen on the Paragon, Falcon and vanilla Conquest. Thank you again for all your help and contributions!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Xeno056 on May 05, 2020, 06:46:11 PM
Got a suggestion for you, not sure if it would be difficult to implement or not. Since the presumption is that the military police HQ is bringing in de-cived humans to the colony's population, could that translate to a brief (6 months?) but significant growth bonus for the Colony? Particularly duration of the subjugation or after its completion? Other than that I have a few more out-there ideas:

-Orbital elevator: Upgrades Skyhook, greatly improves accessibility but costs more domain artifacts.

-Orbital ring: Upgrade to Orbital works, but adds domain era artifact usage (Station keeping purposes or material I guess)

-Planet Cracking for Terraforming (adds or increases tectonic activity but increases ore yield, maybe as temporary structure like the MPHQ?)

-Increase population yield for cloning (x5 market size maybe?). I know it's more about those sweet, sweet organs but it's kinda underwhelming for the cost.

Loving what you're doing so far with the mod by the way. Keep up the good work!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on May 06, 2020, 06:06:55 AM
Quote
Could I ask that you modify this image so the blue is much lighter?

That won't be hard, but not today. I have to be sober tonight. I'll do some variants, perhaps different colors (Suggestions? Better directly in RGB)
Quote
create a slightly lighter "halo" around the turrets as seen on the Paragon, Falcon and vanilla Conquest.

"Halo" from vanilla conquest is already there. It is possible to custom-adjust light in this areas, but I am not an artist either. I'll see if able to make something decent.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: dead_hand on May 06, 2020, 07:11:57 AM
Spoiler
(https://i.gifer.com/r1T.gif)
[close]

Spoiler
(https://i.imgur.com/PUduus5.png)
(https://i.imgur.com/88YwJLk.png)
(https://i.imgur.com/l5ySaDX.png)
[close]

Code: tsc_Paragon_Olimpians.skin
{
    "baseHullId":"paragon",
    "skinHullId":"tsc_Paragon_Olimpians",
    "hullName":"Paragon(O)",
    "descriptionId":"paragon",
    "descriptionPrefix":"Eridani-Utopia Terraforming Corporation considered ordinary Paragon isn't good enough.",
    "tags":[],
    "tech":[],
    "spriteName":"graphics/tsc/ships/Paragon/Paragon_Olimpians.png",
    "baseValueMult":5.00,
    "removeWeaponSlots":[],         # ids
    "removeEngineSlots":[],         # indices, as engine slots have no id in the .ship file
    "removeBuiltInMods":[],         # hullmod ids
    "removeBuiltInWeapons":[],      # weapon slot ids
    "builtInMods":["olympians"],
    "builtInWeapons":{
    },
}

This design looks beautiful though. Would definitely like to see this in game, even as a standalone ship add-on.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on May 06, 2020, 07:29:42 AM
Quote
This design looks beautiful though.

It isn't, actually. That was a joke, made in a 12 minutes (literally) altogether graphics and skin code. So, that was a really poor repaint job. Enlarge the picture - you will see numerous flaws. Also, it wasn't good color choice.

Spoiler
(https://i.imgur.com/EXJ3CbH.png)
[close]

I am already regret making such jokes, as it is offtopic.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on May 06, 2020, 01:32:22 PM
Got a suggestion for you, not sure if it would be difficult to implement or not. Since the presumption is that the military police HQ is bringing in de-cived humans to the colony's population, could that translate to a brief (6 months?) but significant growth bonus for the Colony? Particularly duration of the subjugation or after its completion? Other than that I have a few more out-there ideas:

-Orbital elevator: Upgrades Skyhook, greatly improves accessibility but costs more domain artifacts.

-Orbital ring: Upgrade to Orbital works, but adds domain era artifact usage (Station keeping purposes or material I guess)

-Planet Cracking for Terraforming (adds or increases tectonic activity but increases ore yield, maybe as temporary structure like the MPHQ?)

-Increase population yield for cloning (x5 market size maybe?). I know it's more about those sweet, sweet organs but it's kinda underwhelming for the cost.

Loving what you're doing so far with the mod by the way. Keep up the good work!

Military Police HQ: The decivilized subpopulation condition increases colony growth. If the Military Police HQ also increased colony growth while removing that condition, I think that might be confusing to the player.

Orbital elevator: There is no precedent for this in vanilla Starsector lore and I'm already concerned about how much accessibility can be increased using structures from this mod. If I were to implement this, I think it would need to provide some bonus other than just more accessibility - but I'm not sure what would make sense and also be feasible to code. Any ideas?

Orbital ring: Definitely not happening due to lack of precedence in lore, inability to place a donut-shaped object in orbit around a planet, and inability to modify vanilla industries to add another upgrade. Sorry!

Planet cracking: I really like this idea. The main problem is that players can use tectonic stabilization to remove the tectonic activity condition after improving their resources, but that's a non-default option so I suppose I can tolerate that loophole.

Cloning: I'll take a look at the population bonus and evaluate whether it should be increased.

Quote
Could I ask that you modify this image so the blue is much lighter?

That won't be hard, but not today. I have to be sober tonight. I'll do some variants, perhaps different colors (Suggestions? Better directly in RGB)
Quote
create a slightly lighter "halo" around the turrets as seen on the Paragon, Falcon and vanilla Conquest.

"Halo" from vanilla conquest is already there. It is possible to custom-adjust light in this areas, but I am not an artist either. I'll see if able to make something decent.

For the general blueish sections of the ship, perhaps something like 130,150,155, and for the halo around the turrets something like 165, 180, 185.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: ideaconnesuer on May 06, 2020, 01:55:54 PM
Hey i just wanted to report a crash caused by incompatibility (made a account to do so too!):
yuri expedition being installed and running at the same time as this mod causes the game to crash immediately upon creating or loading a save, and i suspect it is because of the yuri homeworld and station that it spawns after some time.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on May 06, 2020, 02:06:43 PM
Hey i just wanted to report a crash caused by incompatibility (made a account to do so too!):
yuri expedition being installed and running at the same time as this mod causes the game to crash immediately upon creating or loading a save, and i suspect it is because of the yuri homeworld and station that it spawns after some time.

Can you post the stack trace for the crash? I need that to investigate what caused the crash.

Did you modify the settings file in any way?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Uhlang on May 06, 2020, 03:09:13 PM
Cloning: I'll take a look at the population bonus and evaluate whether it should be increased.
I really think it should.
As things are, for something that costs half a million, Cloning is rather lackluster. It takes up an industry slot, you can only profit from it if your colony is a free port, it takes many months for it to pay for itself, and the pop growth bonuses are rather insignificant.
For comparison, Cryorevival Facilities don't take an industry slot, cost 300,000 and give +10 pop growth/colony size. Double that with an Alpha Core installed.
Granted, cryosleepers are the holy grail of the colonist, so it's totally fair for Cryorevival to be broken, but even with that considered, I think Cloning should give at least +5 pop growth/colony size, and Alpha Cores should double that like they do in Cryorevival.
Hey i just wanted to report a crash caused by incompatibility (made a account to do so too!):
yuri expedition being installed and running at the same time as this mod causes the game to crash immediately upon creating or loading a save, and i suspect it is because of the yuri homeworld and station that it spawns after some time.
I'm playing with both YX and this mod just fine, so I'll just say that I doubt it's that.
Still worth looking into, I guess.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: ideaconnesuer on May 06, 2020, 04:50:27 PM
Hey i just wanted to report a crash caused by incompatibility (made a account to do so too!):
yuri expedition being installed and running at the same time as this mod causes the game to crash immediately upon creating or loading a save, and i suspect it is because of the yuri homeworld and station that it spawns after some time.

Can you post the stack trace for the crash? I need that to investigate what caused the crash.

Did you modify the settings file in any way?

uh how do I post/find the stack trace? also no I did not modify the settings for either mod in any way, all I know is that the crash only happens when both mods are turned on
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: dead_hand on May 06, 2020, 05:01:17 PM
Hey i just wanted to report a crash caused by incompatibility (made a account to do so too!):
yuri expedition being installed and running at the same time as this mod causes the game to crash immediately upon creating or loading a save, and i suspect it is because of the yuri homeworld and station that it spawns after some time.

Can you post the stack trace for the crash? I need that to investigate what caused the crash.

Did you modify the settings file in any way?

uh how do I post/find the stack trace? also no I did not modify the settings for either mod in any way, all I know is that the crash only happens when both mods are turned on

Which operating system are you on? If you are using Linux then the error log is actually displayed in the terminal window that you launched starsector from
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: ideaconnesuer on May 06, 2020, 05:06:04 PM
Hey i just wanted to report a crash caused by incompatibility (made a account to do so too!):
yuri expedition being installed and running at the same time as this mod causes the game to crash immediately upon creating or loading a save, and i suspect it is because of the yuri homeworld and station that it spawns after some time.

Can you post the stack trace for the crash? I need that to investigate what caused the crash.

Did you modify the settings file in any way?

uh how do I post/find the stack trace? also no I did not modify the settings for either mod in any way, all I know is that the crash only happens when both mods are turned on

Which operating system are you on? If you are using Linux then the error log is actually displayed in the terminal window that you launched starsector from

windows is my operating system
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Xeno056 on May 06, 2020, 07:08:23 PM
Military Police HQ: The decivilized subpopulation condition increases colony growth. If the Military Police HQ also increased colony growth while removing that condition, I think that might be confusing to the player.

Orbital elevator: There is no precedent for this in vanilla Starsector lore and I'm already concerned about how much accessibility can be increased using structures from this mod. If I were to implement this, I think it would need to provide some bonus other than just more accessibility - but I'm not sure what would make sense and also be feasible to code. Any ideas?

Orbital ring: Definitely not happening due to lack of precedence in lore, inability to place a donut-shaped object in orbit around a planet, and inability to modify vanilla industries to add another upgrade. Sorry!

Planet cracking: I really like this idea. The main problem is that players can use tectonic stabilization to remove the tectonic activity condition after improving their resources, but that's a non-default option so I suppose I can tolerate that loophole.

Cloning: I'll take a look at the population bonus and evaluate whether it should be increased.

Thanks for taking my suggestions under consideration!

I figured the orbital ring would be an issue, I see it in Softer Sci-fi sometimes and love the concept, but as for what it does besides cranking Heavy industry up to 12 I don't know what effect it would have. Maybe once Alex gets the large Domain artifacts up and running and what effects they have I'd know better. Also, thought maybe slapping a gate graphic over a planet could work for imagery :P.

The elevator? Probably a production bonus similar to the Alpha, maybe reduce resource requirements for industries, or even a constructable -10% lower hazard rating for the market. It's basically turning accessing planets to very fast train rides rather than Satan's ballistic atmospheric inferno ride. I'll say that that is stretching it though.

For the MPHQ, the idea I had was that the building brings the decived popultation into the colony population very fast (+10 growth?) rather then the trickle from maintaining the hazard, but the bonus only lasts as long as the MPHQ does while deciv is growth is permanent. Unless they getting... more permanently removed (organ bonus then?). Maybe even have ruins size play a factor into it, like +20 growth for scattered ruins, but vast brings in +80 or so, until the hazard is gone that is, then the growth stops. No idea how code-able that is though.

As for cloning, Uhland said everything I wanted to. Cloning being a less broken Cryorevival Facility makes sense, especially for 5 artifacts.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on May 07, 2020, 05:15:49 AM
Military Police HQ: The decivilized subpopulation condition increases colony growth. If the Military Police HQ also increased colony growth while removing that condition, I think that might be confusing to the player.

Orbital elevator: There is no precedent for this in vanilla Starsector lore and I'm already concerned about how much accessibility can be increased using structures from this mod. If I were to implement this, I think it would need to provide some bonus other than just more accessibility - but I'm not sure what would make sense and also be feasible to code. Any ideas?

Orbital ring: Definitely not happening due to lack of precedence in lore, inability to place a donut-shaped object in orbit around a planet, and inability to modify vanilla industries to add another upgrade. Sorry!

Planet cracking: I really like this idea. The main problem is that players can use tectonic stabilization to remove the tectonic activity condition after improving their resources, but that's a non-default option so I suppose I can tolerate that loophole.

Cloning: I'll take a look at the population bonus and evaluate whether it should be increased.

Thanks for taking my suggestions under consideration!

I figured the orbital ring would be an issue, I see it in Softer Sci-fi sometimes and love the concept, but as for what it does besides cranking Heavy industry up to 12 I don't know what effect it would have. Maybe once Alex gets the large Domain artifacts up and running and what effects they have I'd know better. Also, thought maybe slapping a gate graphic over a planet could work for imagery :P.

The elevator? Probably a production bonus similar to the Alpha, maybe reduce resource requirements for industries, or even a constructable -10% lower hazard rating for the market. It's basically turning accessing planets to very fast train rides rather than Satan's ballistic atmospheric inferno ride. I'll say that that is stretching it though.

For the MPHQ, the idea I had was that the building brings the decived popultation into the colony population very fast (+10 growth?) rather then the trickle from maintaining the hazard, but the bonus only lasts as long as the MPHQ does while deciv is growth is permanent. Unless they getting... more permanently removed (organ bonus then?). Maybe even have ruins size play a factor into it, like +20 growth for scattered ruins, but vast brings in +80 or so, until the hazard is gone that is, then the growth stops. No idea how code-able that is though.

As for cloning, Uhland said everything I wanted to. Cloning being a less broken Cryorevival Facility makes sense, especially for 5 artifacts.

I agree that the MPHQ increasing population temporarily would make sense from a realism standpoint, but I want to keep the complexity to a minimum to avoid confusing players. There would also be a balance problem because players could deconstruct and rebuild the MPHQ repeatedly to keep the population growth bonus indefinitely. Decivilized subpopulation should stay a detrimental condition, not an opportunity to get enormous growth rates with minimal downside.

You've convinced me. I will bump up the cloning facility population growth rate from 1x colony size to 5x colony size. That will give it a much larger impact without surpassing the cryorevival bonus.

Hey i just wanted to report a crash caused by incompatibility (made a account to do so too!):
yuri expedition being installed and running at the same time as this mod causes the game to crash immediately upon creating or loading a save, and i suspect it is because of the yuri homeworld and station that it spawns after some time.

Can you post the stack trace for the crash? I need that to investigate what caused the crash.

Did you modify the settings file in any way?

uh how do I post/find the stack trace? also no I did not modify the settings for either mod in any way, all I know is that the crash only happens when both mods are turned on

Which operating system are you on? If you are using Linux then the error log is actually displayed in the terminal window that you launched starsector from

windows is my operating system

Go into the starsector.log file in your Starsector game folder in program files. If you open the starsector.log file right after the crash, at the bottom of the file you should see of a bunch of lines about Java and code lines with an exception type listed. That's what I need to see.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on May 07, 2020, 07:49:04 AM
Quote
something like 130,150,155, and for the halo around the turrets something like 165, 180, 185

Sorry, that is not as good, as was in imagination:
Spoiler
(https://i.imgur.com/dr0VEvJ.png)
[close]

Suggest something more saturated:

Spoiler
(https://i.imgur.com/dYSI4pu.png)(https://i.imgur.com/Sect7ag.png)(https://i.imgur.com/LAg7mV6.png)
[close]

Please do not consider this as a final variant, as layers gives me an option to change everything into anything in like a 15 seconds or so.

That is a joke BTW.
(https://i.imgur.com/IsYdBzX.png)(https://i.imgur.com/p6b3r4e.png)(https://i.imgur.com/yvEq3pL.png)
[close]

P.S. do not mind a base color. We can find it easily right after choosing proper decorative paint:
That is a joke either.
(https://i.imgur.com/7Ai5u7q.png)
[close]

EDIT: It would be more productive to discuss this somewhere in discord. I can spam variants there in a real-time.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: DreXav on May 07, 2020, 08:03:59 AM
Can't build Terraforming platform despite orbital station being present:
https://i.imgur.com/rsQgjQ4.jpg
https://i.imgur.com/vTxKGOg.jpg

Perhaps the mod does not recognize upgraded stations?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on May 07, 2020, 08:27:31 AM
Can't build Terraforming platform despite orbital station being present:
https://i.imgur.com/rsQgjQ4.jpg
https://i.imgur.com/vTxKGOg.jpg

Perhaps the mod does not recognize upgraded stations?

It does recognize upgraded stations.

Can you not build it on any planet whatsoever, or only that planet in particular?

Quote
something like 130,150,155, and for the halo around the turrets something like 165, 180, 185

Sorry, that is not as good, as was in imagination:
Spoiler
(https://i.imgur.com/dr0VEvJ.png)
[close]

Suggest something more saturated:

Spoiler
(https://i.imgur.com/dYSI4pu.png)(https://i.imgur.com/Sect7ag.png)(https://i.imgur.com/LAg7mV6.png)
[close]

Please do not consider this as a final variant, as layers gives me an option to change everything into anything in like a 15 seconds or so.

That is a joke BTW.
(https://i.imgur.com/IsYdBzX.png)(https://i.imgur.com/p6b3r4e.png)(https://i.imgur.com/yvEq3pL.png)
[close]

P.S. do not mind a base color. We can find it easily right after choosing proper decorative paint:
That is a joke either.
(https://i.imgur.com/7Ai5u7q.png)
[close]

EDIT: It would be more productive to discuss this somewhere in discord. I can spam variants there in a real-time.

Give me some time to test these in-game and see how they look. PM me your discord name. Thanks.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Xeno056 on May 07, 2020, 09:01:45 AM

I agree that the MPHQ increasing population temporarily would make sense from a realism standpoint, but I want to keep the complexity to a minimum to avoid confusing players. There would also be a balance problem because players could deconstruct and rebuild the MPHQ repeatedly to keep the population growth bonus indefinitely. Decivilized subpopulation should stay a detrimental condition, not an opportunity to get enormous growth rates with minimal downside.

You've convinced me. I will bump up the cloning facility population growth rate from 1x colony size to 5x colony size. That will give it a much larger impact without surpassing the cryorevival bonus.


Glad I could provide input going forward. Can't wait to see what other stuff you have in the pipeline. I hadn't even considered the balance part for the MPHQ. Didn't seem terribly confusing to me, but you're right, it does seem exploitable. I'd balance it with like a -2 stability for having it there or something, but seems like more trouble than it's worth trying to balance.

Btw, this was something I was wondering about when I first started using the mod, but why isn't Terraforming into arid a option? Limited menu space? Or did it just seem pointless given the other options?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on May 07, 2020, 09:07:00 AM

I agree that the MPHQ increasing population temporarily would make sense from a realism standpoint, but I want to keep the complexity to a minimum to avoid confusing players. There would also be a balance problem because players could deconstruct and rebuild the MPHQ repeatedly to keep the population growth bonus indefinitely. Decivilized subpopulation should stay a detrimental condition, not an opportunity to get enormous growth rates with minimal downside.

You've convinced me. I will bump up the cloning facility population growth rate from 1x colony size to 5x colony size. That will give it a much larger impact without surpassing the cryorevival bonus.


Glad I could provide input going forward. Can't wait to see what other stuff you have in the pipeline. I hadn't even considered the balance part for the MPHQ. Didn't seem terribly confusing to me, but you're right, it does seem exploitable. I'd balance it with like a -2 stability for having it there or something, but seems like more trouble than it's worth trying to balance.

Btw, this was something I was wondering about when I first started using the mod, but why isn't Terraforming into arid a option? Limited menu space? Or did it just seem pointless given the other options?


I already have desert terraforming as an option, so I think there wouldn't be much point adding arid as well. It would take up menu space necessitating scrolling through multiple pages (very ugly and time consuming) and it would take development time to code as well.

Thanks for your suggestions! I think planet cracking will be pretty cool to have.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on May 07, 2020, 09:13:19 AM
Quote
I already have desert terraforming as an option

Why would someone want to have more desert planets? Unless...
(https://i.pinimg.com/originals/5a/5e/01/5a5e01abc805701373365a4886ad2eb2.jpg)
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Xeno056 on May 07, 2020, 09:36:03 AM
Quote
I already have desert terraforming as an option

Why would someone want to have more desert planets? Unless...
(https://i.pinimg.com/originals/5a/5e/01/5a5e01abc805701373365a4886ad2eb2.jpg)
[close]

Gosh darn it now I want a Dune overhaul. Or at least Spice as a resource.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: ideaconnesuer on May 07, 2020, 04:11:42 PM
alright so following the provided instructions i believe these are the relevant lines of code for the crash:

11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [al_hypershrapnel] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [neutrino_upperlevel_schweine] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [SRD_goetterdaemmerung_modular] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [target_painter] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [vayra_mrm_fighter] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [Knight_deco_holyGrail_arm_mask] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [al_lightpelletgun] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [al_heavymonorail] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [al_ionpike] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [ms_instantFlak] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [neutrino_phasedarray] not found in weapon_data.csv
11704 [Thread-4] WARN  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Error figuring out MIRV spec details
java.lang.NullPointerException
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.o00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
11705 [Thread-4] WARN  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Error figuring out MIRV spec details
java.lang.NullPointerException
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.o00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on May 08, 2020, 05:56:23 AM
alright so following the provided instructions i believe these are the relevant lines of code for the crash:

11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [al_hypershrapnel] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [neutrino_upperlevel_schweine] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [SRD_goetterdaemmerung_modular] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [target_painter] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [vayra_mrm_fighter] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [Knight_deco_holyGrail_arm_mask] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [al_lightpelletgun] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [al_heavymonorail] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [al_ionpike] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [ms_instantFlak] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [neutrino_phasedarray] not found in weapon_data.csv
11704 [Thread-4] WARN  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Error figuring out MIRV spec details
java.lang.NullPointerException
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.o00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
11705 [Thread-4] WARN  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Error figuring out MIRV spec details
java.lang.NullPointerException
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.o00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Those are the right lines, but that error is almost certainly not caused by my mod. Try deleting all your mod folders and redownloading them, and also try enabling the mods one at a time to see which, if any, causes a crash after you redownload them.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: ideaconnesuer on May 08, 2020, 08:51:08 AM
alright so following the provided instructions i believe these are the relevant lines of code for the crash:

11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [al_hypershrapnel] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [neutrino_upperlevel_schweine] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [SRD_goetterdaemmerung_modular] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [target_painter] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [vayra_mrm_fighter] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [Knight_deco_holyGrail_arm_mask] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [al_lightpelletgun] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [al_heavymonorail] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [al_ionpike] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [ms_instantFlak] not found in weapon_data.csv
11703 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [neutrino_phasedarray] not found in weapon_data.csv
11704 [Thread-4] WARN  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Error figuring out MIRV spec details
java.lang.NullPointerException
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.o00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
11705 [Thread-4] WARN  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Error figuring out MIRV spec details
java.lang.NullPointerException
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.o00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Those are the right lines, but that error is almost certainly not caused by my mod. Try deleting all your mod folders and redownloading them, and also try enabling the mods one at a time to see which, if any, causes a crash after you redownload them.

thats really wierd because it only crashes when both your mod and yuri are active (havedone multiple tests) so i will definitely try your suggestion of uninstalling everything and re-installing
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Serenitis on May 09, 2020, 06:31:49 AM
I already have desert terraforming as an option, so I think there wouldn't be much point adding arid as well.

Honestly, I'm not sure why anyone would actually want to change a planet into a desert when the option to change it into multiple strictly superior forms is available.
The ice option is there (presumably) so the player always has the option to set up ismara's sling if they need it.
But why is desert there? What does picking that get you over any of the other better choices?
Have I missed something?


Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on May 09, 2020, 06:47:35 AM
I already have desert terraforming as an option, so I think there wouldn't be much point adding arid as well.

Honestly, I'm not sure why anyone would actually want to change a planet into a desert when the option to change it into multiple strictly superior forms is available.
The ice option is there (presumably) so the player always has the option to set up ismara's sling if they need it.
But why is desert there? What does picking that get you over any of the other better choices?
Have I missed something?




Other than the lower point cost, I agree that with only this mod and vanilla there is little reason to create anything other than terran and water planets.

The reason I included some of the other planet types is in case someone makes a mod where those planet types are beneficial in some way. For example, I think there's one mod where there's a supercomputer structure that gets an income bonus if the planet is cold.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on May 09, 2020, 07:51:57 AM
The ice option is there (presumably) so the player always has the option to set up ismara's sling if they need it.
...
Have I missed something?

Industrial evolution (https://fractalsoftworks.com/forum/index.php?topic=18011.0) mod.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Uhlang on May 09, 2020, 08:12:04 AM
I already have desert terraforming as an option, so I think there wouldn't be much point adding arid as well.

Honestly, I'm not sure why anyone would actually want to change a planet into a desert when the option to change it into multiple strictly superior forms is available.
The ice option is there (presumably) so the player always has the option to set up ismara's sling if they need it.
But why is desert there? What does picking that get you over any of the other better choices?
Have I missed something?
Back when its terraforming modifier was still 0.4x, desert was easily the best transitionary planet type because it gave the Habitable condition.
Turning barren worlds into terran cost 20,000 when taking the direct route and only 12,000((20,000x0.4) + (8,000-4,000)) with a stop at desert.
Now that it's 0.6x, it's 16,000, which is the same as when stopping at frozen worlds((20,000x0.4) + 8,000).

I think the multiplier should be reverted back to 0.4x or at least reduced to 0.5x to make it useful in that way again.

EDIT: Actually remembered it wrong. Terraformed desert planets didn't have Habitable initially and the 0.6x nerf came with the update that added it. But that's how it would've worked if the desert planets were given the condition from the start.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Serenitis on May 10, 2020, 02:17:24 AM
Other than the lower point cost, I agree that with only this mod and vanilla there is little reason to create anything other than terran and water planets.

The reason I included some of the other planet types is in case someone makes a mod where those planet types are beneficial in some way. For example, I think there's one mod where there's a supercomputer structure that gets an income bonus if the planet is cold.

To be fair, all the habitable planet types (cat3 & 4) are more-or-less equal in terms of how "good" they are for putting a colony on.
It's just a little confusing as to why you'd have "transitory" types, but be able to bypass them.

Might I suggest that if possible the transitions between planet types be "gated", so that the progression is more gradual.
So that instead of going straight from barren to terran, it would instead go barren -> desert -> arid -> terran.
The individual stages could then be balanced to maintain the overall cost to whatever level is deemed appropriate. And the stages could have multiple choices to include all the useful planet types.
This would also help with the menu being too cluttered as only one place in this path would potentially have a large number of choices, and this could be reduced by splitting off some types into another path.
Eg: barren -> ice -> tundra/water

This however is entirely your choice, as it would be a non-trivial amount of effort to re-organise this.

With respect to other mods, balancing your own should not do so with the expectation that a player will have the other mod(s).
Every content mod should be 100% standalone when combined with the game it is modding.
(I very rarely use the word "should" as it has certain implications. But yeah, this is kind of a biggie.)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on May 10, 2020, 02:26:25 AM
Quote
barren -> desert -> arid -> terran.

Rather:

barren -> barren desert-> desert -> arid -> terran eccentric -> terran

It would be interesting, to have not just one "road" of terraforming, but a planet types map, player able to move freely.

However, vanilla only have too few planet types to make a proper map, especially because almost no "transitory" states.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on May 10, 2020, 05:29:30 AM
Other than the lower point cost, I agree that with only this mod and vanilla there is little reason to create anything other than terran and water planets.

The reason I included some of the other planet types is in case someone makes a mod where those planet types are beneficial in some way. For example, I think there's one mod where there's a supercomputer structure that gets an income bonus if the planet is cold.

To be fair, all the habitable planet types (cat3 & 4) are more-or-less equal in terms of how "good" they are for putting a colony on.
It's just a little confusing as to why you'd have "transitory" types, but be able to bypass them.

Might I suggest that if possible the transitions between planet types be "gated", so that the progression is more gradual.
So that instead of going straight from barren to terran, it would instead go barren -> desert -> arid -> terran.
The individual stages could then be balanced to maintain the overall cost to whatever level is deemed appropriate. And the stages could have multiple choices to include all the useful planet types.
This would also help with the menu being too cluttered as only one place in this path would potentially have a large number of choices, and this could be reduced by splitting off some types into another path.
Eg: barren -> ice -> tundra/water

This however is entirely your choice, as it would be a non-trivial amount of effort to re-organise this.

With respect to other mods, balancing your own should not do so with the expectation that a player will have the other mod(s).
Every content mod should be 100% standalone when combined with the game it is modding.
(I very rarely use the word "should" as it has certain implications. But yeah, this is kind of a biggie.)

If the player doesn't have mods that can make non-optimal planet types useful they can just ignore those options.

It was originally my intention to have a planet type progression like you suggested above. However, there are just too many problems with it to make it feasible:

1. Players will disagree about the steps/order of the progression, how realistic it is, etc.
2. Players will be confused by the system and not understand how it works, what's next, etc.
3. It would be very time consuming to code it, and time consuming to make changes later after players inevitably disagree with my chosen progression path.
4. There are "missing links" in the existing planet types, and I haven't been able to find a means of getting good artwork for creating my own planet types. SS has a very unique art style for planet surfaces and those from other games don't look good, and Deep Dream style neural networks produce textures with the right art style but too many artifacts that I would have to manually remove.

I think the current system, while not ideal, is simple to understand and (mostly) gives players the ability to create what they want.

I already have desert terraforming as an option, so I think there wouldn't be much point adding arid as well.

Honestly, I'm not sure why anyone would actually want to change a planet into a desert when the option to change it into multiple strictly superior forms is available.
The ice option is there (presumably) so the player always has the option to set up ismara's sling if they need it.
But why is desert there? What does picking that get you over any of the other better choices?
Have I missed something?
Back when its terraforming modifier was still 0.4x, desert was easily the best transitionary planet type because it gave the Habitable condition.
Turning barren worlds into terran cost 20,000 when taking the direct route and only 12,000((20,000x0.4) + (8,000-4,000)) with a stop at desert.
Now that it's 0.6x, it's 16,000, which is the same as when stopping at frozen worlds((20,000x0.4) + 8,000).

I think the multiplier should be reverted back to 0.4x or at least reduced to 0.5x to make it useful in that way again.

EDIT: Actually remembered it wrong. Terraformed desert planets didn't have Habitable initially and the 0.6x nerf came with the update that added it. But that's how it would've worked if the desert planets were given the condition from the start.

You can use the settings file to modify the planet type difficulty modifiers if you preferred the old values.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: ASSIMKO on May 10, 2020, 05:31:07 AM
You have to add a terraform ability to your ability bar at the bottom of the screen. Use that ability near to planet for more information.


Thank you
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: ASSIMKO on May 10, 2020, 05:32:00 AM
On a Barren wolrd planet, I placed a terraforming platform. How long does it take for results to appear? because I don't know if the choice was the right one. What structure should I build to start the correct terraforming? (step by step)

Here's how I terraformed a Barren World into a Terran one.
1. I built a terraforming platform like you on the target planet.
2. I built asteroid breaking on 3 different mining stations in the same system (they add extra points) [I Edited the max number of mining stations from 1 to 3 per system btw]
3. I Initiated the transforming ability (need to put it on your bar) and opted to terraform the planet into a frozen one first.
It takes alot of points to go straight from Barren-> Terran, going to a Frozen planet first is actually faster in the long run.
4. I built the atmosphere building and shoved a pristine nanoforge into it for extra points.
5. I built a stellar array for even more points.
6. All of this was generating 40 points a day, if I had more Domain era artifacts I could have built the other structure for even more, but I didn't.
7. At this rate it would have taken about 200 days for the Barren->Frozen Terraform if all the infrastructure was in place before i started, it wasn't so it took a little longer.
8. After it was done I started the 2nd terraforming to change it into a Terran world.
9. That took another 200 days, after it was completed I made the weather mild after another 60 or so days.
10. At this point I was done, but you may have other planetary conditions you want to remove.
11. I Decommissioned all the terraform infrastructure as there were no other planets to terraform in system.

And that's how I did it, be prepared to take an income loss on the targeted colony, all the terraforming gear isn't cheap to run.


Thank you
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: ASSIMKO on May 10, 2020, 06:17:23 AM
Quote
I already have desert terraforming as an option

Why would someone want to have more desert planets? Unless...
(https://i.pinimg.com/originals/5a/5e/01/5a5e01abc805701373365a4886ad2eb2.jpg)
[close]


Then, you can make a skewer with this animal and bake hmmmmmmm !!!

Spoiler
Joke.
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on May 10, 2020, 06:52:14 AM
Quote
Then, you can make a skewer with this animal and bake hmmmmmmm !!!

You dare call Shai-Hulud an animal?

Such a brave man, won't watch his back, right?
(https://i.pinimg.com/originals/52/f1/b2/52f1b2305f7a733c5b586eaaad5529aa.jpg)
[close]

Not to be an entirely offtopic: where can I found full list of all vanilla planet types?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: 00lewnor on May 10, 2020, 10:10:33 AM
Hi; I've been playing with this mod for a while and have encountered two odd behaviours.

Firstly I have lobsters being produced on one of my planets but no income from them. I assume that this is because nothing demands economic units of lobster so there is nowhere to export to. Given this is there any advantage to seeding lobsters?

Secondly gatekeeper stations held by non-player factions don’t seem to work. I have given one to Shadowyards and the Independents but the ability is claiming that the gate I control in the only one in the sector; I have checked and they still have the gateway control structure.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on May 10, 2020, 10:41:13 AM
Quote
I assume that this is because nothing demands economic units of lobster so there is nowhere to export to.

You are correct.

Quote
Given this is there any advantage to seeding lobsters?

Being proud of %^&#[email protected] up both Sindria and TT isn't enough?

Quote
I have given one to Shadowyards and the Independents but the ability is claiming that the gate I control in the only one in the sector;

Do you have good rep with them?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: 00lewnor on May 10, 2020, 01:41:29 PM
Shadowyards are at +100 and commission, not sure about independents.

Full mod list
Spoiler
Lightshow 1.40
Arsenal expansion 1.5.3i
Automatic orders 0.3.2
Autosave 1.1
Better colonies 1.4
Blackrock drive yards 0.9.5
Combat chatter 1.9.2d
Common radar 2.5
Concordance of protected systems 2.0b
Diable avionics 2.51 rc4
Interesting portraits pack 1.2
LazyLib 2.4e
Logistics notifications 1.2.0
Luddic enhancements 1.2.0
MagicLib 0.29
Nexerelin 0.9.6c
Scy nation 1.60
Shadowyards 0.9RC1
Ship/weapon pack 1.10.5
SkilledUp 1.1
Starship legends 1.3.14
Tahlan shipworks 0.3.15a
Teraforming and station construction 5.1.4
Torchsips and deadly armaments 0.11
Transponder reminders 0.1.0
Underworld 1.4.2
Version checker 2.0
Weapon group controls 1.1.0
GraphicsLib 1.4.1
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on May 10, 2020, 03:51:21 PM
Not to be an entirely offtopic: where can I found full list of all vanilla planet types?

C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\data\config\planets.json

Shadowyards are at +100 and commission, not sure about independents.

Full mod list
Spoiler
Lightshow 1.40
Arsenal expansion 1.5.3i
Automatic orders 0.3.2
Autosave 1.1
Better colonies 1.4
Blackrock drive yards 0.9.5
Combat chatter 1.9.2d
Common radar 2.5
Concordance of protected systems 2.0b
Diable avionics 2.51 rc4
Interesting portraits pack 1.2
LazyLib 2.4e
Logistics notifications 1.2.0
Luddic enhancements 1.2.0
MagicLib 0.29
Nexerelin 0.9.6c
Scy nation 1.60
Shadowyards 0.9RC1
Ship/weapon pack 1.10.5
SkilledUp 1.1
Starship legends 1.3.14
Tahlan shipworks 0.3.15a
Teraforming and station construction 5.1.4
Torchsips and deadly armaments 0.11
Transponder reminders 0.1.0
Underworld 1.4.2
Version checker 2.0
Weapon group controls 1.1.0
GraphicsLib 1.4.1
[close]


I'll look into this problem. Could you send me a copy of your save file with the bug present? It would also be very helpful if you could create a ZIP of your mod folder as well so I don't have to track down each individual mod to load the save. Thank you!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on May 10, 2020, 10:11:41 PM
Hm... So, the list is:
Spoiler
gas_giant
ice_giant
lava
lava_minor
frozen
frozen1
frozen2
frozen3
barren
barren_castiron
barren2
barren3
barren_venuslike
toxic
toxic_cold
jungle
terran
desert
desert1
arid
cryovolcanic
rocky_metallic
rocky_unstable
water
rocky_ice
irradiated
barren-bombarded
tundra
barren-desert
terran-eccentric
[close]

Actually better, than I thought. Still can not be composed.

Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Agreion on May 11, 2020, 01:08:25 AM
Hello, I am trying out your mod and I appreciate the features that it adds in the game. It really satisfy my space empire building needs, especially the function that lets you construct mining and siphoning stations. Good job on this!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on May 11, 2020, 12:08:29 PM
Hello, I am trying out your mod and I appreciate the features that it adds in the game. It really satisfy my space empire building needs, especially the function that lets you construct mining and siphoning stations. Good job on this!

Thank you! I'm glad you're enjoying my mod!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: 00lewnor on May 11, 2020, 01:46:36 PM
I'll look into this problem. Could you send me a copy of your save file with the bug present? It would also be very helpful if you could create a ZIP of your mod folder as well so I don't have to track down each individual mod to load the save. Thank you!

Okay, sorry for the delay but that is as done as I can get it with the (un)reliability of my upload. boggled, see your private messages.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: tt02 on May 12, 2020, 05:41:02 AM
Hello!

I've tried out this mod for some time and I'm loving it so far. However, I think I've ran into a problem with the mod. I got the Crustacean job quest and followed it to completion. My reward was the "Seed lobsters" ability, but it doesn't show up on my ability bar. I fiddled around a bit and found out that this is due to me disabling the Terraforming parts of the mod in the settings file. If I enable Terraforming again, the ability does show up as it should.

The reason I disable Terraforming is only because it gives me a feeling of "Space Dark Ages" that I've always had with Starsector. Like, terraforming was once possible, but now the technology is lost/forgotten/too advanced.

Thanks for a great mod!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: AvengerRed on May 12, 2020, 07:30:15 AM
Sounds like a very interesting mod to spice up the game. Thanks for taking the time and spending the effort to create this awesome piece of work! :) 

Quick question: I am looking to play my campaign with Unknown Skies (US), Better Colonies and Terraforming and Station Construction (TASC). Will having, Unknown Skies and TASC create compatibility issues? It would be nice if someone who has played with those mods can confirm if the new planets, generated as part of US, can actually be changed through TASC features without issues.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on May 12, 2020, 07:56:01 AM
Quote
Quick question: I am looking to play my campaign with Unknown Skies (US), Better Colonies and Terraforming and Station Construction (TASC). Will having, Unknown Skies and TASC create compatibility issues? It would be nice if someone who has played with those mods can confirm if the new planets, generated as part of US, can actually be changed through TASC features without issues.

Absolutely no compatibility issues so far with US, BC and a bunch of other mods. Can not confirm all US planets are terraformable, but those I've tried are. However you cannot terraform into US, only vanilla. Also, US planets are absolutely identical to vanilla in other TASC features, like astropolis building and planetary structures.

Quote
mod to spice up the game

Just wait some time and spice will flow!  ;)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: AvengerRed on May 12, 2020, 08:02:20 AM
Quote
Just wait some time and spice will flow!  ;)
Ohh don't get me all excited! I am already super excited atm! :D

I bought this game like a few days back but the combined community effort put in by all the players is astounding! :D Happy to be part of this community! :D

Quote
Absolutely no compatibility issues so far with US, BC and a bunch of other mods. Can not confirm all US planets are terraformable, but those I've tried are.
Also thanks for the confirmation mate! :) Now I will peacefully start my campaign! :D I might not want to terraform them into the US types. Probably someone will come up with a solution for that one as well! :D ;)

Quote
I dislike human beings... or I just do not know how to cook them well.
Free advise: Also adding cinnamon powder and sugar when ya cook the human beings, might make them palatable. ;)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on May 12, 2020, 08:24:14 AM
Quote
I might not want to terraform them into the US types.

No. You can not terraform into US. But you can terraform US into something from that list:

Spoiler
Quote
Planets can be terraformed into six different planet types. All planets except gas giants and planets with no light can be terraformed. The six possible types are:

-Terran
-Water
-Jungle
-Desert
-Tundra
-Frozen
[close]

Other types are not supportable. I doubt Boggled will add US types to that list, because of possible compatibility issues and amount of work needed. Also, I doubt someone else will be able to do this.

Quote
effort put in by all the players is astounding!

One fine man once tell me, that modding a SS is more exiting, than actual playing. I haven't tried yet, but feels like he was right.

Feel free to join modders community. BTW are you are good painter?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: AvengerRed on May 12, 2020, 08:34:10 AM
Quote
Feel free to join modders community. BTW are you are good painter?
A decent developer but a bad designer! :D
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on May 12, 2020, 09:44:17 AM
Hello!

I've tried out this mod for some time and I'm loving it so far. However, I think I've ran into a problem with the mod. I got the Crustacean job quest and followed it to completion. My reward was the "Seed lobsters" ability, but it doesn't show up on my ability bar. I fiddled around a bit and found out that this is due to me disabling the Terraforming parts of the mod in the settings file. If I enable Terraforming again, the ability does show up as it should.

The reason I disable Terraforming is only because it gives me a feeling of "Space Dark Ages" that I've always had with Starsector. Like, terraforming was once possible, but now the technology is lost/forgotten/too advanced.

Thanks for a great mod!


Seeding lobsters is considered part of the terraforming aspect of the mod. If you don't want to use the other terraforming features, you can just refrain from building the terraforming structures and remove the Terraforming Control Panel ability from your ability bar. In any case, I'm glad you're enjoying the mod!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Manice on May 12, 2020, 04:13:38 PM
Hey, first time poster. I just had a quick question:

Boggled, I noticed you responded to a previous post about lobsters having no demand and therefore no colony income saying it was a flex on the Sindrians and TriTach. Do you also take this position with the Domain artifacts industry?  The AI factions that have terraforming e.g. TriTach and Hegemony could reasonably have your mod's structures, although that could be a *** to implement including accounting for other mods. I don't know if it is and I don't want to make demands of your excellent work, so rather I'm just asking if it's crossed your mind.

The lobster quest was really cool by the way, loved the writing, although I took the money by accident first time around  :D woops
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on May 12, 2020, 04:40:51 PM
Hey, first time poster. I just had a quick question:

Boggled, I noticed you responded to a previous post about lobsters having no demand and therefore no colony income saying it was a flex on the Sindrians and TriTach. Do you also take this position with the Domain artifacts industry?  The AI factions that have terraforming e.g. TriTach and Hegemony could reasonably have your mod's structures, although that could be a *** to implement including accounting for other mods. I don't know if it is and I don't want to make demands of your excellent work, so rather I'm just asking if it's crossed your mind.

The lobster quest was really cool by the way, loved the writing, although I took the money by accident first time around  :D woops

The lobsters work differently than every other industry that produces a commodity. They don't actually appear under the production tab along with other commodities - they only start being delivered to your resources storage on the market. This is confusing because if my mod is the first time you've encountered lobsters, it will seem like a bug. But if you take over Volturn in vanilla, this is how lobsters work.

My Domain Archaeology industry works the same as regular industries. If another faction has a structure that demands Domain-era artifacts, you will generate export income. AI factions have no way to build structures that demand Domain-era artifacts, but if you gift them a market with a structure that demands them, you will generate export income from your Domain Archaeology industries as with any other vanilla industry. My upcoming update will have quests to build Astral gates for other factions, and Astral gates demand Domain-era artifacts. This will result in export income for the player.

As much as I want to enable other factions to build terraforming structures, etc., I'm not going to do it because I don't want to cause bugs and compatibility issues. Sorry!

Thank you! I'm glad you enjoyed my lobster quest!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Manice on May 12, 2020, 07:04:13 PM
My upcoming update will have quests to build Astral gates for other factions, and Astral gates demand Domain-era artifacts. This will result in export income for the player.

As much as I want to enable other factions to build terraforming structures, etc., I'm not going to do it because I don't want to cause bugs and compatibility issues. Sorry!

Thank you! I'm glad you enjoyed my lobster quest!

Neat, I had some suspicion that lobsters were different, that makes sense. That giving gates to other factions sounds like a bit of a waste since they're so damn profitable with the accessibility, but without the hassle of personally setting them up and some kind of reward I can dig it. Plus the monopoly value (!)

Thanks Boggled! Also got to mention these updates have been fast as hell, really can't say I've seen that much anywhere else.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Agreion on May 12, 2020, 10:36:27 PM
Hi again! I'm not sure if this is possible. Is there a way to increase the appearance size of the mining and siphoning stations? It looks a bit small to me when seeing it in the orbit.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on May 12, 2020, 11:23:40 PM
Hi again! I'm not sure if this is possible. Is there a way to increase the appearance size of the mining and siphoning stations? It looks a bit small to me when seeing it in the orbit.

Currently both siphon and mining station use a vanilla pictures as a sprite. They are small (80*80), so increasing their size will cause really awful appearance. Not an option, just trust me.

BUT you can always make use of any other sprite and adjust object size in custom_entities.json.

If you able to create a decent station picture - share it please.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Agreion on May 13, 2020, 12:14:07 AM
Hi again! I'm not sure if this is possible. Is there a way to increase the appearance size of the mining and siphoning stations? It looks a bit small to me when seeing it in the orbit.

Currently both siphon and mining station use a vanilla pictures as a sprite. They are small (80*80), so increasing their size will cause really awful appearance. Not an option, just trust me.

BUT you can always make use of any other sprite and adjust object size in custom_entities.json.

If you able to create a decent station picture - share it please.

In that regard, sadly, I can't make my own station picture or sprite.  :(

Though thanks for the input!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: DX2002 on May 13, 2020, 07:35:58 AM
Well,I've got an idea about making use of the gas giants.Hope this could be part of the mod's features.
I was actually inspired by the "Gigastructure Construction" mod in Stellaris.The mod has a gigastructure that can be built on gas giants,which is called "Yggdrasil Orchid Complex".It seeds specially modified jellyfish-like creatures on a gas giant and harvest food from it,give a gas giant the potential of becoming a farm that can provide an entire space empire's food.Considering the fact that we already have Eisen Division,I believe that it could be reasonable to make gas giants more useful in this way.
By the way,I wonder if it's possible to create a special kind of mining facility on siphon stations and gas giant colonies dedicated to collecting volatiles,harvesting more but only volatiles?
Making use of gas giants might be a great feature.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Uhlang on May 13, 2020, 09:06:21 AM
Well,I've got an idea about making use of the gas giants.Hope this could be part of the mod's features.
I was actually inspired by the "Gigastructure Construction" mod in Stellaris.The mod has a gigastructure that can be built on gas giants,which is called "Yggdrasil Orchid Complex".It seeds specially modified jellyfish-like creatures on a gas giant and harvest food from it,give a gas giant the potential of becoming a farm that can provide an entire space empire's food.Considering the fact that we already have Eisen Division,I believe that it could be reasonable to make gas giants more useful in this way.
You don't have refer to a mod of another game. Gas giant life actually exists in Starsector canon, on Kumari Aru in the Kumari Kandam system.
It doesn't have any special modifiers that make it a source of food, but that might be because of low research funding and Luddic interference.
By the way,I wonder if it's possible to create a special kind of mining facility on siphon stations and gas giant colonies dedicated to collecting volatiles,harvesting more but only volatiles?
Making use of gas giants might be a great feature.
So like the upcoming planet breaking, but only for gas giant volatiles? Personally, I think the biggest flaw of gas/ice giants is that they're really hazardous, so I'd prefer ways to make them safer, like the "Floating Continent" condition from the Unknown Skies mod, but for something relevant to your idea, the Mimir Siphon Platform in the Valhalla system uses something called the "Ouyang Process" to harvest volatiles from Niflheim more efficiently. Maybe that could be implemented?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on May 13, 2020, 05:34:22 PM
Well,I've got an idea about making use of the gas giants.Hope this could be part of the mod's features.
I was actually inspired by the "Gigastructure Construction" mod in Stellaris.The mod has a gigastructure that can be built on gas giants,which is called "Yggdrasil Orchid Complex".It seeds specially modified jellyfish-like creatures on a gas giant and harvest food from it,give a gas giant the potential of becoming a farm that can provide an entire space empire's food.Considering the fact that we already have Eisen Division,I believe that it could be reasonable to make gas giants more useful in this way.
By the way,I wonder if it's possible to create a special kind of mining facility on siphon stations and gas giant colonies dedicated to collecting volatiles,harvesting more but only volatiles?
Making use of gas giants might be a great feature.

The gas giant jellyfish idea is interesting. The main problem is that it couldn't be implemented as a default setting due to the lack of lore precedent and balance issues, and I want to avoid spending large amounts of development time on non-default content because most players will never use it.

Regarding implementing a new version of the mining industry that only extracts volatiles, the problem is I can't disable or block construction of the vanilla mining industry without causing compatibility problems. Players will be confused why they can mine volatiles with two industries at once, whether it's a bug, how it works, etc.

So like the upcoming planet breaking, but only for gas giant volatiles? Personally, I think the biggest flaw of gas/ice giants is that they're really hazardous, so I'd prefer ways to make them safer, like the "Floating Continent" condition from the Unknown Skies mod, but for something relevant to your idea, the Mimir Siphon Platform in the Valhalla system uses something called the "Ouyang Process" to harvest volatiles from Niflheim more efficiently. Maybe that could be implemented?

I'll look into a terraforming upgrade that will improve volatiles resources on a gas giant. I think this could be a default setting and would not have any serious balance issues that I can see.

You don't have refer to a mod of another game. Gas giant life actually exists in Starsector canon, on Kumari Aru in the Kumari Kandam system.
It doesn't have any special modifiers that make it a source of food, but that might be because of low research funding and Luddic interference.

I've been thinking about ways to implement some feature that cares about the presence of xenolife. What planets in vanilla Starsector have native xenolife on them? I know about Kumari Aru, Chalcedon and Typhon (in the Samarra system). Are there any others?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Uhlang on May 13, 2020, 07:19:16 PM
I've been thinking about ways to implement some feature that cares about the presence of xenolife. What planets in vanilla Starsector have native xenolife on them? I know about Kumari Aru, Chalcedon and Typhon (in the Samarra system). Are there any others?
Jangala in Corvus is perhaps the most obvious case.
Volturn in Askonia has primitive xenolife that was mostly driven to extinction by the genemod life brought by humans.
Madeira in Tyle has what's described as "pseudoalgaes."
Gilead in Canaan. It's not outright stated to have xenolife, but the circumstances make me believe that it does. As evidenced by the sanctity of Kumari Aru and Jangala, the Luddics worship life-bearing planets, and Gilead is the holiest place in the Luddic faith, cherished for its likeness to Old Earth. I don't think they would value it so highly if it was just a temperate wet rock that they covered in Earth life over the cycles. It was probably full of life when they found it.

Also, I can't seem to find where it says that Typhon has life. Are you sure about that one?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: boggled on May 14, 2020, 05:13:55 AM
I've been thinking about ways to implement some feature that cares about the presence of xenolife. What planets in vanilla Starsector have native xenolife on them? I know about Kumari Aru, Chalcedon and Typhon (in the Samarra system). Are there any others?
Jangala in Corvus is perhaps the most obvious case.
Volturn in Askonia has primitive xenolife that was mostly driven to extinction by the genemod life brought by humans.
Madeira in Tyle has what's described as "pseudoalgaes."
Gilead in Canaan. It's not outright stated to have xenolife, but the circumstances make me believe that it does. As evidenced by the sanctity of Kumari Aru and Jangala, the Luddics worship life-bearing planets, and Gilead is the holiest place in the Luddic faith, cherished for its likeness to Old Earth. I don't think they would value it so highly if it was just a temperate wet rock that they covered in Earth life over the cycles. It was probably full of life when they found it.

Also, I can't seem to find where it says that Typhon has life. Are you sure about that one?

In the description for Typhon it mentions that a scientist was locked up on Eventide for alleging that xenolife exists on Typhon.

Hmm, I see that there will probably be some disagreement by players as to which planets have native xenolife. Without some confirmation from vanilla about which planets actually have it, I guess I'll have to shelve this for now.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Uhlang on May 14, 2020, 05:55:31 AM
In the description for Typhon it mentions that a scientist was locked up on Eventide for alleging that xenolife exists on Typhon.
Yeah, you're right. I was using the Starsector wiki and Typhon had the generic gas giant description there. Should've checked the game, too.
Hmm, I see that there will probably be some disagreement by players as to which planets have native xenolife. Without some confirmation from vanilla about which planets actually have it, I guess I'll have to shelve this for now.
You can argue that native Volturnian life is as good as extinct, that Madeira's "pseudo-algaes" don't count as life, that the Typhon whistleblower was indeed insane, or that Gilead somehow produced a terran-compatible atmosphere without native plant life and photosynthesis, but there's no room for disagreement about Jangala, Kumari Aru, and Chalcedon.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: Uhlang on May 14, 2020, 03:27:48 PM
I was going through the settings and noticed this.
Quote
   "boggledGiftGateMonthlyPayment":75000,
There's a zero missing, isn't there?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: boggled on May 14, 2020, 04:00:09 PM
I was going through the settings and noticed this.
Quote
   "boggledGiftGateMonthlyPayment":75000,
There's a zero missing, isn't there?

I don't think so.

75,000 x 39 months = 2,925,000 credits over three cycles

The upfront cost of a gate is approximately 1.5 million credits with default settings I believe.

Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: Uhlang on May 14, 2020, 04:50:17 PM
I was going through the settings and noticed this.
Quote
   "boggledGiftGateMonthlyPayment":75000,
There's a zero missing, isn't there?

I don't think so.

75,000 x 39 months = 2,925,000 credits over three cycles

The upfront cost of a gate is approximately 1.5 million credits with default settings I believe.
Ah, so I just misread the description of the monthly payment system...
Man, am I out of it recently.

By the way, have you considered adding Domain-Era Artifacts as possible salvage from ruins? I don't recall ever getting them while exploring, but it'd be nice to be able to build and donate Astral Gates and receive the monthly payments before dabbling in colonization and Domain Archeology.

Oh, and good job on the update.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: boggled on May 15, 2020, 05:39:33 AM
I was going through the settings and noticed this.
Quote
   "boggledGiftGateMonthlyPayment":75000,
There's a zero missing, isn't there?

I don't think so.

75,000 x 39 months = 2,925,000 credits over three cycles

The upfront cost of a gate is approximately 1.5 million credits with default settings I believe.
Ah, so I just misread the description of the monthly payment system...
Man, am I out of it recently.

By the way, have you considered adding Domain-Era Artifacts as possible salvage from ruins? I don't recall ever getting them while exploring, but it'd be nice to be able to build and donate Astral Gates and receive the monthly payments before dabbling in colonization and Domain Archeology.

That's a good idea, but as far as I'm aware there is no way to disable Domain-era artifacts showing up in loot if the player disables Domain Archaeology in the settings file. I'll look into it, but unfortunately I don't think it can happen with the way the game works right now.

You can't gift gates to other factions without having two already built for yourself. Unless the player modifies the settings file, it should be very difficult to acquire the money and resources to build two gates without having a large amount of income from colonies.

Oh, and good job on the update.

Thank you!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: Mondaymonkey on May 15, 2020, 06:36:19 AM
Quote
Added the planet cracking terraforming condition modification. The tooltip explains it in-detail, but basically it will improve/create ore resources on a market, but also add the tectonic activity condition.
-Added the Ouyang optimization terraforming condition modification. The tooltip explains it in-detail, but basically it will improve/create volatiles resources on a gas giant, but also add the extreme weather condition.

Haven't tried yet, but is it mean player able to remove "extreme weather" and "tectonic activity" (if "boggledStabilizeTectonicsEnabled":true,) in a common way afterwards? Is it possible? Do player loose gained resource bonus if conditions are removed?

EDIT:
Quote
75,000 x 39 months = 2,925,000 credits over three cycles

The upfront cost of a gate is approximately 1.5 million credits with default settings I believe.

Add to this number export value for DEA consumed by this gate. Haven't tried yet, but it is probably a gold mine even with zero quest monthly payment.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: boggled on May 15, 2020, 06:43:40 AM
Quote
Added the planet cracking terraforming condition modification. The tooltip explains it in-detail, but basically it will improve/create ore resources on a market, but also add the tectonic activity condition.
-Added the Ouyang optimization terraforming condition modification. The tooltip explains it in-detail, but basically it will improve/create volatiles resources on a gas giant, but also add the extreme weather condition.

Haven't tried yet, but is it mean player able to remove "extreme weather" and "tectonic activity" (if "boggledStabilizeTectonicsEnabled":true,) in a common way afterwards? Is it possible? Do player loose gained resource bonus if conditions are removed?

If stabilize tectonics is enabled, then the tectonic activity from planet cracking can be removed and planet cracking can be used again. It should not be possible to remove extreme weather from a gas giant because they can't be terraformed.

If you remove tectonic activity, the ore bonuses remain intact.

FYI I haven't forgotten about the glows on the conquest! I just didn't want to delay releasing the 5.2.0 update because so many new features were ready to go.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: Mondaymonkey on May 15, 2020, 06:50:00 AM
Glow is not a big deal, actually.

Almost forgot: I see an update, and I like it! Really large one!

The only thing, that disappoint me - my current run is far away from establishing a first colony. So, I probably should play more.  ;D
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: Xeno056 on May 15, 2020, 02:48:26 PM
Holy cow you really did add spice harvesting, you madlad/lass. Haven't checked the update yet, but I'm guessing it make drugs?

Otherwise looks like a real humdinger of an update. Thank you very much Boggled.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: boggled on May 15, 2020, 03:59:02 PM
Holy cow you really did add spice harvesting, you madlad/lass. Haven't checked the update yet, but I'm guessing it make drugs?

Otherwise looks like a real humdinger of an update. Thank you very much Boggled.

It just generates money. I don't want to make something that generates drugs because light industry already does that!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
Post by: Mondaymonkey on May 16, 2020, 11:15:21 PM
inability to place a donut-shaped object in orbit around a planet

Inability?  ???

To be considered as a joke
(https://i.imgur.com/YBd756Z.png)
[close]

It is too many artifacts, when engine trying to bound flat texture into a ring, and it need a proper spherical-to-flat transformation to be able to do so + *** lighting problem because of ring shapeness. And those freaking second ring - have no idea how to get rid of it. And a generally bad 6 minutes-to-bake texture.

But, a food for mind©.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: Sapling on May 17, 2020, 04:55:59 AM
Hello. Is there a way to find my astral gates on the map? If not, will such a feature be implemented? It would be a nice QoL feature.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: Eshir on May 17, 2020, 07:43:40 AM
so when i make terraforming structures on a market when i hit 12 "industrys" but still have room to make an industry that is a production type i can't add one if there is a terraforming structure in the last slot but when i set it all up to build and max out the colony in one go i can go above 12 with terraforming structures and all so to get around this i have to shutdown all the terraforming industrys till i have a slot open 11 out of 12 and then i can add the production industry i want then i have to re add the terraforming. is there a better way to do this?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: Mondaymonkey on May 17, 2020, 11:44:03 AM
Semi-bug-report.

Spoiler
(https://i.imgur.com/oQwSsmA.png)
[close]

1. Is it suppose to be visible in codex?
2. It is the same name as ordinary conquest. Maybe, at least "hullName":"Conquest(<something>)",  ?
3. Weapons slots use a as covers a gray midline thing:
(https://i.imgur.com/IE2dTar.png)
If not repaint them, there should be a way to change them onto high-tech bluish:
(https://i.imgur.com/DmCQyT9.png)
They fit not 100%, but should be way better.

Observation: brawler(TT) skin use other covers, as original do. But I can not figure out which .skin line does this.


Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: boggled on May 17, 2020, 11:54:17 AM
so when i make terraforming structures on a market when i hit 12 "industrys" but still have room to make an industry that is a production type i can't add one if there is a terraforming structure in the last slot but when i set it all up to build and max out the colony in one go i can go above 12 with terraforming structures and all so to get around this i have to shutdown all the terraforming industrys till i have a slot open 11 out of 12 and then i can add the production industry i want then i have to re add the terraforming. is there a better way to do this?

Unfortunately Starsector doesn't handle having more than 12 structures very well. This can't be easily fixed with mods, so I can't do anything about it. Sorry!

Hello. Is there a way to find my astral gates on the map? If not, will such a feature be implemented? It would be a nice QoL feature.

They show up on the system map, but not the hyperspace map. What did you have in mind in terms of where the gates should appear on the map?

inability to place a donut-shaped object in orbit around a planet

Inability?  ???

To be considered as a joke
(https://i.imgur.com/YBd756Z.png)
[close]

It is too many artifacts, when engine trying to bound flat texture into a ring, and it need a proper spherical-to-flat transformation to be able to do so + *** lighting problem because of ring shapeness. And those freaking second ring - have no idea how to get rid of it. And a generally bad 6 minutes-to-bake texture.

But, a food for mind©.

What method did you use to get the ring there? Is it a SectorEntityToken with a transparent center? In any event, even if the technical/graphical problems can be resolved there's still the issues of no lore precedent and no clear gameplay purpose/function of an orbital ring.

Semi-bug-report.

Spoiler
(https://i.imgur.com/oQwSsmA.png)
[close]

1. Is it suppose to be visible in codex?
2. It is the same name as ordinary conquest. Maybe, at least "hullName":"Conquest(<something>)",  ?
3. Weapons slots use a as covers a gray midline thing:
(https://i.imgur.com/IE2dTar.png)
If not repaint them, there should be a way to change them onto high-tech bluish:
(https://i.imgur.com/DmCQyT9.png)
They fit not 100%, but should be way better.

Observation: brawler(TT) skin use other covers, as original do. But I can not figure out which .skin line does this.




Good catch. I'll look into removing it from the codex to avoid spoilers, and I'll see about the turret covers as well. Thanks for letting me know about this!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: Mondaymonkey on May 17, 2020, 12:09:18 PM
What method did you use to get the ring there? Is it a SectorEntityToken with a transparent center? In any event, even if the technical/graphical problems can be resolved there's still the issues of no lore precedent and no clear gameplay purpose/function of an orbital ring.

Sorry to disappoint you, but I spent all my character points to agility and stamina, leaving no room for intelligence to be able to learn advanced magic like "Java" is, or wisdom, to ignore spell mastery limitation.  :P

In other words: I did not understand even a word you say.

The story is: one guy ask me to help with a custom-made dust rings. But whatever I do they do not work as intended, so I understand that just swapping vanilla texture won't help me in testing, I need to spawn them using custom parameters. So I asked CC thread "how to" question, and find demanded help:

Code: That is a magic scroll, to use a ancient spell "spawn rings"
runcode String _planetId = "test";
runcode String _planetId = "planet_id";
SectorEntityToken _fleet = Global.getSector().getPlayerFleet();
StarSystemAPI _sys = (StarSystemAPI)_fleet.getContainingLocation();
SectorEntityToken _planet = _sys.getEntityById(_planetId);
float _orbitRadius = com.fs.starfarer.api.util.Misc.getDistance(_fleet.getLocation(), _planet.getLocation());
float _orbitDays = _orbitRadius / (20f + new Random().nextFloat() * 10f);
_sys.addRingBand(_planet,
"misc",
"rings_special0",
512,
1,
Color.RED,
256,
_orbitRadius,
_orbitDays)

Off course, I have to edit it a bit and replace "rings_special0" texture for tests.

P.S. Yes, you understand correct. They are decorative. You can not interact anyhow.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: boggled on May 17, 2020, 01:29:50 PM
What method did you use to get the ring there? Is it a SectorEntityToken with a transparent center? In any event, even if the technical/graphical problems can be resolved there's still the issues of no lore precedent and no clear gameplay purpose/function of an orbital ring.

Sorry to disappoint you, but I spent all my character points to agility and stamina, leaving no room for intelligence to be able to learn advanced magic like "Java" is, or wisdom, to ignore spell mastery limitation.  :P

In other words: I did not understand even a word you say.

The story is: one guy ask me to help with a custom-made dust rings. But whatever I do they do not work as intended, so I understand that just swapping vanilla texture won't help me in testing, I need to spawn them using custom parameters. So I asked CC thread "how to" question, and find demanded help:

Code: That is a magic scroll, to use a ancient spell "spawn rings"
runcode String _planetId = "test";
runcode String _planetId = "planet_id";
SectorEntityToken _fleet = Global.getSector().getPlayerFleet();
StarSystemAPI _sys = (StarSystemAPI)_fleet.getContainingLocation();
SectorEntityToken _planet = _sys.getEntityById(_planetId);
float _orbitRadius = com.fs.starfarer.api.util.Misc.getDistance(_fleet.getLocation(), _planet.getLocation());
float _orbitDays = _orbitRadius / (20f + new Random().nextFloat() * 10f);
_sys.addRingBand(_planet,
"misc",
"rings_special0",
512,
1,
Color.RED,
256,
_orbitRadius,
_orbitDays)

Off course, I have to edit it a bit and replace "rings_special0" texture for tests.

P.S. Yes, you understand correct. They are decorative. You can not interact anyhow.

I understand how that code works, and I could modify it to create an orbital ring if I ever found some good art and a good reason to implement it. Thanks!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: Mondaymonkey on May 17, 2020, 02:38:27 PM
Quote
found some good art and a good reason to implement it

I doubt it is possible to "find" an art of that kind. Not because it is not exist (it is actually, just rare), but because a general SS problem - low resolution. Any "good" art would be in high resolution and simple shrinking(external or in-game) of a flat-based curve texture would give either artifacts or bloor. To work as intended it suppose to be created/heavily adjusted in precise resolution and curve or close to it. Is it possible? Pretty sure it is, but not sure how hard + simple kitbashing won't work, a lot of painting would be required. And the more thick donut is, the more visual problem will be caused by curving it. The only way to entirely (or almost)  remove those issues, not making texture too thin - is increasing amount of textures in a circle (from 6 to like 8-12) with respective decreasing of texture height. Not sure if it is possible, and even if is, 12-syde symmetrical thing is really uncool looking or even drops into boring almost monoshape circle.

And as for "reason", the only one currently is theoretical "coolness". And as it is lore-heresy, probably not default option. For the feature 95% of users would never ever know, it requires unreasonable amount of efforts, while result is not guaranteed. That is a personal opinion, but I believe it is currently far beyond symbolical "forget it" line, and will remain there until there would be something better, than simple "coolness".

However, I am glad one more "impossible" flag is removed.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: frozentoes on May 18, 2020, 06:02:05 PM
Hello Boggled! Fantastic mod, I'm a huge fan. I love slowly improving my colonies until they are absurdly profitable.

I think I found a bug, though:

I think your planet cracking is capable of an overflow. I had a planet with ultrarich rare ore but only rich ore. I did planet cracking, and now I have ultrarich ore, ultrarich rare ore, and a SECOND sparse rare ore deposit. Instead of staying at +3, I now have +3 and -1. Presumably if do it again I will get +3 and +0, and so on and so forth.

It seems like planet cracking needs to be checking if it's already at MAXVAL before altering the subject planet?

tldr:
Planet went from +3 rare ore, +2 common ore -> +3 rare ore, -1 rare ore, +3 common ore

Getting some errors posting images so I'm linking an imgur album with the planet specials icons, and the 'transplutonics' industry details showing that I'm getting both +3 and -1: https://imgur.com/a/blKSAik (https://imgur.com/a/blKSAik)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: boggled on May 18, 2020, 06:21:12 PM
Hello Boggled! Fantastic mod, I'm a huge fan. I love slowly improving my colonies until they are absurdly profitable.

I think I found a bug, though:

I think your planet cracking is capable of an overflow. I had a planet with ultrarich rare ore but only rich ore. I did planet cracking, and now I have ultrarich ore, ultrarich rare ore, and a SECOND sparse rare ore deposit. Instead of staying at +3, I now have +3 and -1. Presumably if do it again I will get +3 and +0, and so on and so forth.

It seems like planet cracking needs to be checking if it's already at MAXVAL before altering the subject planet?

tldr:
Planet went from +3 rare ore, +2 common ore -> +3 rare ore, -1 rare ore, +3 common ore

Getting some errors posting images so I'm linking an imgur album with the planet specials icons, and the 'transplutonics' industry details showing that I'm getting both +3 and -1: https://imgur.com/a/blKSAik (https://imgur.com/a/blKSAik)


I'll issue a patch shortly. Thanks for letting me know about this!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: frozentoes on May 18, 2020, 06:53:50 PM
Glad I could contribute in a useful manner!

A closer look at the industry breakdown image tells me that having the second ore feature actually causes me to mine the 'base income' amount twice, for a net gain - but this will quickly grow out of control. It's good to fix it.

I'll see about editing my save to correct this. I don't have a good save file to test the patch for you, sadly.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on May 19, 2020, 06:19:16 AM
Glad I could contribute in a useful manner!

A closer look at the industry breakdown image tells me that having the second ore feature actually causes me to mine the 'base income' amount twice, for a net gain - but this will quickly grow out of control. It's good to fix it.

I'll see about editing my save to correct this. I don't have a good save file to test the patch for you, sadly.

This bug is fixed in 5.2.1, but the patch doesn't retroactively correct the duplicate resources on planets. I wrote the below code for you to copy/paste into the console using the console commands mod to fix the bugged conditions. The code targets the nearest planet, so be sure you're right on top of the planet you want to fix. You can edit which conditions to add or remove. Make sure to save your game before running the code. Thanks for letting me know about this bug, and I hope the code can fix it for you!

Spoiler
runcode import java.util.*; import data.campaign.econ.boggledTools; SectorEntityToken playerFleet = Global.getSector().getPlayerFleet(); ArrayList<SectorEntityToken> allPlanetsInSystem = new ArrayList<SectorEntityToken>(); Iterator allEntitiesInSystem = playerFleet.getStarSystem().getAllEntities().iterator(); while(allEntitiesInSystem.hasNext())
            {
                SectorEntityToken entity = (SectorEntityToken) allEntitiesInSystem.next();
                if (entity instanceof PlanetAPI)
                {
                    allPlanetsInSystem.add(entity);
                }
            }

SectorEntityToken closestPlanet = null;
Iterator checkDistancesOfPlanets = allPlanetsInSystem.iterator();
while(checkDistancesOfPlanets.hasNext())
            {
                SectorEntityToken entity = (SectorEntityToken)checkDistancesOfPlanets.next();
                if (closestPlanet == null)
                {
                    closestPlanet = entity;
                }
                else if(boggledTools.getDistanceBetweenTokens(entity, playerFleet) < boggledTools.getDistanceBetweenTokens(closestPlanet, playerFleet))
                {
                    closestPlanet = entity;
                }
            }
MarketAPI market = closestPlanet.getMarket();
market.removeCondition("ore_sparse");
market.removeCondition("rare_ore_sparse");
market.removeCondition("volatiles_trace");
for (MarketConditionAPI condition : market.getConditions())
        {
            condition.setSurveyed(true);
        }
boggledTools.refreshSupplyAndDemand(market);
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
Post by: Sapling on May 19, 2020, 06:42:46 AM

Hello. Is there a way to find my astral gates on the map? If not, will such a feature be implemented? It would be a nice QoL feature.

They show up on the system map, but not the hyperspace map. What did you have in mind in terms of where the gates should appear on the map?

Sorry, should have been more specific - I meant the hyperspace map.
If you place multiple gates and start moving across the sector and you don't mark them in a notepad or something, it is hard to keep track of where the gates are.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on May 19, 2020, 06:46:44 AM

Hello. Is there a way to find my astral gates on the map? If not, will such a feature be implemented? It would be a nice QoL feature.

They show up on the system map, but not the hyperspace map. What did you have in mind in terms of where the gates should appear on the map?

Sorry, should have been more specific - I meant the hyperspace map.
If you place multiple gates and start moving across the sector and you don't mark them in a notepad or something, it is hard to keep track of where the gates are.

I'll look into a way to mark them with intel so the player can check where they are. Thanks.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Sapling on May 19, 2020, 07:22:43 AM

Hello. Is there a way to find my astral gates on the map? If not, will such a feature be implemented? It would be a nice QoL feature.

They show up on the system map, but not the hyperspace map. What did you have in mind in terms of where the gates should appear on the map?
That would be absolutely great. Thanks a lot
Sorry, should have been more specific - I meant the hyperspace map.
If you place multiple gates and start moving across the sector and you don't mark them in a notepad or something, it is hard to keep track of where the gates are.

I'll look into a way to mark them with intel so the player can check where they are. Thanks.

That would be absolutely great. Thanks a lot
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: DrFunTimez69 on May 19, 2020, 08:32:59 AM
I tried to start a new game with this mod and got this:

268574 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation cannot be cast to com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD
java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation cannot be cast to com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD
   at data.scripts.GDModPlugin.onEnabled(GDModPlugin.java:148)
   at com.fs.starfarer.campaign.ModAndPluginData.notifyRunningWithMod(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I know very little about coding, this is gibberish to me, but I disabled mods that deal
with colonies because I saw text including orbital stations and singled it down to Better Colonies to and now it works.
I kinda want both mods so if anyone knows what to change to fix this error,
or if it actually can be fixed, any help would be appreciated.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: NikoTheGuyDude on May 19, 2020, 10:27:11 AM
Is it safe to update this mod without starting a new game?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: DrFunTimez69 on May 19, 2020, 11:17:41 AM
Is it safe to update this mod without starting a new game?
I'd imagine it would be ok to. Unless it outright removes major features, but I don't think anything's been removed, so you're good.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on May 19, 2020, 01:51:02 PM
Is it safe to update this mod without starting a new game?
I'd imagine it would be ok to. Unless it outright removes major features, but I don't think anything's been removed, so you're good.

This mod is backwards compatible with itself up to 5.0.0. If you had separately installed Player Gate Construction or Boggled's Terraforming Mod, this is NOT backwards compatible with saves that already have Player Gate Construction or Boggled's Terraforming Mod in them. This mod can be added to a save in progress without any problems.

I tried to start a new game with this mod and got this:

268574 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation cannot be cast to com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD
java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation cannot be cast to com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD
   at data.scripts.GDModPlugin.onEnabled(GDModPlugin.java:148)
   at com.fs.starfarer.campaign.ModAndPluginData.notifyRunningWithMod(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I know very little about coding, this is gibberish to me, but I disabled mods that deal
with colonies because I saw text including orbital stations and singled it down to Better Colonies to and now it works.
I kinda want both mods so if anyone knows what to change to fix this error,
or if it actually can be fixed, any help would be appreciated.

This problem doesn't appear to be related to my mod. The class in question causing the error ("data.scripts.GDModPlugin") is not associated with this mod. If you post your mod list, I or someone else here could probably identify the culprit. Thanks.

Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: DrFunTimez69 on May 19, 2020, 02:19:09 PM
I tried to start a new game with this mod and got this:

268574 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation cannot be cast to com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD
java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation cannot be cast to com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD
   at data.scripts.GDModPlugin.onEnabled(GDModPlugin.java:148)
   at com.fs.starfarer.campaign.ModAndPluginData.notifyRunningWithMod(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I know very little about coding, this is gibberish to me, but I disabled mods that deal
with colonies because I saw text including orbital stations and singled it down to Better Colonies to and now it works.
I kinda want both mods so if anyone knows what to change to fix this error,
or if it actually can be fixed, any help would be appreciated.

This problem doesn't appear to be related to my mod. The class in question causing the error ("data.scripts.GDModPlugin") is not associated with this mod. If you post your mod list, I or someone else here could probably identify the culprit. Thanks.

Yeah, thanks for replying man, big ups. So yeah, here's the mods I got:

Archean Order - (TC off)
Better Colonies - (I'm pretty sure this is it, but idk. I looked in mod_info.json and the mod plugin was data.scripts.GDModPlugin so I think thats what you're talking about.)
Cari UI Purple
Commissioned Crews
Common Radar
Console Commands
Fuel Siphoning
Grand Sector
GraphicsLib
Interesting Portraits Pack
LazyLib
MagicLib
Missing Ships
Nexerlin
Planetary Shield Access Control
Second Wave
Ship and Weapon Pack
Skilled Up
Speed Up
Starship Legends
Supply Forging
Terraforming and Station Construction - (Ik, obvious.)
Unknown Skies

So there's all of them. Again, pretty sure it's Better Colonies because it works after I disable one or the other.
Plus, I looked in the mod info thing and it had that line of text you mentioned for the plugin, but I don't know coding, so I'm
not 100% sure. Both mods deal with colonies kinda so my guess is they conflict in that regard.
Thanks for any insight you can provide, and thanks for replying and looking into this already.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on May 19, 2020, 02:42:04 PM
I tried to start a new game with this mod and got this:

268574 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation cannot be cast to com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD
java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation cannot be cast to com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD
   at data.scripts.GDModPlugin.onEnabled(GDModPlugin.java:148)
   at com.fs.starfarer.campaign.ModAndPluginData.notifyRunningWithMod(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I know very little about coding, this is gibberish to me, but I disabled mods that deal
with colonies because I saw text including orbital stations and singled it down to Better Colonies to and now it works.
I kinda want both mods so if anyone knows what to change to fix this error,
or if it actually can be fixed, any help would be appreciated.

This problem doesn't appear to be related to my mod. The class in question causing the error ("data.scripts.GDModPlugin") is not associated with this mod. If you post your mod list, I or someone else here could probably identify the culprit. Thanks.

Yeah, thanks for replying man, big ups. So yeah, here's the mods I got:

Archean Order - (TC off)
Better Colonies - (I'm pretty sure this is it, but idk. I looked in mod_info.json and the mod plugin was data.scripts.GDModPlugin so I think thats what you're talking about.)
Cari UI Purple
Commissioned Crews
Common Radar
Console Commands
Fuel Siphoning
Grand Sector
GraphicsLib
Interesting Portraits Pack
LazyLib
MagicLib
Missing Ships
Nexerlin
Planetary Shield Access Control
Second Wave
Ship and Weapon Pack
Skilled Up
Speed Up
Starship Legends
Supply Forging
Terraforming and Station Construction - (Ik, obvious.)
Unknown Skies

So there's all of them. Again, pretty sure it's Better Colonies because it works after I disable one or the other.
Plus, I looked in the mod info thing and it had that line of text you mentioned for the plugin, but I don't know coding, so I'm
not 100% sure. Both mods deal with colonies kinda so my guess is they conflict in that regard.
Thanks for any insight you can provide, and thanks for replying and looking into this already.


So I just downloaded Better Colonies and I have no problem loading SS with both mods enabled on my system.

Try disabling all mods except Nex, my mod, Better Colonies and the support libraries (version checker, LazyLib, etc.) and see if the game loads. If it does, then that will confirm the conflict is between Better Colonies and some other mod you have installed. Anything that makes changes to core game files related to how markets/colonies work might cause the issue - my mod actually doesn't do that! I hope this helps!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: DrFunTimez69 on May 19, 2020, 03:20:27 PM
I tried to start a new game with this mod and got this:

268574 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation cannot be cast to com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD
java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation cannot be cast to com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD
   at data.scripts.GDModPlugin.onEnabled(GDModPlugin.java:148)
   at com.fs.starfarer.campaign.ModAndPluginData.notifyRunningWithMod(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I know very little about coding, this is gibberish to me, but I disabled mods that deal
with colonies because I saw text including orbital stations and singled it down to Better Colonies to and now it works.
I kinda want both mods so if anyone knows what to change to fix this error,
or if it actually can be fixed, any help would be appreciated.

This problem doesn't appear to be related to my mod. The class in question causing the error ("data.scripts.GDModPlugin") is not associated with this mod. If you post your mod list, I or someone else here could probably identify the culprit. Thanks.

Yeah, thanks for replying man, big ups. So yeah, here's the mods I got:

Archean Order - (TC off)
Better Colonies - (I'm pretty sure this is it, but idk. I looked in mod_info.json and the mod plugin was data.scripts.GDModPlugin so I think thats what you're talking about.)
Cari UI Purple
Commissioned Crews
Common Radar
Console Commands
Fuel Siphoning
Grand Sector
GraphicsLib
Interesting Portraits Pack
LazyLib
MagicLib
Missing Ships
Nexerlin
Planetary Shield Access Control
Second Wave
Ship and Weapon Pack
Skilled Up
Speed Up
Starship Legends
Supply Forging
Terraforming and Station Construction - (Ik, obvious.)
Unknown Skies

So there's all of them. Again, pretty sure it's Better Colonies because it works after I disable one or the other.
Plus, I looked in the mod info thing and it had that line of text you mentioned for the plugin, but I don't know coding, so I'm
not 100% sure. Both mods deal with colonies kinda so my guess is they conflict in that regard.
Thanks for any insight you can provide, and thanks for replying and looking into this already.


So I just downloaded Better Colonies and I have no problem loading SS with both mods enabled on my system.

Try disabling all mods except Nex, my mod, Better Colonies and the support libraries (version checker, LazyLib, etc.) and see if the game loads. If it does, then that will confirm the conflict is between Better Colonies and some other mod you have installed. Anything that makes changes to core game files related to how markets/colonies work might cause the issue - my mod actually doesn't do that! I hope this helps!

I'm sorry for bringing this issue to you. I thought that there was a correlation for the loading error between Better Colonies
and your mod because I downloaded them at the same time; stupid, I know. It seems the conflict is with Better Colonies and Archean Order.
Thank you for your help with this, especially since there are no problems at all on your end.
Sorry for making you go on a wild goose chase, but anyways, thanks man.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Morrokain on May 19, 2020, 03:45:52 PM
I'm sorry for bringing this issue to you. I thought that there was a correlation for the loading error between Better Colonies
and your mod because I downloaded them at the same time; stupid, I know. It seems the conflict is with Better Colonies and Archean Order.
Thank you for your help with this, especially since there are no problems at all on your end.
Sorry for making you go on a wild goose chase, but anyways, thanks man.

Just saw this. I'm glad this was solved.  :)

I'd like to say that, in general, if you have Archean Order installed with other mods you should report any issues on that thread (at least at first) so that I can determine if it is from anything I've overridden. The likelihood of it being another mod is small in that case since Archean Order really is meant to be a TC because it overrides so many things. Feature mods generally work ok, but there can be exceptions even there and things update all the time so even if it worked before it may have been broken from recent changes on either side. I recently added this information to the instructions to disable the TC component so no worries if you didn't see it. I just want to try and avoid bothering other modders when the TC is a factor since it changes so many things.

(In this case, it is because I add my own implementation of vanilla stations that are faction specific and have locked in loadouts. The mod that conflicts needs access to the vanilla stations in industries.csv and I override them to add the right station variant. Unfortunately, this means that the plugin script that Better Colonies tries to add cannot be loaded properly to the stations and I think that is what causes the error. Sorry for the inconvenience, I'm not sure if there is currently a workaround or I'd implement it.)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: marcus87 on May 20, 2020, 06:28:18 AM
Hi I am new to this mod and I cant seem to find the Terraforming Control Panel. Can someone please tell me wherer I can find that? ^^

I have already build some terraforming structures.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on May 20, 2020, 07:48:16 AM
Hi I am new to this mod and I cant seem to find the Terraforming Control Panel. Can someone please tell me wherer I can find that? ^^

I have already build some terraforming structures.

That what is told in a first post. It probably should be red-bold and in the top of the screen.
Add the abilities to your ability bar to activate them!
[close]

So, just add/replace a "terraforming" ability on your ability bar, get close to a planet and activate. Also, you can discover the rest of the abilities for more awesome stuff, this mod gives you.

EDIT:

To Boggled: red-bold on a top of the screen is a joke. Mostly. What is definitely need to be improved - post is too long. Suggest to hide changelog under the spoiler, except of the last update (or few last).
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on May 20, 2020, 08:09:24 AM
To Boggled: red-bold on a top of the screen is a joke. Mostly. What is definitely need to be improved - post is too long. Suggest to hide changelog under the spoiler, except of the last update (or few last).

Good point. Changes made. I also changed the wording and color of the text about adding the abilities to your ability bar. Thanks!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: marcus87 on May 20, 2020, 08:20:45 AM
That what is told in a first post. It probably should be red-bold and in the top of the screen.
Add the abilities to your ability bar to activate them!
[close]

So, just add/replace a "terraforming" ability on your ability bar, get close to a planet and activate. Also, you can discover the rest of the abilities for more awesome stuff, this mod gives you.

EDIT:

To Boggled: red-bold on a top of the screen is a joke. Mostly. What is definitely need to be improved - post is too long. Suggest to hide changelog under the spoiler, except of the last update (or few last).
[/quote]

Thank you very much. I did not know I could do that with the ability bar. :D
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on May 20, 2020, 08:24:22 AM
Way better, dude!

I use laptop with a 1366*768 screen (which is small, but probably not the smallest among the users) and it was really uncomfortable to scroll. Now it's OK.

Spoiler
You know, which is the funniest thing? That is an old laptop, almost 10 years now, and it was not really advanced, when was "new". Currently almost all the hardware systems are glitching or broken. It is far beyond any repair or upgrade possible. And I have money to buy a new one. But I do not do this for almost 5 years because of laziness.

Spoiler
(https://distilledwisdom.in/blog/wp-content/uploads/2017/03/Laziness.jpg)
[close]
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: frozentoes on May 20, 2020, 09:51:22 AM
Glad I could contribute in a useful manner!

A closer look at the industry breakdown image tells me that having the second ore feature actually causes me to mine the 'base income' amount twice, for a net gain - but this will quickly grow out of control. It's good to fix it.

I'll see about editing my save to correct this. I don't have a good save file to test the patch for you, sadly.

This bug is fixed in 5.2.1, but the patch doesn't retroactively correct the duplicate resources on planets. I wrote the below code for you to copy/paste into the console using the console commands mod to fix the bugged conditions. The code targets the nearest planet, so be sure you're right on top of the planet you want to fix. You can edit which conditions to add or remove. Make sure to save your game before running the code. Thanks for letting me know about this bug, and I hope the code can fix it for you!

Spoiler
runcode import java.util.*; import data.campaign.econ.boggledTools; SectorEntityToken playerFleet = Global.getSector().getPlayerFleet(); ArrayList<SectorEntityToken> allPlanetsInSystem = new ArrayList<SectorEntityToken>(); Iterator allEntitiesInSystem = playerFleet.getStarSystem().getAllEntities().iterator(); while(allEntitiesInSystem.hasNext())
            {
                SectorEntityToken entity = (SectorEntityToken) allEntitiesInSystem.next();
                if (entity instanceof PlanetAPI)
                {
                    allPlanetsInSystem.add(entity);
                }
            }

SectorEntityToken closestPlanet = null;
Iterator checkDistancesOfPlanets = allPlanetsInSystem.iterator();
while(checkDistancesOfPlanets.hasNext())
            {
                SectorEntityToken entity = (SectorEntityToken)checkDistancesOfPlanets.next();
                if (closestPlanet == null)
                {
                    closestPlanet = entity;
                }
                else if(boggledTools.getDistanceBetweenTokens(entity, playerFleet) < boggledTools.getDistanceBetweenTokens(closestPlanet, playerFleet))
                {
                    closestPlanet = entity;
                }
            }
MarketAPI market = closestPlanet.getMarket();
market.removeCondition("ore_sparse");
market.removeCondition("rare_ore_sparse");
market.removeCondition("volatiles_trace");
for (MarketConditionAPI condition : market.getConditions())
        {
            condition.setSurveyed(true);
        }
boggledTools.refreshSupplyAndDemand(market);
[close]

I tried this today and it worked fine. Thanks, Boggled!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Manice on May 20, 2020, 02:36:48 PM
Is there a way to completely remove the remains of an astral gate station? I accidentally built one over a planet and it got shifted to the farthest jump point in the system. My last save was yesterday and I really don't want to just leave it as is.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on May 20, 2020, 04:30:23 PM
Is there a way to completely remove the remains of an astral gate station? I accidentally built one over a planet and it got shifted to the farthest jump point in the system. My last save was yesterday and I really don't want to just leave it as is.

Paste the following code into the console using the console commands mod:

Spoiler
runcode LocationAPI system2 = Global.getSector().getPlayerFleet().getContainingLocation(); List<SectorEntityToken> entitiesList = Global.getSector().getPlayerFleet().getStarSystem().getEntitiesWithTag("boggled_astral_gate"); SectorEntityToken rementity = (SectorEntityToken)entitiesList.get(0); system2.removeEntity(rementity); List<SectorEntityToken> entitiesList2 = Global.getSector().getPlayerFleet().getStarSystem().getEntitiesWithTag("boggled_gatekeeper_station"); SectorEntityToken rementity2 = (SectorEntityToken)entitiesList2.get(0); system2.removeEntity(rementity2);
[close]

That should delete the astral gate station and the astral gate in the current system where the player fleet is located. Please let me know if it works for you. Be sure to save before using the code. Thanks.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Manice on May 20, 2020, 04:57:25 PM
It worked! That's nuts, thanks for the help!  :)

However, it is not possible to change the new position of the gate, which I'm assuming has already been calculated. Is there a command to reset the gate positioning as well?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on May 21, 2020, 04:28:03 AM
It worked! That's nuts, thanks for the help!  :)

However, it is not possible to change the new position of the gate, which I'm assuming has already been calculated. Is there a command to reset the gate positioning as well?


The gate must be placed on an orbit in the system where a stable location could be. It first tries to find a possible stable location orbital path right next to the player, and if it can't, it picks a random one in the system. If you don't like the random spot, try to build the gate somewhere a stable location orbit could possibly move through. If you upload a picture of the system in question, I could likely identify some spots that would work.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: NikoTheGuyDude on May 21, 2020, 06:53:13 PM
Spoilers for the astral gate quest.

Could you like... tone down
Spoiler
odysseus and his ship? For the amount of effort taken to get it, it's both extremely proportional in terms of effort to relative power, and odysseus himself is an insanely powerful officer that is LITERALLY THE MOST POWERFUL OFFICER IN THE ENTIRE GAME. And all it took to get him was get the comms request, press 1 a few times, go to his planet, press 1 some more, salvage a tri-tach invasion fleet, nab an astral, mothball it to the scientist, press 1 quite a lot more, go back to his planet, and then press 1 a few final times.
[close]
And this is all relatively early game.

Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Cyber Von Cyberus on May 21, 2020, 08:00:39 PM
I've a question about the domain artifacts. If for example another faction has a Domain Archeology industry (for example Mayasura on Mairath) and I build a structure that requires Domain artifacts (with my own faction not having their own Archeology industry) does my own faction get supplied with the artifacts from trading ? Or will I have to find my own planet to mine for artifacts ?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Uhlang on May 22, 2020, 02:19:42 AM
Spoilers for the astral gate quest.

Could you like... tone down
Spoiler
odysseus and his ship? For the amount of effort taken to get it, it's both extremely proportional in terms of effort to relative power, and odysseus himself is an insanely powerful officer that is LITERALLY THE MOST POWERFUL OFFICER IN THE ENTIRE GAME. And all it took to get him was get the comms request, press 1 a few times, go to his planet, press 1 some more, salvage a tri-tach invasion fleet, nab an astral, mothball it to the scientist, press 1 quite a lot more, go back to his planet, and then press 1 a few final times.
[close]
And this is all relatively early game.
Spoiler
Alpha Cores are the best admins in the game, so it makes sense for them to be the best officers, too, and Odysseus' ship is held back by being a Conquest, which is fairly weak in AI hands.
Then again, you fight a TT armada for Volturnian lobster seeding, which is a much weaker reward. I suppose Boggled just didn't want to make unlocking the gates too much of a hassle, but the extras do make it a disproportionately rewarding quest. Perhaps there's room for a major Pather/Hegemony bounty hunter fight?
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Cyber Von Cyberus on May 22, 2020, 02:25:17 AM
About the gate quest balance...

Spoiler
Personally I'm for adding an extra challenge to the quest instead of nerfing Odysseus or his ship, you can't build those gates as soon as you're able to complete the quest anyways, so a mandatory fight won't be a bad way to gate the rewards from early game. Also Odysseus is a completely unique reward and I don't want to see him nerfed.
[close]


Also could someone give me a hint as to what I should do to start the lobster acquisition quest before DME wipes out the Diktat ?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Uhlang on May 22, 2020, 03:24:57 AM
I've a question about the domain artifacts. If for example another faction has a Domain Archeology industry (for example Mayasura on Mairath) and I build a structure that requires Domain artifacts (with my own faction not having their own Archeology industry) does my own faction get supplied with the artifacts from trading ? Or will I have to find my own planet to mine for artifacts ?
Domain Artifacts function the same as commodities, so yeah, you will get them through trade. Though, it's better to just have your Domain Archeology for the reduced accessibility requirements and upkeep.
Also could someone give me a hint as to what I should do to start the lobster acquisition quest before DME wipes out the Diktat ?
The quest starts on Umbra, a pirate colony. SD's presence or the lack of it shouldn't affect it.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Cyber Von Cyberus on May 22, 2020, 03:28:27 AM
Well thank you for the answer
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on May 22, 2020, 06:04:16 AM
Spoilers for the astral gate quest.

Could you like... tone down
Spoiler
odysseus and his ship? For the amount of effort taken to get it, it's both extremely proportional in terms of effort to relative power, and odysseus himself is an insanely powerful officer that is LITERALLY THE MOST POWERFUL OFFICER IN THE ENTIRE GAME. And all it took to get him was get the comms request, press 1 a few times, go to his planet, press 1 some more, salvage a tri-tach invasion fleet, nab an astral, mothball it to the scientist, press 1 quite a lot more, go back to his planet, and then press 1 a few final times.
[close]
And this is all relatively early game.
Spoiler
Alpha Cores are the best admins in the game, so it makes sense for them to be the best officers, too, and Odysseus' ship is held back by being a Conquest, which is fairly weak in AI hands.
Then again, you fight a TT armada for Volturnian lobster seeding, which is a much weaker reward. I suppose Boggled just didn't want to make unlocking the gates too much of a hassle, but the extras do make it a disproportionately rewarding quest. Perhaps there's room for a major Pather/Hegemony bounty hunter fight?
[close]

Regarding the astral gate quest balance:
Spoiler
1. Uhlang is correct that the Conquest is a very weak hull in the hands of the AI, and the unique hullmod isn't enough to make it overpowered. Further, if the ship gets destroyed in battle there's no way to reacquire it, so it's risky to deploy it in a fight you might lose.

2. Outside of battle carriers (which are largely bad in vanilla), there are few hulls where Odysseus can make use of all his abilities. If he crews a combat ship, all the carrier skills will go to waste.

3. Odysseus always has the "steady" personality, which means he can't be used in roles that require a different personality.

That being said, I can understand concerns that the quest can be completed too early in the game, especially if the player has done it before and knows the steps. One possible solution is to prevent Odysseus from contacting the player until they reach a certain level. Any other ideas?
[close]


Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on May 22, 2020, 06:14:09 AM
Lots of spoilers
Quote
Then again, you fight a TT armada for Volturnian lobster seeding,

Is it true? When I did this quest last time (and that was really long time ago) there was a possibility to acquire lobsters without single fight. Just dialogues. And some money. And marines...


And to the Odysseus, well, have anyone ever fight remnants in a hight-danger systems? Radiant officers a usually have almost the same amount of skills, Odysseus does. And the nexus-piloting officers, just like a star fortress (If you install alpha core there) officers are equivalent in power to Odysseus. So, I think "Ody" is lore-friendly as AI-officer. And the ship is a derelict from the past, and even then it was rare and overpowered. Single ship does not do much impact on game, even if it so OP. Especially if it is a Conquest. I vote not to nerf.

Regarding to that... The only really odd thing that quest have - why would Ody pilot Conquest, not Odyssey?

Quote
One possible solution is to prevent Odysseus from contacting the player until they reach a certain level. Any other ideas?

Reasonable. Like lvl 40? Or is it too much?
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on May 22, 2020, 06:27:50 AM
why would Ody pilot Conquest, not Odyssey?

Spoiler
I initially wanted him to pilot an Odyssey, but I found that the Odyssey hull is good enough that giving it a powerful unique hullmod would make it very OP, especially in the hands of the player.

I think level 40 is probably a good number. I'll just have to make it clear to the player somehow that they're not high enough level to get the quest.
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on May 22, 2020, 06:44:46 AM
Fair. Odyssey with "Olympians" hullmod + shield conversion front is basically a "fast Paragon with fighter wings", which is even more scary, as it sounds. Almost as awkward, as "Olympians" Paragon itself.

But there are always a way to give ship a buff, other than "add some better stats via hullmod". Easiest and most obvious - unique built-in (I.e. OP free) weapons or/and fighters. Or replacing a shipsystem with improved one, completely another or even unique. Also, just replacing some specializing mounts with "universal" one, can create a monster-warrior even without direct buffs.

I mean no, I like Ody and his ride as they are now. No more than ideas "just in case of future".
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Uhlang on May 22, 2020, 07:02:31 AM
Lots of spoilers
Quote
Then again, you fight a TT armada for Volturnian lobster seeding,
Is it true? When I did this quest last time (and that was really long time ago) there was a possibility to acquire lobsters without single fight. Just dialogues. And some money. And marines...
[close]
Spoiler
I also remember completing it without a fight at some point in the past, but when I did it last time, the guy I had a deal with came in to kick my ass with a bunch of Paragons and Astrals. Not sure if that's new or if I was just unlucky when picking my responses.
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on May 22, 2020, 07:23:58 AM
Lots of spoilers
Quote
Then again, you fight a TT armada for Volturnian lobster seeding,
Is it true? When I did this quest last time (and that was really long time ago) there was a possibility to acquire lobsters without single fight. Just dialogues. And some money. And marines...
[close]
Spoiler
I also remember completing it without a fight at some point in the past, but when I did it last time, the guy I had a deal with came in to kick my ass with a bunch of Paragons and Astrals. Not sure if that's new or if I was just unlucky when picking my responses.
[close]


Spoiler
If you smash your TriPad during your conversation with Vega before she tells you the lobster nanoforge is at Ilm, you won't have to fight Simmons/Zhang's fleet. The implication is that he sent you malware on your TriPad to track your progress, and if you don't smash it he hears Vega say where the nanoforge is and ambushes you.
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on May 22, 2020, 07:29:01 AM
Spoiler
(https://i.pinimg.com/originals/93/c7/c6/93c7c6407af27f878f35c6676b7bf76f.jpg)
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Uhlang on May 22, 2020, 07:56:16 AM
Spoiler
If you smash your TriPad during your conversation with Vega before she tells you the lobster nanoforge is at Ilm, you won't have to fight Simmons/Zhang's fleet. The implication is that he sent you malware on your TriPad to track your progress, and if you don't smash it he hears Vega say where the nanoforge is and ambushes you.
[close]
Spoiler
Oh yeah, the TT backdoors. I didn't make the connection because I don't really expect questing with consequences from Starsector.
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Manice on May 22, 2020, 10:38:58 AM
It occurred to me that I never sent my response, oops. I messed around with the location of the astral gate station until it finally ended up in the right space. Sorry for the bother in the previous post, Boggled, turns out I was just doing it wrong.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: eidolad on May 22, 2020, 12:05:49 PM
omg i just started my first playthrough with this mod...the entire conversations about SPOILERS I'M NOT ALLOWED TO READ means I need to hurry up and get busy in my game instance :)
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on May 23, 2020, 06:15:30 AM
How complicate would be to add a deeper US integration? I mean, if US have a "terraformation drone" planet condition, why not it generate some terraforming points? Some other US conditions can be removed via TASC (or added). And those "archipelago world", seems like lobsters could live there too.

That could cause lesser TASC stability in vanilla, tho'.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on May 23, 2020, 06:54:56 AM
How complicate would be to add a deeper US integration? I mean, if US have a "terraformation drone" planet condition, why not it generate some terraforming points? Some other US conditions can be removed via TASC (or added). And those "archipelago world", seems like lobsters could live there too.

That could cause lesser TASC stability in vanilla, tho'.


I believe lobsters should already be able to be seeded on archipelago worlds. If you find that it doesn't work, please let me know so I can investigate.

I suppose the terraforming drone could add some terraforming points. I'll implement this in the next patch. I don't want to go too deep on adding content that depends on US because not all players install US. Also, it would be a headache for everyone if an update to US breaks compatibility with features in this mod that depend on it.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on May 23, 2020, 12:19:38 PM
Oghh... What did I do wrong?

Spoiler
Penelope's secret quest. I found an Ody, bribe corrupted heg dude, bring data back, Ody is in my fleet. Quest complete. Description say something like: AI core was unable to determine reason. And... that it... nothing happen next.
[close]

So, where did I made a wrong step?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on May 23, 2020, 12:44:29 PM
Oghh... What did I do wrong?

Spoiler
Penelope's secret quest. I found an Ody, bribe corrupted heg dude, bring data back, Ody is in my fleet. Quest complete. Description say something like: AI core was unable to determine reason. And... that it... nothing happen next.
[close]

So, where did I made a wrong step?

Spoiler
If you pay the credits bribe rather than letting Luyten examine an Astral, he never gives you the Astral gate blueprints because he couldn't complete them without an AI core draftsman and the experiment results from the Astral.

I suppose it might be too harsh to prevent the player from obtaining the blueprints just for lying to him, but this way it does make the Astral gates less lore-unfriendly because it's clear to the player that the Domain gates can't be reactivated and the Astral gates function differently.
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on May 23, 2020, 12:53:17 PM
Ohhh... Kids, if you listening me, do never lie to the strangers.

And I've probably should read the dialogues.

Quote
I suppose it might be too harsh to prevent the player from [censored] just for [censored] to [censored]

No, It's fine. I suppose, I wasn't expecting real questing in SS. ©
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on May 23, 2020, 01:43:51 PM
I've just realize Ody's ride need 400 meatbags to operate.

How did he maintain it by centuries all alone? He don't even have hands, probably. Maybe it should be an "automated ship"?

That would be over a top, as it is a strong buff, tho'
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: NikoTheGuyDude on May 23, 2020, 08:41:48 PM
I've just realize Ody's ride need 400 meatbags to operate.

How did he maintain it by centuries all alone? He don't even have hands, probably. Maybe it should be an "automated ship"?

That would be over a top, as it is a strong buff, tho'

He probably just never used it.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Algester on May 23, 2020, 10:32:57 PM
I can't seem to get the Volturnian lobster quest to activate...
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on May 24, 2020, 10:54:39 AM
I've just realize Ody's ride need 400 meatbags to operate.

How did he maintain it by centuries all alone? He don't even have hands, probably. Maybe it should be an "automated ship"?

That would be over a top, as it is a strong buff, tho'

He probably just never used it.

I thought about making the ship automated, but it wouldn't make sense because the player can swap which ship Odysseus captains. The way I would explain it away is that Odysseus can operate the ship by himself, but he "allows" meatbags to crew it so as to hide his existence from everyone except the player's bridge crew (because most people are hostile towards rogue AI cores).

I can't seem to get the Volturnian lobster quest to activate...

The lobster quest relies on the vanilla Starsector bar quest population code, and sometimes it refuses to spawn the quest. Try clearing/doing all other quests in the bar on Umbra, and try leaving the system and doing other things in the sector for a while. If Umbra ever got decivilized/captured/etc during your run and the quest was in the bar, I think that will unfortunately preclude you from ever doing it.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Algester on May 24, 2020, 09:37:23 PM
I've just realize Ody's ride need 400 meatbags to operate.

How did he maintain it by centuries all alone? He don't even have hands, probably. Maybe it should be an "automated ship"?

That would be over a top, as it is a strong buff, tho'

He probably just never used it.

I thought about making the ship automated, but it wouldn't make sense because the player can swap which ship Odysseus captains. The way I would explain it away is that Odysseus can operate the ship by himself, but he "allows" meatbags to crew it so as to hide his existence from everyone except the player's bridge crew (because most people are hostile towards rogue AI cores).

I can't seem to get the Volturnian lobster quest to activate...

The lobster quest relies on the vanilla Starsector bar quest population code, and sometimes it refuses to spawn the quest. Try clearing/doing all other quests in the bar on Umbra, and try leaving the system and doing other things in the sector for a while. If Umbra ever got decivilized/captured/etc during your run and the quest was in the bar, I think that will unfortunately preclude you from ever doing it.

will do Umbra is still looking safe
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: InsanityComplx on May 25, 2020, 01:56:36 PM
Would there be any possible way to translate the Volatile (mining) station into a regular mining station. Say like if there was a Moon or Volcano that had ultrarich on both rare and regular ore, we could build an orbital station?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on May 25, 2020, 03:50:53 PM
Would there be any possible way to translate the Volatile (mining) station into a regular mining station. Say like if there was a Moon or Volcano that had ultrarich on both rare and regular ore, we could build an orbital station?

This has been discussed at length previously in this thread. I think it's not a good addition to the gameplay for a number of reasons, including that mining would require surface operations (unlike a gas giant siphon station) making the low station hazard unrealistic. That being said, it's something I'm keeping in mind for the future if there are changes to vanilla that would make mining stations a good feature.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: InsanityComplx on May 25, 2020, 04:43:45 PM
Would there be any possible way to translate the Volatile (mining) station into a regular mining station. Say like if there was a Moon or Volcano that had ultrarich on both rare and regular ore, we could build an orbital station?

This has been discussed at length previously in this thread. I think it's not a good addition to the gameplay for a number of reasons, including that mining would require surface operations (unlike a gas giant siphon station) making the low station hazard unrealistic. That being said, it's something I'm keeping in mind for the future if there are changes to vanilla that would make mining stations a good feature.

I appreciate the prompt response, I apologize if I didn't realize the topic had been discussed before. I usually just download updates as they come and don't really read up on stuff aside from the change log. Thanks though! I appreciate your work greatly, this is by far my favorite mod to run.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: DX2002 on May 28, 2020, 09:15:30 AM
I noticed a fact that the Olympian Conquest's hull name is still "Conquest",rather than sth like "Conquest (EUTCS)",is this by purpose?At least I found that almost every skin ship in my installed mods has a suffix.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on May 28, 2020, 09:31:36 AM
"Conquest (EUTCS)"

It is an offtopic, but which word that "S" correspond to?  :o

For a general name problem, it is for "hullName":"Conquest", line in a conquest_olympians_boggled.skin. You can repair it by yourself, until Boggled makes a fix. I mean, no one will do an update, consisted only from one string change, and larger changes would probably takes some time.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on May 28, 2020, 10:00:58 AM
"Conquest (EUTCS)"

It is an offtopic, but which word that "S" correspond to?  :o

For a general name problem, it is for "hullName":"Conquest", line in a conquest_olympians_boggled.skin. You can repair it by yourself, until Boggled makes a fix. I mean, no one will do an update, consisted only from one string change, and larger changes would probably takes some time.

EUTCS = Eridani-Utopia Terraforming Corporation Ship

Thanks for bringing this to my attention. I'll include it in the next update. I don't plan on releasing any new updates until the next version of starsector comes out unless someone finds a bug or there's a good suggestion for new content.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Algester on May 28, 2020, 08:38:26 PM
question are gifted astral gates supposed to have no generated admins or does the logic of first building them and then subsequently give them to factions be the better alternative
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on May 29, 2020, 05:18:39 AM
question are gifted astral gates supposed to have no generated admins or does the logic of first building them and then subsequently give them to factions be the better alternative

I know the gifted stations have no admin when first created, but does an admin get assigned by the receiving faction automatically sometime later? If not, I will have to correct this.

I considered allowing the player to gift already-constructed gates to other factions, but the problem was that there's quite a few conditions that have to be met in order for the player to gift a gate, and I didn't want to have a situation where the player built a gate only to find that they're not able to gift it.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Ultrak2k on May 31, 2020, 05:52:56 PM
Just tried this mod - and am currently loving it.
Question, though: is there plans to perhaps add novel and new terraforming options or station types? Currently stations and terraforming seem expensive in the beginning, then become trivial later on - so would there be more fancier types? Perhaps a city planet for extreme cost, or special super stations for very late game?
Sorry if asked previously.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Jakub Inglot on June 01, 2020, 01:19:48 AM
question.
do ruins disappear when you terraform a planet to a different type?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on June 01, 2020, 02:14:25 AM
question.
do ruins disappear when you terraform a planet to a different type?


As far as I use this mod, no - they are not disappear.

Probably they should, especially if water transformation. That is opinion not a suggestion.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: DrFunTimez69 on June 01, 2020, 02:28:11 AM
I'm at Umbra, the crazy ass pirate place, and I'm at the bar, but I don't see any sort of obvious "Specific Quest Start" dialogue about dumbass lobsters. I also went into the comm directory, but no luck. Am I doing something wrong? I'm in good with the pirates and Sindrian Diktat, is that a problem? Or is the quest leveled; because I have a level mod and I'm above level 50 so maybe that messes with the level requirement maybe?

Please help, I just want to make some lobsters.

Also, post above, ruins can be underwater. Ever heard of Atlantis? You know, maybe instead of finding electronic stuff, you can find tridents or mermaids.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on June 01, 2020, 04:18:36 AM
Sometimes it is just not appear. Try a few month later. And later... Eventually, he will be there.

And what do you expect? That guy will wait you forever? He probably have some other things to do.

Quote
ruins can be underwater.

There will be no obtainable finds in Atlantis ruins, if they are located under couple hundred kilometers deep. Pressure would destroy most of the salvage.

As I saying: opinion, not a suggestion.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: DrFunTimez69 on June 01, 2020, 04:31:47 AM
Sometimes it is just not appear. Try a few month later. And later... Eventually, he will be there.

And what do you expect? That guy will wait you forever? He probably have some other things to do.

Quote
ruins can be underwater.

There will be no obtainable finds in Atlantis ruins, if they are located under couple hundred kilometers deep. Pressure would destroy most of the salvage.

As I saying: opinion, not a suggestion.

yeah, ok. I waited a month, now there's highlighted text, so yea you right, i just thought it'd always be there cuz "plotline".
also, it's be cool to find like a trident shooting railgun in an underwater ruin, or a ship with a mermaid on the front like pirate ships.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on June 01, 2020, 05:16:19 AM
Just tried this mod - and am currently loving it.
Question, though: is there plans to perhaps add novel and new terraforming options or station types? Currently stations and terraforming seem expensive in the beginning, then become trivial later on - so would there be more fancier types? Perhaps a city planet for extreme cost, or special super stations for very late game?
Sorry if asked previously.

I had plans to include an arcology world type, but I was unable to find a satisfactory texture. If someone with artistic talent is willing to spend the time to create one, I would be happy to implement it.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Uhlang on June 01, 2020, 06:11:28 AM
Just tried this mod - and am currently loving it.
Question, though: is there plans to perhaps add novel and new terraforming options or station types? Currently stations and terraforming seem expensive in the beginning, then become trivial later on - so would there be more fancier types? Perhaps a city planet for extreme cost, or special super stations for very late game?
Sorry if asked previously.

I had plans to include an arcology world type, but I was unable to find a satisfactory texture. If someone with artistic talent is willing to spend the time to create one, I would be happy to implement it.
The "Artificial" worlds from Unknown Skies and The Cluster from Xhan Empire come to mind.
What would they do, anyway? Increase production at the expense of resources? Give a bonus to ground defenses/stability? Increase the industry cap?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on June 01, 2020, 06:53:18 AM
Quote
The "Artificial" worlds from Unknown Skies and The Cluster from Xhan Empire come to mind.

Stealing? Seriously?

You can not just get texture from another mod, and even if you can, both are not exactly what is needed here.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Uhlang on June 01, 2020, 07:22:27 AM
Quote
The "Artificial" worlds from Unknown Skies and The Cluster from Xhan Empire come to mind.

Stealing? Seriously?

You can not just get texture from another mod, and even if you can, both are not exactly what is needed here.
I don't mean stealing, it just seemed relevant and I thought it could maybe be a key to open paths to what's needed.
The mod makers could be contacted and asked where they got the textures, for instance.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on June 01, 2020, 08:29:30 AM
Stealing... Hard to steal things like an "arcology planet".

But there are lot of different cool stuff to be stolen.

Spoiler
(https://i.imgur.com/kmm5x0J.png)
[close]

Does not fit a SS style, tho'.

EDIT:

Worst thing - all of the texture I found, are flat with bump/normal map. Does SS able to use things like that?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on June 01, 2020, 10:07:02 AM
Stealing... Hard to steal things like an "arcology planet".

But there are lot of different cool stuff to be stolen.

Spoiler
(https://i.imgur.com/kmm5x0J.png)
[close]

Does not fit a SS style, tho'.

EDIT:

Worst thing - all of the texture I found, are flat with bump/normal map. Does SS able to use things like that?

An entirely artificial planet or one covered completely in artificial construction wasn't what I had in mind. There is no precedent for this in the lore, and if you do the math a world-city covering the entire surface of even a small planet would likely accommodate trillions of inhabitants, which isn't possible given the maximum market size in starsector.

I was thinking more along the lines of a planet with a single enormous city on the surface that takes up a continent-sized amount of space. Depending on the texture created, it could either be a sort of eco-focused arcology that coexists with a terran biosphere, or a self-contained megastructure with energy/resource requirements that decimate the existing environment, turning the world into a barren rock with a single gigantic dome enclosing the arcology.

Some of the possible benefits for it that I've considered would be massively increased population growth, increased income, increased stability, increased ground/space defenses, or the ability to construct unique buildings/industries only applicable to a massive arcology.

As far as the texture goes, I would need a texture that at least loosely fits with the description above as well as SS art style, plus the glows overlay for when the city is on the night side of the planet (this would be crucial as the player should notice the giant arcology on the surface of their planet without opening the colony screen). I think the engine automatically creates the atmosphere and other effects based on spec settings without a bump map, etc. being necessary.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on June 01, 2020, 10:36:55 AM
Quote
plus the glows overlay for when the city is on the night side of the planet

Easiest part. I mean it. No pixelhunting in textures like that, all procedural. 15 minutes maximally. And the particular texture from above originally contain ready-to-use alpha channel for lighting, which is even more easy.

Quote
An entirely artificial planet or one covered completely in artificial construction wasn't what I had in mind. There is no precedent for this in the lore, and if you do the math a world-city covering the entire surface of even a small planet would likely accommodate trillions of inhabitants, which isn't possible given the maximum market size in starsector.

I was thinking more along the lines of a planet with a single enormous city on the surface that takes up a continent-sized amount of space. Depending on the texture created, it could either be a sort of eco-focused arcology that coexists with a terran biosphere, or a self-contained megastructure with energy/resource requirements that decimate the existing environment, turning the world into a barren rock with a single gigantic dome enclosing the arcology.

That is why "Hard to steal things like an "arcology planet"." Rare content, dude. Unexisted, probably.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on June 01, 2020, 11:32:57 AM
I have shoveled internet almost entirely, spending like like ~6 hours for this, and the closest thing is original arcology planet from stellaris.

Currently digging in game textures. Can't find all the objects it is composed of. Probably. something is hardcoded. Closest ready-to-use textures are city planets.
Spoiler
(https://i.imgur.com/PN12Tae.png)
[close]

But even if I get an original arcology texture, I am afraid it does not fit SS. So it goes.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on June 01, 2020, 04:18:23 PM
I have shoveled internet almost entirely, spending like like ~6 hours for this, and the closest thing is original arcology planet from stellaris.

Currently digging in game textures. Can't find all the objects it is composed of. Probably. something is hardcoded. Closest ready-to-use textures are city planets.
Spoiler
(https://i.imgur.com/PN12Tae.png)
[close]

But even if I get an original arcology texture, I am afraid it does not fit SS. So it goes.


Six hours is a long time! I'm pretty convinced it won't be possible to find a suitable texture on the internet - it will need to be created/modified specifically for this mod.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Ultrak2k on June 01, 2020, 09:41:55 PM
Just tried this mod - and am currently loving it.
Question, though: is there plans to perhaps add novel and new terraforming options or station types? Currently stations and terraforming seem expensive in the beginning, then become trivial later on - so would there be more fancier types? Perhaps a city planet for extreme cost, or special super stations for very late game?
Sorry if asked previously.

I had plans to include an arcology world type, but I was unable to find a satisfactory texture. If someone with artistic talent is willing to spend the time to create one, I would be happy to implement it.


Alright, that's awesome! Hope it happens eventually. Any plans on fancy megastructure style stations?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on June 02, 2020, 05:52:09 AM
Just tried this mod - and am currently loving it.
Question, though: is there plans to perhaps add novel and new terraforming options or station types? Currently stations and terraforming seem expensive in the beginning, then become trivial later on - so would there be more fancier types? Perhaps a city planet for extreme cost, or special super stations for very late game?
Sorry if asked previously.

I had plans to include an arcology world type, but I was unable to find a satisfactory texture. If someone with artistic talent is willing to spend the time to create one, I would be happy to implement it.


Alright, that's awesome! Hope it happens eventually. Any plans on fancy megastructure style stations?

The astropoli already fill that role. If you build three of them around a planet, the four markets combined will have extremely powerful defenses and economy.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: DX2002 on June 02, 2020, 08:43:42 AM
I have shoveled internet almost entirely, spending like like ~6 hours for this, and the closest thing is original arcology planet from stellaris.

Currently digging in game textures. Can't find all the objects it is composed of. Probably. something is hardcoded. Closest ready-to-use textures are city planets.
Spoiler
(https://i.imgur.com/PN12Tae.png)
[close]

But even if I get an original arcology texture, I am afraid it does not fit SS. So it goes.


Six hours is a long time! I'm pretty convinced it won't be possible to find a suitable texture on the internet - it will need to be created/modified specifically for this mod.
Maybe you could take a look at Stellaris,it has a lot of splendid planet textures,which might be suitable,but I'm not sure whether using pictures from another published game would cause problem or not....
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on June 02, 2020, 09:02:02 AM
Maybe you could take a look at Stellaris,it has a lot of splendid planet textures,which might be suitable,but I'm not sure whether using pictures from another published game would cause problem or not....

Dude, that was from Stellaris. And I'm pretty sure, that Boggled is aware of it existence. Stellaris textures are great, but they does not fit a concept. The worst thing - I have never play it, so do not understand a game interface mechanic and it makes really uncomfortable too search among the texture files, especially because they are .dds and split into 2-6 files for each. Luckily they have a readable names.

Quote
Six hours is a long time!

It is not, when you are OCD.

Quote
it will need to be created/modified specifically for this mod.

Well... it is always possible to cut a megacity piece from the city planet and plant it into continental texture, and then pretend it was  Found lying by the side of the road.©
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Ultrak2k on June 02, 2020, 08:36:14 PM
Just tried this mod - and am currently loving it.
Question, though: is there plans to perhaps add novel and new terraforming options or station types? Currently stations and terraforming seem expensive in the beginning, then become trivial later on - so would there be more fancier types? Perhaps a city planet for extreme cost, or special super stations for very late game?
Sorry if asked previously.

I had plans to include an arcology world type, but I was unable to find a satisfactory texture. If someone with artistic talent is willing to spend the time to create one, I would be happy to implement it.


Alright, that's awesome! Hope it happens eventually. Any plans on fancy megastructure style stations?

The astropoli already fill that role. If you build three of them around a planet, the four markets combined will have extremely powerful defenses and economy.

understandable
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Uxion on June 05, 2020, 03:57:59 PM
Quick question about the shades, if the terraforming is done, I can get rid of the shades and the terraforming won't reverse, right?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on June 05, 2020, 05:05:03 PM
Quick question about the shades, if the terraforming is done, I can get rid of the shades and the terraforming won't reverse, right?

Correct!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on June 08, 2020, 10:23:45 AM
Bug report:

Just visited an Umbra, and it have a lobster bar quest! Almost forgot to mention - I already done it and have lobsters on a water planet like 5 or 6 years.

Completed and separate accepted quests
(https://i.imgur.com/tSjvc2C.png)
[close]

Any thoughts?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on June 08, 2020, 11:51:43 AM
Bug report:

Just visited an Umbra, and it have a lobster bar quest! Almost forgot to mention - I already done it and have lobsters on a water planet like 5 or 6 years.

Completed and separate accepted quests
(https://i.imgur.com/tSjvc2C.png)
[close]

Any thoughts?

I'll issue a patch to fix this. Thanks for letting me know!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Uhlang on June 09, 2020, 11:36:18 AM
Would it be too much trouble to add a setting for the price/DEA use/upkeep of Kletka Simulators?
I don't want to remove them because manual AI core farming is tiresome, but I feel that they're too easy to build and maintain, considering what they provide. For just 200,000 credits(less than Light Industry), a semi-decent DEA production, 30,000 base upkeep(same as Heavy Industry), and an Alpha Core, you get a monthly gacha with a 30% chance to pop out Alpha Cores, which is just insane.
I'd honestly say that they deserve to be locked behind a high level quest just as much as the gates do, but that seems like a lot of work, so I'd be satisfied with just the ability to fatten up those costs.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Serenitis on June 09, 2020, 12:12:59 PM
Finally got some time for this again.

Terraformed a barren world into water and found that it has farming enabled rather than aquaculture as expected.
Spoiler
(https://i.imgur.com/9nloOkK.png)
[close]

Also, I have this texture currently unused that could be repurposed if desired.
Spoiler
(https://i.imgur.com/7FRFDGA.gif)
(https://i.imgur.com/dSOGwb7.jpg)
[close]
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on June 09, 2020, 12:32:10 PM
Would it be too much trouble to add a setting for the price/DEA use/upkeep of Kletka Simulators?
I don't want to remove them because manual AI core farming is tiresome, but I feel that they're too easy to build and maintain, considering what they provide. For just 200,000 credits(less than Light Industry), a semi-decent DEA production, 30,000 base upkeep(same as Heavy Industry), and an Alpha Core, you get a monthly gacha with a 30% chance to pop out Alpha Cores, which is just insane.
I'd honestly say that they deserve to be locked behind a high level quest just as much as the gates do, but that seems like a lot of work, so I'd be satisfied with just the ability to fatten up those costs.

You can use the industries.csv file to make changes to the build time, credit cost and credit upkeep cost for the Kletka Simulators. The multipliers on the numbers are confusing at first so you might need to do some trial and error to get the correct value you want.

Finally got some time for this again.

Terraformed a barren world into water and found that it has farming enabled rather than aquaculture as expected.
Spoiler
(https://i.imgur.com/9nloOkK.png)
[close]

Also, I have this texture currently unused that could be repurposed if desired.
Spoiler
(https://i.imgur.com/7FRFDGA.gif)
(https://i.imgur.com/dSOGwb7.jpg)
[close]

I'm aware of the issue with farming/aquaculture but I can't fix it until the API update in the next version of starsector. If you try to build the farming industry on a water world, it should be "corrected" to aquaculture within one in-game day by my script that runs once per day to correct this issue. If not, please let me know.

That's a nice texture! I'll try it out in game and see if it would be good for an arcology world!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Derpington03 on June 09, 2020, 12:50:48 PM
is this compatible with already existing saves or will it brick them i have a colony up and running and dont want to lose it
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on June 09, 2020, 01:01:32 PM
Quote
I feel that they're too easy to build and maintain, considering what they provide.

Sometimes I feel the same, but not because of low price or maintain (I can adjust them anytime). It is just something wrong there...

Probably the reason is infiniteness. Build&forgot thing. That is a really powerful stuff, it shouldn't be like that. Or is it?

Can not explain better, or suggest a way to fix.
is this compatible with already existing saves or will it brick them i have a colony up and running and dont want to lose it

It should be. Theoretically. That is for adding. Removing later would definitely break a save.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Serenitis on June 09, 2020, 01:06:13 PM
I'm aware of the issue with farming/aquaculture but I can't fix it until the API update in the next version of starsector. If you try to build the farming industry on a water world, it should be "corrected" to aquaculture within one in-game day by my script that runs once per day to correct this issue. If not, please let me know.
Noted, and thank you.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on June 09, 2020, 01:18:56 PM
Quote
I feel that they're too easy to build and maintain, considering what they provide.

Sometimes I feel the same, but not because of low price or maintain (I can adjust them anytime). It is just something wrong there...

Probably the reason is infiniteness. Build&forgot thing. That is a really powerful stuff, it shouldn't be like that. Or is it?

The player can already obtain an infinite amount of AI cores by farming high threat remnant systems. This is just an alternative way to obtain infinite AI cores which also costs money and takes up industry slots on your planets.

I think the default values are probably balanced such that it would be too costly to build Kletka Simulators until the player is already at a power level where they could be farming remnants for cores.

is this compatible with already existing saves or will it brick them i have a colony up and running and dont want to lose it

It should be. Theoretically. That is for adding. Removing later would definitely break a save.

It can always be added to a save in progress except if you've already installed a pre-5.0.0 version of this mod in that save. It cannot be removed from a save in progress.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: lethargie on June 09, 2020, 07:25:38 PM
is there a way to remove "thin atmosphere with this mod?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on June 10, 2020, 06:19:28 AM
is there a way to remove "thin atmosphere with this mod?

When you complete any planet type change project the thin atmosphere condition will be removed.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Mondaymonkey on June 10, 2020, 08:57:44 AM
Quote
The player can already obtain an infinite amount of AI cores by farming high threat remnant systems. This is just an alternative way to obtain infinite AI cores which also costs money and takes up industry slots on your planets.

Now, when I'm sober, I'll try to correct my own words, because now I see translation was not perfect.

Infinite AI cores are not the problem. As you mentioned, player able to farm remnants for infinite cores, and nothing wrong here.

Infinite process, not the infinite result, is the problem. Player able to arrange everything "in a right way" and then not be involved into process at all. It is just one more background process, player does not need to manage, and I believe he should manage it, if not constantly, but from time to time. Similar to vanilla pirate activity - from time to time player have to take care of it, even if it's boring it is an activity change.

Need a better example? I have it. Industrial evolution mod have supercomputer industry. Initially it was exactly the same infinite process, as Kletka simulators is. Many players suggest it is too OP, so SirHartley makes it consume AI cores. That kind of "nerf" is rather decorative, as players, who build this expensive structure, designed to be effective only to multiple-colony systems, are probably already able to farm remnant and have plenty of cores to supply that industry for decades. But not infinity. So player have to track, if he supplied enough Ai cores to his supercomputers for next 30 years. One more thing to manually manage.

Mentioned "add consumables to structure" solution won't work on Kletka simulators, 'tho. And I do not know, what exactly can help.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on June 10, 2020, 09:43:24 AM
Quote
The player can already obtain an infinite amount of AI cores by farming high threat remnant systems. This is just an alternative way to obtain infinite AI cores which also costs money and takes up industry slots on your planets.

Now, when I'm sober, I'll try to correct my own words, because now I see translation was not perfect.

Infinite AI cores are not the problem. As you mentioned, player able to farm remnants for infinite cores, and nothing wrong here.

Infinite process, not the infinite result, is the problem. Player able to arrange everything "in a right way" and then not be involved into process at all. It is just one more background process, player does not need to manage, and I believe he should manage it, if not constantly, but from time to time. Similar to vanilla pirate activity - from time to time player have to take care of it, even if it's boring it is an activity change.

Need a better example? I have it. Industrial evolution mod have supercomputer industry. Initially it was exactly the same infinite process, as Kletka simulators is. Many players suggest it is too OP, so SirHartley makes it consume AI cores. That kind of "nerf" is rather decorative, as players, who build this expensive structure, designed to be effective only to multiple-colony systems, are probably already able to farm remnant and have plenty of cores to supply that industry for decades. But not infinity. So player have to track, if he supplied enough Ai cores to his supercomputers for next 30 years. One more thing to manually manage.

Mentioned "add consumables to structure" solution won't work on Kletka simulators, 'tho. And I do not know, what exactly can help.

I see your point, but my goal with the Kletka simulator was to remove an aspect of the game that many players want to just automate once they reach a certain power level. If a player doesn't want to automate the acquisition of AI cores, then they can farm them like usual. I'm not sure what mechanic I could use to satisfy those who both want to use the Kletka simulator but don't want to fully automate the process.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Kiryuu on June 10, 2020, 12:31:04 PM


I see your point, but my goal with the Kletka simulator was to remove an aspect of the game that many players want to just automate once they reach a certain power level. If a player doesn't want to automate the acquisition of AI cores, then they can farm them like usual. I'm not sure what mechanic I could use to satisfy those who both want to use the Kletka simulator but don't want to fully automate the process.

I think that adding a consumable option to the structure would work. For example: AI lasts a set amount of time before it becomes "corrupted" or damaged in some way. Say, 12 months. That way, if you add an Alpha Core, it would last for 12 attempts, at average rates, that should be 3-4 Alpha cores, 3-4 Betas, and 3-4 Gammas, with 1-2 months not producing anything. It builds on itself, but the player would have to provide maintenance to the structure every so often.

I use 12 months as a stand in for time, but it should work with shorter periods, say 6 months, and then it becomes a gamble. You only have limited chances of getting an Alpha back,but you also have the chance of getting more than you put in.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: iamlenb on June 11, 2020, 01:21:26 PM
I think that having the Kletka simulator pop cores into existence based on chance works for your design goal, but I think that there's more that can be done with it.  If, like the supercomputer in industry evolution, it had it's own resource bin or if it could draw from the market storage/stockpile, it required both rare metals and domain artifacts AND it required a number of lower tier cores to build up a single higher tier core, then we have to make choices.

Do we build it on a world with 3 slots for mining/refining/Kletka combo?  If not, how do we get enough rare metal to the stocks on a regular basis?  Do we fill the storage with cores or use them elsewhere?  Beta cores are a meaningful choice now with Industry Evolution and I'd like to have some FOMO (Fear Of Missing Out) about my decisions, especially if I can't simply optimize and forget about it.

Finally, I'd love it if a remnant raid came knocking on the door every time an alpha was born.  Kick in the jump point door and lay waste to every colony in the system.  Claim every core in use.  Empty out the storage of cores.  Disrupt every industry utilizing a core.  Subvert the colony where the hapless player put an Alpha Core in charge - all of a sudden the orbital station is replaced with a Remnant station that starts spitting out Ordos.  Turn my system into a deserted wasteland ruled by ruthless and invincible machines that I put in charge.  Make the player scream about the unfairness of it all.

I dream big...  ragequit for the win.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Nextia on June 11, 2020, 04:11:57 PM
So, I'm quite far into a Nex playthrough with a crap tonne of mods at the mo (just over 18 years), and I can't for the life of me remember how to start the blue lobster seeding quest. I know it was something to do with pirates, but that's all I remember.

Any help?  ???
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: iamlenb on June 11, 2020, 04:58:23 PM
So, I'm quite far into a Nex playthrough with a crap tonne of mods at the mo (just over 18 years), and I can't for the life of me remember how to start the blue lobster seeding quest. I know it was something to do with pirates, but that's all I remember.

Any help?  ???

One of the pirate bases, I think it's the one named after a shadow in Latin.  I could be wrong,  There should be a quest available at the bar.  If you have not modded the number of bar quests in starsector config, you might have to come back several times for it to pop.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Nextia on June 11, 2020, 05:01:31 PM
So, I'm quite far into a Nex playthrough with a crap tonne of mods at the mo (just over 18 years), and I can't for the life of me remember how to start the blue lobster seeding quest. I know it was something to do with pirates, but that's all I remember.

Any help?  ???

One of the pirate bases, I think it's the one named after a shadow in Latin.  I could be wrong,  There should be a quest available at the bar.  If you have not modded the number of bar quests in starsector config, you might have to come back several times for it to pop.

Do you mean Umbra? I think I've long since invaded that and have it claimed for myself, would I still be able to obtain the quest?
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Kiryuu on June 11, 2020, 09:30:31 PM
Do you mean Umbra? I think I've long since invaded that and have it claimed for myself, would I still be able to obtain the quest?

Yeah, that's the one. AFAIK, yes. From my current playthrough, I think I triggered the quest after I conquered it.
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on June 12, 2020, 04:21:47 AM
I think that having the Kletka simulator pop cores into existence based on chance works for your design goal, but I think that there's more that can be done with it.  If, like the supercomputer in industry evolution, it had it's own resource bin or if it could draw from the market storage/stockpile, it required both rare metals and domain artifacts AND it required a number of lower tier cores to build up a single higher tier core, then we have to make choices.

Do we build it on a world with 3 slots for mining/refining/Kletka combo?  If not, how do we get enough rare metal to the stocks on a regular basis?  Do we fill the storage with cores or use them elsewhere?  Beta cores are a meaningful choice now with Industry Evolution and I'd like to have some FOMO (Fear Of Missing Out) about my decisions, especially if I can't simply optimize and forget about it.

Finally, I'd love it if a remnant raid came knocking on the door every time an alpha was born.  Kick in the jump point door and lay waste to every colony in the system.  Claim every core in use.  Empty out the storage of cores.  Disrupt every industry utilizing a core.  Subvert the colony where the hapless player put an Alpha Core in charge - all of a sudden the orbital station is replaced with a Remnant station that starts spitting out Ordos.  Turn my system into a deserted wasteland ruled by ruthless and invincible machines that I put in charge.  Make the player scream about the unfairness of it all.

I dream big...  ragequit for the win.

The problem with it drawing resources from storage is that the supply/demand system that vanilla industries utilize already handles that. It would be confusing to the player to have some industries demanding commodities to function, and others requiring the player to manually store resources on the planet.

As far as raids are concerned, the Kletka simulator generates a huge amount of pather interest. I think pather attacks are bugged right now, but if the strength of pather attacks was proportional to the pather interest, the Kletka simulator would require player attention now and again - to stop pathers from destroying the colony. I'm waiting to see how this gets implemented in future versions of Starsector. If pather raids don't become a serious threat, perhaps I will implement by own "remnant interest" mechanic...
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: Serenitis on June 12, 2020, 04:55:52 AM
Some things to consider...
None of this is particularly pressing or vital though.

Terraforming options adding volatiles
While this is a very interesting and useful feature, I think it may be a little too "good".
Changing a planet to Frozen generates a volatiles resource with a value of +2, the highest possible.
While this could be explained as uncovering or otherwise making accessible new exploitable areas, this trivialises the presence of volatiles in a system removing part of the balance required to locate a suitable colony site.

There is already a precedent for generating resources "out of nothing" in this mod: Mining stations.
They generate expolitable ore resources with a value of +0. Enough to sell profitably, but not enough to run industry on it's own.

Would suggest that new Frozen worlds generate a volatiles resource with a value of +0 to bring it into line with the already extant Mining stations.
And all other instances of terraforming generating volatiles creates a -1 resource.
(-1 volatiles is still incredibly profitable.)

A sort-of counter to this, would be if you manage to find a means of dynamically generating a resource randomly from a specified range of outcomes. That would alleviate the concerns about always being able to ignore a resource due to being able to create it "on demand".

There's a similar thing with Food and Organics, although I don't really consider that an issue as they are somewhat unique in that neither are impressively profitable, so higher value resources don't make such a pronounced difference.
And both are "industrially" useful even at -1, so thier actual resource concentration is largely meaningless. If they're present at all they're enough.

Terraforming options
I would like to see the addition of Arid as an option for terraforming.
While Desert is similar to Arid, it is not the same. Deserts are considered only marginally habitable, while Arid is fully habitable. And it would be nice to have that option available if the player wants a hot dry option for improvement. (Jungles and Oceans being notably un-dry.)

From a technical standpoint, the inclusion of another entry in the selection list shouldn't overly clutter the screen. Although any more than +1 might run that risk.
(RIP Eccentric.)

Another thing to think about is possbily limiting the available terraforming choices based of the current temperature of the planet in question.
So it would not be possible to change a hot world into Frozen or Tundra without first adding shades. (These types cannot exist in vanilla with the hot condition.)
And likewise would not be possible to change cold worlds into Desert or Jungle (or Arid) without first adding mirrors. (These types cannot exist in vanilla with the cold condition.)
The rationale being that the current system doesn't really need the reflectors all that much, as every option is available from every starting point. Which itself leads to oddities such as a Frozen planet in a close orbit of a bright star with the "very cold" condition, but no shades.
Or hot Jungle planets in the outer system with no mirrors.
I would like to see the reflectors play an integral part of the terraforming process as they did in previous versions. (This current verison is a much better system, except for this one part where you've accidentally marginalised one of the coolest features - it's currently easier to use the systemwide options.)

The challenge here would be communicating the requirement for this extra step to the player.
Text on the terraforming options screen would likely be the easiest way.
Although "greying out" locked options with a "you need to build some reflectors" appended to the end of each one possibly being a slicker approach.

This mod has come a long way. And even as-is is incredibly impressive.
Trully excellent work!
Title: Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
Post by: boggled on June 12, 2020, 07:56:43 AM
Some things to consider...
None of this is particularly pressing or vital though.

Terraforming options adding volatiles
While this is a very interesting and useful feature, I think it may be a little too "good".
Changing a planet to Frozen generates a volatiles resource with a value of +2, the highest possible.
While this could be explained as uncovering or otherwise making accessible new exploitable areas, this trivialises the presence of volatiles in a system removing part of the balance required to locate a suitable colony site.

There is already a precedent for generating resources "out of nothing" in this mod: Mining stations.
They generate expolitable ore resources with a value of +0. Enough to sell profitably, but not enough to run industry on it's own.

Would suggest that new Frozen worlds generate a volatiles resource with a value of +0 to bring it into line with the already extant Mining stations.
And all other instances of terraforming generating volatiles creates a -1 resource.
(-1 volatiles is still incredibly profitable.)

A sort-of counter to this, would be if you manage to find a means of dynamically generating a resource randomly from a specified range of outcomes. That would alleviate the concerns about always being able to ignore a resource due to being able to create it "on demand".

There's a similar thing with Food and Organics, although I don't really consider that an issue as they are somewhat unique in that neither are impressively profitable, so higher value resources don't make such a pronounced difference.
And both are "industrially" useful even at -1, so thier actual resource concentration is largely meaningless. If they're present at all they're enough.

I see your point about how the resource levels on some of the planet transformations may be too high. The problem is that terraforming costs a lot of time and credits which could be used to simply conquer high-value colonies in the core worlds. The bonus from terraforming has to be high to justify this cost. Plus, many players expect custom-terraformed planets to be superior to most of the randomly generated ones.

With regard to frozen planets, like you said, +0 versus +2 volatiles is not a huge difference once the colony grows to a decent size and has AI cores. Why lower the value and disappoint some players who spent time terraforming their world?

With regard to volatiles on terran planets, I originally didn't have them there, but I was worried that without them terraformed terran planets would always be inferior to terran-eccentric worlds like Eventide that have all four mining resources, and players would be disappointed by this. I could always have both terran and terran-eccentric terraforming options, but terr